Roma Invicta
In the wake of the Roman Republic’s civil wars, the forces of the Triumvirate have succeeded in pushing Sextus Pompey and his armies from the mainland of Italia, securing their power over Rome. However, as Rome’s power grows so does that of the Triumvirate, and the tensions between its members. Mark Antony and Octavian have begun a political war against one another, propaganda and hearsay clashing against each other within their sections of the republic. The wide spread news Antony’s failures and illicit behavior with Cleopatra of Aegyptus, as well as Octavian’s greater shows of power and aggression have caused many citizens to already take sides against one or the other.
Recently, there have been tales throughout the republic of young women touched by the gods, granted a portion of their power. These blessed children have been lauded as heralds of the gods, oracles, and as they are brought under the command of legions they are claimed to be proof of either Octavian or Antony’s right to lead Rome. Likewise to the north, there have been reports from legionaries of similar beings among the barbarian tribes of Germania. Otherworldly warrior women possessing great and terrible powers of their own. The appearance of these semi-divine women both at home and abroad has only furthered the instable structure the once grand Triumvirate has become. Escalation after escalation can only lead to one course of action, a war that will shake the Roman Republic to its very core.
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This is a roleplay centered around that era. The focus of this RP is combat and political intrigue, from both the perspective of normal people(who can aspire to be so much more), and the inherently powerful "Magical Girls". It may seem complicated, but for the most part actual combat and roleplay will be fairly free form and won't be weighed down by systems. The application itself has a measure of complication so that there is actual character progression, both in personality, and in power set.
General Information
Respect the opinions of others even if they may seem outlandish from your perspective. Opinions, after all, are just that and that alone.
You may loot from bodies, but not from the body of a character you controlled. This is being added for posterity.
If you have an issue with an RPer or something that happened, PM me first and we'll try to work it out in a civil manner.
How time flows in this Roleplay is obviously an important topic. Sometimes, combat, battle, or interactions can drag on. This tends to result in a situation where just a few or even a single event is "smothering" the roleplay, causing it to wait on that event to finish. While characters are not in a Hub, a Legion, or a Battlefield, characters can be considered to be working on a different flow of time. This means that while they may still be doing something during a particular week, the rest of the RP has advanced a week. This allows the RP to move forward even when some Roleplayers are doing a quest, investigating ruins, or other various things.
Your posts are entirely based on your character's perspective. Your character may be wrong; however, it is up to subsequent posters to correct you if you are wrong.
Try to keep in mind this is a roleplay taking place during the late Roman Republic. In that respect, do not use language that doesn't fit. This basically means don't use glaring obvious 21st century lingo in conversations. This is in general- these are a different times then our modern world, so you should generally act like it.
RP stops the moment someone uses the power of love.
Protip1#: This RP has a limit of 3 characters at the start. I seriously recommend you have at least two characters, hopefully from two different perspectives. This gives you a wider view of the roleplay, thus allowing you to see things in a different light. Further, it also gives you something to do while your other OCs is simply idling.
Protip2#: The main hubs of this world are Rome(Everyone, Octavian), and to a lesser degree Alexandria(Antony), Syracuse(Pompey), and finally Athens. Further, one could call the player legions themselves a sort of hub for roleplayers. Characters wishing to do non combat things will for the most part be concentrated in the city of Rome most of the time.
Protip3#: Quests are useful for gaining items, wealth, influence, and knowledge, as well as skill points(In the case of humans) and magical abilities in the case of magical girls. They're an excellent way to gain strength for the coming war, and forge partnerships with allies in fire.
Protip4#: Read and ask questions
You may loot from bodies, but not from the body of a character you controlled. This is being added for posterity.
If you have an issue with an RPer or something that happened, PM me first and we'll try to work it out in a civil manner.
How time flows in this Roleplay is obviously an important topic. Sometimes, combat, battle, or interactions can drag on. This tends to result in a situation where just a few or even a single event is "smothering" the roleplay, causing it to wait on that event to finish. While characters are not in a Hub, a Legion, or a Battlefield, characters can be considered to be working on a different flow of time. This means that while they may still be doing something during a particular week, the rest of the RP has advanced a week. This allows the RP to move forward even when some Roleplayers are doing a quest, investigating ruins, or other various things.
Your posts are entirely based on your character's perspective. Your character may be wrong; however, it is up to subsequent posters to correct you if you are wrong.
Try to keep in mind this is a roleplay taking place during the late Roman Republic. In that respect, do not use language that doesn't fit. This basically means don't use glaring obvious 21st century lingo in conversations. This is in general- these are a different times then our modern world, so you should generally act like it.
RP stops the moment someone uses the power of love.
Protip1#: This RP has a limit of 3 characters at the start. I seriously recommend you have at least two characters, hopefully from two different perspectives. This gives you a wider view of the roleplay, thus allowing you to see things in a different light. Further, it also gives you something to do while your other OCs is simply idling.
Protip2#: The main hubs of this world are Rome(Everyone, Octavian), and to a lesser degree Alexandria(Antony), Syracuse(Pompey), and finally Athens. Further, one could call the player legions themselves a sort of hub for roleplayers. Characters wishing to do non combat things will for the most part be concentrated in the city of Rome most of the time.
Protip3#: Quests are useful for gaining items, wealth, influence, and knowledge, as well as skill points(In the case of humans) and magical abilities in the case of magical girls. They're an excellent way to gain strength for the coming war, and forge partnerships with allies in fire.
Protip4#: Read and ask questions
Playable
Octavian
A Political Monster capable of bending Roman politics to his will, Octavian – whom we know as Augustus – upholds strict Roman ethics and standards, and his methods and tactics are completely drawn from the Roman Way. His Legions are almost completely drawn from Italy and their peers are none. Magical Girls who serve him tend to focus on raw, land based power to dominate the battlefield. Their skills are second to none and their numbers are Legion.
Antonius and Cleopatra
An Alliance between Eastern Rome under Antony and Cleopatra, the (in)famous Queen of Egypt, their alliance creates a fusion of eastern and western concepts. Although many conservatives in Rome consider Antony unroman-like, he fights in the old Roman Style and was an experienced lieutenant who served under Caesar – underestimating him will bring nothing but peril. The backbone of his Roman style army and navy, however, is supported by Cleopatra and contains many exotic Egyptian and eastern forces, creating many new and varied possibilities at the cost of the pure, raw skills as the ones Octavian's legions have. Magical girls in this alliance can be either Roman or Egyptian, and through their multiculturalism Roman magical girls in this alliance can also take on the traits of either a Parthian or Egyptian Magical girl in addition to their own Roman traits at the cost of a reduction of power on both sides.
Pompey
The last hope for the restoration of Rome as a Republic(And son of Caesars greatest enemy), Pompey begins with a strategic position weaker than even the diminishing Lepidus but his potential is far greater. Furthermore, his navy is capable of challenging those of even Antony or Octavian alone. Although his initial resources and legions are low save for his navy, his magical girls are also vaunted warriors of the seas and the skies. The maidens who worship the gods under him focus on aerial and naval combat.
Warbands
Although possible for Romans to join or form them, Warbands are the primary way in which the barbarians such as the Celts and Germans can become involved. Warbands are Mercenary Auxiliaries, and although they do not hold a faction of their own they can build up money, experience, troops and reputation. Once their strength grows strong enough, they can either return to their home tribe and build it up as a faction of their own capable of challenging the warring groups of Rome or permanently pledge their allegiance to an established faction, gaining all the benefits and privileges that come with doing such.
NPC
Lepidus
The little third wheel whose potential to take command of the fate of Rome is diminishing but nevertheless still plays a critical part in the battle, Lepidus leads an indecisive NPC faction with very few magical girls. Although his potential to win the war is non-existent, his ownership of Carthagian grain and Spanish silver, along with the legions he has under his command, makes ignoring him a foolhardy strategic move for anyone.
Italia
The Province of Italy. Although theoretically jointly controlled by the Triumvirate members Octavian, Antony and Lepidus, practically Octavian has the most influence and power here. If Rome is the key to the world then Italy is the door mat you put it under. Needless to say, this province is the most crucial in the war.
Parthia
A Land just recently defeated by Antony and whose holdings east of Iraq were carved up between him and the Egyptians, Parthia is a recovering but vengeful land. Parthia is not directly involved in the beginning, but Parthians can join a warband and fight with a focus on hit and run tactics utilizing missile cavalry.
Legionary Units
Legion – approx. 5000 legionaries (excluding auxiliaries) divided into 9 cohorts and the First Cohort
Primus Cohort – double-strengthened cohort (approx. 800 men)
Cohort – 480 men, divided into 6 centuries
Centuria – 80–100 legionaries, divided into 8 contubernia
Contubernium – 8 men (7 legionaries and a decanus)
Legion Ranks and Structure
Legatus Legionis (General)
Laticlavian Tribune
Praefectus Castrorum - (legion third-in-command)
Angusticlavian Tribunes (five per legion, often assigned for administrative duties)
Primus Pilus – senior centurion of the legion, in command of the legion's First Cohort
Primus Prior – senior centurions in charge of the cohorts' first centuriae (ie: commanders of the cohorts)
Primi Ordinares – centurions in command of the five centuriae of the First Cohort
Centurion – officer in charge of a centuria
Optio – second-in-command of a centuria
Tesserarius – second-in-command to an Optio
Decurio – commander of a cavalry unit of 30 horsemen. Usually assigned to commanders of cavalry auxiliary or specially-formed legionary cavalry (largely discontinued post-Marian reforms)
Decanus – officer in charge of a contebernum
Specialists and Other Ranks
Immune – legionary skilled in and assigned for additional duties (military police, surgeons, artillery crew, etc).
Aquilifer – veteran in charge of bearing (and guarding) the legion's aquila standard
Imaginifer – veteran from the First Cohort charged with bearing a standard with the ruling Emperor's likeness
Vexillifer – standard bearer bearing a banner displaying the legion emblem, number and the battle honours earned
Signiferii – standard bearers for each centuria. 59 per legion
Discentes Signiferorum – standard bearer 'in training'
Aeneatorii – horn blowers, used to relay signals to the legion and its sub units in battle
Evocatus – veteran who has completed his service, but has chosen to re-enlist
Duplicarius – specialist pay grade at twice normal amount; awarded to a legionary for exemplary service
Legion – approx. 5000 legionaries (excluding auxiliaries) divided into 9 cohorts and the First Cohort
Primus Cohort – double-strengthened cohort (approx. 800 men)
Cohort – 480 men, divided into 6 centuries
Centuria – 80–100 legionaries, divided into 8 contubernia
Contubernium – 8 men (7 legionaries and a decanus)
Legion Ranks and Structure
Legatus Legionis (General)
Laticlavian Tribune
Praefectus Castrorum - (legion third-in-command)
Angusticlavian Tribunes (five per legion, often assigned for administrative duties)
Primus Pilus – senior centurion of the legion, in command of the legion's First Cohort
Primus Prior – senior centurions in charge of the cohorts' first centuriae (ie: commanders of the cohorts)
Primi Ordinares – centurions in command of the five centuriae of the First Cohort
Centurion – officer in charge of a centuria
Optio – second-in-command of a centuria
Tesserarius – second-in-command to an Optio
Decurio – commander of a cavalry unit of 30 horsemen. Usually assigned to commanders of cavalry auxiliary or specially-formed legionary cavalry (largely discontinued post-Marian reforms)
Decanus – officer in charge of a contebernum
Specialists and Other Ranks
Immune – legionary skilled in and assigned for additional duties (military police, surgeons, artillery crew, etc).
Aquilifer – veteran in charge of bearing (and guarding) the legion's aquila standard
Imaginifer – veteran from the First Cohort charged with bearing a standard with the ruling Emperor's likeness
Vexillifer – standard bearer bearing a banner displaying the legion emblem, number and the battle honours earned
Signiferii – standard bearers for each centuria. 59 per legion
Discentes Signiferorum – standard bearer 'in training'
Aeneatorii – horn blowers, used to relay signals to the legion and its sub units in battle
Evocatus – veteran who has completed his service, but has chosen to re-enlist
Duplicarius – specialist pay grade at twice normal amount; awarded to a legionary for exemplary service
Dictator(-/1)
Master of Horse(-/1)
Censor(2/2)<-Consul(2/2) -> Princeps Senatus(1/1)
Praetor(0/8) -> Propraetor(Governor)
Aedile(0/2 Pleb, 0/2 Any)
Quaestor(0/20) -> Tribune(0/10 Pleb)
Military Tribune(0/Infinite)
-> or <- Indicate a different branching path, higher on list is higher power and rank
Master of Horse(-/1)
Censor(2/2)<-Consul(2/2) -> Princeps Senatus(1/1)
Praetor(0/8) -> Propraetor(Governor)
Aedile(0/2 Pleb, 0/2 Any)
Quaestor(0/20) -> Tribune(0/10 Pleb)
Military Tribune(0/Infinite)
-> or <- Indicate a different branching path, higher on list is higher power and rank
Ruling
Senatorial(Maximum at Start. Political class. Legally can't own business' outside of Agriculture lest they are corrupt)
Equites(Merchant class, very rich)
Roman Citizen(Italy)
Roman Citizen(Outside Italy)
Feeemen
Slaves(Urban)
Slaves(Agricultural)
Senatorial(Maximum at Start. Political class. Legally can't own business' outside of Agriculture lest they are corrupt)
Equites(Merchant class, very rich)
Roman Citizen(Italy)
Roman Citizen(Outside Italy)
Feeemen
Slaves(Urban)
Slaves(Agricultural)
Quests are the missions characters can go on in the hub cities or across the Known world. To that effect, the GM and Co-GM will be releasing a Quest Board with possible missions characters can go on. Members of the roleplay can also submit Quests that they can manage as well, if they wish to play an antagonistic or villian character/faction. These should be submitted over PMs.
Application
Quest Title:
Quest Type: (Assassination, treasure hunt, burglary, escort, mercenary, etc.)
Description: (An in character description of the task being presented)
Details: (OOC description of the quest, including grounds for success and failure, time limit, location, possible enemies/bosses/allies, etc.)
Difficulty Rating: (Easy, Routine, Challenging, Difficult, Hard, Very Hard, Nightmarish, use your best judgement here)
Reward: (Physical rewards for the character(s) who successfully complete the quest, experience can only be awarded by Mods.)
Application
Quest Title:
Quest Type: (Assassination, treasure hunt, burglary, escort, mercenary, etc.)
Description: (An in character description of the task being presented)
Details: (OOC description of the quest, including grounds for success and failure, time limit, location, possible enemies/bosses/allies, etc.)
Difficulty Rating: (Easy, Routine, Challenging, Difficult, Hard, Very Hard, Nightmarish, use your best judgement here)
Reward: (Physical rewards for the character(s) who successfully complete the quest, experience can only be awarded by Mods.)
Magic Weapons are weapons that can cause magical effects without the user having to know magic. These weapons were used by many famous warriors, and they are called Legendary Weapons. A well skilled human with proper armament can become the equal of a Hero, and through that, be capable of fighting Magical Girls on equal terms. Magic weapons also serve as a focus for Magical Girls of all kinds.
Divine Weapons are weapons created by or created for the use of Gods. They are weapons at another level, and only humans who have divine blood or have ascended to the status of "Hero" can use them. Since getting Divine Blood is impossible now, only the later is possible. Divine Weapons have capabilities that seem to grind away at the laws of the universe, and are weapons beyond normal humanity. Magical Girls are specially tuned to such weapons.
Animals are animals. There are three different ranks of animals. Normal, Monster, and Divine. Normal animals are the just that; normal animals. Monsters are beings beyond normal abilities, such as a gigantic snake, the Rok, or a sea serpent They are capable of fighting magical girls in combat and being a threat they must acknowledge. Divine Animals are beings above normal concepts capable of bringing immense destruction upon the world. Many of the stronger creatures of myth were divine beings; each one is unique, and there is no "Divine" species.
All normal summons made by magical girls are of the Normal or Monster rank of animal. Divine Animals must be raised to that point with love, care, and gratuitous exposure to the baleful energies of magic. They can also be captured and tamed, in theory.
Divine Weapons are weapons created by or created for the use of Gods. They are weapons at another level, and only humans who have divine blood or have ascended to the status of "Hero" can use them. Since getting Divine Blood is impossible now, only the later is possible. Divine Weapons have capabilities that seem to grind away at the laws of the universe, and are weapons beyond normal humanity. Magical Girls are specially tuned to such weapons.
Animals are animals. There are three different ranks of animals. Normal, Monster, and Divine. Normal animals are the just that; normal animals. Monsters are beings beyond normal abilities, such as a gigantic snake, the Rok, or a sea serpent They are capable of fighting magical girls in combat and being a threat they must acknowledge. Divine Animals are beings above normal concepts capable of bringing immense destruction upon the world. Many of the stronger creatures of myth were divine beings; each one is unique, and there is no "Divine" species.
All normal summons made by magical girls are of the Normal or Monster rank of animal. Divine Animals must be raised to that point with love, care, and gratuitous exposure to the baleful energies of magic. They can also be captured and tamed, in theory.
Magical Girls
A magical girl is a female child gifted with a fraction of the Gods powers by contract. As synchronization with the divine powers of gods increase, so do your various abilities and your rank. Magical Girls are not limited to drawing power from just one God; however, each magical girl should select a "Patron God", who gives them unique traits. Keep in mind that the Gods are gifting you these abilities; that means the best way for a magical girl to gain abilities is to gain favor with the gods they draw power from. Likewise, committing actions your Gods may disapprove of will have consequences.
A Magical girl in this sense can be anywhere from 10 to 20. Setting your age at 18 or above will give you the same amount of skills an adult may start with and the same rate of enhancing and gaining them, but also lowers your starting Synchronization and the rate in which you gain synchronization. Conversely, starting at the 10-12 range will give you increased synchronization, but there are obvious drawbacks to being so young.
In RP, they are referred to as Priestess'.
The above applies for Grecco-Roman(And when they are put out, Egyptian) Magical Girls. What about Germans? They operate on a different basis. A German Magical Girl is a Valkyrie; a being who escorts the souls of the dead to Odin's Hall in Valhalla. Rather than gaining abilities through divine contracts, they use skillsets that find their basis through spirits and Odins patronage. They do not have to worry about committing actions that may anger their God but likewise they cannot gain "Favor" from Gods either.
Valkyrie gain power from passively escorting the spirits of the Dead to Odin's Hall, in preparation for the inevitable Ragnarok. They do not have Synchronization, but rather, have "Soul"(Soul points vs Synchronization Points) which are increased as they escort those spirits. Quantity vs Quality is a factor here; being at a large battlefield or taking the soul of a great hero or magical girl are both ways to gain the most amount of Soul Points. Keep in mind however, that if someone is particularly pious or connected to a God, that God can contest your attempt to escort that soul to Valhalla. This is less of a problem for stock soldiers, but is obviously more of a problem for Heroes or Magical Girls.
Additionally, while Valkyrie have the appearance of young girls like with the Grecco-Roman variant, they have the mentality of adults and are treated as such in regards to skills.
A Magical girl in this sense can be anywhere from 10 to 20. Setting your age at 18 or above will give you the same amount of skills an adult may start with and the same rate of enhancing and gaining them, but also lowers your starting Synchronization and the rate in which you gain synchronization. Conversely, starting at the 10-12 range will give you increased synchronization, but there are obvious drawbacks to being so young.
In RP, they are referred to as Priestess'.
The above applies for Grecco-Roman(And when they are put out, Egyptian) Magical Girls. What about Germans? They operate on a different basis. A German Magical Girl is a Valkyrie; a being who escorts the souls of the dead to Odin's Hall in Valhalla. Rather than gaining abilities through divine contracts, they use skillsets that find their basis through spirits and Odins patronage. They do not have to worry about committing actions that may anger their God but likewise they cannot gain "Favor" from Gods either.
Valkyrie gain power from passively escorting the spirits of the Dead to Odin's Hall, in preparation for the inevitable Ragnarok. They do not have Synchronization, but rather, have "Soul"(Soul points vs Synchronization Points) which are increased as they escort those spirits. Quantity vs Quality is a factor here; being at a large battlefield or taking the soul of a great hero or magical girl are both ways to gain the most amount of Soul Points. Keep in mind however, that if someone is particularly pious or connected to a God, that God can contest your attempt to escort that soul to Valhalla. This is less of a problem for stock soldiers, but is obviously more of a problem for Heroes or Magical Girls.
Additionally, while Valkyrie have the appearance of young girls like with the Grecco-Roman variant, they have the mentality of adults and are treated as such in regards to skills.
Soldier-Green
Soldier-Seasoned
Soldier-Veteran
---
Officer- Green
Officer- Seasoned
Officer- Veteran
---
Heroic-Iron
Heroic-Bronze
Heroic-Silver
Heroic-Golden
Legendary-???
Legendary-???
???-???
Magical girls have different generalized ranks that give an abstracted view on their capabilities. This isn't a numbers game, so keep that in mind. All player character magical girls start at Heroic-Iron. These titles will be awarded to you as you progress, along with their benefits. Soldier class are mook Meguca, and Officer class are the more betterer mooks who lead those mooks.
Soldier-Seasoned
Soldier-Veteran
---
Officer- Green
Officer- Seasoned
Officer- Veteran
---
Heroic-Iron
Heroic-Bronze
Heroic-Silver
Heroic-Golden
Legendary-???
Legendary-???
???-???
Magical girls have different generalized ranks that give an abstracted view on their capabilities. This isn't a numbers game, so keep that in mind. All player character magical girls start at Heroic-Iron. These titles will be awarded to you as you progress, along with their benefits. Soldier class are mook Meguca, and Officer class are the more betterer mooks who lead those mooks.
Applications
Personal Information
Name:
(You should use naming conventions fitting for the culture you draw your character from.)
Gender:
(Obvious)
Birthday:
dd/mm/yy
(Use the modern Gregorian Calendar for the date. This roleplay begins in 32 BC, March 15th. Keep in mind the Gregorian Calender is a future creation: In the interest of your brains, I am using it instead.)
Age:
(How old is your character? Every decade(rounding up) from 30 up gives you an extra skillpoint to use. In exchange, this can have effects on your characters mental and physical abilities.)
Height&Weight:
(Obvious as well. More or less here to let me see if you make a living stick or ballon or not by accident. Use the metric system Ameriburgers.)
Appearance:
(It is encouraged that you write a sentence or two here if you use a picture, which should be placed at the top of the application. If you do not, add a few more sentences.)
Equipment:
(What do you carry on your person?)
Assets:
(What hard assets do you own. Things like a house, or a business. Should correspond to your social rank and bio.)
Psychoanalysis
Merits:
(The positive points of your personality. These tend to be positive. Everyone has them, and their strength and how many one has depends on the person. Try to use these to help define your character.)
Flaws:
(Problems or defects your character has. They are always inherently negative. Everyone has them, and their severity and the number one has depends on the person. Try to use these to help define your character.)
Tragic Flaw:
(Deadly flaws. The same sort of weakness any tragic hero has. They're deadly because they'll probably lead to your death or worse. A normal flaw can evolve into this eventually and other things can lead to this. You don't want to and do not have to start with this, but you can. As an example of this, think of Jasons ego or Hercules rage.)
Personality: (Exactly what it sounds like)
Recorded Information
Culture and Country:
(The culture group they were raised from(Latin, Celtic, Germanic, Egyptian, etc.)
Languages:
(What your character speaks. Very important as it's hard to properly communicate with those who cannot speak your language. People will be more likely to "accept" you and thus work with you. Their native language is mandatory, obviously.)
Public Record:
(What you have done that would be known by more than those just in your personal life. In other words, what you have done that is relevant to the world as a whole. These are basically the big events in your life or things done in public eye; keep it short but sweet)
Private Information:
(What they've done in their personal life that typically has nothing to do with the world as a whole. What they did outside of the public eye or that wasn't a big event. Being trained to be a potter or being raised in Rome are good examples.)
Faction Information
Loyalty:
(What faction are you aligned to? It must be a player character faction or a Warband. Why are they in this faction? It may just be circumstance, or perhaps for a specific reason such as being an auxiliary, or part of a legion that chose that particular side.)
Political Rank:
(The political rank your character may have. If they don't have one, leave it blank. Details on political ranks can be found in their respective area.)
Military Rank:
(The military rank your character may have. If they don't have one, leave it blank. Details on military ranks can be found in their respective area.)
Skills and Metastatus
Skills:
(Simply list your skills and their accompanying rank. Remember, you get 9 points to spend.)
???:
(This will be assigned to you.)
Fate:
(The number of Fate points you have. This will be assigned to you.)
Miracle:
(???)
Personal Information
Name:
(You should use naming conventions fitting for the culture you draw your character from.)
Gender:
(Obvious)
Birthday:
dd/mm/yy
(Use the modern Gregorian Calendar for the date. This roleplay begins in 32 BC, March 15th. Keep in mind the Gregorian Calender is a future creation: In the interest of your brains, I am using it instead.)
Age:
(How old is your character? Age is important and effects your magical girl deeply.)
Height&Weight:
(Obvious as well. More or less here to let me see if you make a living stick or ballon or not by accident. Use the metric system Ameriburgers.)
Appearance:
(It is encouraged that you write a sentence or two here if you use a picture, which should be placed at the top of the application. If you do not, add a few more sentences.)
Equipment:
(What do you carry on your person?)
Psychoanalysis
Merits:
(The positive points of your personality. These tend to be positive. Everyone has them, and their strength and how many one has depends on the person. Try to use these to help define your character.)
Flaws:
(Problems or defects your character has. They are always inherently negative. Everyone has them, and their severity and the number one has depends on the person. Try to use these to help define your character.)
Tragic Flaw:
(Deadly flaws. The same sort of weakness any tragic hero has. They're deadly because they'll probably lead to your death or worse. A normal flaw can evolve into this eventually and other things can lead to this. You don't want to and do not have to start with this, but you can. As an example of this, think of Jasons ego or Hercules rage.)
Personality: (Exactly what it sounds like)
Recorded Information
Culture and Country:
(The culture group they were raised from(Latin, Celtic, Germanic, Egyptian, etc.)
Languages:
(What your character speaks. Very important as it's hard to properly communicate with those who cannot speak your language. People will be more likely to "accept" you and thus work with you. Their native language is mandatory, obviously.)
Public Record:
(What you have done that would be known by more than those just in your personal life. In other words, what you have done that is relevant to the world as a whole. Magical girls have just recently started to be a big thing, so I doubt there will be a large list here.)
Private Information:
(What they've done in their personal life that typically has nothing to do with the world as a whole. What they did outside of the public eye or that wasn't a big event. Considering they're a little girl, they shouldn't really have done much, so relationships with others is probably more important.)
Faction Information
Loyalty:
(What faction are you aligned to? It must be a player character faction(Octavian/Pompey/Antony) or a Warband. Why are they in this faction? It may just be circumstance, or perhaps for a specific reason such as being an auxiliary, or part of a legion that chose that particular side.)
Military Rank:
(The military rank your character may have. If they don't have one, leave it blank. Details on military ranks can be found in their respective area. Magical Girls have the "Priestess" rank inherently which makes them outside of the normal command structure. However, Magical Girls with the capability to command(That is, those with the right skills and an Adult or Psuedo-Adult mentality) can have a Officer rank in addition to "Priestess")
Magical Girl Rank:
(A rank of your magical girls powers. As your rank increases, new capabilities and possibilities will open up for you. It also acts as your equivalent of Fame. At the start of this roleplay, all players will likely start out with Heroic-Iron. For convenience, all cultures use the same Ranks.)
Magic
Synchronization:
(The measure of your magical girls attunment with their God(This only applies to Grecco-Roman magical girls, not Germanics). It's percentage based, with each 10%=1 Synchro Point. Your starting synchronization determines what you can buy initially. Format it like so; 100%/100%, with the left number being how much synchronization you have used and the right number being your total synchronization) Erase if you are not a Grecco-Roman or Egyptian magical girl
Soul:
(The measure of how many souls you have moved on to Valhalla. It's point based, and each point has a value of roughly ??? souls. Keep in mind some souls are worth or less, including stock soldiers. The starting points determine what you can buy initially. Format it like so; 5/5, with the left number being how many Souls you have used and the right number being your total gained souls) Erase if you are not a German/Norse Valkyrie.
Magical Familiar:
(The form and personality of your magical familiar, be it Germanic, or Grecco-Roman)
Magic Trait:
(The negative and positive traits your Magical Girl has gained. Traits are from your Patron, or Primary God.(Or Primary skillset, in the case of German/Norse magical girls)
Magic Abilities:
(A list of the abilities you have purchased and their corresponding rank and specialization, for example Riding(Horses)-2)
Power Manifestation:
Magic Abilities on their own are just the basis from which your powers come from. However, they are expressed by your magical girl in a unique way. For example, having Flame(Magic) will allow you to manipulate flames. However, not all magical girls will manifest that ability in the same way. How it manifests is up to you, but keep in mind the level of power you have invested in that ability. Further, Power Manifestation is where you combine Magic Abilities you have purchased to produce unique results; such as combing Flame(Magic) with Necromancy to create flaming skeleton, and so on.)
Skills and Metastatus
Skills:
(Simply list your skills and their accompanying rank. Age is relevant here, keep in mind.)
Fate:
(The number of Fate points you have. This will be assigned to you.)
Miracle:
(???)
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Culture Attributes
Synchronization: ???
Ambrosia and Nectar: ???
Familiar(Phantasm): All Greeco-Roman magical girls have familiars who are representations of their Patron God. They are illusions that only they, other magical girls, priests, or humans with divine favor can hear or interact with.
You should select one God to be your Patron. Who you select to be your Patron will determine what starting traits you can have. For every positive trait you chose, you must also take a negative.
Please keep in mind that you can mix and match abilities. Patron just decides what traits you will get. You can still get abilities from Neptune and Hades.
Synchronization Point cost
Rank 1 Rank 2 Rank 3
1 -> 2 -> 5
*Denotes something that can be specialized. Specialization means you are better than that rank(In that particular area), but not quite the next rank higher up. A ( ) means that it is already specialized.
Standard Bearer is the capability to lead others in combat, though through morale and not tactical skill. Command would be force of will, Intimidate would be motivation by fear, etc. It has no application outside of battle.
(M) means it is more active magic.
Culture Attributes
Synchronization: ???
Ambrosia and Nectar: ???
Familiar(Phantasm): All Greeco-Roman magical girls have familiars who are representations of their Patron God. They are illusions that only they, other magical girls, priests, or humans with divine favor can hear or interact with.
You should select one God to be your Patron. Who you select to be your Patron will determine what starting traits you can have. For every positive trait you chose, you must also take a negative.
Please keep in mind that you can mix and match abilities. Patron just decides what traits you will get. You can still get abilities from Neptune and Hades.
Synchronization Point cost
Rank 1 Rank 2 Rank 3
1 -> 2 -> 5
*Denotes something that can be specialized. Specialization means you are better than that rank(In that particular area), but not quite the next rank higher up. A ( ) means that it is already specialized.
Standard Bearer is the capability to lead others in combat, though through morale and not tactical skill. Command would be force of will, Intimidate would be motivation by fear, etc. It has no application outside of battle.
(M) means it is more active magic.
Patron Traits
Positive: Shapeshift(Can transform into almost anything), Lord of the Skies(Enhanced Flight, Flight is considered one rank higher then currently)
Negative: "Unlucky"(A malevolent force seems to be out to get you...), Oathkeeper(Must keep all oaths)
Magical Abilities
Rider*: Capability to ride things.
Lightning(M): Capability to manipulate lightning and thunder.
Flying: Capability to fly.
Standard Bearer(Command): Check Standard Bearer information.
Positive: Shapeshift(Can transform into almost anything), Lord of the Skies(Enhanced Flight, Flight is considered one rank higher then currently)
Negative: "Unlucky"(A malevolent force seems to be out to get you...), Oathkeeper(Must keep all oaths)
Magical Abilities
Rider*: Capability to ride things.
Lightning(M): Capability to manipulate lightning and thunder.
Flying: Capability to fly.
Standard Bearer(Command): Check Standard Bearer information.
Patron Traits
Positive: Rallying Rome(When on the defensive, morale increases and stress gain is stopped), Fury of Rome(When on the offensive, morale increases, and ego loss is stopped)
Negative: Fury(Anger Flaw is automatically added, will fester), Jealousy(Attached flaw is automatically added, will fester)
Magical Abilities
Standard Bearer(Command): Check Standard Bearer Information
Summoning(M): Capability to summon things. A support ability that requires a ritual to complete.
Infantry(Legion): Grants Shield, Armor, Light Weapon, and Throwing Weapon at a rank equal to this ability
Barriers(M): The ability to create magical defensive barriers that can block attacks.
Positive: Rallying Rome(When on the defensive, morale increases and stress gain is stopped), Fury of Rome(When on the offensive, morale increases, and ego loss is stopped)
Negative: Fury(Anger Flaw is automatically added, will fester), Jealousy(Attached flaw is automatically added, will fester)
Magical Abilities
Standard Bearer(Command): Check Standard Bearer Information
Summoning(M): Capability to summon things. A support ability that requires a ritual to complete.
Infantry(Legion): Grants Shield, Armor, Light Weapon, and Throwing Weapon at a rank equal to this ability
Barriers(M): The ability to create magical defensive barriers that can block attacks.
Patron Traits
Positive: Horses(Natural attunment to horses, capacity to find them easier) Sea God(Storms are easy to navigate)
Negative: Greed(Automatically have the Greed flaw, which will fester), Sea Legs (Trouble walking on dry land)
Magical Abilities
Weather(M): Manipulation of weather.
Water(M): Capability to manipulate water and ice.
Naval: Capability to use ships. Gives all abilities from the Seamanship skill group, with the rank here being equivalent to the one there. Limited by mentality.
Rider(Horses): Capability to ride things.
Positive: Horses(Natural attunment to horses, capacity to find them easier) Sea God(Storms are easy to navigate)
Negative: Greed(Automatically have the Greed flaw, which will fester), Sea Legs (Trouble walking on dry land)
Magical Abilities
Weather(M): Manipulation of weather.
Water(M): Capability to manipulate water and ice.
Naval: Capability to use ships. Gives all abilities from the Seamanship skill group, with the rank here being equivalent to the one there. Limited by mentality.
Rider(Horses): Capability to ride things.
Patron Traits
Positive: Golden Rule(Wealth is attracted to your character), Mask of Invisibility(High level active camo that also masks presence)
Negative: Ostracized(Something is "wrong" with your character and it pushes others away), No Revival(If your heart stops, you cannot be helped)
Magical Abilities
Necromancy(M): Capacity to manipulate the dead, in the form of spirits or lifeless bodies.
Standard Bearer(The Dead): Check Standard Bearer Information
Golem(M): Construction of Golems.
Shadow(M): Manipulation of shadows, void, and darkness.
Positive: Golden Rule(Wealth is attracted to your character), Mask of Invisibility(High level active camo that also masks presence)
Negative: Ostracized(Something is "wrong" with your character and it pushes others away), No Revival(If your heart stops, you cannot be helped)
Magical Abilities
Necromancy(M): Capacity to manipulate the dead, in the form of spirits or lifeless bodies.
Standard Bearer(The Dead): Check Standard Bearer Information
Golem(M): Construction of Golems.
Shadow(M): Manipulation of shadows, void, and darkness.
Patron Traits
Positive: Genius(Adult mentality. An additional 4 skill points on character creation), Hero Goddess(Legendary Weapons are easier to find and use)
Negative: Barbarians(German magical girls increase stress if an enemy), Paranoia(Automatically have the Paranoia Flaw, which will fester)
Magical Abilities
Tactics: Ability to grasp tactics. Gives all abilities from the Tactical category. Can only be taken with the genius trait. Further, buying this ability at any rank costs an extra point.
Strategy: Ability to grasp strategics. Gives all skills from the Strategy category. Can only be taken with the genius trait. Further, buying this ability at any rank costs an extra point.
Infantry(Defensive): Grants Shield, Armor, and Heavy Weapon at a rank equal to this ability
Negotiation: Grants the negotiation skill group at a rank equal to this ability
Positive: Genius(Adult mentality. An additional 4 skill points on character creation), Hero Goddess(Legendary Weapons are easier to find and use)
Negative: Barbarians(German magical girls increase stress if an enemy), Paranoia(Automatically have the Paranoia Flaw, which will fester)
Magical Abilities
Tactics: Ability to grasp tactics. Gives all abilities from the Tactical category. Can only be taken with the genius trait. Further, buying this ability at any rank costs an extra point.
Strategy: Ability to grasp strategics. Gives all skills from the Strategy category. Can only be taken with the genius trait. Further, buying this ability at any rank costs an extra point.
Infantry(Defensive): Grants Shield, Armor, and Heavy Weapon at a rank equal to this ability
Negotiation: Grants the negotiation skill group at a rank equal to this ability
Patron Traits
Positive: Haste(Speed is always increased), Messenger of the Gods(Long range communication with other magical girls)
Negative: Trickster(Automatically have the Trickster Flaw, which will fester), Flighty(Has the Coward Flaw automatically, which will fester)
Magical Abilities
Presence Detection: The ability to detect others through a magical 6th sense.
Wind(M): Capability to manipulate the element of air.
Flying: Capability to fly.
Speed: Boosts speed, very obviously.
Positive: Haste(Speed is always increased), Messenger of the Gods(Long range communication with other magical girls)
Negative: Trickster(Automatically have the Trickster Flaw, which will fester), Flighty(Has the Coward Flaw automatically, which will fester)
Magical Abilities
Presence Detection: The ability to detect others through a magical 6th sense.
Wind(M): Capability to manipulate the element of air.
Flying: Capability to fly.
Speed: Boosts speed, very obviously.
Patron Traits
Positive: Magic Engineer(Ability to produce magical weapons with the right components), Dependable(Loyalty is unquestioned)
Negative: Lame(Obvious physical disability that effects daily life), Unlucky(The universe just doesn't like you)
Magical Abilities
Engineer(Magic Weapon): Creates temporary equipment contraptions or weapons that seem advanced or highly magical, but in reality are held together by the magical girls magic. With the right trait, this ability can now produce actual magical items-with invested time and materials.
Logistics: Understanding of logistics. Equivalent to Logistical skills.
Flame(M): Manipulation of flames, heat, and smoke.
Positive: Magic Engineer(Ability to produce magical weapons with the right components), Dependable(Loyalty is unquestioned)
Negative: Lame(Obvious physical disability that effects daily life), Unlucky(The universe just doesn't like you)
Magical Abilities
Engineer(Magic Weapon): Creates temporary equipment contraptions or weapons that seem advanced or highly magical, but in reality are held together by the magical girls magic. With the right trait, this ability can now produce actual magical items-with invested time and materials.
Logistics: Understanding of logistics. Equivalent to Logistical skills.
Flame(M): Manipulation of flames, heat, and smoke.
Patron Traits
Positive: Charming(Naturally likable. Hard to dislike them, even as an enemy), Ego(Very resistant to enemy rhetoric or charms)
Negative: Fickle(Have the Petty Flaw automatically, it will fester), Gullible(Have the Gullible Flaw automatically, it will fester)
Magical Abilities
Standard Bearer(Charm): Check Standard Bearer information.
Beauty(M): Obvious
Emotion Manipulation(M): Subtle changing of emotional state of others.
Language(M): Can respond to others in their language in a perfect dialect, however this is not the same as knowing the language. Does nothing for the written word.
Positive: Charming(Naturally likable. Hard to dislike them, even as an enemy), Ego(Very resistant to enemy rhetoric or charms)
Negative: Fickle(Have the Petty Flaw automatically, it will fester), Gullible(Have the Gullible Flaw automatically, it will fester)
Magical Abilities
Standard Bearer(Charm): Check Standard Bearer information.
Beauty(M): Obvious
Emotion Manipulation(M): Subtle changing of emotional state of others.
Language(M): Can respond to others in their language in a perfect dialect, however this is not the same as knowing the language. Does nothing for the written word.
Patron Traits
Positive: Battle Continuation(Hard to truly kill. A decisive blow is required to end them), Blood God(Can fight at peek condition even with limb loss.)
Negative: Honor(Code of Conduct Flaw automatically. Festers horribly if violated), No Magic(Cannot use magic in a non support way)
Magical Abilities
Standard Bearer(Intimidate): Check Standard Bearer information.
Infantry(Hero): Grants Infantry skill group at a rank equal to this ability
Enhancement: Strength is boosted
Master of Combat: All Warrior skill group ranks can be temporarily boosted during combat.
Positive: Battle Continuation(Hard to truly kill. A decisive blow is required to end them), Blood God(Can fight at peek condition even with limb loss.)
Negative: Honor(Code of Conduct Flaw automatically. Festers horribly if violated), No Magic(Cannot use magic in a non support way)
Magical Abilities
Standard Bearer(Intimidate): Check Standard Bearer information.
Infantry(Hero): Grants Infantry skill group at a rank equal to this ability
Enhancement: Strength is boosted
Master of Combat: All Warrior skill group ranks can be temporarily boosted during combat.
Patron Traits
Positive: Huntress(Finding animals of all rank is much easier), Luna(All physical abilities are better at night)
Negative: Sol(All physical abilities are worse during the day), Prude(Petty Flaw automatically, it will fester)
Magical Abilities
Archer: Grants Archer skill group at a rank equal to this ability
Stealth: The ability to move undetected via sneaking and being hard to detect by magic.
Infantry(Skirmisher): Grants Skirmisher skill group at a rank equal to this ability
Animal Training*: Training animals to obey and follow the user. Each rank corresponds to an equal monster rank.
Positive: Huntress(Finding animals of all rank is much easier), Luna(All physical abilities are better at night)
Negative: Sol(All physical abilities are worse during the day), Prude(Petty Flaw automatically, it will fester)
Magical Abilities
Archer: Grants Archer skill group at a rank equal to this ability
Stealth: The ability to move undetected via sneaking and being hard to detect by magic.
Infantry(Skirmisher): Grants Skirmisher skill group at a rank equal to this ability
Animal Training*: Training animals to obey and follow the user. Each rank corresponds to an equal monster rank.
Patron Traits
Positive: Rising Sun(All physical abilities are better during the day), God of Medicine(More receptive to healing, immune to poison and disease)
Negative: Setting Sun(All physical abilities are worse during the night), Horrible Prophecy(Cannot use Miracle Points to override Fate points or a determined Fate.)
Magical Abilities
Light(M): Control and manipulation of light and lasers.
Music(M): Music that is magic. Can be skill that reaches into the realm of magic, or simply magic.
Healing(M): The ability to heal others using magical abilities. Also grants Medicine skillgroup.
Prophecy(M): Capability to see the future.
Positive: Rising Sun(All physical abilities are better during the day), God of Medicine(More receptive to healing, immune to poison and disease)
Negative: Setting Sun(All physical abilities are worse during the night), Horrible Prophecy(Cannot use Miracle Points to override Fate points or a determined Fate.)
Magical Abilities
Light(M): Control and manipulation of light and lasers.
Music(M): Music that is magic. Can be skill that reaches into the realm of magic, or simply magic.
Healing(M): The ability to heal others using magical abilities. Also grants Medicine skillgroup.
Prophecy(M): Capability to see the future.
Patron Traits
Positive: Queen of Spring(Blessing/Green Thumb is boosted a rank), Queen of Winter(Plague/Black Thumb is boosted a rank)
Negative: Dual Goddess(This flaw is taken automatically. Must choose between Blessing/Green or Curse/Black), Birth of the Seasons(Has Melancholy Flaw automatically. This will fester)
Magical Abilities
Earth(M): Manipulation of the Earth, rocks, and metal.
Blessing(M): Manipulation of luck in a positive way.
Green Thumb(M): Manipulation of Nature.
Or
Curse(M): Manipulation of luck in a Negative way.
Black Thumb(M): The capability to stagnate, rot, and destroy
Positive: Queen of Spring(Blessing/Green Thumb is boosted a rank), Queen of Winter(Plague/Black Thumb is boosted a rank)
Negative: Dual Goddess(This flaw is taken automatically. Must choose between Blessing/Green or Curse/Black), Birth of the Seasons(Has Melancholy Flaw automatically. This will fester)
Magical Abilities
Earth(M): Manipulation of the Earth, rocks, and metal.
Blessing(M): Manipulation of luck in a positive way.
Green Thumb(M): Manipulation of Nature.
Or
Curse(M): Manipulation of luck in a Negative way.
Black Thumb(M): The capability to stagnate, rot, and destroy
Culture Attributes
Flight: All Valkrie have Flying 1 at no cost
Warrior Mentality: All valkyrie have adult mentalities due to their age.
Familiar(Raven): All Valkyrie have Raven familiars granted to them by Odin
You should select one of these Magical Skillsets to be your Focus. Whichever you select t obe your focus determines what starting traits you can have. For every positive trait you chose, you must also take a negative.
Please keep in mind that you can mix and match abilities. Patron just decides what traits you will get. You can still get abilities from Berserker and Volva or any combination of the various magical skillsets.
Soul Point cost
Rank 1 Rank 2 Rank 3
1 -> 2 -> 5
*Denotes something that can be specialized. Specialization means you are better than that rank(In that particular area), but not quite the next rank higher up. A ( ) means that it is already specialized.
Standard Bearer is the capability to lead others in combat, though through morale and not tactical skill. Command would be force of will, Intimidate would be motivation by fear, etc. It has no application outside of battle.
(M) means it is more active magic.
Flight: All Valkrie have Flying 1 at no cost
Warrior Mentality: All valkyrie have adult mentalities due to their age.
Familiar(Raven): All Valkyrie have Raven familiars granted to them by Odin
You should select one of these Magical Skillsets to be your Focus. Whichever you select t obe your focus determines what starting traits you can have. For every positive trait you chose, you must also take a negative.
Please keep in mind that you can mix and match abilities. Patron just decides what traits you will get. You can still get abilities from Berserker and Volva or any combination of the various magical skillsets.
Soul Point cost
Rank 1 Rank 2 Rank 3
1 -> 2 -> 5
*Denotes something that can be specialized. Specialization means you are better than that rank(In that particular area), but not quite the next rank higher up. A ( ) means that it is already specialized.
Standard Bearer is the capability to lead others in combat, though through morale and not tactical skill. Command would be force of will, Intimidate would be motivation by fear, etc. It has no application outside of battle.
(M) means it is more active magic.
Focus Traits
Positive: Battle Immunity(Grazes, minor wounds, and weaker attacks cause no damage), Frenzy(In battle, all attributes are increased, but their fighting style becomes animalistic)
Negative: Lead From the Front(They're at the front of the charge, for good or ill), Frenzy(Not in total control of actions. If stress occurs, there's possibility they will lose control of them self for a period of time. If ego loss occurs ??? happens)
Magical Abilities
Infantry(Berserker): Grants Heavy Weapon, Light Weapon, and Scouting at a rank equal to this ability
Battle Frenzy(M): Making oneself insane in exchange for all attributes being enhanced.
Animal Training*: Training animals to obey and follow the user. Each rank corresponds to an equal monster rank.
Enhance Attribute*: The attributes enhanced can be speed or strength.
Animal Form*: Transforming oneself into a animal or monster with a rank corresponding to the rank in this skill. Should be a specific animal.
Positive: Battle Immunity(Grazes, minor wounds, and weaker attacks cause no damage), Frenzy(In battle, all attributes are increased, but their fighting style becomes animalistic)
Negative: Lead From the Front(They're at the front of the charge, for good or ill), Frenzy(Not in total control of actions. If stress occurs, there's possibility they will lose control of them self for a period of time. If ego loss occurs ??? happens)
Magical Abilities
Infantry(Berserker): Grants Heavy Weapon, Light Weapon, and Scouting at a rank equal to this ability
Battle Frenzy(M): Making oneself insane in exchange for all attributes being enhanced.
Animal Training*: Training animals to obey and follow the user. Each rank corresponds to an equal monster rank.
Enhance Attribute*: The attributes enhanced can be speed or strength.
Animal Form*: Transforming oneself into a animal or monster with a rank corresponding to the rank in this skill. Should be a specific animal.
Focus Traits
Positive: Presence Detection(Can "sense" others with precision and range), Ethereal Sight(Can see things that can't normally be seen)
Negative: The Wild Hunt(Must answer the call of the Wild Hunt), Bound("Attached" Flaw is automatically added. It will fester.)
Magical Abilities
Riding(Spirit): Capability to ride things. Specialized toward spirits.
Mark of the Wild Hunt(M): Marks target for wild hunt. Rank determines how many marks are needed for the Wild Hunt to arrive.
Mounted Spirits(M): Summoning ability specialized toward spirits, specifically mounted ones.
Standard Bearer(Intimidate): Check Standard Bearer information.
Manipulation of Fate: Chance of gaining Fate points if they're used against them. Further, capable of manipulating luck to reach a desired result
Positive: Presence Detection(Can "sense" others with precision and range), Ethereal Sight(Can see things that can't normally be seen)
Negative: The Wild Hunt(Must answer the call of the Wild Hunt), Bound("Attached" Flaw is automatically added. It will fester.)
Magical Abilities
Riding(Spirit): Capability to ride things. Specialized toward spirits.
Mark of the Wild Hunt(M): Marks target for wild hunt. Rank determines how many marks are needed for the Wild Hunt to arrive.
Mounted Spirits(M): Summoning ability specialized toward spirits, specifically mounted ones.
Standard Bearer(Intimidate): Check Standard Bearer information.
Manipulation of Fate: Chance of gaining Fate points if they're used against them. Further, capable of manipulating luck to reach a desired result
Focus Traits
Positive: "Fate"(Extra Fate points), Second Sight(Capable of seeing things that aren't supposed to be seen)
Negative: "Fate"(Cannot use Miracle Points to defy something predicted), Fragility(Weak body that is unsuited for combat)
Magical Abilities
Familiar(Raven): Familiars are beings bound to the user by contract. Can assist with magic, scout, and give advice. Can be created from scratch or be given as a gift from a greater patron. Higher rank means a higher ranked familiar.
Rune(M): Similar to words of power, but works in the form of written symbols. Capable of doing immaterial effects on its own. Can be prepared.
Shamanism(M): Commune with spirits and the natural world.
Healing(Potions)(M): The ability to heal others using magical abilities. Also grants Medicine skill group. This is more aligned toward the use of herbs and concoctions(potions)
Standard Bearer(Charm): Check Standard Bearer information.
Positive: "Fate"(Extra Fate points), Second Sight(Capable of seeing things that aren't supposed to be seen)
Negative: "Fate"(Cannot use Miracle Points to defy something predicted), Fragility(Weak body that is unsuited for combat)
Magical Abilities
Familiar(Raven): Familiars are beings bound to the user by contract. Can assist with magic, scout, and give advice. Can be created from scratch or be given as a gift from a greater patron. Higher rank means a higher ranked familiar.
Rune(M): Similar to words of power, but works in the form of written symbols. Capable of doing immaterial effects on its own. Can be prepared.
Shamanism(M): Commune with spirits and the natural world.
Healing(Potions)(M): The ability to heal others using magical abilities. Also grants Medicine skill group. This is more aligned toward the use of herbs and concoctions(potions)
Standard Bearer(Charm): Check Standard Bearer information.
Focus Traits
Positive: Inspiring Presence(Morale and hope are increased just by seeing or interacting with them), Beerhall(Capable of setting up a magical recreational area similiar to a certain raven lovers hall)
Negative: Idol(Has the Idol Flaw automatically. It will fester), Lonely(If left alone or among strangers, will gain stress)
Magical Abilities
Vigor(M): The ability to enhance morale and cause a second wind. Also reduces stress, both on and off the battlefield
Illusion(M): Creation of things that aren't really there.
Fear(M): Capability to use magic that instills fear. Specifically designed to damage enemies stress and morale.
Counter Spell: Capacity to cancel out magical abilities(Though not items) via simple touch. Has limitations in regards to AoE effects.
Silence: Capability to remove noise. Also prevents active magic from being used in the area it is cast.
Positive: Inspiring Presence(Morale and hope are increased just by seeing or interacting with them), Beerhall(Capable of setting up a magical recreational area similiar to a certain raven lovers hall)
Negative: Idol(Has the Idol Flaw automatically. It will fester), Lonely(If left alone or among strangers, will gain stress)
Magical Abilities
Vigor(M): The ability to enhance morale and cause a second wind. Also reduces stress, both on and off the battlefield
Illusion(M): Creation of things that aren't really there.
Fear(M): Capability to use magic that instills fear. Specifically designed to damage enemies stress and morale.
Counter Spell: Capacity to cancel out magical abilities(Though not items) via simple touch. Has limitations in regards to AoE effects.
Silence: Capability to remove noise. Also prevents active magic from being used in the area it is cast.
Focus Traits
Positive: Instinct(Capable of feeling the right course to take in battle), Vessel(Can put escorted spirits inside themselves to gain their combat prowess.)
Negative: Honor(Has the Code of Conduct Flaw. Will fester if violated), Bloodprice(Must uphold all oaths)
Magical Abilities
Infantry(Shieldmaiden): Grants the Shield, Armor, and Light Weapon skills at a rank equivalent to this ability
Standard Bearer(Command): Check Standard Bearer information.
Smithing: Creation of high quality weapons and armor using traditional smithing techniques. The quality is to the point that they are almost magical in nature. Rank determines quality of item created.
Spirit(M): The capability to manipulate spirits. Like necromancy, but it can only be used on the incorporeal. However it is much more natural, and can manipulate spirits with much more precision and ease.
Flying[Enhanced]: Capability to fly. Stacks with Valkyries Flight Attribute, thus investing once in this raises flight to "two" and so on.
Positive: Instinct(Capable of feeling the right course to take in battle), Vessel(Can put escorted spirits inside themselves to gain their combat prowess.)
Negative: Honor(Has the Code of Conduct Flaw. Will fester if violated), Bloodprice(Must uphold all oaths)
Magical Abilities
Infantry(Shieldmaiden): Grants the Shield, Armor, and Light Weapon skills at a rank equivalent to this ability
Standard Bearer(Command): Check Standard Bearer information.
Smithing: Creation of high quality weapons and armor using traditional smithing techniques. The quality is to the point that they are almost magical in nature. Rank determines quality of item created.
Spirit(M): The capability to manipulate spirits. Like necromancy, but it can only be used on the incorporeal. However it is much more natural, and can manipulate spirits with much more precision and ease.
Flying[Enhanced]: Capability to fly. Stacks with Valkyries Flight Attribute, thus investing once in this raises flight to "two" and so on.
Focus Traits
Positive: Seamonster(Will start with baby version of a seamonster. Starts out at animal rank, but it will grow into being a Divine Animal. Has unique potential), Naval Expert(Storms mean little to them)
Negative: Clutzy(Has the clutzy flaw on land. Will not fester), Magnet(Attracts lots of seamonsters of various ranks for a reason unknown to them)
Magical Abilities
Storms(M): Manipulation of weather. Extra effective on the sea.
Water Necromancy(M): Normal necromancy, but specifically specialized for use on the sea.
Navigation(M): The ability to "feel" where the location of oneself is, like a living GPS. Further grants the Navigation skillset
Naval: Capability to use ships. Gives all abilities from the Seamanship skill group, with the rank here being equivalent to the same there. Limited by mentality.
Animal Training(Sea Monster): Training animals to obey and follow the user. Each rank corresponds to an equal monster rank. Specialized toward any kind of Sea Monster.
Positive: Seamonster(Will start with baby version of a seamonster. Starts out at animal rank, but it will grow into being a Divine Animal. Has unique potential), Naval Expert(Storms mean little to them)
Negative: Clutzy(Has the clutzy flaw on land. Will not fester), Magnet(Attracts lots of seamonsters of various ranks for a reason unknown to them)
Magical Abilities
Storms(M): Manipulation of weather. Extra effective on the sea.
Water Necromancy(M): Normal necromancy, but specifically specialized for use on the sea.
Navigation(M): The ability to "feel" where the location of oneself is, like a living GPS. Further grants the Navigation skillset
Naval: Capability to use ships. Gives all abilities from the Seamanship skill group, with the rank here being equivalent to the same there. Limited by mentality.
Animal Training(Sea Monster): Training animals to obey and follow the user. Each rank corresponds to an equal monster rank. Specialized toward any kind of Sea Monster.
Skills, which are skills. Normal Adults or those with an Adult mentality get 9 skill points to spend. This can be increased with Age, as mentioned in the application. Normal Magical Girls get 4 points. Younger Magical Girls get 2 points. There are three ranks for skills; Knowledgable, Trained, and Mastered. Knowledgeable is being book smart about something and/or essentially grasping the basics and the core concept of something. Trained is the former but with talent or experience in the subject. Mastery is truly "getting it" for the skill and is above meager talent or experience. Its rumored that there are levels of skill beyond this, however...?
After the RP begins, skills be will gained or increased via training or using them, rather than by points.
Ex;
Skillgroup | Skills you buy
Logistics | Supply Plan, Gathering, Clerk
Skillpoint cost per rank
Rank 1 Rank 2 Rank 3
1 -> 2 -> 3
Warrior
------
Infantry- Shield*, Armor1, Light Weapon*, Heavy Weapon*
Skirmisher- Light Armor, Scouting, Throwing Weapon*
Archer- Heavy Bow, Light Bow, Spotting,
Cavalry- Riding*, Mounted Melee, Mounted Archery, Chariotting
Diplomat
-------
Law- Law*, History*, Forgery, Court
Oration- Rhetoric2, Fast Talk3, Demagogue4, Psychoanalysis5
Negotiation- Persuasion6, Foreign Culture*, Own Culture, Bargaining
Network7- Foreign, Political, Military, Criminal, Religious, Scholarly
Naval
----
Seamanship- Signaling, rowing, maintenance
Navigation- Naval cartography, Astronomy, helmsenship
Naval Artillery- Operation, Maintenance
Knowledge
--------
Priesthood- Augury*, Doctrine*, Sermon, Communion
Philosophy- Alchemy, Mathematics, Metaphysics, Physical Sciences*
Scholar- Literacy, Library Research, Language8,
Art- Painting, Sculpting, Dancing, Instrument*, Singing,
Craft
----
Construction- engineering*, logging, masonry, shipwrite
Craftsmen- Smiting*, Consumer Good*, Appraisal, Trade
Medicine- Herbalism, Surgery, First Aid, Medical Treatment
Survivalism- Hunting and Gathering, Land Navigation, Tracking, Sneaking
*Denotes something that can be specialized. Specialization means you are better than that rank(In that particular area), but not quite the next rank higher up.
1) "Armor" is considered to be anything above light, including the use of heavier armor.
2) Rhetoric is the capacity to old school debate with specific techniques, to persuade others. Applies to writing.
3) Fast Talk is the ability to convince someone to do something in a pinch. Another name for it would be Charm. However on its own it isn't very long term.
4) Demagogue is the ability to whip a crowds spirit into a frenzy.
5) Pyschoanalysis is the ability to gauge someone elses personality, along if they're bluffing or lying. Useful for finding merits, flaws, and Fatal flaws.
6) Persuasion is the ability to get someone to do something in much the same way as Fast Talk. It takes longer to convince them, however it's longer term.
7) These are your contacts who are indebted to you or owe favors, or are simply loyal.
8) Possible languages are: Latin, Greek(Both are Lingua Francas), Coptic, Germanic, Gaellic, Punic, and Aramaic
After the RP begins, skills be will gained or increased via training or using them, rather than by points.
Ex;
Skillgroup | Skills you buy
Logistics | Supply Plan, Gathering, Clerk
Skillpoint cost per rank
Rank 1 Rank 2 Rank 3
1 -> 2 -> 3
Warrior
------
Infantry- Shield*, Armor1, Light Weapon*, Heavy Weapon*
Skirmisher- Light Armor, Scouting, Throwing Weapon*
Archer- Heavy Bow, Light Bow, Spotting,
Cavalry- Riding*, Mounted Melee, Mounted Archery, Chariotting
Officer
------
Tactical-
Organization: The ability to keep your unit coherent on the battlefield
Signaling: The ability to keep your unit under direction on the battlefield
Movement: The ability to keep your unit together as you pull back, move forward, or dig in
Personal Initiative: The ability to make decisions on a dime beyond original orders or without orders to the advantage of your unit the battle
Strategic-
Administration: The ability to keep your army well organized and prepared for battle. Also useful for ordering your army to do public works, or dig in
Initiative: The ability to make decesions on a dime beyond original orders or without orders to the advantage of your war effort.
Judgment: The capacity to judge subordinates, and the "feel" of your army and any battles they participate in, along with committing to the right course of action
Logistical-
Supply Plan: The ability to complete paperwork to plan a good route to receive supplies from
Gathering: The ability to use local surroundings(or even farms or cities) to gain food and supplies
Clerk: Management of owned supplies
Charisma-
Inspiration: The capability to lead others into battle, either from behind and above, or from the front
Magnetism: How much they draw others to them as subordinates from force of personality alone
Intimidation: Capacity to inspire through fear. Lead others by making them more afraid of you then the enemy
------
Tactical-
Organization: The ability to keep your unit coherent on the battlefield
Signaling: The ability to keep your unit under direction on the battlefield
Movement: The ability to keep your unit together as you pull back, move forward, or dig in
Personal Initiative: The ability to make decisions on a dime beyond original orders or without orders to the advantage of your unit the battle
Strategic-
Administration: The ability to keep your army well organized and prepared for battle. Also useful for ordering your army to do public works, or dig in
Initiative: The ability to make decesions on a dime beyond original orders or without orders to the advantage of your war effort.
Judgment: The capacity to judge subordinates, and the "feel" of your army and any battles they participate in, along with committing to the right course of action
Logistical-
Supply Plan: The ability to complete paperwork to plan a good route to receive supplies from
Gathering: The ability to use local surroundings(or even farms or cities) to gain food and supplies
Clerk: Management of owned supplies
Charisma-
Inspiration: The capability to lead others into battle, either from behind and above, or from the front
Magnetism: How much they draw others to them as subordinates from force of personality alone
Intimidation: Capacity to inspire through fear. Lead others by making them more afraid of you then the enemy
Diplomat
-------
Law- Law*, History*, Forgery, Court
Oration- Rhetoric2, Fast Talk3, Demagogue4, Psychoanalysis5
Negotiation- Persuasion6, Foreign Culture*, Own Culture, Bargaining
Network7- Foreign, Political, Military, Criminal, Religious, Scholarly
Naval
----
Seamanship- Signaling, rowing, maintenance
Navigation- Naval cartography, Astronomy, helmsenship
Naval Artillery- Operation, Maintenance
Knowledge
--------
Priesthood- Augury*, Doctrine*, Sermon, Communion
Philosophy- Alchemy, Mathematics, Metaphysics, Physical Sciences*
Scholar- Literacy, Library Research, Language8,
Art- Painting, Sculpting, Dancing, Instrument*, Singing,
Craft
----
Construction- engineering*, logging, masonry, shipwrite
Craftsmen- Smiting*, Consumer Good*, Appraisal, Trade
Medicine- Herbalism, Surgery, First Aid, Medical Treatment
Survivalism- Hunting and Gathering, Land Navigation, Tracking, Sneaking
*Denotes something that can be specialized. Specialization means you are better than that rank(In that particular area), but not quite the next rank higher up.
1) "Armor" is considered to be anything above light, including the use of heavier armor.
2) Rhetoric is the capacity to old school debate with specific techniques, to persuade others. Applies to writing.
3) Fast Talk is the ability to convince someone to do something in a pinch. Another name for it would be Charm. However on its own it isn't very long term.
4) Demagogue is the ability to whip a crowds spirit into a frenzy.
5) Pyschoanalysis is the ability to gauge someone elses personality, along if they're bluffing or lying. Useful for finding merits, flaws, and Fatal flaws.
6) Persuasion is the ability to get someone to do something in much the same way as Fast Talk. It takes longer to convince them, however it's longer term.
7) These are your contacts who are indebted to you or owe favors, or are simply loyal.
8) Possible languages are: Latin, Greek(Both are Lingua Francas), Coptic, Germanic, Gaellic, Punic, and Aramaic
Legion Number (if applicable)
Legion Founded: (date)
Legion's Founding Region / Area of Responsibility: (Which lands do you fight to protect?)
Current Posting (unless same as the above): (The march of war never ceases, though your men might.)
Patron God: (Which god do you seek to praise in battle?)
Legion emblem: (What banner will you carry beneath the eagles?)
Legion Legatus: (Who leads your legionaries?)
Style of Leadership: (How does this Legions leader lead?)
Previous Actions: (What do the histories speak of your deeds?)
11th Cohort Composition: (What kind of magical girls are in the 11th cohort)
11th Cohorts Primus Prior: (Leader of the 11th Cohort in the Legion. Can be a magical girl or a normal human. Typically the later with the former as their second)
Legion Founded: (date)
Legion's Founding Region / Area of Responsibility: (Which lands do you fight to protect?)
Current Posting (unless same as the above): (The march of war never ceases, though your men might.)
Patron God: (Which god do you seek to praise in battle?)
Legion emblem: (What banner will you carry beneath the eagles?)
Legion Legatus: (Who leads your legionaries?)
Style of Leadership: (How does this Legions leader lead?)
Previous Actions: (What do the histories speak of your deeds?)
11th Cohort Composition: (What kind of magical girls are in the 11th cohort)
11th Cohorts Primus Prior: (Leader of the 11th Cohort in the Legion. Can be a magical girl or a normal human. Typically the later with the former as their second)
This is used for mercenaries/auxilleries as well as non-Roman formations.
Warband Name: (The name that shall strike fear into the hearts of your enemies!)
Warband Founded: (When did your glorious history of battle begin?)
Founding Culture: (From which land or clan do you hail from?)
Formed Why?: (What do you fight for, whelp?)
Current Location: (Where are your warriors now?)
Patron God: (To which of the gods do you pray to for strength?)
Warband Symbol: (The mark which shall herald your victories.)
Warband Leader: (Who is your champion?)
Style of Leadership: (Does his cry inspire, or bring dread to all?)
Previous Actions: (What chapters of your epoch have already been sung?)
Force Composition: (What manner of warriors do you fight alongside?)
Force Focus: (How do you and your kinsmen wage war?)
Warband Name: (The name that shall strike fear into the hearts of your enemies!)
Warband Founded: (When did your glorious history of battle begin?)
Founding Culture: (From which land or clan do you hail from?)
Formed Why?: (What do you fight for, whelp?)
Current Location: (Where are your warriors now?)
Patron God: (To which of the gods do you pray to for strength?)
Warband Symbol: (The mark which shall herald your victories.)
Warband Leader: (Who is your champion?)
Style of Leadership: (Does his cry inspire, or bring dread to all?)
Previous Actions: (What chapters of your epoch have already been sung?)
Force Composition: (What manner of warriors do you fight alongside?)
Force Focus: (How do you and your kinsmen wage war?)
Fate and Miracle points
Fate points are your ability to alter events in such a way that something with little to no chance of happening can happen. These cannot be used to instant kill opponents or Boss', but can be used to great effect if used tactically. Do not spam them, as it's possible that NPCs and Boss' also have Fate points. One can spend a Fate point to cancel another persons Fate point, as long as they can and do directly interfere with the action that other person attempted to do. IE, someone uses a fate point to "luckily" find a cave to hide in and thus escape their purser. The purser cannot use a Fate point to cause who they're chasing to magically trip. They can, however use a Fate point to cut them off at the cave, or collapse it before they reach it. You will start with an assigned number of Fate points determined by a few factors. They recharge over time or by doing specific things, such as a reward from a God. There are other ways to gain Fate points, but those are yours to discover.
While Fate points in concept make something with low possibility into something that actually happens, Miracle Points are entirely different. They have the capacity to transform a "0" into a "1". In otherwords, spending a Miracle Point allows you to do the impossible, even if it goes against the logic of reality or rules of Fate. Further, Miracle points are beyond Fate points; they cannot be countered by them and automatically override Fate points to complete their intended action, no matter how many are used. However, they come at a price; as you are defying the rules of reality even the Divines are beholden to, reality will hit hard back. It may not come now. It may come later, at the worst possible moment. Regardless of when, there is no "if". It will happen. This concept is abstracted into Doom points, which the GM and Co-GMs will keep track of. These things have a variety of nasty effects, and I leave it to you to have fun discovering all those fun things. Such is the price you pay for defying the tune of this Universe.
These still cannot be used to instantly kill other RPers, or Bosses.
Fate points are your ability to alter events in such a way that something with little to no chance of happening can happen. These cannot be used to instant kill opponents or Boss', but can be used to great effect if used tactically. Do not spam them, as it's possible that NPCs and Boss' also have Fate points. One can spend a Fate point to cancel another persons Fate point, as long as they can and do directly interfere with the action that other person attempted to do. IE, someone uses a fate point to "luckily" find a cave to hide in and thus escape their purser. The purser cannot use a Fate point to cause who they're chasing to magically trip. They can, however use a Fate point to cut them off at the cave, or collapse it before they reach it. You will start with an assigned number of Fate points determined by a few factors. They recharge over time or by doing specific things, such as a reward from a God. There are other ways to gain Fate points, but those are yours to discover.
While Fate points in concept make something with low possibility into something that actually happens, Miracle Points are entirely different. They have the capacity to transform a "0" into a "1". In otherwords, spending a Miracle Point allows you to do the impossible, even if it goes against the logic of reality or rules of Fate. Further, Miracle points are beyond Fate points; they cannot be countered by them and automatically override Fate points to complete their intended action, no matter how many are used. However, they come at a price; as you are defying the rules of reality even the Divines are beholden to, reality will hit hard back. It may not come now. It may come later, at the worst possible moment. Regardless of when, there is no "if". It will happen. This concept is abstracted into Doom points, which the GM and Co-GMs will keep track of. These things have a variety of nasty effects, and I leave it to you to have fun discovering all those fun things. Such is the price you pay for defying the tune of this Universe.
These still cannot be used to instantly kill other RPers, or Bosses.