Mitsuri, Rania
"Pharaoh"
17 Years Old
• Emblem: Rania bears a ring the shape of a Cobra that is the length of her left hand index finger, wrapped around it. The head of the Cobra show an open jaw, the two fangs clearly visible at the tip of her finger. She can often be seen messing with it, acting as a single 'claw' on her index.
• Devil Arm: Upon her transformation, 'Pharaoh' bears the two same symbols as the God Kings of old: The Rod and Whip.
The whip is more than the symbol it used to be. It seem short in length, but as it's bearer attack with it, the actual whip glow a deep purple and elongate to be usable as a magical weapon.
The Scepter, on the other end, is used as a catalyst to cast her magic.
• Magic: Pharaoh's magic may not have changed as drastically as other Dark Magical girls did upon their fall to the dark side, but the very essence and reason for it did.
Originally, her magic was used for the good of people all around her: to help everyday life. To better the land. To protect, and all that fluff.
Today, however... her magic is used for the sole benefit of herself. As befit the world around her, she came to realize.
Whip of the Dark Sun: Her Whip, once only a Symbol, can now lash at her enemy with magical force. Causing only minor damage or injuries, it has the power to leech magic over time. Each hit absorb a very small amount of magic, but if she manage to take a hold of someone, or something, magical, she can gradually absorb more and more magic
Sun Queen's Call: Upon her Transformation, Pharaoh can choose between two very different summons to fight. She can switch from one to the other, providing she uses stored stolen magic to do so.
Apep, Devouring Darkness: A massive Red Cobra. From the moment it is summoned, any and all quantity of Magics that it's master's whip absorb is automatically and directly transferred to Apep, allowing it to steadily grow in size and power during a fight. Through it's body, the Snake metabolizes the magic into a potent venom that, if injected into the target, causes hallucination and degradation of magical abilities. The amount of Magic absorbed in in direct correlation with the potency of the Venom, while the body of Apep can metabolize Venom only once every few hours. This means that to use it to the best effect, Rania have to wait until large quantities of Magic have been absorbed before metabolizing the Venom.
Eternal Guards, Tomb Servants: All around Pharaoh rises about a hundred Black bones skeletons, each with glowing Yellow eyes. Their 'bones' seems to be made out of shadowy fog, but are solid nonetheless. They are all adorned with faded golden ornaments, complete with bandages wrapped around their bones, flapping in the wind. Individually, each and everyone of them are weak. However, Pharaoh can keep raising them to the cap of 100 until she run out of magic. Each of them bear weapons that seem to be made of the same deep purple aura that glow around Rania's whip, and each individuals saps an ever so miniature amount of magic with their attacks. Meaning that if a foe was to let itself be overwhelmed...it was game over.
• Background: Rania's mother was an Egyptian ambassador in Japan, where she met Rania's father and both went back to her mother's country. Fast forward 17 years, the family was sent back to Japan and Rania with them.
Where, when, how and why she became a magical girl are a bit foggy in Rania's mind, but she remember the illusion of justice and good it gave her. She once fought to help those around her and make the world a better place - how futile it had been. It did not matter how many Nightmares she killed, there was always two to take it's place. Humans hearts are dark, and that darkness overwhelmed her eventually. It took only a few years and a brain to see that things were not going towards a better future. There was no reason to fight for anything else than one self. Until the end.
If there was one thing she learned after going to Japan was that it was no different. Here, she killed and fed on Nightmares a plenty. Just as much as back home, actually. Her parents, seeing her detachment as maturing, thought it a good thing - so they left her in charge of the home. Not like they had been all that present to begin with.
A new Home, a new school to be transferred to - a new playground.
Kokona, Machiko
The Maid
Age 15
Emblem:
A long glove. It is black in colour except for one small orange spot on the back of the hand in the form of a lozenge. When Machiko transforms the glove becomes metallic and the lozenge glow with a bright orange light which seems to be directly linked to Machiko's other Magical Girl's equipment.
Devil Arm:
Machiko's weapons used to be feather-like blade floating around her, pushing back the tide of darkness with cold and deadly precision. Now corrupted, her graceful blades turned to Heavy Lance and Shield. Focusing far more on raw power, even her shield stand as an antithesis to her new nature.
Magic:
Machiko used to prefer few, precise strikes to deal with her enemies; no more. Using her shield for defense while her Lance charges it's power, Machiko specializes in closing the gap with devastating charges that more often than not end up with earth shattering blunt force.
The shield is floating, and controlled through Machiko's gauntlet. It can absorb any physical impacts, which includes things like the blast force of an explosion, to empower her Lance attacks.
Background:
At first view, Machiko was a normal child living a normal life with a normal family. At school, she was mostly like other girls her age if not only slightly more reserved than most. Growing up, she acted like people asked her to act mostly because it was what was expected of her, but something was missing inside. Going from therapist to therapist, no one could really find a reason for her apparent 'indifference' to, well, everything. Her grades began to drop and her social circle became ever smaller.
She struggled with understanding the expectations of society or finding a reason and the will to 'see it through' feeling as if most of the things she did was wasted time, in the end. She did not look forward to anything, nor could she bring herself to - which she did try.
One thing did keep her looking forward, however: her father. He was always at work and constantly tired, but he always managed to find time for his daughter. Bringing her gifts, teaching her how to draw and play music on his spare time. If he could be this strong, then she too could keep a straight face and give it her all. It was during that time that a Mascot had visited her and Machiko became a Magical Girl. Fighting off Nightmares was like fighting off her dark thoughts and the apathy that besieged her.
She did this until the day Machiko's father had commit suicide. She never was told the reason, and never sought it out neither. He had been her guiding light, and that light died off in her with him. From that day onward, her apathy turned to full blown existential nihilism, seeing life as insignificant and denied of sense or purpose.
Armed with sick and twisted logic that amuses her, she now live only in order to seek what she think is impossible to find: a meaningful death.
Inventory:
A Cellphone. A drawing pad and her father's pen.