Speed/Strength- Due to her long, powerful legs, the Giant can move at a max speed of 20-30mph. And bound 5-12ft into the air., smaller the faster and more nimble. The Gaint is robust, designed to support her muscular tones, curves, and skeletal structure. As a result, she has the strength of three of her equivalent human counterparts. With a grip twice that of any race. Her punches and kicks are strong enough to shatter femurs. Can lift up to 2,700 lbs.
Endurance/flexibility- Due to her muscles/bones being higher in tensile strength awhich has been evolved to support her sturdy build to compensate for her being a larger target. Being able to control her body, allows the Giant to bend and contort her vessel in unnatural ways. In short, she can perform salacious splits, bend her legs over her head and other such contortionist acts.
Acute Hearing- Due to her time in the jungle, her ears have been trained to pick up on the soft sounds of disturbances. As such, Florentina can detect the general direction of bowstrings being drawn, twigs snapping, foliage rustling, and footsteps within 180 feet of her location.
Martial training (Vocational)- Florentina has been trained extensively in hand-to-hand combat, capable of grappling, subduing, or assaulting her opponents with a barrage/flurry of powerful martial kicks/punches. She often utilizes this to take the fight to the ground, mount her opponents, and bash their skull open against the solid earth. Another favored method is to strangle and shatter the target's neck Fight first think later served her people well in the Sands and in the Jungle climate. Her muscle memory is honed through her decades of combat, so she can react on instinct.
Wereturtle form- When she assumes this transformation, she gains a fifty percent boost to her strength and lifting power. While in this state, she will rip and tear her enemies asunder. Those few who have witnessed the monstrous side of the agent fear only one thing, and that is her.
+50%- Resilience to poison, rot, and disease-based attacks due to living in the toxic jungle
Description- Flesh magic is the capacity to manipulate one's cells, as well as that of the deceased. It is divided into two classes though only one applies here. Bolstering, the alteration of one's body, and the grafting of STUDIED extremities onto the vessel. She cannot manipulate another's body, as their chi/magical harmonization is not the same as such. Outside of perhaps another bone gear (Depending on locational rules), she will be powerless to influence or distort another living vessel. However, if blood is on the ground, that no longer qualifies as being under the player's command. For balance's sake, blood on the body also can not be altered in any way.
The Turtle armor she wears is defensive (Able to deflect piercing/slashing and arrows/bolts much like Plate can) but is mainly offensive. She utilizes it to explode the gauntlet (For example) or form new equipment from the material (Once the gear is extracted, the armor on the extremity is forever gone as it was consumed.). By default, the bone on her body and equipment is always at 2x tensile strength of steel. Once an object is manipulated, it stays as such. A way to understand this concept is how the bending of metals work, your character doesn't need to discharge energy to maintain the smith's efforts.
All buffs last one turn if not specified, the exception being bone manipulation for the reasoning above. However, remodeling an item's shape forever locks it, as regular manipulation will considerably wane the tensile effect. One alteration is acceptable. Two means it's now just normal bone, three or above, it will become brittle and crumble in her hands. The strength buffs are focused on amplifying lifting and grip; her punches "Breaking bones" is naturally existing brawn assuming she is hitting a typical human, unprotected outside of the femur, which is the most rigid bone in the human body. Any such "claims" are subject to the opponent's anatomy and, of course, their capability to describe said physiology for their character. If having bone akin to iron rods, her punches will no longer break them but still damage the body's soft organs and muscles.
(Skills her entire Race are imparted due to their culture.)
Alter Self (Racial)- The agent can use her Chi to decrease or increase her height by 50%. This allows her to blend in easier or increase her presence. While growing, her strength and endurance raise by an equal amount, while shrinking, she gains speed. Once the height is achieved, she can maintain it at no cost only able to alter her size once per day
Bone manipulation (Racial active)- The Giant can alter any Bone/shell Armor or Weapons by imbuing it with her Chi. Granting it the ability to be 2x tensile strength than steel or elongating their size and reach up to twofold. This Inquisitor can also make minor changes like curving them, adding spikes up to three inches in length, or exploding outward in fragmented debris like a claymore. (100ft long and 50ft wide in a cone.) The scout can manipulate her milk, allowing her to coat the outside in Black and white armor from neck to toe. Able to draw from the lactation stored within her large mammary glands, to expedite the creation of the armor (Once per fight she can repair two extremities worth of bone)
Equipment based Abilities.
(Skills Limited by her equipment.)
Thrown Projectile (Equipment)- Here is a list of her ammunition, with their ranges and velocity (Which will be based on real-life human achievements. Before you freak out, keep in mind, she is a giant. Given her mass and strength, they would go further in actuality unless hitting terminal velocity. So yes, I consider this nerfed.). I will list the universal effects first. They can be coated in her Enzyme from sticky fingers to adhere them to surfaces. Imagine it as a primordial C4 that sends out debris that rips and embeds itself into any exposed tissue as they become deadly shards of "glass." As the target moves, their jaggedness will tear through nearby muscles and or organs. It can be refuted wholly by wearing plated armor. The materials are twice the tensile strength of steel, following her bone magic premise throughout this sheet.
Turtle shells- She has one on her back, one on each hip and one on each shoulder. (Five total); this armament is used as a shield as well as a projectile. She launches it across the environment like a frisbee. A max range of 900ft (Lesser than the record held by David Wiggins Jr.) at a max speed of 89.5 mph. (Held by Simon Lizotte.) The inquisitor can grow spike on them to use the parrying/bashing shield as a target. It is 3ft wide, and 1.5ft tall. With a 40ft spherical explosion
Flesh Magic Abilities.
(The Augmentation of the fFesh Tree.)
Sticky fingers (Active/Utility.)- The warrior can increase her grip to be 3x that of human limitations while secreting an enzyme that allows her hands and feet to adhere to surfaces. She can apply this to her projectiles
(Mastery of the Earth Tree.)
The tortoise (Active/Damage)- The agent can spawn domes similar to tortoise shells. These earthen constructs can be placed on the field, capable of being covered in 8-inch spikes thats are 2 inches wide from the top of the surface. The radius of these imitations is 3ft in width. The Giant can kick, throw and thwack at an opponent, inflicting blunt damage and enabling the spikes to pierce their flesh. These protrusions will be hidden till they get near the target and then will shoot outward. (120ft travel range, 60 mph)
The snapper (Active/Snare)- Florentina will leap into the air, slamming her feet onto the earth. The soil itself obeys her commands, producing an array of spires akin to snappers that rise upward by up to eight feet. The area influence is a Sixty-foot diameter of where she lands. These earthen protrusions will seek out any inside, clamping their maws onto the target with the aim of shattering bones if they cannot escape.
Foul play (Active/Blind attempt)- The agent will swipe her feet, sending forth a line of debris to blind a target. This trick traverses a max of 80ft and has a total width of 40ft pushing outward a thick cloud of dirt and tiny pebbles, removing the opponent's sense of sight and smell while displacing fields of gas.
Alluvial dash (Active/Utility.)- The monk slides freely for 80ft via bending the soil to evade attacks, or the inverse to draw in ill-prepared prey.