I did not mean to suggest she was above-human at all, and the human-ness of the hunters is a big part of the story, so I rewrote with those ideas in mind. I also assumed it would be easiest to nerf to Arcane things that require tools that wouldn't be available?
Strengths & Weaknesses
Abilities While Anna has the ability to use Arcane power, she requires the right tools and gems that would not be available outside her world. Without that, she is mainly a well-trained human.
The hunter fighting style is one of offense over defense. You are not trained nor encouraged to guard yourself; hunters do not carry shields. They dress in leathers or cloth to keep themselves light and unencumbered. They don't have excessive defenses at all, and Anna is no different. She can't take more than a few blows, and is not super-human in any regard in defenses.
Hunters instead rely on either such heavy overt offense that they stun and kill their enemy before they can retaliate, or they rely on acrobatic rolling dodges and quick consecutive strikes. Anna is the latter. She is a wiry fighter, and her greatest strengths are speed and range. She's a whip user for this reason. She doesn't hit any harder than a well-trained human would. Most hunters rely on the peculiarities of their trick weapons and their own cleverness over supernatural strength -- in this case, Anna's notched whip has blades that rip and pull on them, unlike a standard leather whip.
Her stamina is also not particularly superhuman. I'd compare her to a gymnast, able to be in challenging motion for a long period of time, but will still eventually get tired. She's athletic and healthy, she can go at a jog for hours but to pick up into a run will tire her. She can exert heavily in spurts, or go slow and low for a long time, (i.e. sprinter vs distance) and her agility is superb. But not superhuman.
She has four runes written onto her mind. The thing to understand about the runes, I think, is that they're mind-over-matter. They're mantras. Nothing has changed about her physically, only her perceptions.
Runes
Anti-Clockwise Metamorphosis - Can push herself a little longer.
Blood Rapture - 'Will to live' increased when dealing a super bloody strike. I included this to relate to her increasing blood-drunkness, pretty much all I intend by it is that she gets hyped and ready to continue after a good kill.
Great Deep Sea - General defense boost. In mind-over-matter terms, can shrug off a little bit of damage. More 'not noticing it' than 'not taking it'.
Hunter - Can talk herself into being on the move again quickly.
Re: REVISIONS