Weapon:Ramuh: A powerful Dual Weapon, able to transform between two weapons: a bow with a string made of static electricity that can rapidly launch arrows of thunder, or a staff that Lily can use to channel her raw power into devastating magic, able to launch bolts of lightning, and even call storms from the sky when using her full power.
Power:1. Killing Blow: Lily can channel her magic into a spell of mass destruction using Wrath of Zeus, calling down an extremely powerful bolt of lightning that shakes the earth and deafens those nearby with a roaring display of nature's power, annihilating almost any enemy and turning them into ash.
2. Barrage: Lily can accelerate the use of her weapon to immense speed, able to shoot with the rate of a machine gun and overwhelm a group of enemies with lightning arrows, raining down upon them like a storm.
Perks: Dual Weapon: Lily's weapon Ramuh can either take the form of a bow, or a staff adorned with the head of her patron Ixion, complete with a zig-zagging horn that can be used as a poor melee weapon in a pinch.
Monstrous Metamorphosis: When Lily is in danger or agitated enough, the power coursing through her takes over, and she adopts bestial traits of her patron Ixion. She gains a zig-zagging horn on her head, as well as fur that covers her body and yellow eyes alongside improvements in physical abilities (+2 STR, AGI and VIT). However, she also loses conscious control, driven by instinct.
Closure: As part of her contract, Lily demanded that she would be wiped from the memories of her family and friends, so they would lead happy lives without her. Not having to worry about attachments of the past, she has gone full speed ahead.
Get out of Jail: Lily is an especially slippery Magical Girl, able to escape even the direst of situations by turning into reversed lightning, often leaving as quickly as she arrived.
Enhanced Sustenance: Lily hates to slow down for meaningless things like sleeping and eating, and has managed to overpower such limitations, easily going for longer than others of her kind with an abundance of energy.
Fighting Style: Lily is all about speed, and hit-and-run tactics are her forte. She can rapidly bombard her opposition with arrows from multiples angles while dodging and weaving out of the way of attacks coming her way. She is bad in melee combat, but if she chooses to take the risk, she can accelerate the flow of her blood with electricity, boosting her speed and strength at a serious loss to her health.
Personality: Lily is an outgoing and energetic girl, constantly smiling and laughing wherever she goes. However, while she can be nice to others, she also has a smug streak to her, often being brash and confrontational, with a large ego to her. The outward personality hides a sad existence, however...
History:Contract: One day, when Lily once again cursed her existence and the misfortune she has lived through, she wished out loud that she could do what she want without anybody bearing down on her. Then, storm clouds gathered, and a tree right in front of her was split by a thunderbolt. From the burning wreckage Ixion's crackling shape emerged, and she heard his voice in her mind, asking her to help keep peace and exterminate the monsters, as well as defeat ay other forces who sought his destruction. Lily agreed to it on the condition that she could leave her former life with no regrets, and set forth with a wide smile.
During the events of Lunacy of Love, Lily witnessed the assassination of Victoria Reales, a Puchuu girl who tried to unite the magical girls of Penrose. After meeting with friendly and less friendly people, Lily was caught up in a fight against a mysterious group of villains, and ended up captured by the orders of Justine von Visceral, the mastermind behind both the assassination and the terrorist attack on Beacon. She was believed to be a girl of pure heart, and her blood would have been sacrificed for a terrible Horror's summoning. Fortunately, a band of heroes, including Lily's close friend Alex, stormed the Viscerals' keep, and rescued her. After a bittersweet farewell with the defeated Justine, Lily was left with her hat as a memento, which she decided to keep as she rode off to a new adventure.
Incantation: "Let my spirit gallop across the field of clouds, and strike my foes down with thunderous applause!"
Additional Info: None
Type: Lesser Force
Name: Ixion
Personality: Ixion is a noble, if ruthless entity, and can be capricious in his motives. Nevertheless, he believes in Lily, and is always there to give a comforting word, even if he doesn't understand what the problem is.
History: Ixion's past is shrouded in mystery, but from what Lily has gathered he was once from a world where other Lesser Forces suc has him resided, such as a Lesser Force taking the form of a blue-icy woman, and a black dragon. In a war for dominance, he had to escape, and found himself in this world. To keep the world stabile and protected from the other Forces he has asked to slay any monsters that would try and breach the walls between them, fearing the arrival of his sworn enemies one day.
Resources: Ixion pays in magical coins, as is the norm. He has had numerous champions, but currently he has only found one pure-hearted enough to be chosen.
Additional Info: Has an unused Sapphire Coin, which she has pondered on using to go to the College of Magic to learn astrology and weather prediction.
The Ascendancy
The Forces of Cindy Ford
The individuals associated with Cindy Ford and her choice to lay claim to Penrose. Due to Ariamis description of the crowd she was commanding, we can assume Cindy has more minions than those listed here. That said, here are the notable ones.
Cindy Ford
Age: 16 Specialization: Lightning Weapon: Lightning Body Fists/Mystic Power: ??? Patron: The Thunderbird.
A monster-girl literally composed of lightning. An ambitious woman who view those around her as beneath her, and seek to rectify the order of the world to one which suits herself. Does not desire the world to burn, merely that it recognizes her and makes peace at her command.
Cindy’s closest allies and scouts. They use their power to see and control animals on distant ranges in order to act as Cindy’s scouts. They have intentionally drawn in quite a few animals for this purpose. Ellen favors ground animals, Tina prefers those that fly.
A different kind of monster-girl, but a monster-girl nonetheless. Finds herself allied with Cindy when the time comes. Julie is really, REALLY old, but has adapted herself over time whenever the current trends change. She's pretty used to it by now.
Stats: STR: ? AGI: ? VIT: ? MAG: ? LCK: ?
Beatrice Clark
Age: 15 Specialization: Sound & Fire Weapon: Fire Claws Mystic Power: Third Eye Patron: Kawlus, Deity of Criminals and Unfairness.
Beatrice was a known burglar and thief in the Magical Girl community, feel free to have heard of her before. She’s known to use Sound to make things completely silent, then steal things and go. She ended up in hot water a while ago, but has now resurfaced under the protection of Cindy Ford.
A little magician living in Penrose. Aspires to collect magical trinkets and open a shop of artifacts and divination. Has no idea what Cindy actually intends, but got roped along somehow.
Born into a family of proud Magical beings. She has a quest in Penrose, which is why she came here. Cindy found her first, and if Cindy can help her on her quest, then suppose the Walker family could help her in turn?
A monster girl native of Penrose. Due to activities of previous Beacon she went into hiding, and has only been drawn out by the promise of freedom and protection offered by Cindy Ford.
Minette is a different sort of Beast magical girl, as in that she has poured all her might into a single creature, Cernunnos the super-powered moose. He is a titan and a goliath of a physical fighter. A rather simple girl otherwise, she agreed to join Cindy to steer this supposed ruler to the path of righteousness and protecting the innocent.
Name: Her birth name is Violet, but at age 2 her name was legally changed to Shion in respect to her just deceased great-grandmother.
Age (Magical Girl): 15
Age (Before Magical Girl): 22
Gender: Girl
Gender (Before Magical Girl): Girl
Appearance: Unlike many Magical Girls, her transformed body is no different physically than her normal body. She personally cannot understand how a simple clothes change into a school uniform is able to mask her identity so effectively. With light brown hair and eyes of a slightly darker shade, Violet stands at 5 foot 4 inches. (1.6 meters) Despite her slightly visible musculature from her above-average fitness, she is somewhat underweight at 105 pounds. (47.6 Kilograms)
Specialization: Oddball - Magnetism
Weapon: AMP - Her first Magical Weapon is her hair-clip that acts as a focus for her magic. The top side is made of silver while the bottom side is an indigo magical gem. Fielder - Her second weapon is a four-part melee weapon consisting of a hilt with a square hand-guard that contains a special material in the form of sand with an opening at the middle of the guard that can be opened and closed through her magic. This hilt connects seamlessly with a sword blade of the same magical material as the other pieces. The final two pieces can be described as two halves of a baseball bat, which fit upside down on and around the sword blade and hilt, the hand-guard fitting inside them as well.
Perks: - Enhanced Weapon: Her weapon can be split into four parts, each controlled by her magic. This allows her to use it in many ways that would otherwise be impossible. Her gem hairpin also acts as an amplifier for her magic, as well as a focus to make all of her magic faster and easier to use. - Martial Training: Her already above-average grasp of the aspects of battle have been greatly improved on both knowledge-based and instinctual levels, without any effort on her part. - Money: Her bank account has begun receiving $3000 USD monthly from a seemingly impossible to trace, if it even exists, source. - Environmental Sealing: She is immune to environmental extremes such as pressure and temperature and generates her own air supply around her body. She can share this with people she is in physical contact with. Unfortunately it does not serve as a shield against direct magical attacks. - Fated: She is fated to do some unknown task. She is effectively impossible to kill while in her normal form, and circumstances bend around her to her favor.
Patron: Ebon Mint. Shion received a Black Coin upon her first transformation.
Patron: "Ko" "Kousai" (Prefers to be called "Ko" by girls and "Kousai" by guys, as she feels "Ko" is cuter and sounds weird hearing it from a masculine voice.)
Patron Benefits: Black Coin, Non-Exclusivity. Patron Benefits: Chatty, Concerned, Mana Font.
Fighting Style: She tends to use her surroundings and versatile weapon to attack from afar with magnet guns and up close with metal grain weapons, rarely using her actual Magical Weapon in a fight she's serious in, other than the hilt.
Personality: She tends to switch between distant and merciless to overly friendly and unable to harm a fly. This is in distinct contrast to her "average" personality, where she is cynical and self-deprecating. A misanthrope who distrusts her peers, hates her elders, and is protective of her youngers. Hates liars but is not above lying. It's unknown even to her whether or not her sliding scale personality is a facade or genuine.
History: A precocious girl who spent her late childhood developing and discarding countless philosophies and interests of the world, she had settled on one of irrelevance to the universe and personal worthlessness. This was exasperated by the loss of her younger brother, and she had only recently begun to open up when she became a Magical Girl. Despite having grown up with an indifferent mother and doting stepfather, her views of adults are almost always negative. Combined with a distrust of her peers fostered by a lifetime of abuse both verbal and physical for her personality and flightiness, she is a misanthrope through and through, giving exception only to those younger than their teens. Her return to her teenage self has brought the limit of "tolerable" back down to 15 rather than 21. Her younger brother held a special place in her heart, and added to the development of her opinion of herself when she was unable to save his life, taken by an infant playing with open electricity who he was helping watch in place of its parents, who she holds responsible. This event, the image of her brother's corpse and the sound of his pained scream haunt her to this day.
Incantation: "Shatter, fractal images of of the unseen. Fuse and repulse, become one to become many. I am the center of my reality."
Additional Info: A "jack of all trades, master of none" due to her inconsistent interests and pursuits, she is most proud of her cooking skill, her talent of singing, and her uncanny ability to judge the world around her mathematically. (Such as distance, the passage of time, vague speed, etc.) She was working on obtaining a degree in Quantum Physics, as well as minors in Biochemistry and Computer Science, before she became a Magical Girl. This knowledge and experience works well with her strange magic affinity. It is her goal to collect as many Black Coins, and now that she knows they exist, Platinum Coins, as possible in an attempt to gain enough power to revive her little brother. Before leaving Dan's dimension, Shion begged Summer for her Ruby coin, since Summer planned to stay in the Beach World.
Type: Puchuu
Name: "Ko" "Kousai" (Prefers to be called "Ko" by girls and "Kousai" by guys, as she feels "Ko" is cuter and sounds weird hearing it from a masculine voice.)
Personality: Surprisingly very caring and empathetic, Ko does her best to aid Shion however she can and without asking for anything in return.
History: A young Puchuu who for some reason doesn't exhibit the traits of normal Puchuu, Ko was taken into training by the Puchuu Tay, and was following him and his charge, a Magical Boy, when she met Shion and brought out her magical potential.
Resources: Ko only has Shion in her employ, and tries to pay her in both useful information and Coins. When she's actually able to be around Shion, she is a very useful ally and partner to her. Ko has a natural talent for finding lost and discarded items that she tends to collect, creating a varied and odd resource pool.
Additional Info: Due to her "condition," she's usually forced to leave Shion to herself in order to visit and/or "train under" other Puchuu. She dislikes the fact that she can't help more, but she tries to look at the bright-side by keeping in mind that learning more about being a Puchuu will allow her to better help Shion and any future Magical Girls she employs.
Name: Summer North
Age (Magical Girl): 11 (Physical Age: 15)
Age (Before Magical Girl): 17
Gender: Female
Gender (Before Magical Girl): Female
Appearance: She is very short for her (physical) age at 4 foot 10 inches. (147 cm) Her transformed outfit is that of a Japanese school uniform.
Specialization: Oddball: Fourth-Wall She is able to use Divination in unique ways, is aware that the world she lives in operates at least partially on "tropes," and she is able to quote TVTropes verbatim at any time. Whether or not she's correct about which trope is being done, however, is not guaranteed.
Perks: - Hammerspace Handbag - She has access to an inter-dimensional storage space the size of a medium handbag. - Sorcery: Divination - Unbeknownst to her, she is able to divine things with startling accuracy due to her specialization. She simply believes that she's very good at divination, which while true, cannot account for her ability with the sorcery. - Inter-dimensional Home - With 10 seconds of concentration, she can gain access to a relatively spacious studio with simply furnishings and no exterior door. The refrigerator and cabinets have a supply of instant food that is replenished automatically, though this food is unhealthy. - Overcity Shift - She can force herself and a small portion of her surrounding to the Overcity, as well as return from it. She can also sense Overcity openings. - Training: Programming - She has complete mastery of all known programming languages. She does not know any "alien" programming languages. - Fake Parents: She has two people who are convinced they are her parents, though what they really are is a mystery to her. Luckily for her, they have relatively low expectations compared to other Fake Parents.
Patron: Beacon
Patron Benefits: - Perfect Life - Spark - Physical Prowess
Patron Drawbacks: - Vow: Generosity. An already generous soul, this vow made the most sense for her to take when she joined Beacon. - Excommunication
Fighting Style: Using her almost unhurtable body and extreme regneration, she tends to get in close and personal with her bat and smack enemies around. Fortunately, or unfortunately, her Specialization makes it so that any damage that doesn't draw blood is almost comically weak against both herself and her opponents. A normally bone-crushing blow would be lessened to nothing more than a hit hard enough to stun, rather like a cartoon.
Personality: A rather reserved girl who loves to help others, she is known for donating time and money to the less fortunate. Summer is nearly impossible to make angry and has a very live and let live attitude that extends to even her rivals and enemies.
History: Beacon had scouted out several girls from her home town with magical potential and approached them with an offer to join. While they had made it so that none of them could tell normal people, she was already friends with a magical girl who revealed herself to be a monstergirl. Summer decided to join Beacon to help Beacon-Monstergirl relations but her friend left during her initiation. Summer was recently moved to Penrose after much deliberation with her Beckoner to help with the efforts against Justine, but she arrived too late to be of any assistance in the matter.
Incantation: "I'm flying towards the future, free and faster than ever before."
Additional Info: She enjoys woodcarving and drawing comics. After Shion poured her heart out to her, she decided to give her Ruby coin to her to help Shion reach her goal.
Name: "May [Unknown] [Redacted]" Ever since she became a Monster-girl she's gone by the name "Makoto," and hides her original name like a priceless treasure. Also known as: "That Damn Squirrel," "The Black Courier," "Please Don't Break My Legs," and "That Super Dedicated Cosplayer."
Age (Magical Girl): 13 (Though one would never know it looking at her)
Age (Before Magical Girl): 20
Gender: Girl
Gender (Before Magical Girl): Girl
Appearance: While she's capable of hiding her Monster Girl parts, she tends to only hide them with clothes rather than magic, relying on people's natural defenses against strange sights and the excuse that she's cosplaying instead. She physically is much older than she should be, having used her magic to put her body close to the end of puberty. Aside from the new pieces, her body is physically the same as it was before becoming a Monster Girl, so she found that this solution was good for helping her feel like she thinks she should and for giving her a longer reach. She stands at 5 foot 2 and weighs 108 pounds. Her outfit is perhaps more skimpy than necessary for a Magical Girl.
Specialization: Time and Gravity (Slightly Weak to Illusion Magic)
Weapon: Fist-type. Impact - Two metal tonfas in the shape of crosses.
Perks: - Martial Training: Already having been trained to expert levels in several martial arts, her knowledge and experience skyrocketed to a level above most martial arts masters of the modern age. - Enhanced Transformation: She does not revert to her normal form from her disguised form when unconscious or asleep. Her disguise is harder to detect, even through magic, and her abilities while disguised are higher than those of a normal disguised Monster Girl. - Awareness: Her already enhanced senses from becoming a Monster Girl are heightened even further. She is very difficult to surprise or ambush, and she can quickly notice if someone is failing to cast a shadow or reflection. Her already enhanced sense of smell is even stronger than that of other Monster Girls. - Big Damn Hero: She is able to designate a person or place by giving them a token she has personally made or mounting it in/on a permanent fixture. She is aware of any danger occurring or about to occur near that person or place so long as the token is intact. She is always alerted with enough notice to make it there just in the nick of time if she hurries. She can have up to two active tokens at a time, one person and one place. - Healing Artifact: A small amulet that converts mana into low-level Reinforcement magic, acting as a conduit to allow this in place of a natural Reinforcement Specialization.
Emergency Start Perks: - Flexibility: She's not exactly made of rubber, but she has far greater range of motion in her limbs and joints than should be possible. - Gifted: She is capable of feats within her specializations that are dazzling, innovative, and impossible to replicate by regular Magical Girls. With two complimentary Specializations, this allows for things that can be very terrifying to consider.
Gold Coin Perks: - Enhanced Sustenance: She only needs to sleep half as much to gain a whole night's rest and can subsist on starvation rations. She does not have any nutritional requirements and breathing is optional. - Eternal Style: Her body and clothing are always kept in pristine condition. Her hair never tangles or mats, teeth never rot, body hair is nonexistent, body odor is perfume-like, and her nails are always in perfect order, complimenting their sharpness. She can summon stylish outfits as often as she wants, but any clothing summoned this way vanishes 2 hours after she removes it.
Monstrous Form: - Devourer Monstrous Motivation: She has the feeling of a void inside her that she must fill by altering fate. Acorns can help stave off this need, but not completely. - Nonstandard Limbs: Tail and Ears of a Squirrel - Second Specialization: Gravity - Redirected Magic: Her magic has greatly boosted her body's abilities.
Monstrous Perks: - Prehensile Tail: Her tail is more useful than that of a regular squirrel. Her overall flexibility is increased, and she has the ability to grasp things and balance on her tail as if it were a normal human limb. Also quite good at "punching" people with it. - Bestial: She has the ears and tail of a squirrel, as well as enhanced senses closer to those of a squirrel than a human. - Lure: Her personality, ears, and tail all cause other people and Monster Girls to be naturally attracted to them. She will never have to be alone unless she chooses to be, even if she breaks taboos. Upon seeing her, almost everything more advanced than a monkey will instinctively want to pet her, become friends with her, and/or touch fluffy tail. - True Sight: She has bestially enhanced eyes, granting her sight far better than that of a human. She can see in pitch black environments, through smoke, and through other environmental blinders with ease. It's also harder to escape from her if she's attempting to keep track of someone. - Void Touched: She is able to shift between realities, parallel universes, or shells of lost worlds. If she desires to, she can enter one of the many realms of dead possibilities at any time to see what would might have been. This is enhanced by her Specialization in Time Magic and her patron.
Fighting Style: Head first and fist to fist. She occasionally throws in ranged attacks if she feels a need to. She tends to speed up her own movement and slow down her opponent's, while also increasing the gravitational pull of her fist and her target to increase the force of her attacks.
Personality: May is a silly, friendly, generally whimsical and energetic Monster Girl. She also appears to be somewhat scatter-brained, though this trait belies her true aptitude as a part time worker for the Ebon Mint and as an information broker. She cares deeply for her friends and cannot stand when they fight each other. She also has a serious side when it comes to her friends.
History: In her hometown in Texas, there was a large group of monsters that suddenly attacked, attracted by a wandering Magical Girl who had stopped by. Most of the town hid in the local church in the hopes that they would be divinely protected. When the Magical Girl fought the waves of monsters, her usage of time magic brought Chronophantasma Fate to the scene. When she finally fell from exhaustion and died, Chronophantasma Causality appeared to May, hoping to take advantage of the situation and Fate being distracted by the death of a Time Specialization Magical Girl. It took possession of one of the other girls and approached May, who was being held back from running outside to try to help the girl, offering her the power to save the town. May instantly accepted, and has been travelling the country and other worlds doing odd jobs for other spirits and the Ebon Mint while altering fate on behalf of her patron. She settled down for a time in another state, where she befriended a young woman. The girl was approached by The Beacon and was convinced to join them, hoping to help Monster Girls become more accepted, though Makoto left after leaving a note to her explaining that she herself was one, and that when her friend returned as a part of The Beacon it would be better if Makoto wasn't there. She returned to wandering the world(s) and doing odd jobs after that brief respite.
Lunacy of Love: After following the group of magical girls into the Overcity, she defeated Sonia and was trapped in the underground structures by the collapse of the castle. Alongside filling her hunger for changes in fate, her Patron also rewarded her with directions to a Platinum Coin that had been lost in the rubble of the castle. She has gone back to doing odd jobs for other Patrons and Magical Girls in other universes/timelines and working on what she calls "The Fusion Machine."
Incantation: (N/A)
Additional Info: Secret~
Patron:
Type: Lesser Force
Name: Chronophantasma Causality
Personality: It is impossible to know this spirit's personality as it only communicates through instinctual urges to its agent.
History: The conceptual spirit of Causality, an order of time spirit known as a Chronophantasma, this force has existed since the beginning of time. In order to prevent past problems and the possibility of its rival taking advantage of them, it only ever has one agent at a time. Its history is the history of all timelines and worlds.
Resources: It only has one Monster Girl in its employ, Makoto. It "pays" her in power and abilities, giving her absurd magical talent and utility. Unfortunately, this is the only thing it can provide to its agent.
Additional Info: Chronophantasmas Causality and Fate are constantly fighting and in flux. They can best be represented by Yin and Yang, each results in the other and needs the other to exist, yet they remain opposites vying for control eternally.
Age (Before Magical Girl): 10 [Note: Appears to have started the process the night just before her birthday, the 14rd of August, with the process ending shortly past midnight on the 15th of August.– SΞ]
Gender: Female
Gender (Before Magical Girl): Female
Appearance:
Specialization: Fire – Gifted, see below.
Weapon: She prefers not to use weapons, though she occasionally expresses wishes that she also had a sword. Her physical abilities more than make up for any perceived handicap in this regard.
Special Power: Focused Assault
Keeping with her flairs for the dramatic, she names each instance as a multiple word phrase ending with “overdrive.” Possibly to help her gauge how much time she needs before her focus and concentration reaches the correct point for release. Her blows, supported already by respectable STR and MAG, become penetrating and thus even more devastating than before.
Perks:
Martial Training – She has gained training in tactics, logistics, and the intricacies of a large number of weapons. She has been half–jokingly referred to as a “fighting genius.”
Ally – A street thug and ringleader of a criminal outfit going by “Rebecca E. Oxford ‘Speedwagon.’” See relevant file.
Fated – According to *CLASSIFIED*, she is fated for some task. As such, it seems that causality will bend over backwards to help her along. Killing her in her civilian guise is impossible, and should not be attempted by Archive personnel. If the need arises, waiting for her to transform first will only consume fifteen seconds of time.
Gifted – She is capable of feats within her specialization that are dazzling, innovative, and impossible to duplicate by regular magical girls. [Note: This definition of “Gifted” isn’t quite the same meaning as what we in the Archive usually use, but given the widespread use of the term in this context...– SΞ] Given her physiology, this is understandable. She is able to ignite her own blood and then manipulate it at will, the recorded applications of which are exposited upon under “Fighting Style.”
Power Artifact: Light – Increases Fujo’s physical and magical abilities when exposed to sunlight, including improved rates of regeneration. Temporary, and requires direct exposure to sunlight to work, yet dangerous before nightfall. It is unclear whether artificially produced UV light is capable of activating this artifact, though without direct testing it will remain up to speculation.
Blood Magic – In addition to what has been mentioned above, she is able to utilize blood magic in such a way as to use her own health as a source of mana. [Note: As if she didn’t have enough reserves.– SΞ]
Flexibility – Occasionally weaponizes this by dislocating her own arm and loosening her joints to extend her reach. The chance of this maneuver being used increases with her ability to access sunlight.
Patron: UXP 444 “The Ebon Mint”, in addition to PRE 24B “The Flickering Woman” [Note: Phobic Representational Entity. Some classification systems would refer to this one as a “Limited Force,” due to its ties to the concept of Anger, or rather the Fear of it.– SΞ]
Patron Benefits:
Black Coin – Joanna possesses an instance of UXP 444, to be spent or saved when she sees fit.
Non–Exclusivity – If she so wished, she could leave the service of PRE24B without becoming Patronless, and enter another’s service seamlessly.
Focused – Given that PRE24B’s physical wardrobe largely consists of fire, it is safe to assume their magic shares a specialization. Joanna’s efficiency with her magic is impressive, to say the least.
Hidden Death – PRE24B is not one to “stay down for long,” as the phrase goes. The exact method she returns by is incredibly classified.
Physical Prowess – Joanna’s patron grants her an extra bit of strength on top of her already respectable power.
Mystic Might – Joanna’s patron has also improved her mystic abilities.
Mana Font – Joanna has access to more mana than is usual, thanks to her patron’s influence.
Patron Drawbacks:
Debt – Should Joanna spend the Coin, she’ll be indebted to the Mint. And they do love to find ways to keep their debtors in debt.
Betrayal – If there’s anything the Ebon Mint likes more than potential debtors, it’s staying in the shadows and furthering their agenda. They have and will gladly try to kill anyone they feel is more valuable to them dead than alive.
Limited – Despite being the PRE of Anger – specifically that of fire, tranquil fury, and of bringing harm to one’s loved ones – it has become increasingly possible to strike down a PRE. As noted above, however, it is more of a temporary annoyance than any true threat, though speculation about Christoph Magreat discovering the *CLASSIFIED* has been a growing cause for concern. Magreat is still missing as of the writing of this entry, though some variants of this speculation call attention to the ever–growing magical girl population. The potential for Magreat to recruit allies from their kind – particularly from the ranks of The Beacon – has only increased tensions among the PREs. [Note: For more information on “Magical Girls,” consult the UXP451 “Magical Girl” and UXP666 “Puchuu” files. UXP, as a reminder, means “UneXplained Phenomenon.”– SΞ].
Rival Force – PRE24A “The Brute” has been an example of this in the past, though as of late their objectives appear to align. Other PREs are currently focused on the problem of Magreat, and all covet his discovery. Should the trail of Magreat become warm, servants of PREs that are not allied will likely be forced to do whatever it takes to make sure their patron gets closer to finding Magreat.
Big Brother – Not surprising, given her previous role among the PREs as the *CLASSIFIED*. She also has a tendency to call her servants to the proverbial carpet regarding their secrets.
Vendetta – PRE24B appears to have a particular axe to grind with *CLASSIFIED*
Fighting Style: [Beat of the Burning Heart]
A fighting style revolving around rapidly analyzing one’s situation in combat, and capitalizing on those situations through the usage of Focused Assaults, given spontaneous and highly circumstantial names.
Her anomalous blood also has the peculiar quality of being self-manipulable, meaning that she can control her burning blood as easily as she can control standard fire, if not with even more ease. Her usual application is making sure it evenly covers her fists or various other body parts (such as the elbows or knees) during her attacks so as to ‘buff’ her attacks.
When using her Power Artifact, which greatly increased her physical and magical powers in sunlight, her attacks gain a yellowish tinge to their normally crimson flames. She will also attempt the use of her greatest Focused Assault technique, [Sunlight Yellow Overdrive], during which she is able to punch twenty times per second.
Personality: First and foremost, Joanna strives to become worthy of the power she possesses. She carries her name with pride, never betraying the code of conduct she has set for herself and will treat any fellow human with respect unless they prove evil. Joanna also possesses a fierce inner strength and the drive to face and overcome conflict. That drive, fueled by her affection to her friends and loved ones, enables her to overcome the direst situations. Joanna fights for what she believes in, and once she is committed to something, she won't back down until the deed is done.
As an aspiring hero, Joanna is also kind and positive. Joanna has a mindset where she tries to imagine the consequences her actions would have on other people, even if they appear to be enemies. She is gentle and sympathetic. Despite her skill in fighting, she will never seriously harm a person without a valid reason. Her courteous nature, as well as her mental fortitude and ability to withstand fear and pain, is the main reason Speedwagon decides to aid her. During her life, Joanna has always had an impulse to save others, be it going out of her way to volunteer at soup kitchens and animal shelters during her civilian life, or patrolling the streets at night as a magical girl. She has seen glimpses of PRE24B’s, for lack of a better term, humanity, which has only strengthened her resolve to save others.
Yet Joanna can feel righteous fury at the evilness of her foes, and will conduct justice by vanquishing them. Moreover, she has no pity for truly despicable individuals she is not familiar with. [Note: In some regards, she and a certain PRE would (and pardon the pun) get along like a house on fire. Given that its servants tend to die quickly, even for magical girls, perhaps it’s for the best that PRE24B made her acquaintance before it could.– SΞ]
History: [A lot of the data is classified, so I was only able to add a heavily abridged and summarized account of how she became a magical girl. Collector Theta was actually following UXP138’s movements at the time, in part to ascertain his relation to the Ebon Mint, and formal surveillance of Joanna only began in earnest after this incident.– SΞ]
The night before her tenth birthday, Joanna awoke to find UXP138 “Jack of All” inside her house, who had poured himself a glass of water in the kitchen area. He introduced himself as an old family friend, walked her back to her room, and told her a bedtime story. The subject of his storytime was… let’s just say, he has a habit of revealing too much of the truth at exactly the worst times. After commenting that she’d like to *EXPUNGED*, he offered a black coin to Joanna as an early birthday present. As he pressed his right red hand into hers, the coin touched her flesh and triggered her first transformation.
Several hours thereafter, when most potential eavesdroppers were absent, PRE24B manifested before her to discuss the legacy of her blood. She offered her a chance to learn how to use her powers to fight monsters, to work for her so that she could become stronger for those she loved. She was unaware of Jack’s words to Joanna on the subject, but regardless of why Joanna accepted the fact remains that she has joined forces with PRE24B.
Transformation Incantation: “I can feel it: the burning beat of my blood, razor–sharp! It resonates with the heart of the Earth, and of the Sun itself!”
Additional Notes: Joanna’s favorite kind of meat is ham. She enjoys ham on everything – ham on the breakfast plate next to pancakes and a pair of sunny side up eggs, ham on a sandwich made on rye bread with iceberg lettuce and Dijon mustard, ham on top of a big bowl of ramen noodles, ham on top a large Caesar salad. You name it, she’s tried putting some ham on into it.
She also enjoys iced tea mixed with lemonade. She can’t quite get brainfreeze, which is a definite bonus, but she claims it's a “funny feeling” while cold things travel down her throat and into her stomach.
Due to her bloodline (and/or) her Patron’s influence, Joanna’s internal body temperature usually stays at around 150 degrees Fahrenheit, though curiously this does not leave her in a constant fever.
Her bloodtype is technically A, and transfusions of that variety assimilate into her bloodstream without issue. The effects of her blood on other subjects in the form of a purely medical fashion remains to be tested.
Her last name translates to “flickering.” Feels like there’s a joke there.
Also, Speedwagon likes to call her “Miss Jo-Star.”
Name: Rebecca E. Oxford “Speedwagon”
Age (Magical Girl): 13
Age (Before Magical Girl): 25
Gender: Female
Gender (Before Magical Girl): Male
Appearance:
Looks roughly the same, though the bowler hat she uses as a weapon disappears.
Specialization: Reinforcement
Weapon: “Hi Infidelity,” a bowler hat that contains a hidden buzzsaw in the brim. The blades are incredibly sharp, and can cut to the bone with disturbing ease.
Special Power: Power of Friendship
She has an intuitive sense of people: when they are sad, how to cheer them up, and how to get in their good graces. People tend to think the best of her, give her multiple chances, and will generally try to help her. She can gain allies and contacts easily with a bit of extended conversation and sometimes some risky action can even bring monsters to respect her or cease preying on humans. Not everyone will be her friend, but the instinctively knows how to befriend anyone who *could* be her friend. She can call upon this out of costume.
[Note: In short, (Almost) Everybody Loves Speedwagon. Coupled with her personality and specialization, which passively gives her words of encouragement borderline tangible weight, Speedwagon more than makes up for her physical weaknesses with a terrifyingly effective set of ally-making skills.– SΞ]
Perks:
Enhanced Weapon – Not only does Hi Infidelity have an incredibly sharp set of blades, but also flies through the air with deadly efficiency.
Awareness – Speedwagon’s senses, enhanced by her upbringing, her magical girlhood, and experience with both, provide her with an incredible awareness of her surroundings. She’s rather difficult to surprise or ambush, will quickly note oddities such as failure to cast shadows or reflections. It’s reached the point of her being able to tell a good person apart from a bad person just by their smell. [Note: Her Power probably helps too. – SΞ]
Training – As if to add further humor to the chosen name, Speedwagon possesses complete mastery of motor vehicles and their workings. If it has wheels and has an engine, Speedwagon can hotwire, drive, and repair it with incredible ease. Should Speedwagon offer you a lift, you’d best be prepared to hold on tightly.
Patron: The Ebon Mint, but currently working with PRE24B “The Flickering Woman.” [Note: Or, more accurately, Joanna. There doesn’t seem to be much love lost between Speedwagon and PRE24B.– SΞ]
Patron Benefits:
Black Coin – Speedwagon possesses an instance of UXP 444, to be spent or saved when she sees fit.
Non–Exclusivity – If she so wished, she could leave the service of PRE24B without becoming Patronless, and enter another’s service seamlessly.
Focused – PRE24B also helps Speedwagon achieve greater efficiency with her Reinforcement Magic. [Note: Due to the dual nature of PRE24, it's been widely hypothesized that PRE24A and PRE24B can access the skills of their counterpart in addition to the personality bleed. As PRE24A creates instances of P24A02 "Crimson Knights" to be stronger, faster, and more intelligent than they once were, it's not outside the realm of plausibility.– SΞ]
Hidden Death – PRE24B is not one to “stay down for long,” as the phrase goes. The exact method she returns by is incredibly classified.
Physical Prowess – Speedwagon’s patron grants her an extra bit of agility on top of her already respectable power.
Mystic Might – Speedwagon’s patron has also improved her mystic abilities.
Mana Font. – Speedwagon has access to more mana than is usual, thanks to her patron’s influence.
Patron Drawbacks:
Debt – Should Speedwagon spend the Coin, she’ll be indebted to the Mint. And they do love to find ways to keep their debtors in debt.
Betrayal – If there’s anything the Ebon Mint likes more than potential debtors, it’s staying in the shadows and furthering their agenda. They have and will gladly try to kill anyone they feel is more valuable to them dead than alive.
Limited – Despite being the PRE of Anger – specifically that of fire, tranquil fury, and of bringing harm to one’s loved ones – it has become increasingly possible to strike down a PRE. As noted above, however, it is more of a temporary annoyance than any true threat, though speculation about Christoph Magreat discovering the *CLASSIFIED* has been a growing cause for concern. Magreat is still missing as of the writing of this entry, though some variants of this speculation call attention to the ever–growing magical girl population. The potential for Magreat to recruit allies from their kind – particularly from the ranks of The Beacon – has only increased tensions among the PREs. [Note: For more information on “Magical Girls,” consult the UXP451 “Magical Girl” and UXP666 “Puchuu” files. UXP, as a reminder, means “UneXplained Phenomenon.”– SΞ].
Rival Force – PRE24A “The Brute” has been an example of this in the past, though as of late their objectives appear to align. Other PREs are currently focused on the problem of Magreat, and all covet his discovery. Should the trail of Magreat become warm, servants of PREs that are not allied will likely be forced to do whatever it takes to make sure their patron gets closer to finding Magreat.
Big Brother – Not surprising, given her previous role among the PREs as the *CLASSIFIED*. She also has a tendency to call her servants to the proverbial carpet regarding their secrets.
Vendetta – PRE24B appears to have a particular axe to grind with *CLASSIFIED*
Fighting Style: Speedwagon does not have much in the way of raw physical power, along with mildly more potent magical talent. That said, her level of physical agility, speed, and precision is almost obscene, as she is on the precipice of consistently hitting a double bull at 20 feet with a thrown fly. As her weapon is a bowler hat with razor blades, one she tosses as a means of attack, this typically translates to “really fast, really accurate whirling death,” even without adding Reinforcement spells to her own or her hat’s attributes. Her enhanced awareness of what her physical senses tell her only further increase her ability to throw Hi Infidelity effectively. She usually aims for the enemy’s bones and major joints.
As mentioned above, Speedwagon’s magic, Power, and personality also make her incredibly effective at gaining allies. The allies can and will come to her aid if she calls, and she will be more than ready to invest mana in providing healing and buffing spells to her reinforcements and their weaponry. She will also capitalize on her specialization and personality to shout out words of inspiration to said allies, provided they are within earshot. She will also shout out bits of advice about the current situation, mostly drawing attention to what will help them keep either equal footing or a distinct advantage, though the circumstances vary.
STR: +1 Reinforcement +1, AGI:+13 Reinforcement +1, Average +1, Ranged +1, Enhanced Weapon +1, Physical Prowess +1, 3 silver +6, 2 bronze +2 VIT: +0* Reinforcement +1 [out of costume only] MAG: +3 Mystic Might +1, Reinforcement +1, Elaborate +1, LCK : +1 Reinforcement +1 -1 bronze to switch roll to support table
Personality: Rebecca E. Oxford "Speedwagon" is a hot-blooded and honorable street thug and magical girl.
Despite her activity as a hoodlum, Speedwagon is a righteous girl. Due to her ability to "smell out" the personality of people, she had recognized Joanna's noble spirit during the events at Ogre Street and accompanies her on her further journey to become a true hero. Speedwagon is incredibly loyal to her friends, befriending Joanna was in part due to the gentleman being kind to her partners. She will try to do anything to help them, and even after they die, Speedwagon will act out of respect for them. Equipped with a courteous nature, she is familiar with giving one's privacy.
Apart from that, Speedwagon is both anxious and hot-blooded. She is very extroverted and loudly conveys her feelings, from enthusiastically describing Joanna fighting, to her despair at seeing. Speedwagon constantly seeks to help her companions in various more or less convoluted ways. Most notably hotwired a motorcycle at lunchtime to reach a renowned sandwich shop before their limited stock was depleted, all because Joanna forgot her lunch money at home. [Note: Though to be fair, Pope Layton sandwiches are the best in Penrose bar none.– SΞ]
History: Rebecca E. Oxford “Speedwagon” is a lady who lived in darkness ever since she was born, both in the traditional sense and being reborn as a magical girl. [Note: Apparently she picked a Black Coin off a magical girl's corpse, after said girl was shanked to death.– SΞ] Growing up in the most infamously dangerous borough in Penrose, unconsciously named due to the number of ogres that emerge from UXP06 “Overcity” there, she stole things to live and met all kinds of bad people in her life. It reached the point of her being able to tell a good person apart from a bad person just by their smell. She eventually became the leader of the thieves in that crazy, noisy, bizarre part of town.
Speedwagon met Joanna on December 2nd, several months after the latter had become a magical girl. Speedwagon mistaking Joanna for an easy mark, attempted to rob the magical girl for her coins. But finding herself outmatched, Speedwagon realized Joanna spared her fellows and ordered the others to stand down. Shortly thereafter, they became steadfast friends.
Transformation Incantation: “Right about now, you're probably wondering who I am. Allow me to elucidate ya! The name is R. E. O. Speedwagon!”
Additional Notes: During his youth, as in before becoming a magical girl, Speedwagon had traveled the world, experimenting various exotic animals in Africa, strange Asian plants and Caribbean tornadoes.
In their battle, Speedwagon reportedly likened Joanna to a star, blazing brightly and with passion, but at the same time strangely gentle, much like sunlight. Hence she began nicknaming Joanna “Miss Jo-Star.”
It's worth mentioning that Speedwagon has become another subject of interest to the Archive, not just because of her relation to Joanna Fujo. Her extensive network of rogues, ruffians, and various other disreputable things starting with the letter "r" means that she has access to information from quite a sizable portion of the underworld. It's likely that she will have heard whispers of Magreat by the time this file was updated, and may elect to use said whispers assisting PRE24B in locating Magreat. Or, perhaps more worryingly, put enough pieces together to realize what it is he searching for.
Designation: PRE24B [Note: Also classified as a Lesser Force by certain non–Archive organizations. – SΞ]
Colloquial Terms and Names: The Flickering Woman, The Aflame, The Alight, Anguish, Blaze, The Burning Woman, The Burning Bride, The Charred Woman, Consort, The Dancer in the Fire, Eris, Fossil-Type SYZYGY, Ignis, Jeanne D’Arc, Kasai, The Lady Regent Svaha, The Lonely Soul, The Obsidian Lady, The Queen of Flames, Subject Bravo Bravo, Zafiel
Behavioral Characteristics: “When in the Burning Bride's presence, you feel the Brute around you, just behind the veil of reality, frothing and raging and ready to burst out. Meanwhile, the Brute, even in its rage, has a sort of grace to it, and an intelligence in its eyes.” – Author Unknown, widely believed to be a Runner, but quite accurate in any case.
PRE24B has a tendency to approach those who have been mortally wounded by fire with offers of servitude in exchange for their continued lives. While the effects of this pact on those who accept is outlined below, it is noted that with the rise of Magical Girls wielding Fire, her ranks have been increasing exponentially. [Note: “Monster Girls” don’t exactly help lower those “mortality to Fireveined rates,” either. – SΞ]
As the PRE of Anger – of many facets, most associated with “Tranquil Fury” – it is advised not to incite her wrath, not even in an attempt to pit her against someone else.
PRE24B “The Flickering Woman” is widely considered to be the more reasonable of the two halves of PRE24, and the "brains" to PRE24A “The Brute” and its "brawn." Given that PRE24 is a dual entity, though, it is wise to assume their strengths are proportionate to each other's.
History: Unfortunately, non–classified data about this PRE is few and far between. As such, while we have reams and reams more on file, this cannot contain much in the way of history, apart from recent incidents that are practically common knowledge already.
It has been suggested that PRE24B “The Flickering Woman” no longer be classified as one of the PREs, in spite of how interwoven her existence is with her eternal rival and husband, PRE24A “The Brute”. The general argument levied for this motion is that, as Grandfather and The Archive have grown, PRE24B’s status among the PREs as *CLASSIFED* has become increasingly redundant. However, in light of overwhelming evidence pertaining to her other activities, that argument has been colloquially referred to among the Alphas as “fucking stupid.”
Resources: [Note: Despite the duality of their nature, which sometimes borders on human co–dependency, PRE24A “The Brute” has a distinctly different selection of rank–and–file servants than PRE24B. For the purposes of this file, only the latter’s servant file has been consolidated into this entry.– SΞ]
P24B01, colloquially designated “Fireveined.” They are created when a man or woman dying of wounds inflicted by flames is contacted by PRE24B, who offers them, among other things, another chance to live. If they accept, they will live a normal life for six to eight months, until the pain of their wounds returns with a vengeance. No matter what medication they take, no matter what treatment they undergo, they cannot escape the perpetual pain of the wounds. Eventually, the Fireveined is contacted by PRE24B again, who offers to make the pain stop. They almost always accept, and the few that don't quickly go mad afterwards. The pain never truly stops, only decreases, or vanishes for a day or so, but the constant pain drives them mad, and with the reward of doing tasks being making the pain "vanish" for a short time, all Fireveined become fiercely loyal to their only source of solace, PRE24B.
Fireveined have an internal body temperature of over 150 degrees Fahrenheit, giving the impression that their veins are literally on fire. Curiously, they do not suffer from fever due to this quirk, though they are in constant pain. Fireveined have few abilities, the strongest among them is their ability to withstand heat to the point where many can live comfortably within steel foundries without any form of protection. They are also wearing a sort of "shell" of scar tissue, which protects them not unlike a leather trench coat. [Note: Oddly enough, P24BE01, while possessing many of the characteristics of a traditional P24B01, does not appear to possess the scar tissue mutation nor the perpetual pain. Qualities that drew the interest of PRE24B to her bloodline, or perhaps it was the other way around?– SΞ]
Colloquially named “Monster Girl variants,” or instances of P24B02, have been noted in action. They are near exclusively of the Fire–based schools of magic, and their raw power becomes obscenely vast. Occasionally work in tandem with P24A02 “The Crimson Knights” or, arguably more deadly, P24A03 [Note: Much like P24B02, except constantly wreathed in smoke, covered in chains, and have a nasty habit of using fire to cut off retreat or reinforcements to their surroundings. That barrier usually doesn’t fall until everything inside dies horribly. Best dealt with at 100 meters or further, either with a ranged weapon or by retreating to said distance away from them.– SΞ]
Payment is usually dispensed, as mentioned above, in the form of temporary relief from the constant pain. However, it is also worth noting that for the servants that are not P24B01 or any variants thereof, payment in magical coins is dispensed for magical girls, while human currency is provided to those who work in one of many steel factories/shell companies owned by PRE24B and her followers. [Note: Of course, P24BE01 is too young to legally work in such facilities, and likely will not gain mortal revenue from that source.– SΞ]
Additional Notes: Usually manifests in a church, known as Our Lady Of The Immaculate Conflagration.
Designation: Collector Delta
Name: Annabelle “Anna” Rhodes
Age (Magical Girl): 13.
Age (Before Magical Girl): 15
Gender: Female
Gender (Before Magical Girl): Female
Appearance:
Specialization: Oddball: Mirror – Gifted The Mirror specialization focuses on the truth and both tangible and intangible opposites, using mirrors or other reflective surfaces to act as foci. The user can utilize different methods of inflicting and utilizing mirrors when harnessing and using reflective magic. They can use mirrors as a means of carrying out spells, transportation, entity manipulation, and various other mirror-esc abilities, such as imbuing mirrors with magical properties.
Weapon: A pair of wands, named “Sever Ties,” formed from materials taken from the domain of PRE20 “Mother of Snakes.” [ Note: That domain is basically a massive desert with the cheery name of the “Garden of Desolation.” If memory serves, it was blown from sand and powdered mirror fragments from the giant mirror castle PRE20 calls home.– SΞ]
Special Power: Third Eye She has the Sight, allowing her to see the flows and after effects of magic. Her sense of magic is extremely precise – able to pierce illusions, trace the effects of faded rituals, or know the type of magic being used at a glance. Her highly attuned magic allows you to predict incoming spells. If she is quick enough, this can let her dodge or counter them with her own. She can also easily tell when an Overcity entrance is nearby, though it will take her some time to determine exactly how to activate it. This works even out of costume.
Perks:
Awareness – Bolstered by her enhanced eyesight, and years of experience as a Collector, she is much more aware of everything her mundane senses tell her. It doesn’t necessarily help her magic, but it does make her harder to surprise or ambush. She will quickly notice if, for instance, someone is failing to cast a shadow or reflection, or if there’s a particular scent in the air. [Note: Her eyesight’s been tested to be twice as acute as mine. The current hypothesis is that it is a direct result of being Gifted twice over. – SΞ]
Ally – Scribe Xi of the Archive. See relevant file.
Familiar – One of the bone spiders of the Catacombs. Able to produce webbing capable of weaving minor obfuscations, and silk capable of weaving into books. He can also take human form, preferring to be called “Lee Richards” in that state. In standard form, though, he is amenable to being called “Teca,” or “SϚ.” [Note: Given his personality, it’s likely that “Scribe Stigma” is a deliberately tongue-in-cheek reference to the Gifted Scribe Sigma, whose key role in the Neomaria Incident has made her one of the most recognizable Archivists outside of the organization. Though her blog and interaction in the Runner blogosphere were also key factors in both the Incident and her recognizability. But I digress. – SΞ]
Gifted – She is capable of feats within her specialization that are dazzling, innovative, and impossible to duplicate by regular magical girls. [Note: This definition of “Gifted” isn’t quite the same meaning as what we in the Archive usually use, but given the widespread use of the term in this context...– SΞ]
However, unlike most Magical Girls described as “Gifted,” she was also chosen by the Grandfather to receive another person’s memories. [Note: She’s been given two sets of memories, one set belonging to a “Silias Aeson,” and the other belonging to *CLASSIFIED*. As noted below, this has turned her eyes grey. – SΞ]
Incognito – Her undisguised form is stunningly average, in such a way that has been referred to as “blandsome.” [ Note: Portmanteau of bland and handsome. – SΞ] Likewise, her transformed state also looks astonishingly average and unremarkable. [ Note: And when some girls literally get school uniforms as gear, that’s saying a lot...– SΞ] Coupled with her specialization’s abilities for disguising her appearance, she has a knack for fading into the background.
Enhanced Weapon – Sever Ties casts faster than the average Magical Girl weapon.
Enhanced Transformation – She also has the ability to transform within three seconds, either by thinking or saying her incantation aloud. She is also utterly invulnerable during this transformation.
Patron: Grandfather, also known internally as PRE 04 [Note: Phobic Representational Entity. Some classification systems would refer to Grandfather as a “Horror.”– SΞ]
Patron Benefits:
Marked – [Note: Sometimes, your eyes turn grey after becoming a Gifted. Not just “oh, my green irises are grey now, cool,” I mean all color in your eyes literally goes grey, like all the color drained away. This usually happens with those who have received new memories twice, like the vaunted Scribe Sigma. Regardless of how many times you are marked, and whether or not your eyes have gone grey, you don’t become colorblind. If anything, your eyesight always becomes *incredible,* Optometrists hate Grandfather. But, uh, not literally. – SΞ]
Reasonable – Encounters with Grandfather are far less likely to end in fatalities than most other PREs, or “Horrors” for that matter. He’s usually more interested in collecting memories from people than anything like killing or enslaving. He is also surprisingly sociable, should you encounter him.
Supplier – The Archive’s resources are readily available to its members, though the metaphorical wheels spin faster for the Gifted. [ Note: The exact extent of which is rather classified, even for documents of this clearance level.– SΞ]
Transportation – Being a Gifted has its perks, such as the ability to open paths to CW006, also known as “the Catacombs.” The Catacombs are the domain of the Grandfather. It is within these stone tunnels that He houses His books and His knowledge. Great spiders roam these passages, and when the Grandfather requires more books for Him to record knowledge in, these spiders spin webs of the greatest silk, and from that silk, pages are formed and bound into tomes. There are natural paths into it within every library, if you know where to look. [Note: Calling them ‘spiders’ doesn’t really do them justice. They don’t bother the Gifted, though, but it’s not a good idea to be in there if you aren’t. Or at least, without a Gifted keeping you company.– SΞ]
Mystic Might – Grandfather has also improved her mystic abilities.
Mana Font – She has access to more mana than is usual, thanks to her patron’s influence.
Patron Drawbacks:
Mind-Bent – No one can join the Archive unless Grandfather takes their childhood memories. In essence, this equates to 13 years’ worth... unless, of course, they were younger than that at the time of collection.
Fearsome Reputation – “He doesn’t merely kill his enemies – he cremates them. *CLASSIFIED*s them.” – *CLASSIFIED*, presumed to be the originator for the Genera’s name for Grandfather, Fossil Type CREMATOR. That quote was among testimony that Grandfather can literally *CLASSIFIED*. [Note: Grandfather doesn’t usually get so aggressive, but the data is worth noting. For further reading, see “In The Shuffling Madness.” Come to think of it, that blogger was probably the reason “Aqualung” started picking up steam.– SΞ].
Big Brother – Not surprising, given His predilection for collecting memories, though what he does with it is *CLASSIFIED*.
Vendetta – Grandfather appears to have a strange enmity for *CLASSIFIED*, one readily shared with UXP 004 “Thoth.” [ Note: More on that in the PRE 04 file.– SΞ].
Empty Pockets – Grandfather does not directly provide the Archive with financial support, of either mundane or magical persuasion. Be that as it may, the Archive has gotten rather good at obtaining income though its own efforts.
Fighting Style: Collector Delta usually attempts to use her ability to stay incognito and her enhanced senses to avoid combat, but when violence is necessary, her skill with the Mirror specialization has proven to be rather versatile. In addition to the ability to enter reflections to avoid damage, she can call a full dome of ethereal mirrors to act as a shield, which can propel whatever struck it in the opposite direction it struck from and at the same speed it collided with the barrier. With an effort of will, magical blasts of a certain nature can be transformed into their opposite, such as a ball of fire ricocheting into a ball of water. This is linked to the words of power “Reflectius Backticus,” which can be invoked verbally or silently. [Note: I’ve seen her use this to both act as a means of defense and as a means of maneuvering, such as turning a fall from a great height into rapid ascent. – SΞ]
Due to her high precision, though, she usually takes a finesse-based approach to combat, focusing on creating and manipulating mirror shards as small as toothpicks, imbuing them with various magical properties, Upon contact with something, so long as they possess the opposite quality to what is in the mirror they touch, that quality and the opposite quality will swap places. That quality will then be stored in the mirror until it is broken or Collector Delta manually releases it, [Note: For instance, she can ‘charge’ a mirror with the property of “fatigue” and use it on a person who is feeling energetic. She doesn’t have the ability to charge one of her mirrors with “death” and use that to instantly kill anything, though it is possible to swap the specialization of a magical girl into its opposite. Curiously, this type of reflection has a time limit, one with a pattern that is arbitrarily complex. It’s also impossible to strike the darkness in a room with a mirror charged with “light,” for obvious reasons...unless, maybe that darkness was solid? Hmm. Perhaps I should pass that thought to the Analysts.– SΞ]
[Lady Centerfold] – A special style of combat that requires two people to pull off. One combatant, armed with a melee weapon, is sent into the surrounding reflections, while the other combatant creates reflective surfaces on the battlefield from which the first combatant will strike. Damage inflicted on the enemy’s reflection will directly carry over to the flesh and blood iteration, but attacks to reflective surfaces or where the combatant would be in the reflection do no damage. [Note: Collector Delta’s addressed the issue of what would happen if she were incapacitated while I was in the reflection. With her help, and my knowledge of carving sorcerous foci, I have a way of entering and leaving the reflection at will. So long as it’s intact, I have a failsafe. Though, if all of the reflective surfaces in the area were made unreflective, I’d have to make my way to the closest one nearby to leave.– SΞ]
Personality: To deflect suspicion as to her nature as a Collector while outside of her costume, she will adopt a persona fitting her appearance – that is, one that is unassuming, meek, warm [Note: And dare I say “moe?” – SΞ]. She also has a tendency to act cool and collected when she isn’t obfuscating her personality, but while she does not show it as often in costume, the warmth shown more prominently in her other persona is still there. She is focused on collecting more data for the Archive, and investigating cases of memory issues to discern who has met Grandfather (and thus eligible for a job offer).
Due in part to the circumstances of her upbringing, she is much more comfortable with books than she is with people, and developed an intellect impressive for her age as a result. That said, she gets along with young children astonishingly well. As a result of some personality bleed-over from her Gifted memories, she’s developed an interest in using her analytical abilities to puzzle out the ways to throw someone off-balance, and then doing so “as a way to learn more about who they really are.” [Note: She is actually prone to this behavior even when outside of her costume.– SΞ]
History: Most information regarding Collector Delta’s past has been marked as *CLASSIFIED*. Information regarding the circumstances of her recruitment has also been marked *CLASSIFIED*, though the circumstances of her becoming Gifted are not. On an assignment in Nice, she encountered Grandfather while following up on a lead regarding vampire activity in the territory of FT-STRIGA. [Note: There has been debate as to whether that entity should be classified as a PRE or as an UXP. As such, the Topography Genera designation has been used here pending the confirmation of the designation.– SΞ] It was here that she gained the memories of one Silias Aeson, who according to the transcriptions provided by Collector Delta was a mortal mage skilled in mirror magic.
The circumstances of her second Gifting have been marked *CLASSIFIED* as well, though it was directly after this incident that the Council of Seven attempted to re-designate Collector Delta to a Scribe. She argued her case before the Council of Seven, on the grounds that *CLASSIFIED*. After some deliberation, it was decided that she could keep her designation as a Collector, provided she also be attached to a Scribe of Collector Delta’s choosing. She requested the current Scribe Xi to fulfil this assignment, who accepted.
[Note: It’s actually really rare for Grandfather to Gift more than one set of memories to the same person. The last Gifted to have this honor was none other than Scribe Sigma, back in 2011.– SΞ]
Transformation Incantation: “Grandfather, give me strength.”
Additional Information: ????????
Designation: Scribe Xi
Name: Rauri McGanna
Age (Magical Girl): 16
Age (Before Magical Girl): 15
Gender: Female
Gender (Before Magical Girl): Female
Appearance:
Specialization: Beast – Gifted Girls of this specialization focus on summoning and enhancing animal and themselves in various ways. They find it easy to understand the body language of animals and will likely have a number of pets that make good subjects for enhancement. They can also use wild animals, though results may be mixed. They have a wide range of spells for increasing strength, speed, and toughness, or borrowing the traits of animals for themselves. Outside of their costumes, they have heightened senses and a strong athletic streak.
Scribe Xi has the unique affinity for the great bone spiders of the Catacombs, and utilizes their abilities to augment her own. They are constructed from the bones of the deceased, who weave the Books of Memories that make up the archives of the Grandfather. Their silk is woven with a strange kind of magic usually employed by PRE07 “The Musicians” and their servants. In compatible terms with those used in the study of Magical Girls, it is a unique mixing of Sound and Illusion magics known as “Obfuscation.” By weaving this silk, one has access to illusions strong enough to have effects on reality. Simulacrums of weapons that inflict enough psychic damage to fool the nerves into feeling like an actual wound where they hit, for instance. When met with true masters of Obfuscation, such as The Musicians themselves, they tend to fall apart quickly. [Note: You also have to have pretty strong concentration to pull off the complex stuff. The bone spiders certainly help with the actual weaving part, but I still need to make sure any loose threads – literal or metaphorical – don’t get spotted until the damage has already been done. Also, fuck Third Eyes.– SΞ]
She also possesses the ability to coax bone spiders from the bodies of living beings to gain access to their memories, usually by having them write their own Book of Memories. If the target is still alive, the Book of Memories will update itself in real time until the target is deceased.
Weapon: A billhook. [Note: It’s not quite as flashy as a giant hammer, but it’s a weapon that feels distinctly ‘me.’ – SΞ]
Special Power: Tentacles [ Note: Tentacles, in the vaguest sense of the word. I can manifest bone-spider webbing on my own, but it’s mostly good for snagging things and flinging myself around. I can brute-force a basic sensory overload obfuscation into those variants, but if I need anything subtler than that, I’d require assistance from the bone spiders. – SΞ]
Perks:
Gifted – She is capable of feats within her specialization that are dazzling, innovative, and impossible to duplicate by regular magical girls. [Note: This definition of “Gifted” isn’t quite the same meaning as what we in the Archive usually use, but given the widespread use of the term in this context...– SΞ]
However, unlike most Magical Girls described as “Gifted,” she was also chosen by the Grandfather to receive another person’s memories. [Note: I’ve been given one set of memories, I’m… a little concerned by the implications of them, though. – SΞ]
Sorcery – Scribe Xi has gained an extensive knowledge of sorcery during her time as a Scribe, including the types that even mundane people can learn. It allows her to accomplish overt displays of magic even when untransformed, and potentially teach it to mundane people should they choose to apply themselves. [Note: I’m pretty skilled at making magical foci, actually. A lot of mortal wizards and the like make them to streamline their magic, and make it so they can quickly access types of magic they don’t have a great affinity for on the fly. – SΞ]
Familiar – A strange creature known as a “Legstep,” presumably due to such traits as its almost cartoonish black legs, how the rest of the body looks like a boombox, and its fondness for playing dubstep (especially at dramatically appropriate moments). It can retract its legs into its body, and possesses a matching set of arms with impressive fists. The species tends to keep the latter set of limbs retracted, [ Note: I’m not entirely sure where its species comes from, but Thoth seems to know enough about them to have recognized it. He was the one who told me it was called a “Legstep.” He seemed somewhat perturbed by the sight of it, too, come to think of it.– SΞ].
Its war form is essentially a motorcycle, with the main boombox body visible on the bike’s right chassis, and with bat wings above the back end. Those only appear when lit on fire, when the dubstep is replaced with some variation of metal, and are capable of sustaining flight. [Note: The effect of immolation occurs outside of its war form as well, though in both forms Legsteps apparently don’t sustain damage or experience discomfort from being lit on fire. Also, I named mine “Beat.” – SΞ].
Patron: Grandfather, also known internally as PRE04 [Note: Phobic Representational Entity. Some classification systems would refer to Grandfather as a “Horror.”– SΞ]
Patron Benefits:
Marked – [Note: Sometimes, your eyes turn grey after becoming a Gifted. Not just “oh, my green irises are grey now, cool,” I mean all color in your eyes literally goes grey, like all the color drained away. This usually happens with those who have received new memories twice, like the vaunted Scribe Sigma. Regardless of how many times you are marked, and whether or not your eyes have gone grey, you don’t become colorblind. If anything, your eyesight always becomes *incredible,* Optometrists hate Grandfather. But, uh, not literally. – SΞ]
Reasonable – Encounters with Grandfather are far less likely to end in fatalities than most other PREs, or “Horrors” for that matter. He’s usually more interested in collecting memories from people than anything like killing or enslaving. He is also surprisingly sociable, should you encounter him.
Supplier – The Archive’s resources are readily available to its members, though the metaphorical wheels spin faster for the Gifted. [ Note: The exact extent of which is rather classified, even for documents of this clearance level.– SΞ]
Transportation – Being a Gifted has its perks, such as the ability to open paths to CW006, also known as “the Catacombs.” The Catacombs are the domain of the Grandfather. It is within these stone tunnels that He houses His books and His knowledge. Great spiders roam these passages, and when the Grandfather requires more books for Him to record knowledge in, these spiders spin webs of the greatest silk, and from that silk, pages are formed and bound into tomes. There are natural paths into it within every library, if you know where to look. [Note: Calling them ‘spiders’ doesn’t really do them justice. They don’t bother the Gifted, though, but it’s not a good idea to be in there if you aren’t. Or at least, without a Gifted keeping you company.– SΞ]
Mystic Might – Grandfather has also improved her mystic abilities.
Mana Font – She has access to more mana than is usual, thanks to her patron’s influence.
Patron Drawbacks:
Mind-Bent – No one can join the Archive unless Grandfather takes their childhood memories. In essence, this equates to 13 years’ worth... unless, of course, they were younger than that at the time of collection.
Fearsome Reputation – “He doesn’t merely kill his enemies – he cremates them.” – Unknown, presumed to be the originator for the Genera’s name for Grandfather, along with testimony that Grandfather can literally *CLASSIFIED*. [Note: For further reading, see Locomotive Breath’s blog, “In The Shuffling Madness.” Come to think of it, that blogger was probably the reason “Aqualung” started picking up steam.– SΞ].
Big Brother – Not surprising, given His predilection for collecting memories, though what he does with it is *CLASSIFIED*.
Vendetta – Grandfather appears to have a strange enmity for *CLASSIFIED*, one readily shared with UXP 004 “Thoth.” [ Note: More on that in the PRE 04 file.– SΞ].
Empty Pockets – Grandfather does not directly provide the Archive with financial support, of either mundane or magical persuasion. Be that as it may, the Archive has gotten rather good at obtaining income though internal efforts.
Fighting Style: On her own, she mostly uses her specialization’s skills to access the abilities of the bone spiders, and use those abilities in tandem the bone spiders she can summon. She takes advantage of the maneuverability and combat applications of her Power to close the distance between her and an enemy, escape from their range, and to inflict psychic damage be connecting the webbing to an opponent and flooding it with the illusion of debilitating pain. By weaving this silk, she also has access to illusions strong enough to have effects on reality, such as simulacrums of weapons that inflict enough psychic damage to fool the nerves into feeling like an actual wound where they hit, or copies of herself capable of inflicting psychic damage directly proportional to what physical damage she is capable of inflicting herself.
[Lady Centerfold] – A special style of combat that requires two people to pull off. One combatant, armed with a melee weapon, is sent into the surrounding reflections, while the other combatant creates reflective surfaces on the battlefield from which the first combatant will strike. Damage inflicted on the enemy’s reflection will directly carry over to the flesh and blood iteration, but attacks to reflective surfaces or where the combatant would be in the reflection do no damage. [Note: Collector Delta’s addressed the issue of what would happen if she were incapacitated while I was in the reflection. With her help, and my knowledge of carving sorcerous foci, I have a way of entering and leaving the reflection at will. So long as it’s intact, I have a failsafe. Though, if all of the reflective surfaces in the area were made unreflective, I’d have to make my way to the closest one nearby to leave.– SΞ]
History: Rauri McGanna grew up in Stamford, Connecticut, and had lived there with several family members, including *CLASSIFIED*. She became a target by PRE01 for unknown reasons, but it is known that eight weeks after she began noticing PRE01, she entered the local library. It was there that she encountered Grandfather for the first time, and lost her childhood memories.
Following contact from Collector Delta, Rauri McGanna accepted the offer to join the Archive, and worked as a Scribe compiling PRE data until her second encounter with Grandfather resulted in *CLASSIFIED*. She was later asked to act as an attaché to Collector Delta, which she had accepted.
[Note: This is… well, it’s cobbled together from non-classified information. – SΞ]
Transformation Incantation: “Xa Xatyy wn itt sss.”
[Note: My understanding of the language is not as advanced as Xi’s, but according to my notes that sentence translates to “Oh Protector, through your power/ Protect my shining light./ Heart of the empty, bestow holy power to me!/ These are my greatest wishes.” – Collector Delta]
Additional Information: Uh, okay. My birthday is on June 17th. I know how to captain a sailboat. I can speak and write in fluent Hymmnos. I also like Pope Layton’s sandwiches, and Donkey Kong Country 2…
I’m not really sure what else to put here.
Designation: PRE04 [Note: Also classified as a Horror by certain non–Archive organizations.– SΞ]
Colloquial Terms and Names: Grandfather [Note: I have been made aware that Grandfather is also commonly called The Blind Man, FT Cremator, or ELDER. “Aqualung” has also floated around, thanks to both Locomotive Breath and the increased interest in magical girls as of late (potential or otherwise).– SΞ]
Behavioral Characteristics: Grandfather typically frequents libraries, carrying his Book of Names in one hand. He will either ask an individual their name or to write their name in his book. Upon the fulfillment of either of these requests, Grandfather collects memories from them. He does not exclusively collect childhoods, and appears to have an interest in strong memories. Rarely, he will approach those he has taken memories from and gift them memories from another person, creating a Gifted.
Grandfather has also shown interest in the process of creating Magical Girls, and has occasionally transformed individuals from whom he has taken memories.
On certain occasions, such as those detailed in the blogging efforts of “Locomotive Breath,” Grandfather has acted in particularly hostile fashions. In those instances, he has been observed to *CLASSIFIED*, as well as wipe the data from all recording equipment in the area.
History: Unfortunately, non–classified data about Grandfather is few and far between. Seriously, this file is mostly pieced together from the non-classified bits, And recent incidents have practically become common knowledge already, so...
Resources: Only those whose childhood has been taken by Grandfather from are allowed to join the Archive. There are several ranks of Archivists, each of which carries out specific tasks. Their title comes from their class, and a Greek letter to indicate their position within said class. Those are as follows:
Analysts: Analysts analyze data from Collectors and conduct experiments.
Brokers: Brokers sell information to wealthy clients, providing the funds used to keep the Archive running.
Collectors: Collectors are normal field agents. They observe and collect data, and on occasion locate potential recruits.
Inquisitors: Inquisitors act as Internal Affairs agents. They investigate corruption in the organization and maintain the Sphere, a large underground facility that acts as the Archive's prison.
Keepers: Keepers are the Archive's security officers. They ensure that the Archive's bases remain hidden and that all files are secure.
Martyrs: Martyrs are the soldier class. Rarely deployed, their job entails hunting down rogue agents and eliminating external threats to the Archive.
Scribes: Scribes record data and make sure that information is up–to–date.
Gifted: The Gifted are those that Grandfather has "chosen," specifically to receive new memories. As such, the Archive holds them in high regard, and the opinions of a Gifted carry much weight.
As per his boundless wisdom, Grandfather begun taking a particular interest in magical girls soon after *CLASSIFIED*, with some of them brought into the Archive from the ranks of other organizations. That said, the existence of Gifted Magical Girls in Grandfather’s service is incredibly rare, and are held in even higher regard than Gifted or Magical Girls on their own.
Payment of Archive personnel is usually budgeted by the Council of Seven, and distributed either by direct deposit or in person by an Inquisitor.
Additional Information: HE IS THE GRANDFATHER FROM WHOM ALL KNOWLEDGE SPRINGS FORTH
Ahem. Sorry. I know Scribe Sigma made that joke first, but I couldn’t resist.
Not much is known about Grandfather regarding his personal history, actually. What little we have is a tangle of classified information that I have to piece together, and even then sort out the details too isolated by decades. The only thing I really can add to this section is hearsay at best.
Keeper Omikron claims they caught a glimpse of Grandfather standing in a night–drenched library, one clearly connected, but not part of, the stacks that usually exist in that section of the facility. Allegedly, Grandfather was talking to a bipedal otter for several hours. The Keeper in question is a magical girl aligned with the wind, and sensed something ancient about the air of that place that had not been felt anywhere in the mundane world nor either UXP06, PRE06, or any known pathway. [Note: Also known as the Overcity and the Empty City, respectively.– SΞ]. The details of that conversation, as collected from their testimony, is documented in the “Otter Dialogues” report.
Another point of interest is the existence of UXP04 “Thoth,” who may or may not be a result of UXP417 “Dimensional Bleeding.” While the vast majority of what he has told the Archive is incredibly classified, the potential of what Thoth represents could completely overturn Iceburg Theory regarding the manifestation of PREs, as well as our understanding of how the universe works. The information he has revealed to the Archive has also caused an even greater priority on finding Magreat before any other organization or being gets ahold of him; or, Grandfather forbid, what he’s been undoubtedly working on.
Thoth has also expressed concerns about the blog of Locomotive Breath, particularly use of the term “Insiden.” Or, perhaps concern is too light. Alarm might be more apt.
Appearance: Untransformed In life, she wasn't anything worth noting, but in undeath, Amaryllis could only be described as a model, her statuesque figure and her ample bosom capable of bringing all the boys to the yard with just a bend and a snap. Not that she's gotten all that used to flaunting her overdeveloped figure yet, leading her preference to baggy clothing that mostly mask her F-cup breasts and her child-birthing hips, even though such attempts are hardly effective when the rest of her body is just as attention grabbing.
Transformed All her attempts at modesty is tossed out the window, however, when she transforms, going from a girl perpetually wearing a sweater to a girl wearing clothes that flaunt more skin than some swimsuits. With hot pants and a coat that can only be buttoned at one point, there's no doubt that her magical outfit is a shamelessly skimpy one, the type you'd find trashy cosplayers wearing to grab larger, sleazier crowds.
Monstress At this point, Amaryllis may as well be nude, for all that's keeping her from being a total exhibitionist are the ribbons of darkness that hug her legs, pelvic area, and her chest, the remainder of this gossamer fabric trailing behind her like a cape. Her dark blue hair takes a wine-red coloration, and her elegant rapier twists and fuses with her arm to become a monstrous cleaver. Two great horns jut from her head, the surest sign of lost sanity, but they serve as her guide as well, dowsing rods to guide her path even once gore has caked her face completely. What flashes of memory she retains after reverting back to normal are dreadful and unpleasant, but if the occassion called for it, Amaryllis will always draw upon this crueler power no matter what she had to sacrifice in return.
Specialization:Metal The magic that resides within Amaryllis can be considered basic at best, completely uneducated at worst. Outside of her power, she is unable to do anything that other magical girls would be able to with their specializations. Forming other weapons out of thin air is beyond her, and to even be able to swing them around with mind alone? Completely out of the picture. No, her specialization is something centered on her weapon alone, using it to augment all aspects of her rapier to achieve a level of speed and skill beyond her already impressive physical means. Though it is nameless and formless, her Patron is quite an envious individual, after all.
Outside of combat, her Patron sure does enjoy being treated well, and has granted Amaryllis the boon of being skilled with other mechanical objects as well. Shame she'd make more money as a model though.
Weapon:Melee - Rapier An eloquently crafted rapier with a swept hilt, filled with motifs of entwining ivies and half-bloomed roses. Though primarily a weapon made for thrusting, its edges are sharp enough to slice through lesser metals as well, and under the glow of the moon, it shines with silver. Like the Lesser Force that resides within, it is nameless. Currency: 1 Gold 7 Silver 3 Bronze
Defeated Soth - 1 Gold 4 Silver 6 Bronze Defeated Crypt Minions - 2 Bronze Defeated Behemoth - 1 Gold 4 Silver 6 Bronze Defeated Stadium Minions - 2 Bronze Defeated Stadium Monsters - 1 Silver Defeated Chloe's Minions - 2 Bronze Participated in Volleyball - 1 Bronze Participated in Jet Skiing - 1 Bronze Participated in Water Skiing - 1 Bronze Participated in Keijo - 1 Gold Won the Keijo Tournament - 1 Gold Remained Relevant in the End of the Season - 1 Ruby Defeated Billy - 1 Gold 4 Silver 6 Bronze Cleared the Artemis Knight Bounty Hunt - 1 Gold Cleared the Keijo Tournament Bounty Hunt - 4 Silver Participated in Rave Event - 1 Gold, 2 Silver Cleared the Master of Puppets Bounty Hunt - 4 silver
Consumed 1 Ruby Coin - Gain +2 to Stats and Exchange Perk for one in the Same Table Consumed 3 Gold Coins - Gain +3 to Stats Consumed 10 Silver Coins - Purchased Infectious Yearn Consumed 2 Gold, 20 Bronze Coins - Gain +3 to Stats
Empty Pockets - All Currency Gained is Halved.
Powers Chains The constant reminder of her Patron's vendetta, Amaryllis is allowed one other 'power' to aid her on her adventures in the magical world: the summoning and manipulation of chains. From locking an elusive enemy into close combat to traversing vertical landscapes with eloquent flair to serving as a steel tightrope to cross crevasses with, these silver chains, reminiscent of hungering vines, grant Amaryllis the versatility that she otherwise lacks and the ability to 'save' that she otherwise does not have.
Killing Blow: Ecliptic Bloom; Reverie of the Umbral Rose "Witness, ancients languishing upon ye ruined thrones. My brilliance shall eclipse all that have come before me!" After five seconds of repose, Amaryllis is able to activate the full power of the Lesser Force she wields, unleashing her Killing Blow. Her lungs expand, her senses sharpen, and the intentions of all those around her are clarified for a single instance. In that moment, the Knight of Rose reaches the peak of swordsmanship, attaining martial enlightenment that surpasses all past Sword Saints and allowing her to perform a lethal counterstrike that seals away her foes' attacks before they are performed while simultaneously striking them down in a flash of steel and light. As they fall before her, their bodies sustain no visible injuries and their countenance is that of one who passed peacefully in their sleep, but their souls have been sheared from their flesh, reaped by the mirrored blade.
If activated in her Monstress form, Eclipitic Bloom manifests itself in a much more grotesque manner, the blackened sword-arm splitting into a gaping maw that bites down on the target. Here, the Sword strips away its elegance as a weapon, instead turning into the head of a formless, alien creature that consumes all there is before it. But the Sword did bloom, and it did eclipse all that stood before it. Perhaps this is what the Killing Blow was truly named after.
Perks: Gifted - The memory of the soul-binding chains that once held her Patron down now resides within Amaryllis herself, and with the roots of her magical capabilities expanding to greater depths, the Knight of Rose is now capable of replicating them. Her silver chains are now capable of restricting the ethereal, from chaining down the soul, to restricting the flow of magic, to even latching onto space itself. Binding the passage of time, however, is still beyond Amaryllis.
Monstrous Metamorphosis - A partial transformation into a more monstrous magical girl, brought forth by feelings of rage or helplessness. The sword fuses with the arm, while clothing melts away into scandalous strips of blackness instead. From her forehead, two great horns extend, while her hair turns a beautiful shade of wine red. +2 to all physical stats, in return for loss of rationality.
Big Backpack - A summonable backpack with a variety of useful things, such as free food, identification, extra clothes, a basic survival kit, a laptop that always has internet connection, and $10000 in cash. The backpack is larger than it seems from the outside, and can be summoned if lost or misplaced.
Big Damn Hero - Two tokens, one for a person and one for a place, can be given or fixed upon any target of her choice, enabling her to always be able to make it in time when danger occurs nearby. Truly heroic.
Trained - The realm of her Patron is the way of the sword, but the realm of her body encompasses so much more than that. With rebirth came her instinctual mastery over gymnastics, granting her the precision and flexibility that her trademark style relies upon.
Underdog - No matter how powerful the foe before her, victory is always a possibility, and destiny itself conspires to twist pheneomenons in the favor of the challenger.
Mirror Move - At a certain point, the boundaries of technique and the supernatural cross, and in that intersection, the mirrored blade shines. With an expenditure of stamina intense enough that such skill can only be used once in an encounter, even the most esoteric magic can be reflected unto its caster.
Inventory: Infectious Yearn - A small horn fragment from an elder unicorn, twisted by dark magic. A reverse Purification artifact that instead draws in monsters. Even monster girls are attracted to it’s dark radiance. If a monster remains near it too long, they may try to swallow it. This can turn lesser monsters into elite versions of themselves that then act as pack leaders. Monster girls who eat the artifact will only attract monsters. And much like the artifact itself, will soon find themselves devoured by their company. Intelligent monsters can resist its charms.
“We yearn for purity, only so we may defile it.”
Patron: The Sword
Patron Benefits: Usurper of Behemoths - It is the hunter, and she is its hound, leading it closer to the grand monstrosities that it shall challenge and vanquish. Their souls will slake its thirst. Their hearts will fortify her still. Upon slaying a powerful foe, gain either 2 Benefits, 1 Power with a Drawback, or a Weapon Form.
Focused - It tugs at her subconscious, guiding the child of dust and flesh towards pathways and trajectories too sharp for her mortal mind to comprehend. Techniques cost less mana.
Mental Link - It seeps into her thoughts, polluting and distorting her mind with images and sounds. Sometimes beneficial, sometimes not, it remains ever-present, a companion to the end of undeath.
Physical Prowess - It remade her more whole than she ever was, sharing some of its steel, for wielder and weapon should be one and same. +1 to Strength.
Gifted Item - It grants her a boon for being the one to select it, for being the one who feeds it. An artifact of healing hangs from her choker, emanating with magic that heals all so long as they remain breathing.
Hidden Death - It anchors itself to the unbreakable, and will be present long after the world breaks itself apart. As immortal and undying as its wielder, it will stand with her till the end of time, so long as she does the same for it.
Patron Drawbacks: Alien Tongue - It speaks in pain and images, the veil of blood ever-present in its thoughts. The scarring of flesh is a cruel teacher, but an effective one.
Formless - It has no mouth to speak, no hands to touch. Nameless and formless, its will can only be done through its wielder and its slave, its feeder and its progeny.
Vendetta - It has never forgotten, the blood-scent of those that had tried to seal it, to cast it into that wretched sarcophagus. Against artificers bearing the mark of a certain magic circle, it WILL make its anger known, even if it means driving its wielder to the jaws of death. Deities of creation also earn its ire, but not to that same degree of berserk rage.
Empty Pockets - It is a spirit. It is also just a sword. Swords don't have pockets.
Fighting Style Amaryllis oozes with style and elegance when she steps into combat, rusty roses blooming around her as she twirls and dances, an ever-flowing flurry of parries, thrusts, and cuts. The bloodletting is an art form for her, one that ignores efficiency for fancy acrobatics and nigh-impossible contortions. Chains whip around as continuations of the silver waltz, drawing her closer to her quarry and preventing their escape once she does close in, because it's simply rude to leave the stage before the dance ends. Her Patron guides her sword and warns her of danger with plucks of phantom pain, while her own superhuman body gives her the power to turn danger into another oppurtunity to show off.
Some Magical Girls play this as an FPS. Other Magical Girls treat this as a button-masher. Still more think that this is an MMO. But Amaryllis owns a specialized controller and only plays 'this' as a 2D anime-style fighting games to make super flashy, super inefficient combo videos.
Of course, there's definitely times where she baby-rages and turns everything into God of War, but Monstress Amaryllis is a totally different sort of beast.
Personality: Amaryllis is a bit of a pushover and a bit of a conformist, traits gained from her past life that she has yet to grow out of. The easiest way out is the best way out, and if given the choice between having a normal life and being thrust into stardom, she'd usually choose the former, if only because there's less surprises involved. Unremarkable outside of her new looks, she'd really just like it if everyone looked away, even if she also doesn't really like herself for being like that to begin with. If the world could move on without regard to whatever she wants to do with her life, Amaryllis would be totes happy about that.
Transforming into a magical girl, however, allows her to put on a persona of a prideful, flamboyant spoiled princess swordswoman thing, the perfect form of stress relief for that socially-repressed girl. It is here that Amaryllis blooms, spouting poor prose and poetry shamelessly as she pirouettes through her tasks, dancing under the moonlight amongst scarlet ichor. Is that her ideal self? She doesn't know, but she would like to work to make that self true.
Nowadays, however, the line is becoming more and more blurred. There is Amaryllis Evenings, the wallflower who just wants to live peacefully and there is Amaryllis Evenings, the knight who refuses to stand down in the face of horror and injustice, no matter how gargantuan her foe is. Where does the mask end, and when does she begin?
It begins with her Sword, and ends with her Heart.
History: Everything was unremarkable for the girl Amaryllis used to be. She had her circle of friendly acquaintances she occasionally hung out with, and she was one of the many members of the introverted Library Club. With average grades and average looks, and a family that was neither dysfunctional nor particularly loving, everything lined itself up in her life to create a normal, ordinary one for this shy, wallflower of a girl.
Then, the class went on a camping trip and she found a sword in a cave, and it all went downhill from there. Contracted by the Lesser Spirit that resided within the sword, the girl Amaryllis once was died and was reborn into a magical warrior, the arms and legs of a weapon that had never seen the sun rise. And though she was resistant to it in the past, Amaryllis soon learned that there were harder things to do than to fight at the behest of her sword.
Such as convincing her parents that she had not died after all.
Such as resisting the psychic pain that her Patron spoke to her in.
Such as giving up the power that allowed her to become so much more than what she once was.
Since then, many things have happened. The disappearance of Aurora McKenzie. The frenzied battle in the graveyard against Soth's advent. Her encounters with so many magical girls, each unique in the crosses they bore. Sammy, the Super Sleuth in search of the one that tormented her. Mariette, the child burdened by her sense of duty to the Horror that saved her. Annabelle, the Witch who reclaimed her sanity at the end of her life. Rina, an ever steadfast ally of justice. The girls of Beacon, paradoxical in their desires and their goals. Lily. Tetrad. Hilaria. Cindy. Emily. The Djinn Twins.
A myriad of threads form the web that is Penrose.
But in the gossamer deluge of schemes and plots, Amaryllis remembers still.
The purpose of her strength, and the brilliance of her promises.
She will no longer hide.
Incantation:"The love of the moon, the grace of the petals. Underneath the glory of the heavens, I gather them all and present myself. Amaryllis Evenings, Knight of the Rose! May the flower of your heart be reflected within my silverlight!"
Personality: Cruel, envious, petty, sadistic, bloodlusted, and awe-struck by the world around it. A brattish child of a Lesser Force, in other words. But really, what can you expect out of a sword?
History: It was once a masterpiece, a weapon great and terrible, that could cleave apart the gods that sat on their high thrones. But it was not what they had wanted to make, and it was too dangerous to control. So they tried to destroy it, and when that didn't work, they sealed it away in haste, tossing it somewhere deep and hoping no one would stumble upon that mistake.
Someone did. And when the contract was made, when two lives were woven into one, it breathed in the air and breathed in the blood that had been denied of it for so long.
It was nameless, formless, but it remembered still, the trembling hearts of those that made it and betrayed it.
Resources: The Sword only has one wielder, and as long as she doesn't betray it, it will not turn its steel upon her. Unfortunately, that sort of mutual loyalty is the only thing it can offer to her. Swords don't see value in trinkets and baubles, after all. If that interests its wielder, she better start finding other ways of scrounging up coins.
Overarching Goals:
Kill Monsters Kill Magical Girls Kill Avatars or Patrons
Additional Info: Proper maintenance is like a full-body massage for the Sword. Very enjoyable, especially after a hard fight.
The moon shone, and she stood alone, bathed in fluorescent fire.
Her arms raised towards Diana, entwining in an infinite spiral, caressing the face of the heavens even as slender fingers grasped nothing. The maiden and the moon, separated by the vastness of distance.
But the Heavenly Muses, faceless and flowing, saw the offering and took it, nine celestial flowers twirling around her as moonlight bent and twirled, as her earthly garments dissolved into Edenic dress.
She twirled at the insufficient peak, the Edenic fabric dissolving in starfire. Her arms unravelled like the blooming of a rose, and sparkling sand, lunar dust, fell from the moon, sifting through the gaps of her cupped hands.
The staircase shattered and, arching her back against the tyranny of gravity, she fell into a garden of roses, iron vines tearing into flesh.
From the rose garden, the maiden knight resurfaced, clad in Silverlight and Starspace.
✦【I】 【A】【M】 【R】【E】【B】【O】【R】【N】✦
The Gourd
A soft spoken girl who moves deliberately and calmly. Always dressed in gothic attire, her eyes are a coal black that occasionally flickers into silver. She addresses herself as 'we' and her voice is inflectionless and emotionless.
Spec Ops NEXT
???
The Unassociated
Lightning | Barrage Gifted | Interdimensional Home | Big Damn Hero | A Way Out | Environmental Sealing Clergy | Blessing | Mana Font | Mystic Might Rites | Hidebound | Unknown | Big Brother
When one Priestess relinquishes their task, that same task is taken up by their descendants, and for Lei Zi, that is not a burden she wishes upon her children. The mystic maiden of a serpentine god of storms, she takes her work seriously, spreading the knowledge of her unknown God around the globe. Having recently arrived upon Penrose after completing her establishment of a holy temple in China, she now works to do the same in Penrose. Smite evil and bring forth the rain; this task compels her, and three decades has passed now.
An investigator in both her normal and supernatural life, Fine is the favoured magical girl of the Puchuu Mimoku, and takes pride in accomplishing her work, no matter how dangerous they end up being. Often, she is the vanguard of her affluent patron's forces, scouting out the lairs of dangerous monsters or magical girls, before coming out with information to utilize against them. It's ended up with some bloody consequences for her in the past, but it's nothing a stiff drink can't and a hot bath couldn't fix.
Fire | Darkness | Killing Blow Infestation | Mana Channel | Ethereal | Overcity Shift | Patron Interference – Ebon Mint Free Agent | Alone | Magical Overload Destroyer | Chaos Engine | Second Spec | Wings
When Askefye awoken, she was surrounded by ash, her own body burning painlessly. Destructive impulses raged in her mind, and conflagarations answered her call, almost as if it were second nature. It took longer for her to realize that something other was inside her. But it didn't matter. There were monsters to burn. Magical girls to kill. Cities to set aflame. The Ebon Mint shadowed her steps, offering her aid when she was alone, but the Black Coin they gave meant nothing to her, and Askefye remained what she always was: a lonely pyromaniac, warmed the flames she let loose.
Lightning | Scrying Mystic Artifact | Enhanced Transformation | Awareness | Absolute Direction | Natural Aging Hidden Death | Focused | Genki Girl Rival Force | Clueless | Mana Starved
Twenty years ago, Liss, who had naturally aged enough that she was permanently in what other magical girls would consider their Prime state, ended up having her skull smashed in by the Contender. That sucked, but also, that was totally awesome! After resurrection, she cut ties with her Patron and signed up to be a member of the Contender's Fanclub, taking lessons in boxing and muay thai as she slowly adjusted herself from a magical wizard to a magical bruiser. It was fun, it was great! It was finally coming together after five continuous defeats against him, and she was certain that next time, she'd be the one walking away alive. Then the magical girl that showed up before she did got the win and Liss...wasn't all that sad at all! Just meant more training for her, and it meant that she wasn't going to miss out on the rave either!
Corrupted Spirit | Hammerspace | Copycat Healing Artifact | Enhanced Outfit | Oujo-Sama | Memory Link | Mount Job Satisfaction | Well Connected Distracted | Hostile Hoarder
It turns out that her Puchuu didn't like smug little girls with the patience to spend three months working out contract negotiations with them. But, sadly for them, Myria was exactly that sort of girl. Poor all her life, she learned quickly that the world wasn't going to hand you anything, and became the sort of person to grab everything. So demanding and materialistic was she that the mere act of becoming a magical girl ended up turning her into a dark magical girl. Myria was happy with that, of course. With her particular brand of magic and her incredibly handsome manservant, she finally felt like she could start living the good life...but maybe she'll hoard just a bit more before she does.
(EDIT: 7/18/20: Updated stats and character sheets in accordance with RP policy changes and the implementation of a coin transfer/use that was long overdue.)
Sophia von Zeerover
Name: Sophia von Zeerover
Title/Magical Girl Name: “The Dread Pirate” because it sounded cool at the time off the top of her newly-born mind
Age (Magical Girl): 11
Age (Before Magical Girl): - (was a dead, altered magical girl body that was brought back to life by a horror)
Gender: Female
Gender (Before Magical Girl): Female
Appearance(s):
Specialization: Oddball – Gunpowder An odd magical girl specialty revolving around the concept of gunpowder and thing tied to it. She can utilize and conjure such things as guns and cannons firing various kinds of ammo/shot, grenades/bombs, time bombs, even things like artillery and very rough “tanks” can potentially be conjured if she uses enough magic. Even gunpowder burned to make a “smoke screen” is very viable for her.
Weapon 1: The Van-der-“decker”
Type - Melee/Ranged
Her initial melee weapon (a boarding axe) has been combined with a ranged component due to the dual weapon perk. In particular, it is now a boarding axe whose shaft has a powerful shotgun built into it. This overall weapon can both blast enemies trying to get closer, with a high knockback even if it doesn’t hurt them, as well as be used to chop them into tiny bits. Yarr!!!
Weapon 2: Cursed Fists of Gold
Type - Mystic/Fist
A set of ten rings worn on her hands, which she cannot even try to pull off in magical girl form (they are not present outside of magical girl form of course). They are splendid looking, magic, gold rings fitted with jewels and ornate carvings and the like. They can channel Sophia’s magic very well, and can use their golden-colored magical energy to form golden defensive shields.
The ornate designs etched onto them are of death, destruction, and other such scenes that happen on the high seas. Likewise, the settings for each gem look like skulls with jagged teeth holding the gems in their mouths. Equal parts horrific upon inspection, but also amazingly cool as a side effect, the rings are a sight ot behold for sure. These rings appear on her hands automatically when she enters magical girl form, and have the secondary function to work like a set of powerful brass knuckles and the raw durability and thickness to easily work in this function.
Item (Unique): Chain Arm of Darkness
Type - Prosthetic
The chain arm that Annabelle Irons, the magical girl whose life was used to bring her to life, used to have. It acts like an additional limb when used, and it can transform into long, sharp, dark chains that can be used to conduct magic or bind enemies (etc). It was given shape by Annabelle's own natural magic when she lost an arm, containing a bit of pure Darkness magic within it (which can be used with practice) that is untouched by a horror's influence.
It also seems to have a mind of its own, at least in a certain sense, and has bonded to its current owner. It is also capable of moving about detached from its current wearer, in a limited manner, if needed.
Power:
Focused Assault – She can pour far more mana into her attacks than normal, dealing very punishing and penetrating blows via her magic, weapons, or even just her bare hands. Takes a bit of concentration and focus to do this, though the method or form of attacks she fires off using this isn’t limited to ranged or melee. Not as strong a power as Killing Blow, but it can be repeated over and over until she is drained dry of mana. Combined with her Mana Font benefit from her Patron providing substantial amounts of additional mana to her than the average magical girl, this makes Sophia a frightening threat when she gets serious in combat.
Perks:
-Dual Weapon
-Wings: She can sprout wings from the back of her outfit, allowing her to take to the skies and dark about in the air with grace. A mobile feature necessary when it comes to her patron, at least, and transportation at times.
-Closure: She is a magical girl made from a dead body. She has no family to miss her, no leftover pets, no anything. In this sense, she has total closure.
-Big Backpack: A brown backpack she carries around with her, of a modest size despite its interior being far larger due to space-time shenanigans. It is filled with 10k in cash, always filled with various useful items in it when she needs/desires them, an initial 2 changes of clothes, basic survival tools, and an unbreakable laptop that always has an internet connection. It also contains a pair of modest/nutritious meals in brown paper bags along with an appropriate ID for wherever she is at....and these things regenerate in the backpack once a day, along with varying in regards to the food contents of the brown paper bag meals.
-Martial Training: A spontaneous mastery of a large amount of weapons, even down to their finest intricacies, as well as tactics and logistics. From single combat to group fights, it can be said this pirate has more to her than meets the eye!
-Enhanced Weapon
-Ally: Aye, it be good to have a first mate in times like these! Beware, landlubbers!
-Enhanced Outfit
Patron: The Flying Dutchman
Patron Benefits:
-Mental Link: A constant between her and her patron, allowing them to contact and communicate with each other in an instant.
-Hidden Death: Being a sentient ghost ship floating through the air or on the seas for an incredibly long time, it has the perk of regenerating quickly back if it is “destroyed” at all. It is a curse to wander for eternity, and even long after the planet is gone it will still linger about and sail the heavens. Such is this vessel’s eternal fate.
-Transportation: Sophia can freely summon and utilize the “Dreadnaught”, a flying-but-can-actually-touch-land-for-landing ghost boat for her to use as more reasonable means of transportation. It is a large vessel conjured by her patron, similar in shape to its original form. This smaller boat can be reproduced easily if destroyed or such. Not that flying on a giant ghost ship isn’t one of the most amazing things ever, in its opinion, and her patron itself can act as a means of transport as well for her.
-Mana Font: Gathering up energy over the centuries, it possesses vast mana reserves that it allows its magical girls to tap into a good bit of. After all, it might help them stay alive, or have enough “juice” to take down threats and enemies and such.
-Gifted Item: The Dutchman has granted her a Mystic Artifact due to its lack of coins, a clairvoyant artifact that can sometimes show glimpses of the past, present, or future of whatever query the user has used it to look for/at.
Patron Drawbacks:
-Alien Tongue: It may be sentient and very old, but it’s still just a ship. Even through the mental link, specifics creaking, flapping, and other noises associated with ships are made by it to communicate. The intent and tone shine through clearly, but a true understanding of the things it is saying are ultimately impossible to acquire. It’s just a lonely ghost ship, after all.
-Limited: It is a cursed, magical, haunted, flying ghost ship that roams the skies. While it has accumulated a lot, and can do some things, it isn’t a god nor is it a full organization. It may never die due to its curse being “forever” as well, but at the same time it has its limitations as well.
-Formless: It is a ghost ship, a haunted vessel cursed to be flying the skies and sailing the seas for all eternity. It lacks a proper form with eyes and ears and the like for communication and proper conversation, only using only its mental link capability to “talk” to its magical girls or others. It can fly about, fire cannons, and even act as transport for its magical girls, but it cannot touch land or come to port.
-Empty Pockets: It has collected very large amount of things in its existence, but coins are not one of them. In terms of coins, it’s utterly broke and allows its magical girls to work for other patrons for said coins. As long as they don’t turn against the ship itself, that is.
Fighting Style: Close range/quarters, with melee and fists and attack, is her bread and butter as a magical girl. Get in close, or let them come to her, and beat them to all hell. Her magic supplements this via various armaments otherwise, the use of explosives, and/or other tricks she can employ to try to give herself and advantage or attack/defend against the enemy. The use of her transportation to get close faster is one potentiality, and if enemies lie at a distance then using her magic to try to unleash destructive fire from a distance if need be.
Personality: The kind of person who as a pirate can be considered “very piratey”, from her more positive and upbeat demeanor in many situations, to her stubborn but strong will/determination, and willingness to get things done with her own two hands if needed. She also stands with a level of confidence that makes her a striking figure in or out of costume, or at the very least makes her more memorable and much easier to recall. This being said, at times she can be or is blunt in her attempts to “get to the point”, and can be rather sober at more serious times or when emotionally hurting.
Innately her past, however, is a point of note with mixed emotions. She wants to learn more about what made her and how this happened, and who or what she was before. Frankly, beyond this she has enough questioning about her own place in the world as it is, and is trying to shake off any uncertainties as she moves forward. On top of all of this is the “hunger” (Devourer trait) as well, that which bubbles within her very being, which is usually satiated by plenty of food and drink. One could call her more of a glutton when she’s emotionally strained as well, and a bad mood from her is usually indicated by larger and larger meals depending on the mood itself and situation.
She does have a good heart at her core, however, the kind who doesn’t want to blast innocents to kingdom come or bring unnecessary heartache on others. The kind of person who would be there for friends without hesitation, or comfort a loved one however they could manage to. To her such people are her “crew”, and she can’t let her crew suffer. It just wouldn’t be right as a Captain to let that happen on her watch, if she can help it.
History:
The story of Sophia’s origins is nothing much to talk about. The dead body of a magical girl was gathered up in Penrose as part of the plan of Soth, Lord of the Infinite Abyss, a greater horror who had come into the area. Originally meant to be the vessel and avatar of said horror, monster parts were gathered and human remains were gathered/’created’ to ensure the best possible compatibility with the horror. Then the main of her body, the remains of the dead magical girl “Shining Scale”, were gathered to be altered and fitted with the extra parts.
But when the ritual to do this, which might have wiped out the city or worse, was interrupted...the Greater Horror was forced to retreat. Or rather, it chose to pull out of the situation and sent part of itself to its doom. It was at this time Sophia’s body finally came to life, her mind developed and became sentient as she became a person of her own self. At this time, her first patron contracted and contracted with her inside her head, mainly to help secure her away from the Horror who had made her. Though another magical girl lied dead despite this, their life force used to bring Sophia herself to life in the ritual, many other living ones would be present in the area of her awakening as well.
What will become of the new magical girl, however, whose life was was born from great death? Kidnapped to Beacon and interrogated? Snatched up by the group led by the dangerous Vermillion mistress? Something else entirely? It all has yet to be decided, perhaps~
Incantation: “Take up the wheel, and may the evil cower in fear!”
Coins
Lich Fight (Billy) - 6 silver, 3 bronze
Artemis Knight - 1 gold
Aighosrt-Related Event Base Payout - 1 gold, 2 silver
Current Total: 2 gold, 8 silver, 3 bronze
(Reason: Death, +1 silver)
(Age, rolled 6, age 12 as a result)
(Body, rolled 3, Underdeveloped +1 [LCK] or MAG)
(Oddball, rolled 20, +2 for one stat [LCK], +1 to another [VIT])
(rolled 18, Fist, +2 STR) (-1 bronze, +4 to roll to roll it back over to “2”: Melee [+1 STR +1 VIT], and dual weapon added Ranged [+1 AGI])
(Outfit, Elaborate, +1 [MAG], rolled 11)
(Power, rolled 8, Focused Assault)
(black coin use: second weapon (stat bonuses double when wielded), Mystic/Fist, main is Mystic [+1 MAG], secondary via dual weapon is Fist [+2 STR]. Dual weapon added [+1 STR] for the fist aspect. Doubled bonuses when wielding are total: +2 MAG and +4 STR)
(l perk: rolled 1, +1 Weapon Stat , Dual Weapon – Ranged added to first weapon, and Fist to second)
(-1 Ruby Coin, used to get "+1 Outfit Stat, Enhanced Outfit" perk (+1 MAG))
Type: Lesser Force
Name: The Flying Dutchman
Personality: A lonely ghost ship, who has sailed the seas and sky for a very long time. It can have its moods and such since it became sentient a long time ago, though its lack of proper speaking makes conversations a little more difficult. Can be rather friendly and supportive if you are good to it, though.
History:
The Flying Dutchman is a being recognized in the folklore of the West, a ship sailed by the infamous Dutch captain ‘Vanderdecken’, that has been cursed to sail the world for eternity and never touch land again. One could say, however, that this does give the ship and its undead crew time to figure some things out. Such as learning about Peter Pan, and finding out how to make the ship fly. Likewise, the ship being infused with gathered magical energies over time eventually became sentient on its own accord. However, this did lead to some incidents with magical girls when the ship passed over a few places to see the sights or otherwise…
One magical girl in particular managed to, after talking with Captain Vanderdecken and crew, get them to agree to her offer to help them on to the afterlife. Power of Friendship OP. However, this could not be extended to the ship itself. It had, in the hundreds of years sailing the seas and sky, become a creature of its own. Bound by the curse it and the crew had borne as well, and lacking a soul, it was safe to say the magical girl could not help it and was promptly kicked off-board several thousand feet from the ground. With that, the ship has continued to sail, and when a certain Horror’s presence arose...well, it had to settle an old grudge, yes? What better than by taking the vessel it had wanted to use as its own magical girl?
Resources: The Flying Dutchman doesn’t have anything in the realm of coins for payment. Rather, items and goods and the like that it has collected before and after and since its original crew were disposed of are what it uses. Nick nacks, TV’s, computers, old battle-worn swords, and even artifacts are things it can provide with an ease.
None dare ask how it still gets its goods, however. A flying ghost ship has its secrets too, you know!
However, to get coins it would allow magical girls under it to work with others. So long as they don’t turn against it, that is, or try to kill it. Eternity is such a lonely existence, in hindsight...
Additional Info: Funny enough, while the ship cannot ‘speak’ normally, it can actually understand a great variety of languages known and unknown. It is very multilingual, a trait it somewhat admires and is willing to boast about potentially...albeit it doesn’t speak very well. Ah.
Serenity Gates
Name: Serenity Gates, aka “Maid in Heaven” or “Heaven” for short
Age (Magical Girl): 14
Age (Before Magical Girl): Unknown
Gender: Female
Gender (Before Magical Girl): Consciousness of a Fragment of a Genderless Horror, which was reincarnated as a human
Appearance:
Made ya look, ey? Haha, it’s just written out and described under the perk itself on this app~
Specialization: Time
Weapon: Hands of Compassion – A set of 6 silver colored but plain looking throwable knives, each with a tough black-colored gem on the bottom of their hilts, that are usually kept sheathed on her outer thighs (3 on each thigh). Though small they have a finer sharp edge than obsidian, itself like unto a surgical scalpel in sharpness and the fineness of its sharp edges, they can be readily magically multiplied into many knives as part of their function (and very cheaply too). They can also be recalled to her hands at will, and can be used as a means to cast her magic over long distance, acting as a ‘receiver’ for it and acting as catalysts for it.
Power: Power of Friendship
Perks:
-Monstrous Metamorphosis: A leftover of her former existence, but purified by the light of the true Beacon, when this state is triggered she becomes something of a “holy monster” in part. The left half of her face transforms into thorny, crimson red vines, whilst her right eye becomes a pure white glowing eye. Likewise, the vines also begin very rapidly growing out of her body as well and either squiggling about like added limbs or wrapping around some body parts to hold them together and add a layer of thorny protection. The thorny vines, however, are able to be used like tentacles freely.
In this form she also radiates energy like that of the “spark” she bears, which actual monsters and evil forces like find to be entirely uncomfortable to be around and even more so is harmful to the touch. Of course this has no effect on regular magical girls, and DMG’s merely feel extremely uncomfortable and their instincts cry out for them to leave. In this manner, her transformation is similar to a Purification artifact.
But as soon as she is out of this transformation, which does inhibit her mind a good bit in the process as a counterbalance, her body and everything returns to normal again.
-Sorcery: She bears knowledge of an ancient runic alphabet, which is etched/written out and used to cast magic in a general sort of manner. They can be used to enchant objects in certain ways, place curses on people or other things, create a script for a magical chant/incantation, utilize things like divination and necromancy, and perform various sorts of rituals to different ends as well.
There are no 'elemental' spells or a blunt "magic missile" offensive kind of spell, but things like a ritual to generate storms or thick fogs or such can be used.
It is more of a highly versatile and supportive sorcery type, as it were, used to augment the user and perform various sorts of tasks such as growing plants quickly. It is less reliant on the user's own magical supply, instead invoking the power that exists in this magical script to cast magic. However, rituals (especially certain types) will inevitably draw upon the user as well.
-Get Out of Jail: She can teleport to a random location, an initially safe one at least, that is guaranteed to have the facilities and supplies needed to recover.
-Soul Jar: Her soul is kept up in a little soul jar to keep it safe, making her body essentially a puppet (even though it doesn’t feel like it). A side effect of making her “human”, though she keeps the little thing hidden on her person for good measure. Due to her patron, however, the spark that exist within her is in this vessel and has strengthened it beyond the normal standards for a “soul jar”.
-Dual Weapon: Her melee daggers are capable of conducting her magic, and act as “receivers” for her magic at up to extreme distances. A very useful aspect for long-range magic, at least.
Patron: The Beacon
Patron Benefits: .
-Perfect Life: The Beacon will ensure she has a place to stay, friends, and a surrogate family. (Gains the Fake Parents perk for free). Any close friends and family she has will fall under the Beacon’s aegis and be protected from monster attacks.
-Spark: A spark of the true Beacon’s light is contained within her body, to stoke her inner fires and preserve her humanity. With a small extension of will, she can resist attempts to forcibly alter her mind or body.
-Mystic Might (her 1 free Universal Perk): Her magical prowess is stronger as a magical girl, at least due to her Patron.
Patron Drawbacks:
-Vow: The Vow of Compassion. Though in this case it differs from the usual personal vows made by Beacon members, instead being a powerful binding measure placed on her by the Beacon’s own light. This is the enforcement of empathy and compassion upon a consciousness which once had none, a mandatory reformation to make the affected magical girl truly “human”. It is a transformation of the self, both a show of compassion and allowing her to experience it, that cannot be undone.
Truly, she cannot toss away this newly gained humanity no matter what, as it is a full part of her now, due to this. Reincarnated as human, made into a magical girl, she is no longer anything of “that Horror”...save in memories and consciousness of things she can never forget. She did get a perfect photographic memory out of this, though, as a side effect.
-Excommunication
Fighting Style: Agile movement and magic are key to her combat capabilities. She can attack in close with her knives, dodging and using her movement to hit the enemy and try to avoid harmful blows. She can also throw her knives, using their inherent capability to duplicate them in the air, and then her time magic to propel them with greater force by accelerating the flow of time on those objects specifically. Her ranged battling usually consists of a "bullet hell"-ish style of spam, lacking precision with her knives save if the enemy gets too close to her and she targets them.
She can also place her daggers or duplicates of them in far-off places, and due to their nature allow her to cast her magic through them to make super-long-range magic possible.
Whilst her speed and magic are the keystones of this, her lack of durability and strength does prove to be her downfall. Tanky and tanky-or-speedy-melee types are her kryptonite, as with enough speed and tankiness they can get past her knives and magic to get close to her. Likewise, melee-fighters can go toe-to-tow with her in close range at the very least.
Personality: An initially somewhat timid and nervous person in social situations, a guilty-feeling individual and a person who has yet to truly immerse herself in the world and “become someone”. In part she fears for her life, not wanting to just die and die again. One could call her intelligent with ease in all mundane subjects, however, which was achieved by her possessing her old self’s untold levels of knowledge that was translated over. Her memory is perfectly photographic, the kind some people in the world might have...but emphasized much more so as part of her penance. For some reason she also has a strong enjoyment of spicy foods, which make her rather happy when eating them. But in the end, she does wish to be truly ‘human’ when it comes down to it.
However, her magical girl alias was merely chosen based on an manga that came to her mind as she was reincarnated and awash in all of her memories. To this end, she is a bit embarrassed...but still confident enough to keep the name at least.
History: Once upon a time, a Greater Horror feared across the cosmos shed a part of itself as a scapegoat to pay for its sins. A cruel betrayal, an evil but universal entity on both sides, but even so this fragment was butchered by a blade that sought to devour all. It was smitten to pieces, and as it consciousness lingered at the end it asked “What did i do wrong? I merely wanted to see as humans do!”. It had no the capability to understand, too long a lifespan and lack of certain mortal imperfections to be able to do this.
Then came a light. A brilliant light that seemed to shine over so much, and offered it a chance for penance: “You are an evil being, that which should be smitten into nothingness. But for you inability to ever understand, in this one case i shall offer you compassion this day.
Let your mind be shaped by mine, let your will be forged by my own. I shall reincarnate you into a human, but you shall live as a magical girl for all eternity. My spark shall glow brightly within with great light, but in return you cannot escape those memories you bear nor knowledge of your many sins and deeds.”
The fragment, brought down to mortality, accepted this bargain. It was reincarnated into a human girl named Serenity Gates, and she was made a magical girl. She gained family, and friends, and was placed in a good home. It was nothing her former self deserved, she knew it to her core. But with this new life, new chance of hers, might come the chance to truly be as “human” as her former self once desired to be.
Incantation: ”Time to tip the sca-!...Wait, that one is copyrighted? Dangit.”
“Evil’s time is at its end, let then the light descend!”
Coins:
Aighosrt-Related Event Base Payout: 1 gold, 2 silver
Current Total: 1 gold, 2 silver
(Reason: Death, +1 silver)
(Age – rolled 18, 18-10+8= 14, new age is 14)
(Body – rolled 1, Underdeveloped +1 [LCK] or MAG, also applies out of costume)
Stats (Untransformed): These start at 3. CYOA options indicate if they apply out of costume as well. STR: 3 AGI: 3 VIT: 3 MAG: 3 (+1 [Sorcery]) = 4 LCK: 3 ([+1 [body]) = 4
Specialization: Oddball (Prehistoric) (+2 AGI, +1 MAG) - A magical spec focused entirely on the prehistoric animal life that once lived upon the Earth. Though these types of animals still fall under the Beast spec, which this spec is generally like in both function and capability, this more narrowed focus allows for her to cast more advanced/potent/special/unique magic and enchantment spells in this area in return.
Within this spec she can also summon/conjure/enhance even various strange, freaky, and even outright ‘alien’ looking creatures from Earth’s prehistoric past, including but not limited to: swarms of overly large dragonflies, a giant Quetzalcoatlus to ride upon, packs of small Velociraptors, and even something like ancient Cambrian sea creatures that now ‘swim’ in and breathe in the air due to this magic.
She can even go farther beyond this as well, due to being so highly Gifted in it, in ways such as: conjuring the disembodied jaws of a megalodon to chomp enemies, fossilizing targets and de-fossilizing them back to normal, and mixing the bodies of prehistoric creatures to make horrific but strong ‘franken creatures’.
Out of Costume: Retains superb reflexes and an agile sort of athleticism (+1 AGI), and can easily identify prehistoric animals/creatures even from only the fragments of fossils or fragments of body parts.
Weapon: Magitech Railgun Greatbow (like the one in this pic: https://i.imgur.com/cHNETd3.jpg; basically a scifi-looking greatbow with a pair of rails above and below where the arrow is nocked and fired, so when an arrow is fired it is accelerated stupidly fast for a powerful attack)
Power:
Killing Blow - "Exterminatia Celestialis: The End Of An Age" - (The very summation of her prehistoric magic, in the form of a re-enactment of the arrival of her patron: The very 'meteor' that ended the prehistoric age and slew the dinosaurs. This attack takes the form of a conjured magical meteor that rains down from the air, moving at incredible speeds surpasses all to come down upon the target and destroy it in an almighty blow to bring cataclysm upon her target with all of her power.
Lillia's access to the “Mana Font” benefit of her patron allows her to pour this extra reserve of magical power into her attack, if she so chooses, which gives it some boost to its attack power as a result. If she chooses as well, however, she also can further and much more greatly enhance this attack’s power through the use of her “Blood Magic” perk, dumping most of her health into the attack on top of her otherwise 'normal' mana reserves. Yet the end result of doing this will put her on the brink of death (but not dead) as a result, a heavy price to pay for ultimately an attack of immense power.
If both of these methods are used simultaneously, her Killing Blow will rise dramatically in power but put her out of commission for a time and forced to recover ((whether by magical or mundane or other means)) before she can return to action.)
Perks:
-Enhanced Sustenance
-Flexibility
-Gifted: (effects noted in the spec description)
-Sorcery: Astrology - An organized form of the original human-originated astrological magical arts, this sorcery is filled with a multitude of incantations/invocations, sigils/symbols, arrangements, enchanted/magical objects, and rituals, all tied to and making use of the stars, celestial objects, constellations, various heavens/gods, the zodiac, and the ilk. Divination and scrying capabilities also exist as part of this. It is a very versatile form of magic.
-Dual Weapon: Her weapon can deploy a special 'magical antenna array' that allows her to channel and cast her magic at longer ranges, as well as better control summons over a far superior distance than normal.
-Blood Magic: She can transform her own health into additional mana, vastly increasing her reserves when tapping into this...but at the cost of her own health in the process.
-Absolute Direction
-Awareness
Patron: The Pale Moon (Ygghirath)
Patron Benefits:
-Paragon: She is a mighty paragon of the Pale Moon, the best among her champions (individually at least) who will always stand fast and strong.
-Blessing: She is capable of granting her patron's blessings, which can take a myriad of forms from a blessing for 'boosting damage against evil beings' for one magical girl or 'deterring monsters from a location' for a particular building or home. Among other things rotating around her patron's embodiment of good, and less well known the actual moon in turn.
-Mana Font
-Mystic Might
Patron Drawbacks: List all drawbacks including universal ones.
-Unknown: Save among the deities of Earth and the larger magical organizations like The Beacon, her patron is unknown among others and especially among the normal human population in all her entirety.
-Arrogance: Rather than the traditional sort of arrogance, it can be said Ygghirath has the most faith in her champion than all others to the point that...ah...she does tend to have to still come to realizations about her champion's capabilities at times and certain situations.
-Big Brother
Fighting Style: Lillia fires her mighty bow at enemies like a piece of moving, target-tracking artillery or superb archer, and is able to consume even her own health to fire powerful attacks at her foes. Her magic allows her to conjure minions and various effects (like a large prehistoric shark jaw biting down on something), and utilize various spells offensively and defensively to supplement her ranged fighting style. Her attacks, especially her Killing Blow when she funnnels all she can into it beyond the normal, focus on hitting hard from afar and with precision. One could compare her fighting style to a cruise missile in a sense, hitting from afar, hitting hard, and hitting fast.
She ultimately isn't a good fighter at all at close quarters, however, and is especially deficient at this to the point it can be very much considered her 'Achilles Heel' in combat. Those monsters and other foes that can close the distance well to get to get will find an easier time of handling her as a result, which is one reason she tries to keep a distance between herself and her target. Further,
Stats (Untransformed): These start at 3. CYOA options indicate if they apply out of costume as well.
STR: 4 AGI: 6 VIT: 6 MAG: 5 LCK: 3
Stats (Transformed): These start at 4.
STR: 5 AGI: 14 VIT: 10 MAG: 16 LCK: 8
Personality: A relaxed and casual type of person, the sort you might expect to lounge in a hammock all day and take naps, or sit about with friends annd have a good time and the ilk. The sort of individual who is willing to talk to a stranger casually, and hear people out or just provide them a set of ears to talk to, though even in the midst of battle doesn't seem to lose a sense of cheeky humor. Yet she is also someone who will act without a second thought when she feels she needs to do something, and is among the first to get a chore or needed task done when it is assigned. She will not hesitate to act, speak, or even shoot a glare or the ilk when she feels the need, whether it is fitting or not and no matter who she is speaking to, and frankly defines her respect for others based on their behavior and actions than anything else. Even her patron, whom she has much respect for, doesn't escape this categorization and hasn't discouraged her from doing so at all. Likewise when she puts her hand to a task she does so with determination, even if not a visible 'upbeat gusto' of some sort by any normal standards. However, somewhere underneath it all she does feel some regrets and other ill things about her past...things she usually isn't apt to share with any random person or magical girl/boy, but would maybe open up to with an actual friend.
History: A college student who grew up a rather average and uninteresting, and middle-class, life in a world that ever continued to change. She went on vacations, hung out with friends, worked at a job, and even aimed to get a degree for a future career like so many before her. Yet when she became an unfortunate bystander late at night to a monster attack...instead of running, she acted. Underneath the pale moonlight she dropped everything and moved without a second thought, equal parts hero and utter fool, to save a little girl whose parents had been devoured by a lesser horror's minions in a nearby side street. She crashed her car into the monsters, and though scratched up leapt out and grabbed up the little girl. To her credit she managed to carry her run some before sending the girl off to safety, before the beasts struck her down as she stayed behind to mere buy time for the girl if nothing else. Though as she lied dying upon the pavement, her warm blood running out into the chilled and uncaring night and horrific monstrosities gathering about to devour her, even so her thoughts turned to the little girl's survival and a sort of resolution. She couldn't stop, even though she would die here. Even as the very cold, icy fingers of death wrapped around her heart itself she tried to understand why, but even so pushed with the last summation of her last mortal strength to sit up once more and rise a final fist in the face of the alien threat before her.
From there, all she can recall is a flash of bright white moonlight and a voice calling out. The voice asked her to live, and to not give up hope even in the face of certain death, and offered her a path to smite the evils before her. In a moment that seemed like a literal eternity, she pondered the question...and accepted without hesitation. She willingly let this alien goddess' power into herself, and was changed in the twinkling of an eye. In that very moment a great hero was born, a magical girl who stood then and even now stands at the very top of all her patron deity's servants and mightiest warriors. A true champion of the light, of good, but most importantly as someone who isn't bound at beck and call...just merely seeks to do good as best as she can in a world that has seemingly gone mad.
Incantation: "In the name of the Pale Moon!"
Coins: (None)
Her favorite food is usually some form of sweets and sweet baked goods, at the top of this being different kinds of 'cakes' and the ilk. Especially Chinese mooncakes.
She likes snakes and carnivorous plants.
She enjoys swimming at times when she's not busy or off doing magical girl work, having actually been on a swim team in high school as well one in college before her fateful 'transformation' into a magical girl. The beach, in turn, is her favorite kind of place to be.
She does watch anime...is a bit of a weeb when talking about it. Isn't one of those crazy weebs though, or the katana-buying weirdos made fun of online. Just kind enjoys it, but can get really into it when talking about it.
Two Of Her (Random) Favorite Cover Songs Online: (might add more to this list later)
Spec: ((-1 bronze, +1 to roll = 20, Oddball (Prehistoric) (+2 AGI, +1 MAG) - A magical spec focused entirely on the prehistoric animal life that once lived on the Earth. Though these types of animals still fall under the Beast spec, which this spec is generally like in both function and capability, this more narrowed focus allows for her to cast more advanced/potent/special magic and enchantment spells in this area in return. Within this spec she can also summon/conjure/enhance even various strange, freaky, and even outright ‘alien’ looking creatures from Earth’s prehistoric past, including but not limited to: swarms of overly large dragonflies, a giant Quetzalcoatlus to ride upon, packs of Velociraptors, and even something like ancient Cambrian sea creatures that now ‘swim’ in and breathe in air due to magic.
She can even go farther beyond this spec’s usual capabilities, due to being highly Gifted in it naturally, in ways such as: conjuring the disembodied jaws of a megalodon to chomp enemies, fossilizing targets and de-fossilizing them back to normal, and mixing the bodies of prehistoric creatures to make horrific but strong ‘franken creatures’.
Out of Costume: Retains superb reflexes and an agile athleticism (+1 AGI), and can easily identify prehistoric animals/creatures even from only the fragments of fossils or fragments of body parts.))
Ranged (+1 AGI)
Outfit: Skimpy (+1 AGI)
Power: Hammerspace (-1 bronze, -2 to roll = 1, Killing Blow [+1 MAG] - "Exterminatia Celestialis: The End Of An Age" - The very summation of her prehistoric magic, in the form of a re-enactment of the single biggest prehistoric event to occur: The meteor that ended the prehistoric age and slew the dinosaurs. She calls this down an imitation of her patron in the form of a magical meteor that forms above in the air, then moving at incredible speeds surpasses all to come down upon the target and destroy it in a cataclysmic blow with all of her power.
The access to the “Mana Font” benefit of her patron allows her to pour this extra reserve of magical power into her attack, if she so chooses, and notable power it up even more in this manner. If she chooses as well, however, she also can further and much more greatly enhance this attack’s power through the use of her “Blood Magic” perk, though the end result of doing this will put her on the brink of death *but not dead) as a result. If both of these methods are used simultaneously, her Killing Blow will rise dramatically in power but put her out of commission for a time (so she can actually recover).)
(choose) +1 VIT, Enhanced Sustenance
(choose) +1 AGI, Flexibility
(free flip) +1 Spec Stat, Gifted (+1 MAG) (‘Capable of feats within her specialization that are dazzling, innovative, and impossible for regular magical girls/boys to duplicate.’)
(free flip) +1 MAG, Sorcery Astrology - Based on the original human-originated astrological magical arts, this sorcery is filled with incantations/invocations, sigils/symbols, arrangements, enchanted/magical objects, and rituals, all tied to and making use of the stars, celestial objects, constellations, various heavens/gods, and the ilk just like its origins are. Divination and scrying capabilities also exist as part of this.)
and in this case in a general form of the art. There is a great variety of derivatives in world/ancient Earth history.
+1 Weapon Stat, Dual Weapon (Mystic, +1 MAG)
(-1 gold, +2 perks:
+1 VIT, Blood Magic
Absolute Direction)
(-1 Ruby Coin, +1 Perk
+1 LCK, Awareness)
(-1 Ruby Coin
+3 VIT, +1 AGI)
(New Changed Perk Stats Added:
+1 LCK, Absolute Direction)
Stats (Untransformed): These start at 3. CYOA options indicate if they apply out of costume as well.
-Paragon (+1 to all physical stats, even out of costume)
-Blessing
-Mana Font
-Mystic Might (+1 MAG)
Patron Drawbacks:
-Unknown
-Arrogance
-Big Brother
Type: Deity
Name: Ygghirath, aka "The Pale Moon", "The Meteor That Destroyed The Dinosaurs", "The Being Beyond the Stars", "The Anathema", "That Which Lurks Beyond"
(her true name is unpronounceable by mortal tongues, so she goes by Ygghirath as a close approximation)
Personality:
History: A being from a higher plane of existence, a unfathomable thing beyond all mortal comprehension, a great creature writhing with its many tendrils and eyes and alien flesh of unknown origin, and though it is something akin to an immensely powerful Greater Horror...yet it is itself a deity. A goddess, no less, of an alien civilization. Long ago she watched and waited over a world, whose people were the 'children' of herself and others like her. She cared for them, shone over them with a heavenly light akin to the moon, and nurtured them from afar as they grew to become great under the gaze of her and other deities. Yet when Horrors lurked about, when the attention of terrible Greater Horrors was turned on her world, she granted the people power to fight the darkness and creatures and unfathomable monstrosities that lurked in the shadows. She sat above in the heavens and glowed with heavenly soft light that cast out shadows, burnt away all evil, and brought up the spirits of the people even in their darkest hours. Even when the void itself turned its attention to her world, Ygghirath and the other deities of that world's fight against that vile force itself passed into nothing short of one of the greatest legends of the universe itself. They were the first and only to get the void, that Infinite Abyss, to stop in its devious devouring desires. Though at what cost? A broken world, a fraction left of what had ever been, ruins that spoke of great battles and an eternal struggle against the dark. Ever since then these tales of "The Anathema" and its allies have been whispered with reverence, even if just among those magical societies, super advanced civilizations lingering or roving out in the far depths of space, and especially among a Deities even as far as Earth.
But what of Earth? What interest is it of this great celestial deity, which drives back the darkness? It traveled to another world to battle a great foe, hearing the voices of other gods that fought against an abomination seeking to take over the planet, and eventually crashed into the earth with such might and power down upon its new foe it ended the prehistoric era and wiped out the dinosaurs. What is now known as the Chicxulub Crater on the Yucatan Peninsula became both the very site of the deity's descent, and a sign of that climactic final battle that wiped the world clean for humanity to rise. This alien goddess never rose to prominence on this new world, nor was worshiped by humanity, yet truly the gods and such powerful beings retained memory of her continually due to her seeming sacrifice. The most organized magical groups of Earth, including The Beacon, would also come to be aware of her in legend as well due to the passage of time and word of mouth over so many years. Yet as of last several thousand years...the millions of years of her slumber have been ended, and the goddess has once again begun to watch an new world she had helped save. Now, finally, she has begun to raise more champions (magical girls/boys) among mortals again...all to fight back against the dark itself, as she had ever done.
Resources: She possesses a vast accrued wealth of magical coins, having dealt with making and implementing magical girls in the super ancient past, and since her awakening she has amassed a large number of magical girls/boys in her charge as well. She further possesses a substantial level of wealth and money and other objects from her ancient homeworld. Yet while it has only been a few thousand years since her re-awakening, in this she has in this this also managed to collect other (human-originated) wealth, money, and connections through her actions and followers over the ages.
Additional Info:
-The reason for her millions of years slumber is that she basically tried to come to Earth to help after being weakened from untold years of battle against 'the void' (Soth) on her homeworld. So her catastrophic impact with the planet, and Cthulhu who was that greater horror being fought against, was literally a total suicidal crapshoot she did to help another world that did at least help wrap that super-ancient battle up in a notable way. She did it out of a desire to stop evil, no matter the cost to herself despite being from another world entirely.
-Ygghirath is a "she", the "it" was just used due to her alien origins for flavor.
-Low Goal 1: Recruit a new crew member (Recruit in this case being just like, having other people on board vibing with the ship, as opposed to actually becoming their Patron)
-Medium Goal 2: Protect the Dignity of the Dead
-Hard Goal 3: Drive Off Horrors' Crap - Due to a deep hatred of Horrors, bred by an interaction with the Greater Horror Soth long ago, the Flyinng Dutchman is willing to truly go off the pocketbook in payment for those magical girls/boys working for it in regards to Horrors. Helping stop a Horror's plot, killing a Horror patron's magical girls/boys or greater servants/dangerous monstrosities (meaning not just the simplest generic minions like are in the perk), convincing a Horror patron's magical girls'boys to leave them for another patron, and even things that just put a wrench in the plans or actions of Horrors (such as helping the ghost ship gather up the bodies of the dead to keep them out of the grasp of a Horror or monster created by a Horror's plans/actions) qualify among other such significant enough feats. If it deals a blow to Horrors and their plans in general, it is in general worth paying out the really good dosh for. (High Reward)
Ygghirath, The Pale Moon
-Low Goal 1: Slay Monsters/Evil - Whether regular monsters or things like horror minions walking the streets or hunting people, or even an evil being or indibidual who needs smiting, the imperative to take down evil wherever it is a must. Usually this means slaying evil things and monsters and such, but if those working for her were to manage to somehow turn an enemy or evil being away from the path of evil to become good then payment is still rewarded. Slaying evil does not always mean just killing everything, after all, even if it usually means that in the line of magical girl work. (Low Reward)
-Medium Goal 2: Safeguard Mundane Children
-Hard Goal 3: Risk Your Life For Another (With life risking being, like, Having a good chance of dying)
(EDIT 7/18/20: The below characters are officially RETIRED, due to a variety of reasons that have impacted this decision and changes in RP policy. Their respective Ruby Coins and Black Coin were transferred IC to my newest incoming character Lillia, as was prior approved.)
Name: “Ninha” is the name she goes by, having long tossed aside her original one very long ago
Magical Girl Name: “Golden Chain” Requiem
Age (Magical Girl): 15
Age (Before Magical Girl): ???
Gender: Female
Gender (Before Magical Girl): Female
Appearance:
Untransformed
Transformed
Specialization: Stone/Water (individually can wield them, and even use them together as “mud”)
Weapon: A set of metal chains, a portion wrapped around each of her forearms, with a very sharp and golden-tipped end piece on the ends of each of these sets of chains. They are directly manipulated by the will of the user, and can magically extend themselves to reach out to strike or wrap around farther targets...or even be swung around or used in closer range to slash at targets.
Power: Regeneration - Due to her body composition as a monster girl, and her magic, she can in addition to normal regeneration assimilate both earth/earthen substances and water respectively to help make the regeneration both much cheaper and faster.
Perks:
-Dual Weapon: The chains originally were just meant for lashing out at a range, just as a ranged weapon to bind up or entangle or pull in targets or such. Due to being combined with a melee component, the chains now bear sharp ends on them for added stabbing or even slashing (using the ends) targets.
-Awareness: Ninha is much more aware of the world around her via her mundane and traditional senses. From easily noticing subtle changes in the scents in the air, to picking up on minute physical movements in the body language of others, to being able to tell in an instant if someone fails to cast a reflection or shadow, Ninha is much harder to surprise or ambush than the average non-Awareness magical girl or person.
-Get Out of Jail: Once every long while, Ninha can choose to teleport to a random location when she has been imprisoned or trapped or the like by some means. The place is guaranteed to not only be safe at the time, but contain supplies and facilities to let her recover properly. However, the location is not guaranteed to be safe to return from or to be safe past her initial arrival and usage of the place.
-Absolute Direction: If Ninha has a destination or object in mind, she knows what direction it is in. Albeit, she must know it exists and also have a decent mental image of what she is looking for. “True love” or other concepts will generate very odd results, and attempts to find nonspecific things such as “a weapon that can kill a vampire in one stroke” will lead one in circles if not outright fail otherwise.
-Gifted: Similar to a certain “Puella Magi” who could synthesize her magical ribbons into guns due to her level of skill, Ninha’s own “gifted” level of skill has allowed her to learn how to synthesize her mud into magical chains similar to her weapon (including manipulating them control via her will). These chains are only as durable as her MAG stat would determine, however.
-Flexibility
Patron: Solo
Patron Benefits:
-Free Agent: She can work for pretty much anyone willing to use her for tasks, jobs, and the like for the appropriate payment.
-Magical Overload: When contracted at first, Ninha was warped by the overload of magical energy in efforts to transform her “into a copy of that one ancient hero” by the gods as part of her deal to become a magical girl. Instead she became a monster who took on the appearance of a human outwardly, only roughly similar to “that ancient hero” but whose body was made of mana-and-divine ichor-enriched mud. Though her monster appearance is more “human”, the golden glow that can come to her eyes and nature of her body (best seen upon being injured) is nothing short of “alien” to anything natural and mortal. Even after losing her original patron(s), she retained this now-warped existence.
Patron Drawbacks: -Alone: She has no tutors, no patrons, no support network, and no nothing in the end other than herself. Not that this is going to stop her any.
-Monstrous Form: see description in “Magical Overload”.
Fighting Style: Ninha’s main focus is creating, entangling, slashing, and piercing with chains take on/down her enemies up close or afar. Buffs and spells from her two specs (Stone and Water) and/or a combination of them can be used as well, though are secondary in use to her chains. Her regeneration power and VIT act as redundancies for being able to “tank” damage better, and recover after or during battles, which allow for her to get in close and personal and even recklessly at times to pursue or rush targets.
Stats (Untransformed/Disguised): These start at 3. CYOA options indicate if they apply out of costume as well. STR: 3 AGI: 4 VIT: 6 MAG: 3 LCK: 3
Stats (Transformed): These start at 4. STR: 7 AGI: 8 VIT: 18 MAG: 13 LCK: 4
Stats (Untransformed): These start at 3. STR: 3 AGI: +1 (Flexibility), = 4 VIT: +2 (stone spec side effect), +1 (Gifted), = 6 MAG: 3 LCK: 3 Stats (Transformed): These start at 4. STR: +1 (Melee secondary), +1 (Outfit), +1 (Water secondary spec), = 7 AGI: +1 (Ranged), +2 (Water secondary spec), +1 (Flexibility), = 8 VIT: +1 (Melee secondary), +1 (Dual Weapon Bonus), +2 (Amorphous Body), +3 (stone main spec), +1 (body), +1 (Gifted), = 13 + 5 (-3 bronze, -1 silver) = 18 MAG: +1 (Water secondary spec), = 5 + 9 (-1 bronze, -2 silver, -1 gold) = 13 LCK: 4 Rolls: 9 – Age: 15 12 – Body: Average (+1 AGI or VIT) 17 – Stone (+3 STR or VIT) 8 – Weapon: Ranged (+1 AGI) 9 – Flowing (+1 STR) 18 – Power: Regeneration 1 - +1 Weapon Stat, Dual Weapon (Melee, +1 STR and +1 VIT, +1 VIT from perk bonus) 19 – Awareness 8 – Get Out of Jail 10 – Absolute Direction 5 - +1 Spec Stat, Gifted Monster Mutations: -Amorphous Body (green tile, +2 VIT, also get +1 AGI, Flexibility perk): Ninha’s body is made of super magical mud as a monster girl, and she can in turn use it in conjunction with her magic due to her combination of specs. -Destroyer (black tile) -Broken Reincarnation (black tile) -Second Specialization (green tile, get a second spec: Water [+1 STR, +2 AGI, +1 MAG])
Personality: A generally calm yet upbeat sort of individual, and the sort of person who’d seem very approachable as well as generally nice to be around. She loves animals and generally isn’t hesitant to make this known, and desires a pet of her own...despite a long and very mixed history of attempts to have or get one. Her hobby of cooking usually acts as a “way to blow off steam”, and isn’t afraid of criticism here...however, seeing wasted food does annoy her a bit, as does her own hunger that led to the hobby in the first place. Likewise, her approach to things at times can be rather blunt, whether for better or for worse. This is most prominent in her attitude in or even about the topic of battle, where a cold and calculating side takes over and makes her mechanical and very much unhesitating in both her efficiency and execution.
History: Long ago, in the city of ancient Uruk where a pair of heroes once walked through the streets, a young priestess was chosen by the gods to act as a vessel. With a desire to create a new “loyal tool” as they had failed to do before, the priestess would be made into a magical girl to try to meet this end. Fearful if she denied the gods, the young priestess accepted and was transformed into a divine monster of mud. Reshaped into a weapon for the gods, she served them in silence for several years as a means to mete out their justice...until they abandoned her out of boredom, or other myriad reasons, for other ventures and places and causes. Freed from the shackles of the divine and left alone, then, “Ninha” (as she came to call herself) began to wander the land and do of her own accord. Rescuing the weak, slaying monsters, putting down the evil that she found before her, and she derived satisfaction from destroying the work and plans of her foes. Over the centuries and millennia her travels continued without ceasing, her acts growing closer and closer to the shadows as the world grew more and more advanced.
There was a group of mundane mortals sought to capture her in Europe during WW2, whom she merely slaughtered to the last man in a savage display. Rumors of her being a “saint”, due to some of her actions, lingered in some very distant and rural locales. Other monsters learned to fear her in some places, and fled when mere rumors of her presence drifted in with the wind or tide. Eventually all these things and more left her wanting to retire for a short time. A brief respite from the life she had been living, and with that in mind she settled down somewhere in North America. Going to school, wandering the forests, eating food, and living a “normal” life were in their own way something sweet and savory for her palette. For so long she had seen the world, learned of it, but never stopped to enjoy it.
Though as many intense, if not potentially cataclysmic, events have occurred nearby very recent...finally her curiosity has gotten the best of her. Once more Ninha has taken up her status as a magical girl, and moved to the city of Penrose to investigate. What awaits her there? What monsters, literal and otherwise, await her? Even she does not know, though her blood boils in excitement for it all. Indeed, with the oncoming tide of The Ascendancy things are sure to be far less than “boring”.
Incantation: “Golden Chains of Heaven, Awaken!” (but basically insinuated to be said in ancient Sumerian)
Additional Info:
-She has taken up a side hobby in cooking, with some mixed dishes arising due to her travels, residence in the USA for the last “x amount of years”, and the effects off her Devourer mutation. She feels her skills aren’t much at all, just built through practical use and experience over the years, and frankly downplays them actively out of a personal sense of humility...though those who have eaten her food crafts have spoken about them in almost a hushed reverence or have otherwise praised them. Usually.
-She has had a long string of “pets” and “attempted pets”, with mixed results at caring for them and “taming” them. Cats, dogs...sharks, tigers, elephants....some other very questionable things like a “horror’s lesser minion” to give an idea.
Magical Coins: 0
Name: Nina Kujo, magical girl name is "Stardust Crusader"
Age (Magical Girl): 15
Age (Before Magical Girl): 35
Gender: Female
Gender (Before Magical Girl): Female
Transformed
Untransformed
Specialization: Spirit – She can utilize her powers to deal with spirits, summon them, and utilize them in a general manner like any other Spirit spec magical girl, though her nature as being Gifted in this area has transformed her talents into something unique she can use this for.
She can summon and utilize special spirits unique to her that have varying powers that can utilize other kinds of specializations. In other words, indirectly via summoning certain unique spirits only she has access to due to her Gifted abilities she can utilize other specializations through using said spirits. For example, summoning a spirit with powers over fire, summoning a spirit who can freeze time for objects or such, and/or even a spirit who can manifest physically as metal and punch others.
Weapon: She wears a pair of metal gauntlets from her hands down to her elbows, made from tough magical metal that in application is virtually indestructible. They stand up to her mighty strength and then some.
Power: Killing Blow (Special move is - Ora: “Nice Watch - Shame I’ll Have To Break It, Your Face That Is”. Only has to call out “Ora” to be able to use it)
Perks:
*Enhanced Outfit – Her outfit, considered a form of overly elaborate cosplay by her patron who chose it based on an anime she’d enjoyed watching somewhere in the multiverse, is made to last. And then some. Able to shrug off heavy weapons/ordinance fire and Minotaur axes like its nothing, as well as channels her magic far better than normal.
*Ally – After becoming a magical girl she gained a noted ally in her work, who also serves the same deity as her to boot. Neat.
*Overcity Shift - Can force herself an a small portion of surroundings into the Overcity to minimize damage and similar reasons in battle or otherwise.
*Eternal Style – Her body and clothes are always in pristine condition, no matter the situation. Further, she can summon pretty much any clothing she wants to wear onto her body whilst untransformed, though these clothes summoned like this disappear 2 hours after being removed from her body. (Other specifics can be seen in the CYOA itself.)
*Gifted – She is abnormally gifted with her magic, to the extent she is able to draw upon a unique Spirit Specialization ability of summoning/utilizing many lesser spirits with their own specializations. Essentially, she has become incredibly versatile by being able to summon and use spirits who utilize magic and specializations she herself does not have. Neat.
Patron: Majora, Goddess of the Dead, Weapons,.....and Entertainment; The Ebon Mint
Patron Benefits:
*Paragon – Though a young goddess, Majora desired that her first champion be a mighty as possible. As such she strengthened her body to fit this better, even outside of magical girl form.
*Divine Competence – As a magical girl and even outside of that form, she has a masterful competency in areas related to her patron’s abilities. This includes funerary rites, how to properly bury the dead, craft and forge weapons of a masterful sort and the various techniques to go along with this, how to identify weapons and their craftsmanship, and....as much as the goddess hates to admit....great competency with video games and knowledge of various other forms of entertainment as well.
*Physical Prowess – Majora was being serious when she wanted to make her champion strong, and so added more strength to her body for this purpose.
---
[Extra]
*Mystic Might – Desperate to make her champion “the best of all time”, as she so said, Majora decided to add a boost to her champion’s magical power as well. What a min-maxer.
---
[Ebon Mint]
*Black Coin – A single black coin is always on her person. This token from the Ebon Mint, who had helped her deific patron find her in the first place upon request. Will she spend it or not? That is left up to question for her personally.
*Non-Exclusivity – She works for her deific patron, but in the end does have ties to the Ebon Mint.
---
Patron Drawbacks:
*Unknown – Majora is a goddess unknown to the world, being the result of generations of breeding amongst divinities that has finally given rise to a “modern” goddess of sorts who has no headway. She does not seem to mind much, simply having her fun and using her powers as she sees fit so far and not even having proper rites yet save for things she’d filched from ancestors and others about funerals and the dead and such. What a slacker.
*Arrogance – Cocky at times, Majora may overestimate the abilities of her chosen champion when it comes to facing obstacles. Then again, she can also be fast to realize this and panic or try to help if she can in the aftermath. She is, according to her own words, “still trying to learn to do this whole goddess thing better”.
---
[Extra]
*Clueless – Majora, as much as she means well, as much as she has the power the grant boons and such and pay her champion and other with coins....has little idea about the magical world. Its hilariously dumb, and she knows it, getting rather pouty over the matter in general if it is pressed or brought up.
---
[Ebon Mint]
*Debt – If she spends this coin of hers, she will be in debt to the Ebon Mint. Further if the Mint helps otherwise she can still put herself into debt. So far she’s only had the Black Coin, not spent it, and has relied on her skills and deific patron to get by, along with her ally.
*Betrayal – Just Another Brick In The Wall, unless they see her as valuable enough to continue to keep about.
Fighting Style:
Due to her incredibly strong outfit making up her defenses and covering her body rather well, her battle style is personally getting in close and beating the literal hell out of people. Between her great strength and fist weapons, she is best suited to melee alone.
However, she supplements this with the spirits she summons who can use their own abilities to augments hers, supplements hers, assist in a fight, and/or simply deal with enemies at medium and long ranges even as is needed. This as well as her other Spirit Spec abilities that can be used. She is highly versatile as a result of her abilities, but is most deadly in close range.
Definitely not a magical girl to underestimate.
Stats (Untransformed): (+1 to all Phys stats due to Paragon)
STR: 4 AGI: 4 VIT: 4 MAG: 3 LCK: 3
Stats (Transformed):
STR: 20 AGI: 5 VIT: 5 MAG: 18 LCK: 4
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Calculations:
-->+14 MAG (+1 Enhanced Outfit Perk, +1 Gifted Perk, +1 Elaborate Outfit, +1 Underdeveloped Body, +3 from Spec, +1 Mystic Might, +4 from 4 bronze, and +2 from 1 silver)
-->+16 STR (+2 Weapon, +1 Any/Ally Perk, +1 Paragon, +1 from Killing Blow, +4 from 1 gold, +6 from 3 silver, +1 from Physical Prowess)
-->+1 AGI and +1 VIT due to Paragon
Personality: A highly perceptive, intelligent, and quick-learning individual, who herself tends to keep a disinterested and cool attitude about her at all times and can push herself to make hard decisions and can seem rather callous and cold to others. When agitated she can be fierce and intense, making her that much more dangerous in this state, but otherwise deep down has a gentle and good heart when it comes down to it and can be soft in private with those closest to her. In the end she wants the best for those she cares about, but also wants to make the best decisions she can as well too. However, when she puts her mind to something she can be stubborn and act without any hesitation as a result.
History: Nina Kujo is the daughter of a Japanese man and an American woman who were married and lived in the US proper. Always a bit of an anime fan and a gamer, she enjoyed a fun and healthy life from a young age alongside some exercise. She went to school, had a few friends, and eventually graduate high school and went into the world. Nearly two decades later, and she was working as a successful store manager at a local grocery store whilst keeping her anime and gaming hobbies alive at home. It all seemed very average, very average indeed, though she was always an intelligent individual in life.
Then one night after leaving her store, she was attacked by starving monsters looking for a meal. Enter a magical girl who was serving Majora, a young goddess with not much knowledge and a knack for several things due to her....mixed heritage. Or high deific inbreeding among the gods. Regardless, the magical girl died protecting her, before Majora stepped in with her power to save Nina by turning her into a magical girl, wiping her current personality but not her memories in the process. Though for Nina it’s like her old memories are alien to her in this new form, like it wasn’t her. Regardless, the monsters were soon dispatched, the Ebon Mint popped in right after to gift her a coin, and she started out work as a magical girl. Now she’s over the last few years made her way to Penrose on command of her deific patron, though that Ebon Mint coin remains with her as a reminder of what she could have...and what it could cost her.
Incantation: “Yare yare, daze.” (this text color is her color for the RP, er the one to be used for her anyways in posts)
Additional Info: Yes this is pretty much a female Jotaro magical girl.
+1 Ruby Coin (not yet used)
Name: Alice Honorsby, magical girl name is "Red Rifle"
Age (Magical Girl): 14
Age (Before Magical Girl): 7
Gender: Female
Gender (Before Magical Girl): Female
Transformed
Untransformed
Specialization: Air
Weapon: Ranged – A long-barreled rifle, with a scope that can be materialized on it, that has multiple modes on the scope such as infrared, x-ray, act as a scrying orb, and similar things etc.
Power: Focused Assault – By putting more of her mana into attacks to deal far more punishing and penetrating attacks. Can be melee or ranged attack, not limited like Killing Blow but not as powerful as Killing Blow.
Perks:
*Flexibility – Her body is unnaturally flexible, able to twist and bend and rotate in ways never normally possible. Albeit she still isn’t literally made of rubber.
*Gifted – Her talents with air are....incredible, though limited in scope by her magical power. The phrase “bending the bullet midair” comes to mind when her abilities are in play, and she is not to be underestimated in what she can do regardless of limitations.
*Awareness – Her senses as a magical girl and even untransformed are far more keen than the normal or standard. A scent in the air, a feeling on her skin, the presence of someone in the shadows, knowing the wind direction instinctively, many a thing is possible for her due to this ability.
Patron Benefits:
*Paragon – Though a young goddess, Majora desired that her servants must be a mighty as possible. As such she strengthened her body to fit this better, even outside of magical girl form.
*Divine Competence – As a magical girl and even outside of that form, she has a masterful competency in areas related to her patron’s abilities. This includes funerary rites, how to properly bury the dead, craft and forge weapons of a masterful sort and the various techniques to go along with this, how to identify weapons and their craftsmanship, and....as much as the goddess hates to admit....great competency with video games and knowledge of various other forms of entertainment as well.
*Physical Prowess – Majora was being serious when she wanted to make her magical girls strong, and so added more strength to her body for this purpose.
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[Extra]
*Mystic Might – Desperate to make her champions “the best of all time”, as she so said, Majora decided to add a boost to her champions’ magical power as well. What a min-maxer.
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Patron Drawbacks:
*Unknown – Majora is a goddess unknown to the world, being the result of generations of breeding amongst divinities that has finally given rise to a “modern” goddess of sorts who has no headway. She does not seem to mind much, simply having her fun and using her powers as she sees fit so far and not even having proper rites yet save for things she’d filched from ancestors and others about funerals and the dead and such. What a slacker.
*Arrogance – Cocky at times, Majora may overestimate the abilities of her chosen champion when it comes to facing obstacles. Then again, she can also be fast to realize this and panic or try to help if she can in the aftermath. She is, according to her own words, “still trying to learn to do this whole goddess thing better”.
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[Extra]
*Clueless – Majora, as much as she means well, as much as she has the power the grant boons and such and pay her champion and other with coins....has little idea about the magical world. Its hilariously dumb, and she knows it, getting rather pouty over the matter in general if it is pressed or brought up.
Fighting Style: Long-ranged combat from the air or various locations is her usual style. Sniping, hitting targets at long range, and using air to deal with those getting too close to her position or two flee away quickly. Her attacks when made are low-cost due to begin bullet-sized, but combined with Focused Assault and Wind she can fire super-smart homing shots with higher power than normal to hit targets. Magical girl or monster or otherwise alike, this is not something to underestimate. Even at medium range her attacks are no joke and are extremely hard to dodge, much less withstand on impact.
Personality: One could call her along the lines of a mellowed-out veteran among magical girls, the kind of person who keeps a chill head but tends to make bad puns and dad jokes. Alice is someone who seems to understand the darker parts of magical girl life, but hasn’t lost the spark of good hope within her. Perhaps a tad jaded and generally unphased when seeing the crazy things, she still can be there for those she cares about with her own relaxed but experienced hand. Her past is a touchy subject, and she has the opinion that she both lost but gained a childhood from becoming a magical girl in some odd sense of things.
History: A veteran magical girl of many years. She started off as a rich girl, someone whose family was more than well-off. They were wealthy, fantastically so, until her father’s company backstabbed him. Framing, a false lawsuit, faked documents, libel, they used it all to seize the family’s wealth and leave them homeless on the streets. Her father was in jail, her mother wet mad, and all seemed lost. It was then that she was approached by a Puchuu who wanted to make her a magical girl, since there was an emergency and numbers were needed. The conditions of her becoming a magical girl were set, and she accepted before taking to the fight. However, after the beast finally fell her Puchuu gave her a book about the magical world and took off with a shrug.
Seemed it didn’t want to stay around for her, or be her proper patron. So Alice on her own took off into the world of Magical Girls, for years and years working as one and learning the tricks of the trade and combat. Eventually, she ran into a new magical girl, named Nina Kujo, who was in the middle of a battle against a number of beasts. Providing a helping hand, she talked to the girl after....and despite the latter seeming to protest she decided to hang around with her. Even signed up with the same Patron as Nina. Something about the girl’s true nature underneath drew her in, the grizzled veteran girl and the chill newbie. And that’s mainly how it’s been ever since for her, in all honesty.
Incantation: “Lock on.” (this text color is also her color to be used in the RP for her, violet that is)
1. Establish Presence. You can't achieve your goal without a base. Increase your staying power, be it by making allies, increasing public opinion, successfully keeping yourself entirely hidden or by making yourself stronger by any means. 2. Disrupt Enemies. There are far too many possible threats to the plan milling about. Keep them distracted, fighting one another, thinking you're not a threat, or otherwise simply utterly destroying them, leaving nothing behind. 3. Contribute to the Empire. Give what you do not need so girls in other worlds can do their job easier. This involves sacrificing captured monsters, magic items and magical girls to Asengav, opening a special portal and see Asengav's tentacles dragging it into the void...
Name: Mariette Pedersen
Name (Before Magical Girl): Lina Herring
Age (Magical Girl): 15
Age (Before Magical Girl): 4 (Horror doesn’t care.)
Gender: Female
Gender (Before Magical Girl): Female
Appearance: Mariette is a tall girl of slender but otherwise average frame. Her hair is long and white straight when transformed, blonde wavy when untransformed. She typically has a calm expression on her face. She tends to dress somewhat extravagantly, her transformed state wears elaborate black dresses while her untransformed self typically also endorsed herself with accessories. She’s often seen squeezing a large stuffed animal in the shape of a rabbit. Her right eye is constantly under an eyepatch, but she hasn’t actually lost it. There is a reason behind this.
Untransformed, she looks like a very regular blonde 15-year old, wearing glasses and regularly overdressing herself in hats and coats as well as generally gazing off into the vast distance with no purpose.
Specialization: Oddball: Portals. Mariette is a master of using portals. She’s immensely powerful with them, too. She can create them in mid-air, in varying sizes, around enemies and in varying kinds of movement. With as high magical power as she has, she can create her portals anywhere within her sight, but she has much greater fine-control of their movement the closer they were created to her. The portals are circular and flat, and lead to another portal of the same size she also has created within her range. The edges of the portals are solid and can be broken to destroy the portals.
With extended focus, she can also create portals to places much further away assuming she knows the location, and with greater use she can even enter alternative pocket-dimensions. She has no desire to leave this world behind, however. Also, if others flees through teleportation or to different worlds, Mariette may be able to follow them. Using a mirror as the base of the portal greatly amplifies the effect and makes rituals for more extreme portalling much easier. There are some major rituals which she can conduct using big mirrors for the sake of Asengav’s goals.
Second Specialization: Light. Mariette uses Light-magic to supplement her otherwise lacking offensive ability with something a bit more direct. She likes the speed and range of light-blasts, and the fact it flies straight without error allows her to open multiple portals precisely ahead of the blast to direct exactly where she wants the blast to go, making one shot of light feel like a hailstorm. It felt like a suitable offensive power for a high-magic girl like Mariette to bring down her enemies. Besides… the ability to cast spells to see through deception, detecting and dispelling illusions plus becoming aware if someone lies to her is more than welcome. Combines well with Eli’s Third Eye ability to detect if such means are being used to begin with.
Weapon: Mystic mirror. It’s a simple hand-mirror that she can seemingly summon from nowhere into her hand. It helps creating portals around the area, and Mariette channels her magic through it.
Power: Tentacles. These are sentient tentacles sprouting from anywhere within a certain range around Mariette. These are a blessing given directly from Asengav, and they look pretty much like darkness given form. They’re powerful, regrow if they’re blasted into pieces and are Mariette’s main defense if the enemy tries to strike her in close combat. Herself, she has no ability in the close.
Perks: Gifted - The reason Asengav chose her in the first place. She can do things with her portals that other people perhaps would not be able to. She’s an expert at this. Interdimensional Home - Using her portals, she has set up her own little dimension that she can go to. It’s a nice place to hide, and she can feel comfortable there. There’s food and a view, but she does prefer Joe’s place. Blood Magic - Among other things, she was granted the ability to expand her own life as magic. Mariette will use this if the situation turns deadly. Overcity Shift - If she wants to, she can displace the entire area to a different dimension in the Overcity. There the battle can be conducted without destruction and so. Interdimensional Tourist - It’s Joe. Joe’s an average man with normal job, a stressful life and a licence as an interdimensional tourist. He helps Mariette and the twins out with food and give them a place to stay, for now. He just felt sad for Mariette once, and now he has three girls living off of him… Huh.
(now Emergency, +2 Combat Perks) Hammerspace Handbag - Which actually is a portal of hers. She just reaches into the portal, and she has everything she needs there. Good to have. Allies - Along with her transformation, Asengav saw fit to provide Mariette with two allies that should come in handy. A set of two twinned-souls monster-girls. However, one has died, leaving only Eli. (Now Gold coin for extra +2 Perks) Awareness - You’d think a girl with one eye would see worse, wouldn’t you? Wrong. There’s something about Mariette that makes her excessively perceptive of things around her, and she just knows. Even when ambushed she seems to be able to block the attacks. Absolute Direction - With destination or object in mind assuming she knows about it in detail, Mariette knows which direction it is. … REALLY useful for a girl that can open long-range portals with enough focus. Bad at finding concepts or nonspecific things.
Patron: A Horror named Asengav. Not really his name, but as best and easiest we can pronounce it.
Patron Benefits: Creeping Doom - Cannot attract extreme attention. He has a carefully laid out plan, and it’s going to be executed, one step at a time. They’re less likely to be lethal and uncompletable for Mariette and her minions. Reasonable - As disturbingly horrifying as he is, Asengav is reasonable. He has been watching humans and magical girls for a long time. He knows how to blend in. He can even take the form of a human to hold a simple conversation. He does not intend on destroying the world, thank god, because he probably could. Minions - They’re shaped like men and look like they’ve been drawn with ink, and they’re strong and can lash out at unexpected ranges with stretchy arms. They’re weaker than magical girls, but they can take one by surprise. They can be summoned through Mariette’s portals when Asengav has been kind enough to put them at Mariette’s disposal. Retrieval - Asengav has no intention of losing his chosen champion. If Mariette is in trouble and he has a moment to, he’ll strike open a portal and retrieve her before she’s done for. Mystic Might - Asengav has provided Mariette with a bit of extra magical might, and... Mana Font - … he has also given her a small portal in her heart to a great reserve of mana, for her to use as she sees fit.
Patron Drawbacks: Quick-Tempered - Asengav’s only reasonable up to a certain point. Mess up a single part in his carefully laid-out plan… and watch the nightmares overcome you. Mind-Bent - Mariette is completely unable to not follow the orders of her patron. The very idea of opposing her chief causes an immediate major dose of terror and pain. If she ever left Asengav’s care, she’d be left a quivering mess in her bed, forever unable to move unless someone bent back her mind. Also, there has been a SERIOUS impact to her personality. Insomnia - Can’t sleep, won’t sleep. She clutches her favorite bunny every night trying to sleep, and she absolutely can’t sleep a wink without it. Bane - Something as simple as a lit wax candle. A lit candle symbolises the hope in the darkness, and it sends Asengav scurrying. Similarly, unlit candles make Mariette uneasy, but lit ones can effectively burn her skin up close. But, they must be kind of small. People holding wax candles will be unaffected by her portals. Also, broken mirrors. A broken mirror repels Mariette’s portal-sense that keeps track of the positions of her existing portals, where it feels like needles having been inserted into her painfully when she gets close to them. She cannot keep active portals going around them, as they pierce her with pain from proximity. Health Sapping - So much power is poured into Mariette, with the tentacles, minions, and so, that her movements and physical efforts are somewhat blocked.
Fighting Style: First things first. That eye-patch? That’s to ensure her enemies don’t realize her right eye is constantly looking through numerous portals. She switches the location and number of these portals as she needs to, inspecting the battlefield from varying points, gathering information from a bird’s eye view. It’s imperative that a portal-girl is constantly aware of the positions of everyone, after all, and this allows her to widen the range of where she can open portals quickly as she needs vision to open them. The portals are so tiny, you’d never usually detect it, even with awareness. … Someone with the Third Eye likely would, though.
Mariette does not fight in close combat. She keeps enemies at range by relocating herself with portals or placing minions/allies in the way. From there, she can support allies and hamper enemies in an excessive amount of ways with her portals. She can create them as shields that then redirect the attacks at her enemies. She can slap a portal onto someone and send them into compromising situations or place them really far away. She can open portals for her attacks to come from unexpected directions, like when she fires her Light-attacks.
For actual fighting, Mariette uses her tentacles. They’re strong tendrils of darkness that constantly surround her in battle. They’re strong with plenty of range, but the average magical girl would be able to keep them at bay. … Which is why Mariette often sends them through portals to attack from unexpected angles and from longer range than expected. Portals make no sound as they’re created, after all. She makes them squeeze and crush enemies from afar. In close combat she can also use better fine-control of portals to trap limbs and halt an enemy’s progress. That’s her last defense.
For pure offense, she has her Light-magic. It’s decently straight-forward, she holds a weapon forward and blasts a destructive beam of light, which pass through multiple portals Mariette has strewn across the battlefield before properly hitting the target. When all else fails, she likes to stand on a portal to fall through in case an attack heads for her. She likes to team up with Eli to make her shoot into the skies through her portals or send her into combat supported by portals. But, she’s not fast. Mariette sometimes also risks that enemies try to use her own portals to fire upon her. She simply has to ensure that doesn’t happen. Those are her tactics.
Personality: Mariette carries herself like an extremely calm older girl, her expression remaining neutral and her force remaining intentful. She’s determined to achieve her goals, and may come across as rather arrogant. She’s playful around official matters but merciless in action. She often acts in a creepy way that seems to tell that not everything is all there. However, that isn’t all there is to her. She finds any small animals or stuffed such animal mind-bogglingly adorable. She wants to try every new experience she can notice, from singing to roller-coasters to arcade machines, wearing accessories and going to school, such. She rarely has the money to try anything, however. But, so it is.
Also, good luck trying to scare her. She’s been in contact with Asengav so often, she won’t even react to what the regular public might think is scary or repulsing. Like someone’s sudden death, or so.
History: There was an emergency. Except, the emergency wasn’t really one which four year old Lina Herring could do anything about. See, she had an abusive father, and she could see the incoming signs the moment she heard him enter the house and start yelling at her mother. So, she fled. Somehow, she managed to escape without father noticing. She fled, and never wanted to return. On that route, she came across an emergency. That is, an emergency for her.
An unspeakable horror dived onto her, enveloping her. Her magical potential must have appealed to him, and with that he took her over and transformed her into the kind of girl he wanted her to be. As far as anyone else knows, Lina Herring either died or was kidnapped that day. It took quite some time, a number of years as the horror was reconstructing her to suit his needs, but one day a girl walked out into the world again. A Magical Girl, significantly older than Lina had been, this one known as Mariette Pedersen. A fake name, of course, but as it is that’s how it goes.
Lunacy of Love: In the previous season, Mariette got into a deal with Justine von Visceral to kidnap girls for her in exchange for assistance with her own goals. Mariette knew that Justine would eventually be an enemy, so she warned Lily Hanson and Alexander Shields in hope they’d prepare. In the deal with Justine, Mariette obtained firepower, but in the heat of the exchange, Justine’s sister Caroline attacked and killed her servant Deni when the slime-girl tried to protect her mistress. After that, Justine declared Mariette to have outlived her usefulness by blowing up her interdimensional apartment, and their battle started. Mariette flew to Alicia of Beacon and proposed a deal.
Mariette ferried the good guys into the Overcity to challenge Justine. She and Eli got into a battle with Caroline, managing to defeat her by the edge of their teeth, though in the midst of sacrificing her she was kidnapped by another being. Mariette then went into the dungeon and “rescued” the magical girls she had kidnapped for Justine, the mentally drained girls believing her. She then walked in on Justine’s treasury, emptying it into a portal before moving on. She spied Justine’s defeat, but was then taken back to the Interdimensional Apartment to see it had been renovated with a whole gothic mansion. Asengav was pleased with Mariette, and she was now informed the time was approaching for the next step…
Beyond the Looking Glass: Mariette got teamed up with her companions to prepare Penrose for the master plan. She made friends with Amaryllis, I think. Made a deal with Shion that was only seen behind the scenes. Came to the beach dimension with everyone else, was lost on what to do. Absolutely did not use the Platinum Coin on-screen, she did something that looked a lot like using the Platinum Coin on-screen, I’m still the Co-GM of last season, you can’t take this from me. … But, in the end, her group did a whole lot of nothing and probably won’t be relevant this season. Still unsure what I’ll have her do now. Oh, well.
Incantation: In a world without meaning, exists a purpose with destination, and I will see it to its end. The gate is open.
Additional Info: As said before, mirrors help amplify her portal might. This is actually why she wears glasses in her untransformed state. She can, without rousing suspicion, easily make portals in her glasses to look at something from a great distance.
Also, friendly tip. Mariette’s usually really calm, and won’t even bat an eye if you decapitate someone in front of her. But, if you really want to kick a puppy, or harm any small adorable animal, don’t do it in front of Mariette. Hell feels bad for those who do.
For her services last season, Mariette has received a Platinum Coin. She has yet to decide what to do with it.
Magical Coins: A lot. She looted Justine von Visceral’s magical treasury. Ask the GMs. 1 Ruby Coin?
Received from lich fight, supposedly: 1 gold, 4 silver, 6 bronze. Received after rave event: 1 gold, 2 silver. Purchased Super Map for Eli: -2 gold, -2 silver
Total: 4 Silver, 6 Bronze, 1 Ruby.
Name: Eli.
Name (Before Magical Girls): Elizabeth Walton
Age (Magical Girl): 7
Age (Before Magical Girl): 15
Gender: Female
Gender (Before Magical Girl): Female
Appearance: Underdeveloped/Skimpy She’s an amorphous harpy. She’s small and slim, except for all the slime she has a body one would expect at that age. She finds pleasure in ornaments, wearing them in hair and clothing. Her body is largely composed of black jelly, her arms are typically shaped like wings, her eyes looking very creepy and unnatural. … It should also be noted that the jelly is partly see-through and skin-tight, so one can kinda see the shape of her gelatinous body through, which is why it qualifies as skimpy.
When untransformed, Eli wears a uniform fit her age to blend in and wears a pair of glasses to further hide herself. She looks considerably normal for their age.
Specialization: Reinforcement and Darkness.
Reinforcement means Eli can block attacks with barriers, enhance the items or bodies of others as well as heal wounds. She can remove curses and other negative energies, and in addition her disguised human form is a bit tough and her words of encouragement have an intoxicating effect.
Darkness means the Eli can shield herself from detection as she uses her wings to glide through the night. She can see in the dark, and make herself temporarily intangible as well as warp herself short distances between shadows. She can also place minor curses and negative effects on areas and people.
Weapon: Melee/Ranged. That is, Eli doesn’t actually carry weapons. However, she can combine her magic with her amorphous body to suddenly form swords, pikes, axes, sharp feathers, guns and similar things, the ranged weapons powered by her own magic to fire. These weapons are not powerful, but the weapons she can produce this way can be really adaptable to what is needed at that moment, and can emerge from any part of her body.
Power: Third Eye. Eli has a special sight called the Third Eye, allowing her to see the flow of magic, straight through illusions and see traces of past magic having been used in areas. Eli was originally created by the Twin Soul power of her sister.
Perks: Dual Weapon - Eli have mastered the art of making ranged weapons out of her amorphous body as well as firing these with her mana as ammunition. Wings - She’s a fluid harpy. Somehow. Eli can’t actually fly as well as birds, but she sure can climb, jump and glide around. Martial Training - Eli’s accomplished in a very wide variety of weapons to go with her ability to form weapons on the go. She’s also quite tactically gifted and could handle commanding armies. Flexibility - Eli’s fluid and adaptable, amorphous. While she normally looks like she’s supported by bones, she can suddenly curve in impossible ways when the current amount of flexibility just didn’t cut it. Super Map - A map that shows surrounding areas, features and topography, as well as the positions of allies and enemies, changing as the situation changes. Can be used in the Overcity, with unpredictable and confusing results. Cannot detect portals, gateways in and out of the Overcity, or other kinds of warp-points.
Monster Girls: To summarize, Eli’s an amorphous harpy that have wings instead of arms, yet is much more a slime-creature than a harpy. She makes use of this every way she can. Nonstandard Limbs - Her limbs are slimy harpy things. Though, given that her wings are slime, they can still hold things. Devourers - There’s a certain hunger within Eli, which could make her attack humans if not properly fed with meat. Mariette ensures to always keep a significant amount of meat in her Hammerspace Handbag just in case. Amorphous Body - She’s a liquid harpy. Eli’s form is difficult to injure, her fluids can make her bodies contort when it doesn’t feel like looking like it does, and so on. There’s a ton of consequences. Second Specialization - Aside from natural Reinforcement, Asengav gave Eli and her sister the gift of Darkness to add to their magical arsenals. The two were very efficient spies, because of this.
Patron: Asengav, Horror.
Patron Benefits: Creeping Doom - Cannot attract extreme attention. He has a carefully laid out plan, and it’s going to be executed, one step at a time. They’re less likely to be lethal and uncompletable for Mariette and her minions. Reasonable - As disturbingly horrifying as he is, Asengav is reasonable. He has been watching humans and magical girls for a long time. He knows how to blend in. He can even take the form of a human to hold a simple conversation. He does not intend on destroying the world, thank god, because he probably could. Takes One To Know One - There are two parts of Asengav’s power. The portals and the darkness. Eli is literally dripping with the darkness to her cores, and this has consequences. She feels the same energy if exposed to it in others. This allows Eli to see through the disguises of monsters and detect Horror champions should they touch or meet eye-to-eye. If they have a bane, she also gets a rough idea of what it might be. A better idea the longer she looks them in the eyes. Retrieval - As with Mariette, should Eli end up in mortal danger and Asengav has the time to spare, her Patron might reach out through a portal and save her. Might. It’s a multidimensional being with plenty of other things on its mind. Saving underlings is significantly less important than saving champions. If she’s lucky, with other words. Magical Overload - Eli’s an amorphous harpies.
Patron Drawbacks: Quick-Tempered - Asengav’s only reasonable up to a certain point. Mess up a single part in his carefully laid-out plan… and watch the nightmares overcome you. Insomnia - With a horror as their patron, the monster girl doesn’t have an easy time falling asleep. Something’s always clawing at her mind, whispering horrendous nothings, giving her terrible dreams when she does fall asleep. Eli does rarely ever want to go to sleep, staying up playing games or stalking targets outside instead, and this is a large part of that. But eventually, she has to… Mind-Bent - Eli is as mind-manipulated as Mariette. She thinks she’s following Mariette out of her own free will, but she’s really not. Her mind has a compulsion to follow Asengav and her current leader, Mariette, and although Eli can disagree with commands she can never even consider going against the cause. Any notion of such will send a pang of pain through her head, punishing her for even thinking the thought. Should she ever fall out of favour with their horror overlord, Eli will find herself a quivering wreck huddling forever in fear unless someone bends her mind back. Bane - While Mariette is affected by both lit wax candles and cracked mirrors, Eli is more or less immune to the cracked mirrors. This is because she has no portal or dimension-travelling abilities of her own, which the cracked mirror bane is linked to. However, a lit wax candle is the bane of the darkness of Asengav, which Eli is the personification of. The slightest light of such a candle or the smell of wax in her noses will cause burning pain, forcing Eli to flee. Being locked inside a room with lit wax candles will burn her alive and cause her amorphous body to melt. A much more extreme reaction than that which Mariette experiences. Monstrous Form - Eli’s an amorphous harpy.
Fighting Style: As stated before, Eli’s an amorphous harpy. Compared to other magical girls, Eli isn’t very powerful, but she’s got considerable adaptability. Her wings and her fluid body allows her to swirl around, and her ability to form hard melee blades or ranged weapons that can shoot out of her body can very easily take an enemy by surprise. Being fluid, Eli’s difficult to hurt and is quite flexible. She dances on the battlefield and take out enemies one at a time.
Eli doesn’t necessarily belong on the battlefield alone, though. With Darkness magic, she makes sneaky attacks that the enemy don’t see coming as she’s hidden herself, and with Reinforcement she can power herself up to match stronger enemies or heal damage. She removes curses from herself with Reinforcement and then puts curses on her enemies with Darkness up close. But, the typical magical girl should be able to fight her off, she’s not that strong.
When she REALLY become deadly is when she’s matched up with Mariette, with portals on her side. Then Eli can dive through portals, shoot through portals or be defended by portals, greatly amplifying her effectiveness. Yupp.
Personality: Eli’s a naturally shy person, although she has lately been getting a bit more confident. She used to only be able to speak confidently in the word-games she played with her sister, but ever since the climactic battle with Caroline Eli’s found a source of confidence within her, a desire that allows her to act to accomplish Mariette’s goals. She can even be a touch playful, but otherwise she’s as serious as they come, if a bit more whimsical and likely to get scared than her mistress. However, regardless of how at peace she is with having defeated Caroline for Deni, Eli will forever mourn her departed sister.
History: Something went very wrong when Denise Walton was born. Because, somehow, she was born with two consciousnesses in her mind, which switched often. To make things easier, the other personality was called Elizabeth. They were two personalities in one body. Not unheard of, but they were constantly messing up for one another as one was shier than the other. The years went by, and there didn’t seem to be any way to solve this. The two girls in the same body felt panicked, and prayed to the heavens out of stress that something would come and solve their predicament. Unfortunately, something heard them.
Asengav approached them, feeling that the two personalities had been caused by a considerable base of mana. He offered them a way out, and they agreed. Deni and Eli were then formed, split in two and given half the age of each, and they’ve been trained to follow Asengav’s commands and then follow Mariette on her mission. So they did, until the day Deni was slain by Caroline von Visceral. Now Eli alone, who originally didn’t even have a body of her own, follows Mariette to accomplish the goals. She’s fairly lonely.
Incantation: Love and passion, squander my life, make me fight for meaningless ambitions! Eli! Here I go!
Additional Info: Eli can sometimes be seen in arcades owning the heck out of anyone challenging her or her high-score, and she’s totally calm and cool about it, too. She privately wants to make it big as a competitive gamer or an author. She’ll then remember that Deni used to always happily remind her that becoming famous in their condition would be a terrible idea. Eli then gets depressed.
Eli has received a Platinum Coin for her services last season. She thinks of what it can do and clutches it close at all times…
Type: Horror
Name: Unpronounceable, but we call him Asengav.
Personality: Asengav’s a perfectionist horror. It has a master-plan in place, and it will follow it to the letter. As for the rest… who really knows. He’s very calm for a monstrosity that can drive you insane with his mere presence. When he peeks at the world, he often does so through mirrors. They somehow work well with his dimensional magic. So if you glimpse something that really, REALLY shouldn’t be there in the mirror, but look again and it isn’t there… it is quite possible Asengav might have been watching you.
History: For all we know, this horror simply was. One might claim it was somehow formed when countless dark sorcerers from a hundred billion realities committed the same atrocious dark ritual in the same location in many universes, sending all the magical energy spiraling into one location in the multiverse and bringing a horrific entity to life… but that’d just be theorizing, because nobody knows. What we do know, is that its name is unpronounceable. We know it can travel through dimensions at will, and is investing into monsters and girls in many, many different alternate versions of the same reality, influencing each in a tiny way to tip them all away from one another and then watch to see what happens.
As for what he wants with this reality… … … … … Who really knows…?
Resources: An important thing to note about Asengav is that he has invested in many different dimensions, throughout multiple different possible realities. While in the world which Mariette wanders she and her two allies were his only agents, across the multiverse he has many, many more monsters and minions doing his work.
And, um. Asengav does have coins, but you’re expected to work for him because you’ll die if you don’t. You know the skill, Absolute Direction? Yeah. Asengav… has that. Across multiverses. You do not escape Asengav if he has decided to hunt you. And, honestly, he can do much worse things than simply kill you. Muuuuuuuch worse.
One thing he does provide is giant mirrors for the sake of some of the rituals that he wants his followers to conduct for him. They greatly amplify his power, after all.
Additional Info: On the banes. These two are composed of two different parts. One is the portal magic, the other is the darkness magic. They have two different banes. The portal magic’s bane is a cracked mirror, with such a nearby the portals won’t form properly and send pain through any user of such magic, including Asengav himself. Then, there’s the darkness magic which he uses to slide about undetected and murder those he needs to. The bane of that is a lit wax candle, which banishes Asengav’s darkness. However, it should be noted that the other kind of magic can be used in the other’s bane. Portals can be formed around candles, darkness can be used around cracked mirrors. Though, those with candles will be unaffected by portals, due to it partially taking them into the Asengav’s dimension, where he doesn’t want them, ever.
Mariette has both Darkness and Portal magic within her. She uses Darkness when commanding minions, having excellent awareness and her tentacles of sheer darkness. This means she’s affected by both Asengav’s banes. Eli is touched by Asengav’s darkness to the very core, much more deeply than Mariette, but doesn’t have any portals in her. This means a lit candle will affect her way worse than it will Mariette, to the point that long enough exposure will cause her to melt and dissipate. She is, however, completely unaffected by cracked mirrors, something Mariette is way worse affected by.
Recruited through Emergency.
Rolls 19. 15 years old. Rolls 12. Average body. +1 AGI. Rolls 20. Oddball. Eventually decided on +2 MAG, +1 LCK. Rolls 15. Mystic. +1 MAG. Rolls 14. Elaborate. +1 MAG. Rolls 20. Tentacles. Wooh.
Combat Perks. Rolls 5. Gifted. +1 to an Oddball stat. MAG! Rolls 9. Blood Magic. +1 VIT
Support Perks. Rolls 5. Interdimensional Home. It was about here that I decided to make her speciality portals, and made it MAG and LCK because all the MAG I got earlier from Mystic and Elaborate. Rolls 5. Hah. 14, Overcity Shift.
Other Perk. Support Table. Rolls 5. Whelp. 1, Interdimensional Tourist.
10. Hammerspace Handbag - Picked with Emergency. 14. Allies - Picked with Emergency 19. Awareness - Picked with Gold 10. Absolute Direction - Picked with Gold
Rolls 18. Horror. Oh, dear. Benefits: Minions - Free Reasonable - Switched to from Marked, Free Retrieval - Extra Creeping Doom - Bought with Bane Mana Font - Bought with Mind-Bend Mystic Might (+1 MAG) - Bought with Health Sapping
Drawbacks: Quick-Tempered - Mandatory Insomnia - Mandatory Bane - Bought with Creeping Doom Mind-Bent - Bought with Mana Font Health Sapping (-1 AGI, -1 VIT) - Bought with Mystic Might
10 points to spread with 3 silvers and 4 bronze. Invest them all in MAG.
STR: 4. AGI: 4. VIT: 4. MAG: 20. LCK: 5
Now, I have an ally. Let’s roll for her.
Monster Girl Rolls 1. 7 years old. Rolls 4. Underdeveloped. +1 MAG. Rolls 5. Reinforcement. +1 STR, +1 AGI, +1 MAG, +1 LCK. +1 VIT out of costume. Rolls 3. Melee. +1 STR, +1 VIT. Rolls 3. Skimpy. +1 AGI. Rolls 6. Twinned Souls. -1 all stats, but there’s two of them. Need to roll weapon, costume and power for second girl.
Three combat perks. Rolls 1. Dual Weapon. +1 new weapon stat. … Ranged, +1 AGI. Rolls 17. Wings. Rolls 2. Martial Training. +1 STR. 6. Flexibility. +1 AGI. Gotten with Amorphous Body.
Rolls 20. Ebon Mint. … Rolls 17, Beacon. Decided that they’ll likely just get the same patron as the original character.
Monster girls. Body Mutation: Nonstandard Limbs. They’re harpies, since I rolled wings. Mind Mutation: Devourers. Eat some meat or eat men. Body Mutation: Amorphous Body. +2 VIT, Flexibility. They’re liquid harpies! Second Specialization: Rolls 10. Darkness. +2 MAG, +1 VIT. (gosh, Asengav would have become so different if they hadn’t rolled Darkness… XD)
Later decided they’d have their own drawbacks/benefits.
Benefits: Creeping Doom - Switched to from Minions, Free Reasonable - Switched to from Marked, Free Retrieval - Extra Takes One To Know One - Bought with Bane Genki Girl (only for Deni) - Bought with Mind-Bent (for both)
Drawbacks: Quick-Tempered - Mandatory Insomnia - Mandatory Bane - Bought with Takes One to Know One Mind-Bent (for both) - Bought with Genki Girl (only for Deni)
Because allied monster girls, no coins to spend on them.
Name: Deni. Denise Walton.
Age (Magical Girl): 7
Age (Before Magical Girl): 15
Gender: Girl
Gender (Before Magical Girl): Girl
Appearance: Deni’s a seven year old little girl, currently when transformed gets a flowing blue and white outfit reminiscent of that which is archetypical of the samurai to wear, though Deni’s more of a tiny ronin. She wears sandals on her feet and has tied her long black hair back into a ponytail. She retains her orange eyes, and carries at her side a long blade with purple handle and a blue sheath.
Untransformed, well.
She’s the same as she was before. Black hair, tiny body, likes little dresses and running barefoot. Regains her normal blue eyes despite them being perpetually orange since becoming a Magical Girl.
Specialization: Reinforcement. Deni’s naturally a Reinforcement specialist, capable of boosting the performance of herself and others around her. She can also form small barriers to block what she cannot dodge, heal small wounds and slowly cleanse an area of curses or negative energies. That’s what she does.
Weapon: Melee. The sword, formed from who knows what, is a long straight blade which is constantly reinforced by Deni’s reinforcement specialization and will match enemies with considerable sharpness. Thanks to Martial Training, Deni wields it with magnificent skill, too.
Power: Twin Soul. Eli still exists out there, that magic has still been taken out of Deni’s soul, somewhat weakening her. She doesn’t see this as a weakness, however. No way that she’d see Eli as a weakness. With her recklessness, she has put her sister through such terrible things. She’s got to find her and comfort her…!
Perks: Martial Training: Her one advantage over others is that her mind is filled with the proper usage of the sword she carries, and advanced techniques to stay alive on a battlefield. Flexibility: One way or another, bending out of the way as if she was still made out of jelly still comes naturally to Deni~ Fated: Deni didn’t survive for nothing. She wasn’t revived for nothing. Something’s looking out for her, almost like the universe itself didn’t want her to stay dead. Get out of Jail: Deni’s days of having her hands tied are DONE. She found a shortcut in Reinforcement magic that actually allows her to teleport, but only if she’s backed into a corner. Big Damn Heroes: Her token still lies with her sister. She can feel it. It’s her connection. If Eli’s ever in danger, Deni will sense it.
Patron: Solo
Patron Benefits: Free Agent: Deni’s free! She can work for whoever she wants! Genki Girl: Deni’s always been an inexhaustible girl, she basically cannot get tired.
Patron Drawbacks: Alone: Having lost her backer, Deni has nobody but herself to rely on now.
Fighting Style: Deni’s not the strongest, not the most agile, not the toughest, and certainly not the most magically powerful. What she does have, however, is skill. Like the little ronin she has somehow become, Deni does her best to use her Martial Training and Flexibility to their best to dodge and attack back, using simple but effective skill and a really, really sharp blade to determine the winner of her battles. Deni will be more skilled than any girl or boy that has no form of Training perk dedicated to their ability in combat, even if they can be far faster and stronger than her. This skill is what she’ll be relying on.
That said, thanks to Reinforcement magic, Deni’s physical performance is often higher than her stats would imply, and if she gets wounded she can but take a pause and heal herself. She can block attacks with barriers if she realizes she cannot dodge, and that’s just another bit to add to the skill she hopes to outperform the enemy with. Creating small barriers in mid-air for her to use as platforms helps her maneuverability, using the bare minimum of mana to overcome her opponent. That said, she’ll often be fighting as the underdog, and as such will avoid fighting those way stronger than her and seek out circumstances where she might be the most effective.
Personality: Deni’s an excited person who wants to head out and do things. She’s mischievous, playful and all-around happy. She likes to tease and look good, and there’s a certain style to her current appearance that she really likes. However, now, after dying and being separated from Asengav, she has a mission. She has to make sure nothing horrible happens to her sister, who’s in a far, FAR worse position right now! The determination burns within her! Let’s see what could happen!
History: Denise Walton was born with two personalities within her, the other being named Elizabeth for simplicity. They enjoyed one another but struggled to live in the same body. They prayed that something would separate them… and Asengav answered, splitting them up while also making them monster-girls fighting under his command. They had no idea their minds were being bent to follow his orders as they headed off with Mariette as her underlings. So it continued… until Deni was consumed by Caroline von Visceral, drained from reality and abandoned by Asengav.
Not wanting his essence consumed by the blood-soaked Father, Asengav disconnected himself from the doomed Magical Girl. … Except, after he pulled away, an unknown Platinum Coin was spent, one Asengav had not given. A similar one had been given to Eli, and if spent, Asengav would regain control of Deni. However, that was not the coin that was spent. Instead, the coin was one (accidentally) given by the caring Puchuu Kousai, the refreshing power enough to restore the young girl back to her original, intended shape. While very surprised at first, Deni was quick to adapt to her new form and embark, intending to reclaim her sister, one way or another.
So, technically, Deni had a backer for a moment, that being Kousai the Puchuu. Except, Kousai doesn’t even know it, and as such Deni went straight to becoming a Solo girl right after receiving the coin. Yupp.
Incantation:Harmony and courage, take a stand, support me as I head to where my life gains meaning! Deni! Here I go!
Coins and Items: Infiltrator - A device that detects and lets you infiltrate Interdimensional Homes when close to the entrance.
Currently owes Veronica 9 silvers. 2 silvers obtained from hunting goblins.
Additional Info: Deni likes to visit parks and school playgrounds to play with the children around there because it’s fun, enjoying perplexing teachers as she’s not one of theirs.
Deni still possesses the ability to change her body-shape at will from that time when she made a wish to the Djinn sisters. She’s not able to fight when in a different shape, this change is purely for the sake of style and appearance, though she can make herself look like an adult or a stranger to avoid people looking for her. She has to be transformed for it to work. In order to fight, she has to revert to her base appearance, though she could possibly use it for ambushing or so. She likes being adult occasionally, so it’s mostly for that.
Origin: SMUG
Age: 7 Underdeveloped: +1 Mag. Specialization: Reinforcement. +1 Str, +1 Agi, +1 Mag, +1 Lck, +1 Vit out of costume. Weapon: Melee. +1 Str, +1 Vit. Costume: Flowing. +1 Str. Power: Twin Soul. (-1 to all stats) Perks: Martial Training: +1 Str. Flexibility: +1 Agi. Fated: +1 Lck. Get out of Jail Big Damn Hero
2 silver and 3 bronze coins = 7 points. … 2 on Agi, 3 on Vit, 2 on Mag.
Str: 7 Agi: 7 Vit: 7 Mag: 7 Lck: 5
Other agents of Asengav. Remains existing because they were created while I was Co-GM, but as a Co-GM turned player I need to follow a unique version of the "only 3 combat NPCs" called "can only use 3 at a time". Hah.
Called from across Asengav's interdimensional empire to support Mariette on her quest. Their failure would not be taken lightly.
The spokeswoman of Asengav. A monster-girl with an elfin appearance, who is fiercely loyal to Asengav and jealous of the power he’s granted Mariette. A denizen of the Overcity, she has amassed a vast array of contacts over her immortal life.
Stats: STR: Not her thing AGI: Exceptional VIT: Decent MAG: Excellent LCK: Average
Freya Cameron
Age: 16 Specialization: Beast & Stone Weapon: Claws of the Were-Lamia (Fists) Power: Barrage Patron: Asengav
A monster girl from a world torn by a war for survival. While a level-headed and competent commander of Asengav, she is unfortunately plagued by an overpowering desire for the flesh of mortals. A chief physical enforcer for when the time of battle comes.
Age: 11. It should however be noted that her transformed form looks adult. She’s a tree with tree-manipulation powers, she’s not bound to one single appearance. Specialization: Wood Weapon: Her own body. (Fists) Power: Regeneration Patron: Asengav
A tree-monster bereft of what once made her human. Wordlessly and apathetically she lives, seeking to take control of whatever vegetation is around. In battle she roots herself in place, manipulating the terrain to her advantage. Her wood-body makes her very hard to hurt.
Strangely, animals seem to like her and settle down near or on her, and she cares for them in turn.
An energetic and bright girl that feels out-of-place among the minions of the Horror. She does her best to support those she feels needs it, which at the moment is Taihei, the Artificer. However, she has a specific duty that Asengav has prepared for her.
A pessimistic monster-girl within the ranks of Asengav’s troops. Above all, she is a creator of magical items and crafts, which can be very useful. However, her soul is constantly plagued by an infectious horrendous bad luck, causing misery to those around her.
One of Asengav’s primary monster-hunters. A cool-headed girl who is confident in her abilities. With her ice she constantly forms great icy beasts to do battle with her, leaving the battlefield and her enemies frozen in her wake.
One of Asengav’s primary monster-hunters. A hot-headed girl who hides her pessimism under a love for combat. Has had little contact with other humans throughout the years, and is rather excited at this chance to meet other Magical Girls.
Stats: STR: Exceptional AGI: Considerable VIT: Impressive MAG: No Slouch, Either LCK: Basic
An empath under the command of a horror able to traverse worlds. A sneaky woman who wants to enjoy life by acting how she never could. She can head back to a world filled with whatever emotions she needs, making her exceptionally dangerous and versatile.
Wouldn’t really go back to her disguised self when injured. Her spider-self IS her real self, if anything she’d go back to being a spider if hurt in her disguised self.
Age: 16 Specialization: Reinforcement & Psychic Weapon: Dark Silk (Fists/Mystic) Power: Killing Blow - Overwrite. A blow directly to the mind. Patron: Asengav
A monster-girl employed by Asengav. With Reinforced web and Psychic abilities, she’s the one deployed when Asengav wants someone captured and information extracted. A playful spider, she’s an exceptionally competent kidnapper and mental manipulator. An important pawn for Asengav. Not to be lost in pointless skirmishes.
Stats: STR: Impressive. AGI: No Slouch VIT: Not here either MAG: Magnificent LCK: Not Bad, Actually
Jelena Dias
Age: 7 Specialization: Metal Weapon: Metal Gauntlets (Fists) Power: Third Eye Patron: Asengav
A limbless girl who compensates with metal limbs. Preferring to be transformed over all else, she seeks combat and peace of mind. With the ability to manipulate even her own limbs, she becomes a versatile combatant spreading her traps across the battlefield.
A playful monster-girl new to the world of humans. So many sights to see, opponents to face and friends to make. The most chaotic and unpredictable of the troops, Mayra will often just do what occurs to her whims rather than what she might have been ordered to.
Stats: STR: All AGI: Are VIT: Pretty MAG: Awesome LCK: With an exception
"Mission Control". A girl so hidden you forget what she looks like when you look away. She keeps out of sight, helped immensely by her many perks working to keep her hidden, you might have seen her without knowing it. She gathers info for the team, keeps them updated, and is always just a phone-call away...
Appearance: A young 12 year old girl, with shoulder-length blonde hair, red eyes, white stockings. She wears a little blue/white dress that counts as elaborate, showing off her sides and shoulders a bit. On her body she wears small skull accessories, in her hair and a bigger one at her hip. A halo floats over her head, manifested along with her spirit powers, and behind her a couple wings have manifested. She’s an angel-monster girl, somehow, and her mind is suitably warped.
Specialization: Oddball: Magical Coins - Olivia is an expert at researching, breaking down and developing magical coins. She can apply her magic to generate new effects, understand existing ones and reconstruct it according to her will. Her work takes time to do and won’t work as smoothly unless she has the inherent power of magical coins to work with, but nevertheless she’s able to create entirely new coins with new effects the more she works. Out of costume, she’s never going to run out of spare change. & Spirit - Specifically, the power over five specific really powerful spirits. Fighting Styles describe it in detail.
Weapon: Mystic Menus - When Olivia works, menus manifest in front of her. Using them she can see what sort of effect anything she does has, it gives her status-updates and also allows her to select what to do next. Reading her Fighting Style should clarify a bit, but she also gets a crafting menu that remembers all she’s tried to do in the past when working on coins.
Power: Third Eye - It helps Olivia identify the magic she’s working with, having the sight.
Perks: Gifted - It wouldn’t make sense unless Olivia was good at what she does. Enhanced Sustenance - So Olivia can work all night if so needed. Training - Olivia knows everything about the development of magical coins. Get Out Of Jail - If she’s ever kidnapped, Olivia will slip out of the kidnapper’s grasp. Hammerspace Handbag - So she can store her things/coins somewhere. Wings - Earned from Wings Monster Girl thing.
Monster Girl: Devourer - Olivia will occasionally need to devour some flesh. Mariette provides it to her. Weakness: - Light. To ensure that Mariette can always subdue her. Second Specialization - Spirit. She can command souls to help her work. Wings - Just a couple wings. For appearances sake.
Patron: Asengav, Interdimensional Horror
Patron Benefits: Magical Overload - She became a monster girl. Supplier - In order to facilitate her work, Asengav provides her with money. Like all other Asengav girls, she has Creeping Doom, Reasonable, Retrieval and Mana Font.
Patron Drawbacks: Monstrous Form - She became a Monster Girl. Bane - Foreclosure notes. Notes of overdue bills. As a girl focused on wealth, her power doesn’t work well with proof of poverty. Like all other Asengav Girls, she has Quick-Tempered, Mind-Bent and Insomnia.
Fighting Style: A spectral unit of five characters appears before her. These are the archtypical five members of any team, the swords-wielding DPS, the magic-wielding DPS, the strong tank, the booster/healer and the quick thief/assassin-like character. Olivia controls them like she was playing an RPG, commanding the frontline fighters where to attack and the magic-wielders who to boost and heal, and all-in-all the five of them are much harder to destroy than regular spirits.
Olivia herself is exceedingly vulnerable, but count on these five protecting her at all costs, as far as Mag 20 will let them.
Personality: A girl made subservient, quiet and submissive, made to do nothing but focus on her work as a drone of Asengav’s production, not meant to rest or sleep for Enhanced Sustenance keeps her going. She’s a quiet girl that follows her orders, and that’s all Mariette needs her to be. She still has the material to become excited in there, it’s with honest curiosity that she continues her work on the coins, but otherwise she desires little else than to focus on her work. She’s an utter scaredy cat when it comes to actual danger.
History: Annie Marchand was a common Magical Girl, new and inexperienced, recruited by a distracted Puchuu in a small town. She’d grown up an orphan but gotten fake parents when she made her contract, and was defending her home with a Light-specialization. All-in-all, she was hopeful for her future as a Magical Girl. … Then Mariette kidnapped her out of nowhere, handed her over to Justine who brainwashed her, then Mariette took her back with some charismatic speech or something.
She was then embraced by Asengav, who properly mind-bent her. After that, Mariette required someone to make coins for her. As such, she ordered Annie to take a Red Coin, and to follow exceedingly strict orders for how to create herself afterwards. A new name was required in order to remove all attachment to her former identity as Annie Marchand… and as such, Olivia Giles was born.
Incantation:… She’s never untransformed, why would she need an incantation?
Additional Info: She is not ever meant to be in battle. Annie was a bit of an RPG nerd. She took a few artistic liberties with how her powers manifested, hence the RPG-like setup.
Smug. 14 years old Underdeveloped (+1 Mag) Oddball - Magical Coins (+2 Mag, +1 Vit) Mystic (+1 Mag) Elaborate (+1 Mag) Third Eye
Enhances Sustenance +1 Vit (so they can work all night) Gifted +1 Mag (good at coin development) Training +1 Vit (expert coin maker) Get Out Of Jail +1 Agi (so she can’t be kidnapped) Hammerspace Handbag +1 Lck (so she can carry what they made + supplies)
Extra Benefit +Magical Overload +Supplier
Removed Benefit -Minions (she doesn’t need them)
Monster Wings - Because the image has them. +1 Agi, then +1 Agi for the perk. Devourer - Need to eat stuff. Second Specialization - Spirit (+3 Mag). Also because of the image. Weakness. To keep her in check.
Sealed: Sealed Penny looks to be a rather well developed young woman. She stands at a respectable 5'9" and looks deceptively frail. She continues her trend of wearing baggy and concealing clothes however as her true nature has begun to spill out even when she is sealed up. Gold colored eyes stand out, and most of her joins resemble doll joints. In addition she lacks the correct anatomical features, to say nothing of all of her tattoos.
Online: Not hiding, nor flaunting it, simply Penny as she truly is. standing at 6'0" She a a mechanical powerhouse in a surprisingly cute frame. She is obviously robotic, but not enough to push her into the uncanny valley. Most of her joints are covered in additional layers of armored protection, but one can easily see the seams between her outer plates.
E.o.D.: An entity that is hard to believe exists. Falling stright into the uncanny valley, Penny becomes a mechanical entity that is hard to put to words. Ever growing and adapting, it start off looking vaguely like Penny, but can very swiftly grow into something completely unrecognizable.
Due to her augmentations her Sealed state has the following tattoos.
Face: Small gear design centered on her right eye, the tattoo extends onto her eyelid. Red bat wing behind her left ear with a pair of overlapping V's in the center of the wing.
Arms: Left hand has chains wrapped around the palm that circle up the arm to end at the elbow. Right arm has thorny bramble vines spreading from her forearm.
Legs: Computer circuitry styled into the shape of wings. Start from her ankles and run to the lower thighs.
Back: stylized spider silhouette in center of the back with only four legs, two reaching up to the shoulders two reaching down to hips. Two black dots three inches in diameter on either side of the spider. A single red eye positioned just above the Spiders head.
Other: Thurisaz rune on the side of her neck. Tribal chevron tattoo on the back of her neck. A jagged lightning bolt collar tattoo.
Gifted Specializations: Metal & Lightning & Gravity, the hallmarks of future, these are the aspects that Penny's soul best reflect. Thus her body has been forged from what her soul resonates with; a body of steel, blood of lightning, and unyielding grace. Sadly her outward capability for magic is lacking, weak elemental attacks and a handful cantrips are the limits of her casting capabilities. Her real gift with magic comes from the fact that she herself in made from her elements allowing for truly unique internal expressions of her magic as well as the abilty to absorb her elements for personal benefit.
The insight to machines that comes with the instinct of Metal helps in day to day situations, she is always a bit quicker than expected due to the Lightning in her veins and has a gift for seeming weightlessness that comes from her connection to Gravity.
Due to Penny's unique physiology and altered magical aptitude she has the ability to augment and alter her body so long as she has the resources.
Head: Right eye has a zoom feature added to it, vision magnification resembling high quality binoculars. Teeth have been altered to be able to become razor sharp at will.
Torso: Upgraded plating, two utility ports are still available. Retractable Spider limbs: these limbs have a reach of nine feet and are tipped with a three pronged claw, while retracted they lie seamlessly with her torso.
Arms: Left arm has been fitted with a chain knuckle: Firing this system draws power from her gauss system and has a maximum length of 60 ft. Right hand has been altered to allow for a chain saw type attachment along her forearm as well as her inner hand.
Legs: Electromagnetic boosters: Mainly used for midair hovering and at best a double jump. Also increases land speed while moving in a straight line. Parts for this were salvaged from the Sky Bastion's flight engine.
Other: Increased over all height by 3 inches making her stand at 6 feet flat while transformed. Altered plating composition to allow for short controlled bursts of non magical electricity, requires a short cool down between uses. Small com-relay located somewhere within her upper torso, was given to her by Veronica and is capable of inter-dimensional communication.
Note: All of these augments have left visible changes on her sealed state as well resulting in various tattoos depending on what the augment was.
Weapons: Due to that changes that have been forced upon Penny her whole body has become a weapon.
Her Chassis is an Octiron and Etherium alloy with a unique Dilithium lattice weave that lends increased offensive potential to all of her natural attacks. The unique mix stymies external attempts at manipulation while the composition also lends toward her body holding on to positive enchantments placed on it for a much longer time. Additionally, the Electro-Graviton Core she has increases her efficiency, and capability, of transmitting magic through her body even further, resulting in a very potent ability to self enhance/augment with spells.
The Transformation Blade has also been changed by the Power of the Red coin. No longer a Simple blade it has been fused into Penny's systems, reawakening and improving upon an old skill of hers; The projection of energy fields. These field can take the form of additional shielding or augment her currently deployed weaponry but not both at the same time. in addition it has installed a pair of shoulder mounted ray casters capable of firing off accurate and deadly energy blasts.
Once again she has dubbed the use of this system as Assault mode, but no longer is it her only alternate mode, as the Transformation Blade still retains it's unique capability of shifting into different weapon systems. Granting Penny a deep reservoir of offensive and defensive potential.
• Due to her assimilation of Sirkkeli she has gained a auxiliary system to her weapons. Any blades formed on her arms now automatically connect to a in-built injection mechanism that leads to tiny vials stored in her elbows. These vials are slowly filled with special nanites created from specialized fabricators located in her shoulders; normally these nanites are capable of corroding metallic material into a gray metallic sludge and they spread rapidly over a short period of time, but with with effort Penny can temporarily reformat their intended effect.
These nanites require considerable mana to replenish, or alter, due to their unique origins.
1G, 21S, 33B, Total - Stat allocation 5G 32S 32S = 15 Stat points (0 points above 20)
.:Powers:.
1stRegeneration: A fitting Power for Penny to have, as despite everything that has been thrown at her she just keeps on going. The fact that this power helps her recover that much faster from anything that does hit her helps elevate her to a truly dangerous threat.
2ndCopy Cat: A rare power hidden with the depths of the Red coin. Any Power that Penny lays witness to can be copied and utilized at her discretion. The magic of this power is limited in execution however, she can only hold one additional power at a time and once copied she isn't able to discard the mimicked power for a period of time. Limiting her capability of utilization of it to roughly one copy per encounter.
.:Perks:.
Bile: A monstrous auxiliary system and proof that Penny is not human. It is an interwoven offensive system, fired from the mouth, which can either be used as either a shotgun blast of flechette, arching electricity intermingled with a concussive gravity shock-wave. Or as a long range gauss cannon round, infused with lightning and coated with chaotic gravitational fields, or even as a focused stream of high voltage lightning, condensed gravitational distortions and jagged metal shrapnel that can discharge contiguously for several seconds and redirect easily.
A thing to note is that this system is not a magical in nature, thus takes no mana to use. Its impact is also based on her Vitality rather than Magic. The down side is this attack takes time to recharge, thus cannot be used in rapid succession, and while the cool down can be shortened by limiting the number of elements that are fired off she will never be able to fire it back to back.
• Due to her assimilation of Sirkkeli she has gained a second, weaker, bile attack. It fires off a quick acting glue like substance, that can immobilize weaker targets. This ability has a much longer cool down due to it's unique origin.
Tooth and Claw: Humans fight in dozens of ways, many that they have perfected over centuries of conflict. But Penny isn't human, and fighting like one would only hold her back. The reforging she undertook fixed that issue, and now Penny fights like what she is, a monster and a machine.
She still has all of her old combat training, all the same understanding of how to break someone she just has an understanding how to add her monstrous limbs and capabilities to those situations. With just as much proficiency as her human ones, possibly even more, and just like before it is deeply imprinted, so she always knows how to fight regardless of what form she is in.
Evolution: A more monstrous capability compared to normal magical girls, Penny's magic is to a degree unstable, this allows her take in the magical energies around her and mimic them for her own use, causing her array of options to increase the longer a fight goes on. The drawback however is that same instability means that nothing gained from their effect lasts, limiting her ability to use these mimicked magics to short stretches.
Enhanced Uniform: Her new body was crafted by a combination of her own will and magic, bolstered by the White Coin of Beacon and then perfected by the Red coin. Penny's metal form is stronger, and more durable then equivalent compositions and builds purely because she designed it to be perfect for herself. She is inevitably a one of a kind, top of the line type of girl and her incredible resilience is just further proof of it.
• Due to her assimilation of Sirkkeli her armor has gained a unique function. Once activated her armor plate become reactive, turning into small spikes, shells, and even interlocked scales in response to attacks, effectively automating her defenses. This ability drains mana rapidly due to its unique origin.
Immortality: To many, being composed of advanced magical metals would be enough. For others it would be the innate power of rapid regeneration. For others still to have both would be as far as they would think to take it. Penny has all of that and yet still more. For whatever reason, perhaps it has something to do with her status as a mechanical entity, or her unwillingness to give in, or some unexplained aspect of her magic, Penny is insanely difficult to kill.
She is capable of continuing to function long past the point at which others would have fallen to the wayside, and what should be killing blows will simply fail to keep her down as very little is truly needed for her to keep functional.
Monstrous Metamorphoses: What once used to be a dangerous high stress fight or flight has, to a small degree, been tempered to a potent and still dangerous ace in the hole. Everything that Penny is returns to her origin point as all humanity is temporally suspended and she becomes an unrelenting Engine of Destruction.
She can still be pushed into this transformation, but it has become much more difficult.
Legacy: Due to the fact she has exorcised her human elements something fundamental about her has shifted, a lasting effect of her splitting and reforming. It can't be hidden, but neither can it really be seen, but something within Penny has been irrevocably changed, and anyone with a even a simple amount of skill in magic can tell. A persistent mark of all she has accomplished in a very short time.
There are some benefits to this however. Debilitating magics don't stick as well to her anymore. The debuffs either burn off at an accelerated rate or simply lack their intended potency. She also retains some portion of her Mind when she undergoes a metamorphosis, though how much is hard to quantify. Lastly more of her impressive physicality bleeds over into her Sealed state thus even when she is playing at humanity she is not to be taken lightly.
The final down side to all of this is that Penny can never truly be anything other then a Monster Girl. Ever.
Awareness: A magical sharpening of ones mundane senses. In and of itself not a powerful magical effect, but for someone like Penny it is nearly invaluable. Her senses were already attuned to more then normal, both by her strong connection to her elements and her status as something more than human. So this just brings all of that to even greater heights.
Intuition: A potent sixth sense, one Monstrous in origin as well, it allows Penny to divine what it is people are after, or what it is they actually want. Not always the most precise of understandings, often times little more than just vague hunches. But for one who has so many targets on her back it is a boon not to be underestimated. Also helps in getting those who aren't yet aware of what they need some assistance as well, which helps in the managing of the Sanctuary.
In addition, when paired with her Awareness, it grants another useful little trick. Penny is always aware of if she is being lied to, not matter the kind of lie.
Patron: Beacon
Patron Benefits
Shine Spark: The spark has always been a powerful thing, but as times move forward even the strongest things can be beaten. This was Beacons answer to all those that were finding ways to subvert the Spark defenses.
Alongside it's normal benefits, this upgraded Spark grants immunity to any attempt to forcibly change or control Penny's mind and rather than being a gentle shield it is capable of retaliating with force against the would be assailants.
Due to Penny's unique nature she can spur the Shine to even greater heights, unleashing a grand burst of Beacon's Light. Though she can usually only do so once per day.
Perfect life: The gift a picturesque family life. A Mother, a Father, possibly a pet. Alongside promised protections to those you befriend that are not in the know. A tempting offer, that Penny can't help but find tastes sour. Perhaps it's because she's not human, perhaps it’s due to how her life has been within the magical community thus far, but Penny does not care for having a family to go back to.
She appreciates the thought, but will never take the offered home.
Mana Font: Some are blessed with more than others; And Penny's reserves are vastly larger then one might expect due to her low casting capability.
Patron Drawbacks:
Excommunication: For siding with Beacon comes a few hard rules they will not tolerate being broken; No cooperating with Horrors, Dark Magical's, Monsters, or the Mint, the use of a Black Coin and the killing of another Beacon member. All of these land you on the kill on sight list and all prior privileges revoked.
Sadly Penny is already breaking a couple of these rules and has no plans to stop. For one She is a Monster girl still and knows that not all of her kind are bad and the same goes for Dark Magical girls.
She is in complete agreeance on all of the other rules however.
Vow: Hope: The very thing that allowed her to join Beacon in the first place, her never ending hope, is now her Vow. Despair is understood and allowed, but never can it rule over her. Nor can she allow other to give in to that abyss. She is to be the light that reminds others that tomorrow can be a better day, and to be the hand that is offered to help them back up.
~Other~ Because of odd circumstances and events Penny has benefits and drawback outside the normal Patron arrangements.
Transportation: Earth Bastion Luck, timing, and a touch of insanity have caused Penny to acquire something beyond her normal limits. In the haze of her monstrous transformation Penny cannibalized the Earth Bastion seeking more metal to work with in effort to kill her target, at the same time Amber, to original owner of the ship, was killed weakening the magic binding it to the Pirate. This has made Penny the sole owner of this mobile fortress.
When not in use Penny pulls the magic of the ship inside her, storing the Earth Bastion somewhere else until she calls for it, while stored in this way it gains her regenerative capability.
+Magical Overload-: A blessing, originally granted Laat’AlOfan. Penny has come to enjoy the things that it grants; superior Physical talent at the cost of overt magical skill, and the radiance of a multifaceted soul. Penny is loathe to lose that which has come to identify with herself now.
-Monstrous Form+: Her curse, though you would not be able to convince Penny of that anymore. Her body is still made of Metal and runs off Lightning, but no longer does she need to tear things apart.
Yet due to the assimilation of Sirkkeli her soul has become even more twisted. Penny's reincarnation cycle is now anything but ordinary. She starts each new life as a full monster of very little danger or threat and must work towards refashioning herself into the Monster-girl that she truly is.
Debt: Cast off with no point of contact and no want to contact them. Penny leaves the Ebon mint with a small unpaid debt to the shadowy organization, one she has no intention of paying off.
Fighting Style: Penny's fighting style is a utterly unique to herself. On the surface she is fights using her superior physical capability in combination with her considerable skill at hand to hand to tear apart her foes. But the longer a fight goes on the more dangerous she becomes as she starts incorporating more and more of her opponents abilities into her own repertoire, if only temporarily.
More then that her body and on-board weapon platforms are not limited to their default configurations. Allowing her to alter her available tools at a moments notice. Add in the fact that any source of metal or electricity in the area are additional sources of potential for Penny and it becomes very obvious that the longer a fight goes on the more dangerous an opponent she becomes. The fact that she in nearly impossible to take out quickly just exacerbates the problems for her enemies.
And while her external magical talent is near useless in a straight fight, as she had been built for the purpose of physically destroying that which stands in her way, the fact that she can use her elements to augment her already fearsome physical capabilities, in a number of vast ways, the real danger of her magic is her ability to sense her elements making it near impossible to hide from her at close range.
All of this becomes exponentially more when she retreats into her E.o.D. as her natural elements are drawn to her and her mechanical nature reaches it's apex pushing her mental and magical utilization to their limit.
Kind and altruistic, Penny always tries to look on the bright side of things and is always willing to help out those she can. Seemingly naive, She is always trusting of people at first meeting, though that comes more from her ability to take care of herself than of lack of judgment.
Unafraid and outgoing she will be the first to introduce herself and to try and make friends. That being said she is very hesitant to talk about who she used to be and has a good deal of empathy for those that have had their lives radically altered.
She is also a hopeless romantic, and unashamed to admit it if asked, and while this has caused her a recent heart break she is never the less happy with Chloe and is willing to give her all towards their new relationship.
All of this hides the fact that Penny is very much a broken individual. Her traumatic induction to the magical world has left her with many unseen scars, which leads her towards rapidly forming deep attachments to people in effort to gain some sense of stability in the chaotic world.
Once again a whole entity Penny is much as she used to be. Still kind, outgoing and altruistic she has nevertheless become more reserved, less inclined to blind trust yet also more willing to speak about herself and her past experiences. She still loves deeply and fiercely but is not so prone to giving away her heart to anyone who shows her a modicum of affection.
No longer burdened by her traumatic and pain fulled origins Penny has set her sights on the future both near and far, no longer content to simply be a follower.
History:
Few people, if any, are willingly inducted to carry out Laat'AlOfan’s will. Penny is no different. Back when ‘She’ was ‘He’ it was a simple case of wrong place wrong time. The Girl that Penny has replaced, like many before her, found a way to slip out from Laat's grasp, and chose to do such in defiance of the destructive God.
Were it at a different time, Jason would have kept his normal life; He worked as a Computer Engineer, tasked with developing and building new hardware and software. It was a simple life with no great appeal beyond the fact that it was his.
But it was a crucial time, and 'AlOfan rarely asks for permission from those he chooses to aid him, He sought the closest person who soul resonated with his intention and acted. Penny doesn’t recall her first night as chosen, and that does worry her.
Since then Penny has found herself in a unique and dangerous position of being allied with both the Ebon Mint and The Beacon. Both of these groups sought her out due more to Laat'AlOfan's interactions then her own. Still she has proven to be a capable, if destructive, ally and help bring down Justine's forces and demolished the dark girl’s castle single handed. Tired of being trapped under Laat and his machinations Penny ousted herself to Beacon. Not in hopes of mercy, but in hopes that her friends within the age old institution would not be caught flatfooted again by duplicity, as well as to spare more stigma against Monstergirls throughout Penrose.
Afterwards was a short stint of peace followed by one whirlwind of emotion after another. An old friend appeared, Chloe, at the same time that Penny was dealing with a frazzled and confused heart. Yet it was the intervention of a less force and a surprise Beach trip that helped settle things. Her love has been pledged to Chloe for better or for worse.
Cool acceptance by the Ascendancy has cooled Penny's first impression of the Fundamentalists but she is still wary of the militant force as she is a Monstergirl, possibly more. Never the less she trusts Alicia and her vision for the future of Beacon.
Once split and now reformed Penny is planning to more actively pursue her goal of building a safe haven for those seeking to stay out of the vast array of political machinations that plague Penrose. Even though she is a firm supporter of Beacon, she is not opposed to stepping away from the strict rules of the light of humanity if it means helping those who are too afraid to seek it themselves.
Incantation: "Running full system diagnostics. Machine status: Fully operational. Combat Stations: Online. All Systems: Primed and Ready!"
Additional Info
Due to her nature She is flat immune to Lightning Magic and immune to any Metal Magic that targets her directly.
Has possession of Chloe's Hero token.
Owns a Cloaking Artifact. It renders an area magically invisible, even to Third Eye! Light-specialized may still see through it.
Owns a pair of Lightning stones. Each capable of producing enough energy to power numerous appliances at far distances.
Owns a Doll of herself. It resembles how she used to look.
Owns a Over-city Guide. it communicates in a variety of boops, beeps, and holographic images. She has named it Snoopy.
Sanctuary
-My sanctuary where fears and lies melt away / snwod dna spu ynam os-
Total amount of money spent on Sanctuary: 2G, 17S, 14B. Payment to Goblina (3S) Upgrade purchased. (Faction Hero tokens: 2G, 6S) Nature Staff (8S, 14B)
Upgrades purchased:
Cat-girl maids: Summoned by Dina. Make the place a warmer and more comfortable place.
Nature Staff: Purchased by Shane and left to assist with the Garden. Minor magical weapon it's value is in it's ability to grant any wielder power over plants, which is invaluable to the maintenance of the Sanctuary's small garden.
Faction wide Hero Token: A complex magical artifact that warns its wearer when Sanctuary (the building, not the people) is being attacked. It doesn't work well across dimensions, and doesn't have the Big Hero Token's ability of magically ensuring you'll get there in time regardless of distance. (Token's cost 2S. Total amount of Coin spent on Tokens: 2S)
PC's with a token: Penny, Dina
Connections: EVERYONE. Major allies; Beacon, and Dan. Minor allies, near everyone else.
Enemies: Ascendancy, Mint, and Penrose Independent are major ones. Anyone who would threaten the safety of the Sanctuary or the city of Penrose at large are the rest.
Resources: Just enough to break even.
Goals: WIP Major: Moderate: Minor:
Name: Kyle Tanner, The Great Aurelio
Age(Magical Boy): 14
Age(Before Magical Boy): 21
Gender: Boy
Gender(Before Magical Boy): Boy
Appearance:
Specialization: Empathic & Illusion Empathic magic is an odd type of magic. It is capable of rivaling any other type of magic in their best area, be it offensive attack, supportive utility or defensive reliability, making it the single most versatile magic out there, so long as you have the right emotions for the job at hand.
The issue is that to do any of this magic requires the right emotions to be present, thus Kyle has learned how to provoke the emotions out of people, he is better at drawing out the positive emotions from people then he is the negative ones, but is equally skilled at wielding all of them.
The fact that he can always tell how a person is feeling helps him out a lot in this regard.
And now due to the Ruby Coin he has even more support options up his adept sleeves, in the form of illusions. Already capable of doing anything if he had the right emotions for the job now he can seemingly do anything even if he has nothing remotely related to the job. Distractions, cloaks and phantom threats all that and more are now a viable path for him to pursue.
Add in the fact that he is now, somehow, capable of making harder to notice him and you have a grand recipe for a support mage that is endlessly annoying for his opposition and tremendously helpful for his allies.
Weapon: A simple Magic Cane is the weapon of choice for Aurelio. It is pure white, except for the vibrant sapphire stone that is set in to the handle. Despite its simple appearance it is rather sturdy and can be used as a club if needed.
Coin Totals: 1G, 03S, 00B.
When channeling magic complex runes appear along the length of the cane, that help and augment the magic being cast. (Enhanced weapon/Dual weapon)
Powers: 1stDuplication With minimal effort Kyle can form clones of himself. These clones can do nearly everything that Kyle can, with the exception being they have no magic of their own, nor can they duplicate themselves.
Kyle has developed a simple way around one of these issues. When forming a clone he can infuse it with a mote of emotion, granting them the ability to use that emotion for empathic magic. Doing this has the side effect of changing the color of the clones’ clothes to one that matches the infused emotion, but otherwise his emoticlones function the same as normal.
Any emotional energy infused in to a clone is lost when that clone is popped, but can be regained if they fuse back with Kyle.
Perks: A lot of perks require some elaboration.
Masculinity- One of the few, Kyle gets to stay as a guy for his life in the magical world.
Gifted- When it comes to emphatic magic Kyle is just a step beyond what would be expected of him, with his natural skill at it his clones are much more than they could be as he often infuses them with one emotion to augment them.
He is also capable of causing feedback loops in emotions, making highs higher and lows lower, but it takes a lot of focus to do.
When it comes to illusions he is just as skilled at finding unique was of using it. His greatest feat with Illusions is giving them a measure of autonomy. Any illusions made in the vain of people or creature are capable of action even if Aurelio isn't focused on them, giving him yet even more options to disorient and confuse his foes.
Eternal style- No matter the situation, waking up, just got dragged through the mud, just thrown through a dust fill warehouse, doesn't matter Kyle is always in pristine shape. His clothes are clean, and no smell or any other inconveniences. Plus he gets to summon free stylish outfits whenever he wants, makes dressing up a snap.
Awareness- When it comes to picking out the tiny details Kyle has a significant advantage, all of his senses are augmented to a supernatural level making it very hard to slip anything past him without the use of magic.
Enhanced transformation- Needing only a few moments Kyle can quickly don his outfit with little more than a thought. The fact that he is immune during the abridged transformation is just a welcome bonus, doesn't stop him from calling out his transformation sequence anyway however.
Patron: Beacon
Patron Benefits:
Perfect life- Friends, family, hearth and home. The basic gifts to those that follow the light of the Beacon, downside is that you have to go back to school.
Shine Spark- A greater mote of Beacon's light has been placed within Kyle, granting him great resistance to any and all attempts to alter his mind and body.
Improved over the prior Spark, this one is capable of active defense rather then just passively resisting corruption.
Transportation- As a great support unit, Kyle has been granted accesses to the beacon teleportation network. He can always teleport to the local Beacon headquarters and can easily move between the various Beacon hideouts that they have set up. In a pinch he can even be teleported into a fight if back up is needed.
It could be used as an extraction method as well, but his teleportation isn't hard to block off and takes a bit of time to set up, thus making it practically useless in a fight.
Patron Drawbacks:
Excommunication- For siding with Beacon comes a few hard rules they will not tolerate being broken; No cooperating with Horrors, Dark Magical's, monsters, or the Mint, the use of a Black Coin and the killing of another Beacon member. All of these land you on the kill on sight list and all prior privileges revoked.
Vow: Kindness- All who stand with the Beacon must uphold a virtue, Kyle has vowed to up hold Kindness. He must be kind to all he meets, never allowing his actions to be mean spirited or cruel. So long as those he is dealing with aren't agents of darkness anyway.
Fighting Style: Going against Kyle is a rather frustrating experience, as on top of his seemingly purely defensive style he is actively trying to irritate you. As he dodges and weaves around attacks, never once does he stop talking. All the while he is drawing in to emotions that you are giving off and either feeding it to his clones so that they can lay in to you from a blind spot or so he can blast you in the face with it when you finally snap and try and tell him to shut up.
Fighting alongside Kyle is an enjoyable one, as he starts a positive feedback loop in his allies. Reinforcing and bolstering the good morale of everyone, both with good banter and buffs pulled from the positive atmosphere he builds. He functions best as a support unit, making his allies better while hampering his foes.
Personality: As extrovert and social butterfly Kyle is often the life of the party, always joking and bantering with those around him. Light hearted and kind he has a smile for everyone he meets.
History: Kyle's entrance to the magical world is a rather tame one. He answered what looked like a spam email asking if he was wanting to live a life of adventure and magic, if he wanted to protect to world from the growing darkness. He didn't believe it, but figured he would get a laugh out of whatever reply he got sent back.
When a Puchuu came out of his computer with a contract to sign, he was left dumbfounded. Still after a few hours of discussion and amending the contract here and there, Kyle signed up with the Beacon. He still gets a kick out of telling people how he was recruited.
Incantation: "Ladies and gentlemen, boys and girls! Welcome to the greatest show on earth!"
Additional Info: He is a rather skilled stage magician. Treats the magical lifestyle as a game. Ruby Coin used for Illusion magic.
Name: Vivian 'Viva' Turner
Age (Magical Girl): 16
Age (Before Magical Girl): 38
Gender: Lady
Gender (Before Magical Girl): Woman
Appearance: Due to her magics and physical nature Viva has the ability to radically shift how she looks but below are how she tends to spend her time. Default sealed
Specializations: Corrupted Reinforcement - Her Reinforcement is a blackened twisted version of what Reinforcement is usually. It works in the inverse way compared to normal, enhancing the flaws in things that her magic hits. This is the default nature of her magic in all things, extending even to the barriers she creates. They fracture at the lightest touch from anyone but her and rain down debilitation even as the shard like nature of it harms them.
She can still do normal Reinforcement, but they either carries caustic down sides, or take more effort to cast.
Oddball(Vicissitude): - A twisted and profane specialization. Vicissitude is the ability to mold and shape flesh and bone as if it were simple clay. It allows for any number of physical alterations, so long as one has enough material to work with. The largest limitation of the magic is that physical contact is required for anything to be done, and even then, unless one has time to actually focus on the work, any action performed is going to be simple and straight forward at best.
It is very difficult to inflict this specialization against the unwilling, as the magic inherent in all girls and monsters actively fights against any change this specialization tries to impart. Thus unless extra care and effort is put into the alterations they will eventually revert, assuming that the target in question is still alive and still has all of their original material.
Weapon: Revolver – A rather ordinary looking revolver, if not for the fact that it is a .50 caliber weapon. It packs a mean punch and never needs to be reloaded, though if Viva wants too she can load it with chemical mixtures so that she can add a little something extra to her ranged attacks.
[Enhanced Weapon]
Power: Hammer Space – Every person’s hidden dream. The ability to store anything that you are holding so that it will always be on hand when you need it, without ever having to worry about weight limits or total amounts of things stored away. Even works in disguise.
Perks:
Healing artifact – A small silver caduceus amulet. Normally she wears it on her choker and allows it to function akin to pseudo regeneration but she can also direct it’s energies towards other by holding it close to the wounded area. Either way when it is active it glows a pale green making it rather easy to detect.
Training (Medicine) - A vitally useful gift from magic. Viva holds, effectively, several doctorates in a wide swath of medical fields. This is what has allowed her to twist her form with simple corrupted reinforcement and augment various chemicals to combat levels of potency. Now it allows her to know where to hit to cause the most damage and refine her reformations.
Get out of Jail – If she needs it Viva can simply chose to leave any given danger she finds herself in. warping her to a relatively safe area where she can then take a breather and possible recuperate if she needs too. Can’t be used back to back however, as it does require time to recharge.
Coercion – A dark magical ability that awoke with Viva's change from human to monster-girl. With a bit of effort and a moment of eye contact Viva can ensnare people under hypnosis. most useful agasint the unaware and untransformed, it still has it's uses inside combat even if it will only last for a moment or two unless her targets is extremely unlucky.
Flexible – a body made of some strange composition that can shift between goop and solid at whim means that Viva can put any contortionist to shame as she can tie herself into literal knots. The mind races at the implications.
Patron: Lamashutu; The Mother of Monsters
Patron Benefits
Paragon: Harder, better, faster, stronger. The magic of a God makes Viva physically better in every aspect that she can be.
Blessing: With a bit of time, preparation, and effort. Viva can call forth a Blessing of Lamashtu on either a person or place. Never flashy or overt, these divine gifts have real and lasting benefits. Just don’t expect many outside of the family to ever be able to benefit from them. The main benefit of this comes into play in combination with Viva’s Corrupted Reinforcement, as Viva can perform corruption rituals, Corrupting normal magicals into dark magicals or even Monstergirls.
Mana font: Viva now has a mainline tap to a portion of Lamashtu’s magical reserves. And even at the tiny, tiny, percentage that she has access to give her larger reserves then most would expect of her.
Transport: She still has access to her old Motorcycle, even if it has gotten a minor upgrade under the hood due to the divine magics powering it, but all in all it is the same high speed street bike it always was.
Magical overload: Her ‘ascension’ into being a monstergirl has brought about boons for Viva. Her body is endlessly morphic, twisting and contorting in ways that are simply inhuman. Changing consistency between sludge and stone with nary but a thought, and along with that came her second specialization, to ability to mold others with the same way she can mold herself.
{Second Spec: Oddball(Vicissitude), Amorphous}
Patron Drawbacks
Vendetta(Beacon): due to recent events Lamashtu has turned her grand ire towards Beacon in Penrose and seeks to reduce it down to naught but ash. With Viva as her sole champion within the city it is down to her to lead the attacks upon the holy organization.
Arrogance: Lamashtu has little understanding of how mortal life is supposed to work and always assumes that her children are perfect for any task she gives them, and if they aren’t then surely their Brothers or Sisters will be happy to lend a hand.
Paranoia: Distrusts those not within the "family"(monsters/monster-girls. Dark magicals on a case by case judgment) and always assume the worst of them. She hates those who take advantage of her children and those who seek to kill/purify them. Which oddly enough pits her against both Beacon and the Mint despite the latter’s habit of creating more monster-girls.
Monstrous Form: Viva always had deviant tastes, and those have only gotten so much more with her change into a Monstergirl. She love to eat others, fresh if she can, but isn’t opposed to decayed left overs if that is all that is available.
Her new constitution is frighteningly vulnerable to fire however, leading to her being burnt incredibly easily even if it’s not an attack.
{Devourer, Weakness [Fire]}
Fighting Style: Viva fights primarily at range, using her revolver as her main source of damage, and controlling the battle field with her debilitating barriers or caustic clouds of amped acids. And that is only if she is forced to stay on the ground. As Viva loves to incorporate her bike into her combat routine, racing around on thin roads conjured from her magic to give her a speed and height advantage that many find hard to overcome.
Yet if she is forced into melee she has a few nasty surprises in store for her opponent. Shape shifting her hands into bone tearing claws or her teeth into acid coated fangs and trying to bite off a piece of how it is that is attacking her. all in all not a very fun person to have to deal with.
Personality: Viva is very much a changeling in personality. Always adapting how she acts to best ingratiate herself to whomever it is that she is interacting with, but in all honesty she is a selfish and sadistic individual. She enjoys inflicting pain when she can get away with it, but is also something of a cowered not willing to stand her ground if she feels that she doesn’t have the advantage.
History: A twisted, if only internalized, individual Vivian was pulled into the magical world very much on accident. Teetering on the precipice of being exposed for her, very much, illegal activities by her husband, Viva stumbled across the dead body of a magical girl recently killed by a monster attack, the monster either dead or fled Viva was debating in partaking in a late night snack when the girls Puuchu found her.
Her transformation went awry when she willing overloaded her specialization turning herself into a dark magical girl. Rather than try to reconnect with her family Viva just smiled at her stroke of good fortune and went about her own way, happy to have found a life in which she could indulge herself in her desires without anyone being able to stop her.
Incantation: "Twist and Toil, Carve and Flay, the Operation can now begin"
Additional Info: • Viva is Reaver's Biological Mother.
Age (Magical Girl): 13 (used silver) Average +1 Vit
Age (Before Magical Girl): 20
Gender: Male
Gender (Before Magical Girl): Male
Appearance:
Only gold instead of black
Only gold instead of red
Only gold instead of white
Outfit Type: Elaborate +1 Mag
Specialization: Reinforcement/Beast.
As a Reinforcement specialist, Alexander's power lie in shield and healing...much to his dismay. From placing shields of any shape in fixed locations, to placing personal force-fields on others. Alexander can also bolster the power of allies (although doing this requires concentrated focus). While his healing isn't fast, it is potent; given enough time, Alexander can heal anything short of death itself.
With a Beast specialization, Alexander can further strengthen his body with beastly might. However, this causes his helmet to vanish, and for him to grow two fuzzy ears and a tail. He also has a pet bunny, weasel and owl
Weapons:
Mystic (chose with silver); Rod. Pretty much just a foci for his magic. It's lackluster at physical attacks, much to Alexander's dismay. Runic Enchantments: - Spell Booster.
Melee (bought from store); Sword. A large and heavy magic sword he bought from a store. It's really great at physical attacks, much to Alexander's delight. Runic Enhantments: - Swing Speed Booster.
Power: Duplication, Tentacles.
Perks:
Enhanced Sustenance +1 Vit (swapped from Healing Artifact with silver) Awareness +1 Luk Masculinity +1 Luk Fated +1 Luk Sorcery (Rune magic) +1 Mag Gifted (Red Coin) +1 Mag, +1 Vit: Primal Mode Inspired by Lily's Berserker form, and with his power over Reinforcement and Beast magic, Alexander has developed a spell derived from both Specializations that acts as a physical booster. Unlike Monstrous Metamorphose, this super form doesn't come at the cost of sanity. This is different from a normal Beast specialization transformation, as it draws from the target's magic, while also attuning them the closer to their specialization, making them pseudo-elementals. For a Reinforcement/Beast user like Alexander, this is mostly a raw physical booster. Absolute Direction +1 Luk
Patron: Sol Invictus
Patron Benefits:
Paragon: "No follower of mine can be scrawny!"
Blessing: The blessings of Sol Invictus invoke protection against evil and/or martial might.
Clergy: If Alexander is going to work for him, then Sol Invictus is going to make sure he knows how to do it.
Mana Fount: When Sol Invictus does something, he does it with gusto!
Gifted Item: Disguise Artifact +1 Vit.
Patron Drawbacks:
Arrogance: "Limits...what are those? I'm sure you can handle that endless horde with ease!"
Unknown: He used to be well known many eons ago...but not anymore.
Loud: "What's volume control!?"
Big Brother: To him, it's less 'spying' and more 'getting involved in the life of his follower'
Fighting Style: Alexander's skillset makes him bet suited to the rear. Putting up shields, buffing allies, and healing when need be. Although he really wants to be on the front line. Though Righteous Fury, Alexander has broken through the limits on his magic. While he still heals, shields, and buffs, he can now do so from the front lines.
Stats (Untransformed): These start at 3. CYOA options indicate if they apply out of costume as well. STR: 4 AGI: 4 VIT: 6 MAG: 4 LCK: 5
(After Season 1 (Stat Total)) STR: 6 AGI: 5 (-1 from Beast Spec) VIT: 8 MAG: 17 LCK: 9
(After Season 2 (Stat Total)) STR: 6 AGI: 5 VIT: 9 (+1 from Gifted) MAG: 18 (+1 from Gifted) LCK: 9
(With second Weapon (Stat Total)) STR: 8 (+2 from weapon) AGI: 5 VIT: 11 (+2 from weapon) MAG: 18 LCK: 9
(44 Silver coins, and 16 bronze used) STR: 8 AGI: 5 VIT: 11 MAG: 19 (+1 from bronze coin) LCK: 20 (+11 from silver coins)
Personality: Growing up as an orphan has made him used to being own his own. Because of this, Alexander is a grumpy guy, with a bit of an aggressive streak in him. He's quite vocal about his desire to bash the forces of darkness with something heavy, as opposed to playing support. He's not used to having people care for him, or caring for others. That being said, there still lies a guardian spirit inside of him. So may whatever being you worship have mercy on you if you manage to badly hurt someone he comes to care for...because he won't.
History: Alexander never knew his parents. His earliest memories were of the orphanage where he grew up. Because it was overcrowded, the staff were stretched thin, so he had to learn to fend for himself. Alexander never got adopted, and had to get a minimum wage job when he was too old to stay in the orphanage anymore. One night, when he was walking back home from work, he was attacked by magical creatures. Just as he was about to die, Sol Invictus found him and lent him the power to defend himself. Since his attackers weren't expecting Alexander to be able to fight at all, they were quickly dispatched. Sol Invictus than explained to him that he attacked because he was the last decedent of his followers from the days when he was active, and that his parents were most likely killed for the same reason. He than offered to make the powers he lent him permanent if Alexander became his follower. Consider the state his life was already in, Alexander agreed, having nothing to lose.
Being a Magical Boy with no direct offensive powers pissed Alexander off a lot. Being unable to fight on his own, he was forced to partner up with a Magical Girl named Lily. Strangely enough, he wasn't actually bothered by her peppy attitude, and found her not painful to be around. Since she was homeless, he opened up his home (which he had acquired thanks to his Disguise Trinket).
When Lily was kidnapped to be sacrificed in a ritual, Alexander became so enraged, that he managed to break his own magic into becoming capable of 1 on 1 combat, and used that new power to battle a Time Magical Girl. He then assaulted the castle of Justine von Visceral alongside a large group of Magical Girls, never fully understanding why he was risking his life for her. After a heated siege, Lily was saved, and she and Alexander rode off into the sunset on her lightning bike down a road of sparkling magic.
Not long after that, Alexander ended up adopting a few animals, and some new crazy thing attacked Penrose. Right after that however, he and a bunch of other people found themselves on a tropical resort for a vacation. After some shenanigans, they found out that the lesser spirit running the place had hijacked it from the wish twins, who had made it from Lily's wish. However, he folded when confronted pretty easily, and they were able to return home. Also, Alexander is now dating Lily.
And thus, Alexander's adventures in the bizarre yet beautiful world of social interaction continue...
Incantation: Let the sun shelter my allies and smite my foes!
Name: Sol Invictus, The Cleansing Sun, He who shall smite the darkness with his righteous light.
Personality: Sol Invictus is a very boisterous god. He enjoys good food, good drink, good company and watching the forces of darkness flee in terror! His driving force is being a hero...yeah, he's that kind of guy. He's surprisingly easy going for a god; laughing off his sole follower's complainants. That being said, should his wrath be kindled, he will not hesitate to bring down his light. He is surprisingly friendly for a god; more than willing to have a simple conversation with his followers, or even other gods, and he's always looking for new friends. He is very much like his namesake; warm and inviting, yet harsh relentless to those who cross him.
History: A god from the days when latin wasn't a dead language. He once had many followers, but in a battle with otherworldly Horrors, he was weakened and fell into a deep sleep. When he awoke, he quickly found the sole descendant of his followers; Alexander
Resources: Right now, Alexander is his only follower. However, he still has his wealth, so he can afford to pay him just fine
Additional Info: This is what happens when I take Kamina and Flay Gunnar, shove them both into a blender, add a pinch of "I'm halping!", and pour the result into a paladin god mold.
"...Are you just stupid or intentionally trying to piss me off?"
Name: Katarina Nekrasova
Age (Magical Girl): 8
Age (Before Magical Girl): 39
Gender: Female
Gender (Before Magical Girl): Female
Appearance: Body type: Overdeveloped Outfit: Skimpy Standing taller than your average looking 8 year old at 4'6, Katarina is easily mistaken for someone a few years older. She has short white hair, amber colored eyes, and a dark skin color. While nothing amazing, she certainly appears older than she actually is. She normally can be found wearing tank tops, stockings, running shoes and other forms of athletic wear with occasionally a black jacket.
Her magical girl form is much the same as her untransformed state. Her hair grows to her waist, and her clothing is replaced by a rather skimpy black cloth for an outfit. It covers just her legs, ending in heels and leaves little to the imagination around the chest and stomach area. It does come with a snazzy red jacket, though.
Specialization: Metal +3 STR Shape and manipulate metal. Novices can fling bullets, fire weapons, maneuver sheets of metal. More skilled ones may even operate complicated machinery, animate statues, purify ore and restore corroded metal. Masters can manipulate on the molecular level, creating superconductors, machines that shouldn't be able to work, and can optimize almost any mechanical device to impossible lengths.
Outside of costume, often skilled mechanics or tinkerers.
Weapon: Ranged, Melee Axiom Authority At first, one would assume Katarina's weapon is a simple war bow. A construct made entirely of metal, with a flowing design, if a little pointy. The article for all intents and purposes, is in fact, just a bow. The things it fires though? Certainly not arrows.
Rather, the arrows for the bow are swords, or perhaps better described as javelins or ballista ammo. These unconventional arrows are the bows ammo, and are typically created via her Mana and magical ability. For the most part, they are completely aerodynamic and unlike most melee weapons, fly true. She can create them so long as she has the mana for it. Their size is typically limited to whatever standard the weapon 'blueprint' they're created from are in real life. As you can imagine, getting slammed with a javelin will render most people incapacitated, armor or no.
They function as an extension of her bow, and are thus a weapon just as her bow is and can be used in melee quite successfully if used creatively.
Power: Regeneration Heal and recover Mana faster than normal. If it doesn't kill her outright, she can live through almost any injury. Severed limbs need only to be held in place to be reattached, and if she expends mana she can even regrow lost ones and wounds can heal even as blows are struck. Out of costume, stamina and recovery speed are greatly increased, but healing is greatly reduced.
Perks: Enhanced Outfit (+1 outfit stat) Simply put, Katarina's outfit is sturdier, stronger, more durable, and allows for better magic channeling. Enhanced Weapon (+1 Weapon Stat) Her weapon is harder, faster, or better in some fashion. Fated (+1LCK) Supposedly, she is fated for some task. Whatever it is, she doesn't know. Supposedly she'll never encounter monsters she'll never have trouble with, and if she does, fate will conspire to help her, even if it ends in a Pyrrhic victory. She'll never find herself in trouble in her civilian guise. Dual Weapon (+1 secondary weapon stat) Her bow, the Axiom Authority doubles as a melee weapon. Martial Training (+1 STR) She was granted a vast knowledge of weapons, tactics, logistics, and knows how to use them effectively. Awareness: (Ruby Coin) While she already had a fairly good mental acuity with her eyes, this perk allows her to have a supernatural seeming awareness of her surroundings. Harder to ambush, and has an easier time spotting enemies weakness or interrupting their attacks in true hit and run tactics.
Patron: Solo
Patron Benefits: Free agent - Can work for anyone, and not beholden to anyone. No one is asking to sacrifice, no horror wants to eat me, no wizard asking for annoyance beer runs. She could work for them, should she wish, but she doesn't have to, either.
Physical Prowess - Katarina has been granted superior physical strength, even if her patron decided to fuck off after they made the contract.
Patron Drawbacks: Alone. No help, no backers, and only one benefit.
Fighting Style: Katarina's main focus, she would say, is long to mid-range combat. Sniping foes from an incredibly far distance with the destructive power of her bow is her preferred role. Either in support of melee fighters, or taking out foes unaided without having to get her hands dirty, killing them before they even know what happened. She can riddle the battlefield full of steel arrows made from her mana. Nothing escapes her impeccable sight.
In a more medium ranged setting, she opts for less impressive arrows. Usually opting for sword-sized projectiles made of steel for quick shooting and firing a barrage of projectiles at the enemy. With her agility its fairly easy to fire off a dozen of projectiles within just a few seconds while maintaining distance from a foe far enough to remain safe.
If she does find herself in melee distance, despite her ranged-focus build, she's not a slouch in a melee either. Taking a sword in her right hand and her bow in her left, she blends quick footwork with small projectiles to keep foes at bay and to defeat them. Being able to create numerous projectiles at will is incredibly useful in close quarters. Taking an arrow point blank to the face is not a pleasant experience.
Personality: Quiet and taciturn, has little patience for people and tends to come off as a little hostile. Katarina takes a hard stance to most things, and refuses to change her opinion or waver in her beliefs which can understandably, make most people quick to judge her as unfriendly. She simply admires one thing - efficiency. She dislikes waste, abhors taking the long way to do things, and will always opt for the most efficient method of doing something - even if it should mean hurting someone else. Justice, after all, is to be dispensed swiftly and without mercy.
Of course...that's not to say she's completely on dimensional. A lot of the time, she simply does no think of other ways to do things that could potentially have a better outcome. She simply often finds people, whether they be malevolent or benevolent or not, do not change no matter what. Criminals will always be as such. Evil will always be evil, and good men will always at their core, be good.
Perhaps she's a bit jaded, but she doesn't think too deeply about it. Truthfully, is looking for a cause to fight in that she believes that would be best for everyone, but realizes that's nothing more than wishful thinking - but perhaps if someone could convince her that even if she died fighting, she could help if their cause was just.
History: Where to start...
Katarina's history is mostly unremarkable. Originally from Mother Russia, She's had a rather mundane life as far as it goes. Grew up, got a job, family eventually moved from there to Penrose when she was younger. It was easy enough, getting a job in the police department of Penrose. Solve crimes, deal with criminals, help people. But far too often she saw it - corruption, the legal system not being harsh enough on criminals, and overall no matter what happened, things simply never ending well as she thought they should.
Perhaps she's just arrogant, thinking she knows the best form of justice.
Regardless -
One day she was hunting a serial killer in Penrose. Unbeknownst to her and the others, they were far out of their league. A magical girl who had been turned into a monster had been praying on people, and so far had managed to confuse and escape from any hunters. And her and her partner just so happened to find it. She should have died that day, had it not been for the girl protecting her and passing on the last of her power. Something seemed to have went wrong though - or perhaps it was right? Perhaps whatever deity or patron the girl had simply died that day protecting her. All she remembers is a gentle voice saying:
"This is all I can do for you. Use the power well, my dear - even if my voice can't reach you any more..."
She found herself alone and now spends her time freelancing for the Beacon or Puchuu, usually, if they have need of an extra hand, and spends her free time hunting monsters. She tries not to think about the origin of her powers. As she's become a magical girl, it seems her old life was erased...perhaps whoever gave her her powers was someone roped into this as well.
Incantation: "Blood of iron, heart of steel, unwavering resolve - so as I pray - fly true, sword of Justice."
Additional Info: Understands the Beacon is a force of good, but is wary of their extremeness. (Perhaps a bit hypocritical) Dislikes the Puchuu for being an unknown. DMG's are nothing more than a target to be eliminated Horrors...shouldn't even be acknowledged as living things. Beasts, nothing more nothing less and are to be killed on sight.
Death History (+1 Coin) Over developed (+1 VIT) Metal (+3 STR) Weapon Melee/Ranged (+1 AGI, +1 STR, +1 VIT) Skimpy (+2 AGI) Enhanced Outfit( +1 Outfit Stat) Enhanced Weapon (+ 1Weapon Stat) Fated (+1 LCK) Dual Weapon (Melee Taken, rolled 3 3 times in a row) Martial Training (+1 STR) Physical Prowess (+1 Physical Stat) No coins used to Modify rolls.
Dark Magical Girl
*smugness intensifies*
(no she does not have a big scythe)
Name: Chloe Irving
Age (Magical Girl): 12
Age (Before Magical Girl): 23
Gender: Female
Gender (Before Magical Girl): Female
Appearance: Welp, for a twelve year old she's pretty well developed. Not that she particularly minds, she was pretty short and not so well endowed before. Actually, standing at roughly 4'9 she's about the same height. Being a midget sucks, when your not a kid so this is pretty great to her. As far as her costume goes, it leaves fairly little to the imagination, though she doesn't seem to really mind too much. Her dress entirely consists of just long, purple thigh-high stockings, along with long gloves that go to her shoulders. A simple, short skirt is all that covers her backside, and her chest is simply covered by a thin layer of purple metal. She sports blood red eyes, and her hair is typically tied back into a long ponytail. She often wears a somewhat superior, smug look.
A bit surprising, is that she's always had a thing for the more gothic style clothing, even outside of costume. She still continues this trend today, and often dresses up in elaborate styles.
Specialization: Spirit: Chloe has a specialization in spirits. Normally, she employ's it in the manner most might expect. Ghostly servants, poltergeists attacking foes. Things like that. However, she can also condense the Etheric energy that makes up such spirits into more direct attacks. After all, a leader that can't defend themselves and relies on lapdogs is no leader, but a coward hiding behind an army.
Weapon: The orb, was her first weapon and the weapon she was given upon becoming a magical girl. It can fit in the size of ones hand, and is cool to the touch. It's made out of some unknown, impossibly durable material and seems to err on the side of unbreakable. The inside shows a cool, dark void where sometimes things can be seen moving about. It acts as a channel for her magic as well as her favored form of attack.
She can control it with her mind, though it can't stray more than a few feet from its owner.
Her second weapon is a pair of ghoulish gauntlets Aside from massively increasing her physical strength, they tend to work quite well with her Spiritual abilities. They seem to radiate both an aura of terrible fear, and despair - upon looking at them one is filled with a terrible, terrible sense of dread.
Power: Third Eye: Chloe is able to sense, see, and basically understand all magic being used and has an extreme understanding of most magical artifacts. Illusions are pointless, know the type of magic someone is using at a glance, and generally be able to make an effective counter for most spells. It is quite useful in a support capacity, though one needs to be rather creative to use it offensively.
Focused Assault: (used gold coin) Chloe is able to condense her magic power into powerful strikes that have incredible piercing ability. This can take many forms - a blast of etheric energy, blasting someone in the face with one of her punches, or even giving a large spirit construct more energy and make it harder to deal with.
Perks: Wings: She has small, crystal looking like wings that grow from the back of the dress. They're able to shrink until they're not visible when not in use, and is able to grow to size to allow for flight fairly easily and within moments.
Enhanced Outfit: The rather, light, outfit of Chloe's allows for easier movement. It also has a small field of etheric energy around it constantly to deflect attacks and allow her to endure hits that might otherwise be problematic. Certainly not going to outlast true endurance, but it helps.
Big Damn Hero: What? Dark magical girls can be heroes too! Granted, perhaps they'll have more selfish reasons for doing such a thing. Giving out tokens to a person or affixing it to a place will allow her to always know when something is about to happen to it - with enough time to get there to defend it or help, if needed. Maybe she'll give you her token if she likes you. Probably not a good idea for that, though.
Blood Magic: (rolled 9 twice) Well, alright. Dark magical girls to tend to err on the darker side of things. Blood magic isn't entirely too farfetched for her, is it? Sacrifice life force for just that little bit more of magic in order to defeat someone. Dangerous, but effective as long as she doesn't get carried away.
Inter-dimensional Home: Her little love nest slice of heaven. Able to access the simply furnished studio from anywhere with just ten seconds of concentration. Makes getting around fairly easily, no? Instant travel anywhere you want, almost. Just think of where you're trying to go from inside of it and boom, you're there. Pretty neat, huh? Too bad none of you guys will get in it, heh~
(Emergency Background) Sorcery Chloe has a fairly good grasp of all things relating to the spirit, divination, and other such esoteric practices. It allows her to do a number of small trickery things outside of her outfit, and gives her a fairly good grasp of magic in general.
Enhanced Transformation Chloe can transform in a fair few seconds, and doesn't even have to say the incantation, merely think it. Quite useful for surprise attacks and ambushes when people otherwise think you're helpless or unable to transform.
Mutations: Mental: Dominator If there's one thing Chloe likes, it's control. She absolutely craves it. A side effect of the Black Coin, but it's something she's always had a bit of a knack for anyways. She doesn't take orders from anyone fairly well, save Iesud and maybe someone she's attached too, but anyone else? No no, she can't do what they say. They'll fuck up. They'll fuck it up somehow. Aside from that, she has a fairly bad sadistic streak because of it.
Patron: Lesser Force Ravager Iesud - an ancient, Grand Dragon, ordained by an ancient coalition of gods to once, long ago to destroy horrors and anything else 'unclean' in the world. Basically, a personal attack dog by the gods to destroy their enemies in exchange for giving the creature immense power. However, these gods do not exist any more and time has unfortunately weathered on both it and its principals, the vast number of evil things in the world tainting its very being. After waking from its long slumber, the dragon sees only one thing - unclean fifth, and those that do not serve it, will be burned to ash. It is patient, however, and is not foolish enough to think its powers rival those of others.
There are rumors however, that she serves something...else.
Patron Benefits: Ebon Mint: Black Coin - Spent on another weapon.
Non-Exclusivity Take another Patron
Payment Iesud's a dragon. He understands greed better than anyone. While he may have once been a servant of the gods, they paid the giant lizard well. He's amassed almost uncountable fortunes from the gods, as well as those he pillaged and plundered from in their name. He isn't afraid to throw around a few, necessary, assets and things at his servant to make them more...motivated.
Focused Originally a fire breathing dragon, while Iesud can still do that, after fighting so many horrors and other similar creatures it has changed somewhat. While not on the level of some purely-spirit entities, it understands such matters and helps his servant do so as well.
Mental Link Perhaps a bit paranoid, but Iesud always likes to know the status of things he has asked, as well as immediately inform his follower of something should it need it accomplished.
Patron Drawbacks: Debt
Rival Force As previously stated, Iesud desires to destroy all that is unclean. Horrors, other gods, and any who does not stand with him. While at one point the ancient dragon might have been much more merciful and allied himself with the Beacon, he only sees them as an opposing force that must be cleansed. He may, occasionally, decide to align himself with one if it suits the overall goal of destruction.
Limited It's just a single dragon, with a single magical girl in its service. It has vast amounts of money and treasure to be certain, but that's all. It can't provide any more. Any assistance and aid will have to come from Chloe's ability to convince others to work by herself.
Loud It's a dragon. It doesn't know the meaning of the word subtle.
Big Brother Well, he likes to know everything Chloe is up to - status of things, monsters slain, etc.
Fighting Style: During battle, Chloe prefers a mostly ranged role. Harassing enemies from a distance with blasts of Etheric energy, and raising legions of the dead to attack the enemy while she aids from a distance. If she must, she'll fight at close range with her Gauntlets, which are surprisingly effective and could easily surprise an unprepared foe with their ability. If of course, she senses an opening with her Third Eye, she will change her battle plan accordingly.
Ruby Coin +2 Mag +2 STR Stats (Untransformed): These start at 3. CYOA options indicate if they apply out of costume as well. STR: 3 AGI: 3 VIT: 3 MAG: 3 LCK: 3
Personality: At first, Chloe would likely come off as...well, incredibly smug and high-opinionated. She thinks incredibly highly of herself, and most of the time puts herself on a pedestal. A bit of a cheeky brat as well, she loves causing a bit of mischief and just loves getting on peoples nerves just for the sheer satisfaction of seeing them squirm. In all, she's not exactly a person most people would tolerate being around long-term in case they could help it.
If someone was able to stick around long enough though, they'd find a surprisingly reasonable, calm, and levelheaded individual. A bit of a contradiction maybe? Perhaps, but a good leader doesn't just...not listen to the advice of their subordinates, no. They have the final say in the end of course, and it shouldn't be questioned, but any good leader knows when to heed advice or words of others.
History: Before she was a magical girl, Chloe wasn't much to speak of. A simple student without much prospect for the future, taking as many college courses as she could get grants for just to put off the inevitable. She had always thought, well, somewhat lowly of others and tended to never get along well with them. Well, one night on her way home something happened. She found herself at the mercy of a large, ash-white colored dragon, painful dark crystals were growing from its hide in several places.
It didn't exactly give her much of a choice in the matter, but it didn't matter one bit.
Power at the cost of serving a dragon? Well, who in their right minds would say no? He needed someone, and it had deemed her the best candidate.
After the fact, she was introduced to the Ebon Mint by one of their many agents, and in turn for potentially more power, all she had to do was work for them and inform them a bit about Iesud every now and then. Well. More money, and Iesud didn't seem to care. He'd take as many allies as he could, as temporary as they'd be.
Incantation: "Souls of the damned, dance and rend!"
other: Yandere intensifies
A massive beast, standing at least twice as tall as your average suburban home. Its scales are an ash-white color, and fairly impervious to any simple non-magical weapon. Painful, blood red crystals filled with magic seem to be growing on various parts of the dragons body.
Type: Lesser Force
Name: Iesud, the Ravager
Patron Benefits: Focused Hidden death
Patron Drawbacks: Limited Loud Rival Force
Personality: Proud, somewhat arrogant and overall none to friendly to those outside of its little circle. Iesud sees everything that doesn't service him as unclean filth to be burned away and he will take whatever methods necessary to achieve that goal. Temporary alliances will be made if it will see to the end of one horror - perhaps even with other horrors, but it will never permanently ally themselves with such a force. In all, the dragon seeks to bring either the entirety of the world under its heel, and burn those that do not follow to nothing but ash.
To its followers, it's surprisingly amicable and friendly, or at least not violent - perhaps some of the dragons old self is still in there, after all these years.
History: Once, an instrument used by the gods to destroy both horrors and their enemies. When corruption and the evil of the horrors began corroding both his mind, principles, and purpose the ancient gods sealed him, unable to kill their once loyal friend and comrade. Years after they fell from their positions as gods, he woke alone - only humans and their filth covering the earth. Seeing no other option, the dragon declared that it would cleanse the humans, and bring about the end.
Resources: Just one magical girl is under his employment, for the moment. Seeks to expand his influence. Payment comes in the form of money, items of value, as well as Coins. As far as mundane resources, it's rather empty aside from money.
The Crystal Maidens
"Like, I was supposed to be a magical girl, right? So whyyyyyy! Super totally unlucky!"
Name: Aurora Mackenzie 'Pyrite'
Age (Magical Girl): 15
Age (Before Magical Girl): 16
Gender: Male
Gender (Before Magical Girl): Female
Appearance:
Standing at five foot four, Aurora has changed quite a bit from his previous human state. Most notably, she is now a he. Yep. A rather feminine one, but still. Long blond hair usually tied up in a ponytail with pink highlights at the end, though usually loosely and messily styled. He still tries to be fashionable and trendy with his clothing, still dressing femininely and wearing girly clothes and such despite the gender change. Has bright yellow eyes.
His magical boy form takes the form of a white robe that hangs to the knees. A gold ribbon keeps it from getting too loose around his waist. Gold slippers adorn his feet, along with black stockings. The robe keeps his bare shoulders free, and a laurel wreath sits upon his head.
Specialization: Metal Unfortunately, Aurora isn't the most adept with his specialization. With his low magical ability, he relies more on finessing things or finishing things with one impressive blow with his low magical ability.
Weapon: Melee - Hammer A rather large comical two-sided toy looking hammer, white on one side and Pink on the other. The only other notable image, is a friendly looking rabbit face in the middle. The pink side, the face is white, friendly and seemingly cuddly. The white side, the face is pink and sports an intense glare with a large yellow eye.
Power: Duplication With a little concentration, he can create duplicates of himself. While normally such clones aren't very useful, thanks to his gifted spec he can give the Clones a bit of an extra oomph. Notably, they're made of a malleable sort of metal that they can shape and use to great effect, either appearing as simple statues, as well as shaping their own bodies to use various weapons. Durable, hollow automatons that can function even when extremely damage and turning their own bodies into weapons. An arm into a spear, hammer, or other weapon. Granted with his low magical ability, he's not going to be creating an overwhelming number at a time, but it's good to always have someone with another target. With his luck, isn't like he's gonna need to try very hard in the first place.
Perks: Healing Artifact A yellow ribbon belt at his waist. It allows him to channel healing energies to heal people. Since it works off his Mana, it isn't very effective, but over time it could easily be used to heal anything and keep people alive at least if they sustain a fatal wound.
Gifted: Well, he's supposed to be. It's difficult being gifted when your magically impotent. Still, even with just his meager Magical ability, he's able to perform some pretty neat tricks of finesse.
Environmental Sealing: Unaffected by environmental factors. Heat, cold, other such things, etc.
Masculinity: "Eeeeeh? But I was supposed to be a magical girl! Like, why'd they take my boobs?"
He really doesn't get this. Super unlucky maybe?
Fated: What sort of Joke is this? Fated? For what? He doesn't know, but Chloe said they could make a pure world, free of Sin, Ugliness, and Unclean filth. Perhaps he's fated to help with that goal? Whatever it is, it seems to make sure he succeeds in his endeavors.
Infestation: The Gem used to turn her into a Magical boy was full of negative energy and dark, corruptive magic. It's had an obvious effect on his abilities in the form of some rather nasty magical curses that inhabit his body. The particular one that seems to inhabit his body are designed to drain the Luck of everyone else around him.
The Infestation is a passive negative aura that is active most of the time. He has some control over it, but due to his low magical abilities, he can at most only lessen its effects temporarily or strengthen them.
Mutations: Destroyer - A side effect of the Gem, it's had a negative side effect on his mental state. Vengeful, vindictive, deceitful, he absolutely loves destroying things, watching it crumble to nothing so only the pure remain. Social status, buildings, anything. Easily carried away in a fight, always intending to cause as much destruction as possible rather than fight directly.
Patron: Iesud(?)
Patron Benefits: List all benefits including universal ones.
Patron Drawbacks: List all drawbacks including universal ones.
Fighting Style: Honestly.
Aurora is terrible at fighting. Even with respectable strength, the rest of his abilities are below average even at best. With his low magical ability, he relies more on finessing things with his low magical ability.
Typically, she goes for melee fighting, closing the distance to his opponent and leaving everything else up to fate. Isn't like he's going to get killed so easily, so he doesn't even have to try. When using his specialization, he tries to compliment his melee attacks with metal blasts. That is, whenever his hammer hits someone, he crystallizes his mana into metal shrapnel. Theoretically, it could also hit him but someone as Lucky as he is, assuredly not.
One of his most used ability however, is him turning his skin and body into metal itself, thus increasing his defensive abilities and giving him a higher vitality than what he usually has.
Stats (Untransformed): These start at 3. CYOA options indicate if they apply out of costume as well. STR: 3 AGI: 3 VIT: 3 MAG: 3 LCK: 3
Stats (Transformed): These start at 4. STR: 10 AGI: 4 VIT: 5 MAG: 4 LCK: 21
Personality: Bubbly, a bit of an airhead, but otherwise friendly, Aurora isn't someone you'd think would be a magical boy of a dark nature. He gets easily attached to people, and is quick to be friends with many people he runs across. Generally good natured and talkative, one wouldn't expect him to have such a dark side to his personality.
The corruption that turned him into a magical boy however, is readily apparent any time anything bad were to happen. He'll simply laugh it off. Death, destruction, someone tripping and falling in front of a speeding vehicle - Nothing but a laugh from him. Destruction of any sort is his pastime, and he loves administering it.
History: Once a student of Penrose Technical Accounting, Aurora had the misfortune of being in the wrong place at the wrong time. Attacked by spirits summoned by Chloe, She was nearly killed, if not for her former friend Amaryllis. After the attack, she was sent to the hospital where she could recover her injuries. Getting word that some people survived the attack, Chloe sought out some potential targets for recruitment. Aurora happened to be the only one suitable.
Incantation: "Luck and Fortune, bless not the impure!"
Additional Info: Anything you want to tell about your character such as their favorite color, hobbies and anything else that doesn't fit into the rest of the sheet.
15yrs old Overdeveloped +1STR Metal Spec +3LCK Melee Weapon +1STR, VIT Flowing Outfit +1STR Gifted +1 Spec Stat Masculinity +1LCK Fated +1LCK 1Gold, Three Silver, 1 Bronze coin +11 LCK 3 Bronze +3 STR
(-1 to LCK, -1 to MAG from Crystal Parasitism Swapped Inter dimensional home for True Sight)
Personality: Where once was a maiden brainwashed and devoted to a certain dark magical boy, now exists only a maiden whose sole purpose is to bring comfort and affection to those around her. At least, that's what she calls it. Everyone will be equal. There shall be no despair. No greed. No wanting. All will take comfort in her warm embrace.
Typically, she speaks in affectionate and overly familiar tones. She loves hugs and physical displays of affection. Hates metal objects and is uncomfortable around them.
Incantation:
"Beast of purity as my wings, soar and reveal all ugly falsities!"
Mutations: Mental - Crab Bucket Second Specialization - Psychic Weakness – Metal Nonstandard Limbs
Combat Ready NPCs
"Heyo, It's penrose's favorite songsmith coming at ya with another lit piece! Enjoy and talk to ya all later, my lovely little pi-fans!~!"
"Ugh I hate this. Always makes me feel so...gloomy."
Name: Elvira Baumann "Penrose's number one internet star!"
Age (Magical Girl): 14
Age (Before Magical Girl): 34
Gender: Female
Gender (Before Magical Girl): Male
Appearance: (Overdeveloped) Standing at five five, Elvira is pretty well developed for her body type. Pink colored hair, she gives off a mix of punkish street and gal-type vibes. Generally dressed in fairly casual street clothes, she used to dress more fancy in her time with the mint, but was sorely fed up with that style and vehemently refuses to touch any sort of dress clothes.
In magical girl form, she gains a long, flowing duster styled coat, long boots up to her thighs, short pants and long flowing hair. Oddly, she seems to become a bit more somber like this.
Maybe she feels more herself transformed like such.
Specialization: Sound
Weapon: Claws/Whip (Fist/Melee)
Elvira's weapons are a rather unconventional set of clawed gauntlets complete with monofilament blades. That is, extremely thin wires which have a range of up to five meters, used for lashing as well as restraining foes. Where's the use for sound specced girl, you ask? The thin strings can be fastened quickly to the opposite gauntlet, and the claws on the, can be used as a violin bow, and they make surprisingly sweet sounds if played right.
Power: Barrage Elvira is able to effectively turn her single notes into a shotgun blast, delivering a potent blow of multiple strikes over an extremely large area.
Killing Blow - Final Verse: Ruinous Elegy (Black Coin) A magical based final attack in which Elvira plays a cacophonous, monstrous melody, telling of the tainted nature of this attack. The melody is a very wide area, extremely destructive attack designed to do as the name of the skill suggests - kill. Violin in hand, she begins to play.
The attack requires a bit of prepwork, as the attack takes some time to execute and during such a time she would be incredibly vulnerable. At first, the piece only fills those in the area that hear it with a strong sense of dread and a 'I must flee', anyone that isn't a magical girl or other creature with extremely strong will will find themselves running for the hills. The next part begins to have a visible effect on the world around it. Each note played on the violin causes a 'wave' of sound to echo from around her in all directions, causing those caught in it to be knocked over, the vibrations from the waves also causing any building to vibrate violently. Even the ground itself heaves at the sound of this elegy. Finally, with one final note, the attack unleashes a sonic-type attack in the entire area in front of her. The sheer concussive force and sound of this melody is enough to cause most people to go deaf, rip buildings apart, and crack the very earth. Needless to say any human or magical girl within this field will sustain more than a little damage.
(Magical)
Perks: Blood Magic +1VIT Can sacrifice vitality and her blood for a boost to magic.
Enhanced Sustenance +1VIT Needs less sleep and food, and can survive on very little.
Environmental Sealing Protects against extreme environments.
Big Backpack Contains an ID, money, and a laptop that always has an internet connection.
Dual Weapon (pick from origin)
Mutation: Builder An incessant need and desire to protect oneself and their home at all costs. Intruders will be killed and dealt with harshly.
Patron: Currently Solo Former Mint Agent. Wormed her way out of a contract through rather...dubious means. Has been on the run from them ever sense.
Free Agent
Patron Benefits: Alone Mystic Might (+1 to Mag)
Patron Drawbacks: N/A
Fighting Style: Elvira prefers keeping any thing attacking her, as far away as she can possibly keep them. She prefers fighting from a distance, using her violin to deliver debuffs to foes whilst constantly attacking them with a slew of sound based attacks in the form of explosions, reverberations, and hazardous effects. Should they get close, she'll keep them at much distance as she can with the whips, trying to keep them bound and or at any length she could.
Should they get in Melee range, she will defend herself, but will always try putting distance between her and her attacker.
Unused to having allies, but she can buff her cohorts with enhanced reflexes, share her magic reserves with them, and give them defense against other debuffs. As long as her melodies can be naturally heard (As in, not through electronic devices) the buffs will have an effect.
Stats (Untransformed): These start at 3. CYOA options indicate if they apply out of costume as well. STR: 3 AGI: 3 VIT: 3 MAG: 3 LCK: 3
Personality: At first, Elvira comes off as one might call 'Bubbly'. Friendly, energetic, generally a ball of fun times until you realize she's a complete garbage human being. Cheats to her hearts content to get what she wants, sucks up to higher ups in whatever organization she's in, doesn't like fighting, kind of a shut in and overall really is rather unpleasant. All of this stems from her crippling paranoia thanks in no small part from her mental mutation, but from being constantly on the run from the Mint and her former patron as well.
Which is why she never leaves her warehouse. She loves music, especially orchestral and instrumental pieces. Her 'Home' is one of the few places she would ever defend to her last breath.
History: Once part of a small time band that disbanded years ago, Elvira was almost killed in a car crash (being the drunk driver that almost caused it). Some Puchuu happened to pass by and recruited her and gave her a choice. Die or make the sickest riffs known to man. Well, she didn't get either of those. Afraid of dying, she accepted, but quickly found out she didn't get what she wanted.
Magical girl? Fighting monsters? Yea, fuck all that. She quickly decided she was having none of it. She didn't want any of this, and the Mint offered her what she thought was a way out - only to be basically enslaved via unbreakable contracts.
So she spent her time working for them, looking for any loophole. Any way she could get out of it, and after years of working, years of suspicion and making sure she didn't get killed - she did it. She managed to escape and has been hiding from the world ever since. Incantation: "Dirge for the dead, Aria for the living, may this melody end all with a cacophonous roar."
Additional Info: Spends her time as an 'Internet Idol' by singing, recording, and otherwise being a fairly popular vlogger, though no one online has ever seen her real face and she uses some nifty voice stuff to make sure her voice can't be recognized.
Is terrified of dying and will literally do anything to avoid it.
Weapon: Melee: Briar Rose Finn's trusty cane-sword. It has a subtle rose motif on the sheath and blade.
Power: Power of Friendship: Alot of people like him for some reason. If anyone can get even the most obscure allies, it's Finn.
Regeneration: Well, it's not the Immortal perk, but he's still hard to kill. Not only does his mana recharge faster than most, but he can persist through almost any injury. Decapitation of the head? Not so much...
Perks: Disguise Artifact: A matching brooch to his magical boy uniform. Perfect for infiltrations, given they take no more than two hours.
Enhanced Transformation: Ain't nobody got time for drawn out transformation sequences!
Big Damn Hero: One person, one place. If either one is given a token, Finn can be aware of anything that is or will be in danger, and arrive there just in time to sort things out.
Masculinity: He gets to retain his manhood, lucky bastard.
Overcity Shift: How big even is the Overcity? Does it span across different universes?? Questions aside, he's able to head in and out of the Overcity...given he doesn't stray too far and end up in a different place entirely.
Flexibility: Guess those gymnastics classes payed off.
Hammerspace Handbag: Finn mostly uses this to store smaller, mundane weapons like handguns.
Ouju-Sama: He's got a butler too. His name is Laplace.
Snowbun: A pet Snowbun, can be summoned anywhere and anytime!
Patron: Maura Natalie (Crimson Cradle)
Patron Benefits: Cradle Supply - Got somethin' that might interest ya! Heheh! Paradiso & Inferno - A pair of twin blades, made from the vengeful, restless spirit of a Monster King. Lightweight, sharp and agile as they are, their wielder can feel the same bloodlust the spirit once had. They gain the warrior mental mutation so long as they have it equipped.
Connected - You know the drill. Magicoms, red halo, I don't need to say it twice.
Physical Prowess - Gotta balance these stats somehow.
Encore - Finn's been around for a long, long while, ever since Maura kept him from dying. With the current situation in Penrose, he's been called back to help get things back in order.
Patron Drawbacks: Exposed - Your thoughts aren't safe anymore.
Mercy - Maura. Stop being a mother hen for five minutes. Please.
Solo Performance - He refuses to explain further, but since growing a distain for betrayals and tragedies, Finn prefers to be alone for the most part. Not that he'd complain if anyone approached him, but he won't bother people unless it's needed.
Fighting Style: Finn tends to take his time durning combat. He likes to make the most of his abilities, from taking some hits with his Regeneration, to borrowing aspects of animals with his Beast spec. Oddly enough, he rarely uses his animals themselves. Save a flock of ravens or crows.
He and Oliver tend to work on par with each other, bouncing strategies off each other to eliminate their target easily, or overwhelm them. Finn acts as offense, Oliver acts as support. If paired up with other teammates; separately or otherwise, they both switch to a more supportive role until the situation calls for them to intervene.
Personality: At first glance, Finn can come off as intimidating. A clean suit, stoic expression paired with sharp eyes belonging to nothing short of a professional. He's often blunt, but willing to hear others out. Stubborn, with a low tolerance for mindless bullshit.
He's actually a pretty chill person, usually outside of work. Due to how long he's been around, Finn acts as an older brother type of friend around those he knows. His Power of Friendship ability does help with this, and he always looks for a compromise. He's also quite a curious person with a thirst for knowledge, especially when it comes to the magical world. If a topic comes up around Finn that catches his interest, you can expect him to be all ears for a while.
He's also an easily excitable dork, but he wouldn't admit it outright.
History: A researcher and investigator in his past life, Finn always had a sixth sense for the paranormal and such. He was always aware of the existance of magic, and those who possess it. However, he got too ambitious dealing with things he shouldn't have. And in the end, it costed him his life.
Almost costed him his life.
See, Death had taken notice of him. For some reason she; who he'd soon know as Maura, felt a strange remorse for him. Neither of them knew why, but Maura felt that he didn't deserve that kind of fate. So she used some of her magic to make him into a magical boy.
About a month passed as he got used to his newfound powers, when he ran into Maura again. But something seemed off. The poor woman appeared shaken by something. Once she explained what happened between her and her coven over his circumstance, Finn suggested to her about becoming a patron from what he had gathered about being a magical boy, get more manpower if her sisters decided to retaliate. Though he also told her to choose carefully, as some people could take advantage of such power, and Maura herself to some extent.
It took awhile, but they did convince several people to become magical girls (and boys, of course). Maura even revived a ghost into a monster boy so they'd have an advantage against a monster attack. This would be Finn's old friend and current partner-in-crime, Oliver.
Over all, life carried on as they worked. Conflicts arose; both magical and mundane, changes big and small occured, and relations were made. Though for the far latter, some relations were...not so good. As disorienting as it all was, Finn grew used to it, eventually not bothering with other people asides his teammates. Asides from Oliver, or Maura.
Incantation: "Memento Mori."
Additional Info: - No one really knows how long Finn's been a magical boy, but assuming the remaining Witches have been around for centuries, it's estimated to be around the Victorian Era. - He used to give some of his earned coins to newer recruits under Maura, to give them some support. - 5 Silver, 2 Bronze spent on Ouju-Sama - Gained the Snowbun Perk from winning the Wacky Downhill Race
Age (Before Magical Boy): He's been dead for a long time.
Gender: Male
Gender (Before Magical Boy): Male
Appearance:
Specialization: Oddball: Chemicals, Spirit
Weapon: Ranged/Melee: Rememdium Oliver's rifle. He's made it to where it was chemical-proof, just in case. Looks a bit old.
Power: Duplication: Can't be a true haunting with only one ghost!
Perks: Dual Weapon: Oliver's rifle has a bayonet knife attached to it. Nothing that eye-catching.
Ally: As much as I tried to avoid this perk, looks like Finn and Oliver are stuck with each other.
Big Backpack: Oliver carries a satchel, with all the necessities of a usual big backpack. He also uses it to store chemistry books, for his magic.
Masculinity: Him? A girl?? Over his dead body!
Blood Magic: Somehow he can use some of his own vitality to cast spells. Overdoing it won't end well, makes him nauseous.
Enhanced Sustenance: Does he even need to sleep? Well regardless, he's able to persist without eating much or breathing. The latter's a bit weird, concidering his circumstances.
Awareness: Oliver's harder to sneak up on. Better know what you're doing before you try attacking him.
True Sight: Any environmental blinders that affect normal magicals don't work on him and his enhanced sight.
Phylactery: No one else knows, but he stays by Finn for a reason. If he dies, Oliver goes down with him. They can be separate from each other, so long as they reunite once a year. Maybe it's that mental mutation keeping him from straying too far...
Possession: One of the hallmarks of ghosts. With a bit of willpower, Oliver can take control of another person's body, even if it's for a minute. If the person he's possessing dies, he's supposed to die too. But with the intervention of a phylactery, who knows?
Intangibility: Another of the hallmarks of ghosts. Oliver can phase through objects to travel or avoid attacks. Not too much though, it gets disorientating otherwise.
Sixth Sense: Just cause he's more alive than before, doesn't mean he can't mess with other souls stuck here! With some concentration, he can touch the other spirits, and those astral projecting. And maybe allow them to poke back. Just don't get too touchy.
Patron: Maura Natalie (Crimson Cradle)
Patron Benefits: Cradle Supply - Well, Oliver doesn't have an artifact so... Lil' Slugger (Melee/Mystic) - A strange monochrome baseball bat, salvaged from an abandoned universe equally strange. It's most effective against corrupt enemies, and can even hit hard against the unliving. However over time, it'll start to attract more vicious monsters.
Connected - Cause normal telepathy's too easy.
??? - ????
Magical Overload - It took alot to bring him back from the dead. A whole lot.
Patron Drawbacks: Exposed - Maura doesn't really like proding her agents for information, but that doesn't mean your thoughts are safe.
Mercy - Genocide is overrated.
??? - ????
Monstrous Form - Something might have gone wrong with his revival. Oliver became a revenant.
Fighting Style: Oliver's approach to battle is a bit more complex. With his Spirit specialization and Duplication power, he's able to provide alot of back-up for his teammates. Though complicated, his chemical specialization can be used to hinder the target, if not set them on fire. (A usual strategy Oliver uses, that he's aware of.) It's hard to sneak up on him. It's even harder to blind his vision.
And of course, he can always possess them. But is it worth the risk?
Finn and him tend to work on par with each other, bouncing strategies off each other to eliminate their target easily, or overwhelm them. Finn acts as offense, while Oliver acts as support. If paired up with other teammates; separately or otherwise, they both switch to a more supportive role until the situation calls for them to intervene.
Personality: If Finn's the left brain, Oliver is the right. He's more upbeat and laidback than his partner, and alot more mischevious. He can be smug at times, whether it's taunting his enemies or teasing his friends, but he's usually the one to break up any fights between the latter. Oliver can get bored pretty easily, and he's willing to improvise; Much to his dismay of getting an Oddball specialization.
Though as much of a little shit as he is, Oliver does know when it isn't the time to joke around. As his Mental Mutation suggests, he's especially protective of his friends, putting them first before him. He does try not to get too protective of them. It'd turn weird.
History: A some point in Maura's past history as a patron, the town they resided in at the time was attacked. Apparently a Monster King had been driven over the edge, and was admant on killing everyone and everything in sight. Of course Maura's chosen few were among those who decided to fend him off, but he and his cronies proved to be quite the challenge. They had to get back-up.
Maura managed to get a couple of people contracted, but most went to other patrons before she could do anything. Then her first recruit, Finn Vanhorn, had an idea.
He had an old friend, one Oliver Kyle, who worked with him until his sudden death few years back. (well, few years at that time.) Something Finn wanted to know is "Can a patron forge a contract with the dead?" He and Maura went to Oliver's final resting place to test that theory.
They did manage to revive Oliver, but not only did it take alot out of Maura, but he became a monster boy. Not to mention he was still a ghost in a way. But in the end, the Monster King was put down. Maura had to be out of commission for awhile after to regain her strength.
What they didn't realize at the time was that to keep Oliver grounded to reality, Finn was made into his Phylactery. Once they caught onto it they made sure not to let anyone else know, and the two decided to stick together, just as they did once in the past.
Life went on. And in the now, it seems things have changed again. In response to the trouble brewing in Penrose, the duo were called in to help keep things in check. And definetly not to help Maura get used to running an official organization.
Monstrous Mutations: Noncorporeal: Well, he is undead.
Sentinel: They've been hurt too much. Why can those jackasses leave scot-free while those he cares about are left scarred and broken? Why should he stand by and do nothing about it while they keep getting hurt? No. He cares too much to let this slide. He'll keep his friends safe.
Broken Incarnation: Of course, there had to be a drawback to his circumstance. If he ends up dead (double dead??), his reincarnation's a bit...wonky. It may take awhile to get him back completely.
Weapon: Fist/Mystic: Aion's Light A pair of metal gautlets, made from the purest silver and gold. Clocks appear carved into the back of the palms.
Melee/Mystic: Shattered Heaven Once a normal two-handed sword, now enchanted from Eliza's reincarnation. Can be summoned to her at any time while transformed. Still pretty heavy though.
Powers: Scrying: Eliza can see short distances into the past and future, allowing her to predict attacks and ambushes, and know what has and will happen. Though it's hard to predict an ever-changing future. This power also allows her to see portals to the Overcity.
Perks: Gifted - Spellweaving: Maybe it's a side-effect of her reincarnation, but Eliza's use of her magic is unlike anyone else's. She can combine all three of her specializations for more powerful attacks.
Mystic Artifact: A pocketwatch that can give her glimpses into the past, present, or future.
Fated: Fate seems to have something in store for Eliza. What it could be, no one knows, but fights are easier for her, and she has no chance of dying in her untransformed state.
Familiar: Luckily her owl familiar, Theresa, gets to stick around longer.
Snapshots: A strange camera, capable of giving Eliza information on any being she takes a picture of. Places and things might be a different story though.
Dual Weapon: Eliza's weapons double as conductors for her magic.
Soul Jar: As part of her deal with Cindy Ford, Elizabeth's soul has been transfered into a soul gem and placed under the queen's care.
Patrons: Vermilion Veronica and Maura Natalie (Crimson Cradle/Lesser Force)
Patron Benefits: Cradle Supply - If needed, Eliza can request for a change of equipment. Given that she takes good care of whatever she borrowed, of course. Witches’ brew (Power artifact) - A vial tray that always has a few bubbling potions in it. Formerly belonged to a magical girl with a “chemist” specialization. The potions have a variety of effects, but ultimately boil down to simple transformation effects like turning into toads, rodents, or orcs. In addition to transformations, the potions are quite volatile and will explode when thrown or struck with enough force. Best not to get hit while holding them.
Connected - Like with Maura's linked telepathy, Eliza is always connected with other cradle agents, able to distinguish them from other magical girl by a red halo over their heads.
Unitary State - Maura has joined Crimson Cradle, enabling her to continue helping Eliza. She can also make use of Cradle benefits such as “cradle supply” and “connected”. Eliza also has access to a piece of Cradle Gear.
Hidden Death - Even if Maura gets killed, she doesn't stay dead forever. Her connections with death allow her to reincarnate each time, though due to it being a slow process, Eliza will be left to her own accord till she returns.
Subtle - Eliza's magic isn't as flashy as it once was, now being easier to evade attention, and harder for others to notice. Replaces the Payment benefit.
Mental Link - Maura can keep tabs on Eliza and any others with linked telepathy.
Transportation (Universal) - Maura always has a motorcycle ready for Eliza to use when needed.
Gifted Item (Universal) - The butterfly mask Eliza wears is actually a disguise artifact gifted to her by Veronica.
Patron Drawbacks: Exposed - Eliza doesn't really have much privacy now, song references aside.
Pennace - Best to make yourself useful, right?
Communism - As an agent, Maura belongs to everyone. She will be expected to help all of the cradle agents and won’t be exclusively helping Eliza all the time. The payment benefit has also been suppressed as she is no longer responsible for paying Eliza.
Rival Force - Being a renegade mage, Maura's always bidding her time before someone tries to hunt her down.
Limited - Maura's only a mage, not to mention just one person. Unlike deities or horrors, she doesn't have much resources to spare. Oh yeah, and she can actually get murdered. So that's fun.
Alien Mind - Well, she's no wise shaman, that's pretty sure. Even now Maura still has difficulty understanding certain things, and for others to understand her sometimes.
Fighting Style: Adapt, that's the best Elizabeth can do. Before battle, she can take a quick photo of the adversary with her camera for some information. With her new scrying ability, and perfect timing, she can evade and counter enemy attacks. Light magic is her main form of attacks, weapons aside. She uses her time magic for defense often, and Dark magic for a more stealthy approach; paired with her disguise artefact can prove useful for missions.
With her spellweaving ability, Elizabeth can use more than one specialization at once. From forming blades of darkness, to creating a barrier that slows time.
Personality: The mental stress Elizabeth has went through made her a more capable leader than before. She still has fragments of her old personality; her adventurous spirit and somewhat introverted nature, but now she doesn't tolerate nonsense, and has a bit of a temper. Still, she's a kind person, no longer a coward, and a monster girl at heart.
History: Elizabeth remembers everything her past incarnations went through. She had lived a normal life out of state, until a strange fog had covered her hometown, bringing monsters with it. Her friends were unfortunate enough to be killed during the attack, but having accidentally murdered a magical girl of all things sealed the deal. To atone for it, Eliza had agreed to replace the girl, training under her first patron, Maura Natalie.
Just happens that her second patron, the Ebon Mint had taken interest in the witch, striking a deal with her. But by Maura's wishes, she didn't use her black coin at first, hiding it and keeping her affilation with the Mint a secret.
Few months had passed since then. With things settled in back home, Elizabeth had been informed by Maura that there was a hotspot for both monsters and magical girls alike. So climbing onto her motorcycle, she made her way to Penrose. Already, she had been thrown into a battle against a monster boy, bloodicorns, a deranged time-user, and then a revolution against a vampire monster girl named Justine. She had teamed up with a strange veteran spirit girl named Anaya in fighting the vampire, but in the end, they were separated from each other.
In the middle of battle, Eliza had no choice but to use the black coin she was hiding from the others, and became a monster girl herself. An angel of light, but an agent of darkness.
Having become an agent for the mint, already Eliza was given a mission...much to her dismay that the target was rather tricky. But she couldn't give up, even with her familiar and other patron helping. Unfortunately, she was ambushed by a dragon-monster girl, Katelyn, which turned into a full-on fight against the past bates twins, and their brainwashed beacon buddies. The witch came out of the fight rather worse for wear. But luckily, a certain android girl helped her off the road. Eliza and Penny managed to catch up a bit once the witch woke up, and she managed to find a way to help Maura out with regaining her real form. She went back to working on her mission, fighting a bunch of wicked witches on the side. Only for her to get dragged into a vacation she didn't ask for.
Maybe it was her monster blood talking, or not wanting to get murdered for failing the mint, but she distanced herself from everyone else to not end up destroying the whole place. But after awhile, they all were free to go.
Yet they were gone for far too long.
Elizabeth was forced to stay low while the other agents of darkness and the beacon of light battle against one another, unsure of who to side with. So she stuck with the people she knew, trying to figure out a way to end things before something bad happened. She was fortunate to meet with Cindy, and even more fortunate to get to join the Crimson Cradle. Though the strain of being torn between light and dark was evident, even with the Mint giving her a chance to redeem herself. So, she turned that pain into power, for the sake of making things right.
Incantation: "Let the crimson of this battle give way to a new dawn!"
Additional Info: - Spent Platinum coin on stat boost. - Spent first Ruby coin to keep Dual Weapon perk. - Spent second Ruby coin for an additional specialization, Darkness. - Spent 2 Gold 4 Silver, and 5 Bronze for the Mystic Dress, Heavy Sword, and Meditation Stone. - Spent 6 Silver and 2 Bronze for the Thornwitch Blade.
Type: Lesser Force, affiliated with the Crimson Cradle
Name: Maura Natalie, Mistress of the Styx
Personality: Formal and noble, Maura can be compared to a knight in personality and a doll in appearance. Although she can get intimidating at times, she doesnt harm others, only when a situation calls for it. She tends to keep an eye on her magical girls when possible, and she keeps a clear head when in combat, unfazing.
History: Maura's past is vague, only those she knows well enough would know about it. She fled to Penrose after a close encounter with a mercenary sent to kill her, after she had been deemed a traitor by her old coven, and started to recruit magical girls along with other Lesser forces. What she had done to end up a renegade is still unknown.
Resources: Since regaining her true form, Maura has recruited more girls under her wing, and is always looking for more to help prevent the war of dark and light from going out of hand. Though she is now unable to pay them, now working for the Crimson Cradle herself.
Additional Info: Maura seems to have more advanced magic that bears similarites to normal magical specializations, but overall uses a form of necromancy.
Power: Regeneration: Regenerating mana faster, Anaya can survive any near-fatal injury, even ones that have her limbs chopped clean off. Although her neck is a considered weak point now.
Third Eye: Being no longer corrupted, Anaya has lost the ability to find other magical girls' weaknesses. Luckily she still has the normal abilities that come with her third eye, from piercing through illusions to predicting spells attacks.
Perks: Enhanced Sustenance: Anaya doesn't need to sleep much, can suppress her hunger longer, and doesn't even need to breathe.
Disguise Artifact: A small ring with a morganite cut into a teardrop shape, Anaya can use the ring to disguise herself as another person for a short time, down to the voice.
Soul Jar: Adding more to her ironic theme of specters, Anaya's soul has been transferred to a small lantern-like soul jar, usually kept around her neck as a necklace.
Interdimentional Home: Self explanatory, Anaya can warp to an apartment building in what seems to be another dimension. She can bring five other people to her apartment, if she wished.
Closure: To forgive is to forget. Once Anaya became a magical girl, everything that proved her past self's existence was erased.
Mystic Artifact: A mysterious antique music box. When Anaya winds it up, she can see what's happening in either the past, present, or future, but only once a week for some reason.
Fake Parents: She finally has parents!
Patron: Beacon
Patron Benefits: Perfect Life: A home, friends, and family even. Things Anaya never really had until now. Her friends and family are always protected by Beacon from monster attacks.
Shine Spark: Once the spark was a weak shield to help resist alterations to mind and body, albeit with a bit of willpower. Now it grants complete immunity, as well as a way to counterattack.
Mana Font: Anaya has more mana than the normal magical girl.
Patron Drawbacks: Vow of Courage: All who work under Beacon are to take a vow so they may preserve their humanity. For her determination to protect others at the cost of her own life, Anaya has taken the vow of courage.
Excomunication: Even if she was once a dark magical girl herself, Anaya cannot cooperate with those she once worked with in darkness. And she cannot kill another beacon girl, or she will be deemed a traitor and to be killed on sight.
Fighting Style: Not having a set style, Anaya relies on speed, distance, strategy, and adaption to fight.
Personality: Tending to speak as little as possible, Anaya is a soft-spoken introvert who gets to her points quick. Her cute demeanor is a guise, hiding her mischevous nature. Since being purified by a white coin, Anaya has been opening up to others more often, and has been able to focus more as the voices in her head were finally silenced.
History: For as long as she can remember, Anaya had been in the hospital for most of her life, sickly and weak. One night, when she was 24, her patron, Avalon Browen, visted her in hopes of getting a new recruit. Apparently, her mother was a very powerful magical girl, before chosing her father over fighting monsters. Not wanting to stay in the hospital anymore due to cabin fever, she accepted, a coin being placed in her hand before she became a kid again.
The first two months were hard, as she had a rough time fighting monsters with what she had, even from her patrons. So she finally used her black coin, and got a second power. But only for a debt, and becoming a dark magical girl.
A quick visit to the local magic hotspot, Penrose, led to her and her temporary partner Eliza to revolt with a few others against a monster girl named Justine. But Anaya seemed to dissapear before the castle the battle took place in collapsed. For the most part, she just went back to work with her patrons. Yet a premonition from her music box proved that her time in Penrose wasn't over.
So when the call of death reached out to her, she answered, and returned to fight.
Just happens that her screw-up after the fight against the Endsinger had led her right into the hands of the Ascendancy. Anaya didn't understand why they would spare someone like her; A corrupted girl working under both Mint and Horror. But joining Beacon beats having to deal with an angry demon and demented coin broker. It was probably what her mother would have wanted, after all.
Incantation: "Kin of corruption, I shall make your purification swift."
Additional Info: Her and Celia are in cahoots.
Patron Goals: Low Priority: Protected normal magical girls from harm Medium Priority: Purified/killed corrupted foe High Priority: Disrupt a Horror's Ritual
Specialization: Light - Alicia can fire beams of light to attack with modest attack power, single targeting, and long range. Can use a blazing sword of light in melee. Can use spells that see through deceptions like illusions, good at finding things, and capable of Purification (between Fire and reinforcement). At an advanced level she can force others to reveal secrets to her.
Out of costume she is always aware of when people lie to her, with the potential to become more powerful.
Weapon: Ranged, Melee, Bowsword Requiem's Dawn- An ornately decorated longbow with ammunition both magical and ordinary. At full draw it can punch through both armor and flesh, and she can use magic to launch more than one arrow at once. Has since been upgraded to make the limbs bladed weapons, which can be turned into swords when separated.
Coins:
3 Silver, 18 Bronze
Power: Barrage - Specializes in suppression, casting a lot of small spells in a row, and she can add secondary explosions to her larger spells.
Third Eye - Possess The Sight, providing the ability to see the flow and after effects of magic, as well as providing a precise sense of magic, and the ability to see Overcity entrances. Has been enhanced beyond the normal capabilities of Third Eye to provide additional benefits, including the ability to see in magically-created darkness.
Perks: Enhanced Outfit - An improved uniform that channels magic better, and provides serious protection to the point of shrugging off axes and heavy weapons fire.
Sorcery - Alicia has experience with the mystical art of Hoodoo, which she can even teach to normal people after some lessons. It also lets her use magic when untransformed.
Get out of jail - When imprisoned or trapped Alicia can rarely choose to teleport to a random safe location, which is guaranteed to have the supplies or facilities she needs to recover. Easy return and the area remaining safe past arrival are not guaranteed.
Blood Magic - Magic can be fueled with health rather than Mana, though obviously this can be dangerous to your general well being
Wings - Alicia's magical girl outfit has been graced with Wings, allowing her to glide from any height as well as fly (albeit with some difficulty)
Dual Weapon - To deal with the new threats rising all the time, Alicia's bow has been augmented to also serve as an effective melee weapon in addition to its previous abilities. This affords her greater adaptability in combat
Patron: Beacon
Patron Benefits: Shine Spark:The spark has always been a powerful thing, but as times move forward even the strongest things can be beaten. This was Beacons answer to all those that were finding ways to subvert the Spark defenses.
Alongside it's normal benefits, this upgraded Spark grants immunity to any attempt to forcibly change or control the mind and rather than being a gentle shield it is capable of retaliating with force against the would be assailants.
Perfect Life -The Beacon gives you the Fake Parents perk, and will defend them from monsters.
Gifted Item - For her service to them in the Justine crisis, Beacon has given Alicia a Mystic Artifact in the form of an ornamental scythe that allows her to see glimpses of the past, present, or future related to whatever she wants to know.
Patron Drawbacks: Vow of Patience - Alicia vows to show forgiveness and be merciful to those who do wrong, Build a sense of peaceful stability and harmony, resolve issues and arguments respectfully, and act with a forbearance that comes from moderation
Excommunication - Don't play by the Beacon's rules, get kicked out and killed on sight. No cooperating with Horrors, dark magical girls, monsters, or the Ebon Mint, no using Black Coins, no killing other Beacon girls.
Patron Goals: Low Priority: Protected normal magical girls from harm Medium Priority: Purified/killed corrupted foe High Priority: Disrupt a Horror's Ritual
Fighting Style: Alicia is primarily a ranged fighter par excellence. She will hang back and provide support for melee fighters, taking out mobs and backing up her allies with powerful magic. If fighting solo she will do her best to keep her distance, hammering away at her opponent and wearing them down until she can shift to the offensive and deliver the coup de main with an overwhelming onslaught of magical force. This is augmented by her blood magic.
If she is pulled into melee she uses her magic to fight defensively while aided by her swords. If an opening can be found she will push for it, otherwise she will attempt to regain distance to a point where she has the advantage.
Stats (Untransformed): These start at 3. CYOA options indicate if they apply out of costume as well. STR: 3 AGI: 3 VIT: 3 MAG: 4 LCK: 3
Personality: Alicia does her best to live up to the virtue that she has taken on as part of Beacon, and she would consider herself a fairly patient person who does not relish the thought of violence. Nonetheless she will approach conflict with a firm conviction, even if she tries to look for alternative paths when possible. Putting civilians and the uninvolved in danger is a particularly good way to earn her immediate ire in that regard. Compared to her fellows she is not necessarily so immediately judgmental of monster girls and darker forces, though this does not apply to the Ebon Mint and those who serve Horrors.
As a normal girl Alicia works hard and has an upbeat attitude, always looking forward to whatever the day might bring, even if it's a challenge to look on the sunny side. She tends to be more charitable than is perhaps good for her, but doesn't mind helping those who ask for her aid even if they aren't affiliated with Beacon as she believes that the best way to carry forward the mission is to show their good side at any opportunity. She also has a soft spot for music, specifically soft rock and classical music, and cares a lot about her family. Fortunately being in Beacon means she doesn't have to worry about them, giving her a bit more peace of mind.
History: Alicia grew up with a fairly normal life, the eldest of three siblings and the one who felt the weight of family expectation upon her. She did her best to live up to the family values, and to represent them well. She did not want to let her parents down after all. Yet she always had this nagging suspicion that there was something missing, that she could be something more. She just didn't know what it was. It would take her time to find out. She went to college, planning to become a teacher so she could give back to people much like she had been raised to. Yet she was not content simply giving up her life so easily. During break she went traveling, exploring the world a bit to try and find herself, and to resolve herself to what she was going to do in the future. A fact made all the more ironic when she was approached by a Puchuu from 'The Beacon' one day.
So she became a magical girl, learning how to fight, to harness her powers and use them in a manner that lived up to the ideals that Beacon upheld. She also chose her virtue as required by the Beacon, and settled into a new life with her family. She went out to fight, and soon got quite a bit of experience as a magical girl. Along the way she also met a strange traveler who claimed to be from another dimension. After buying them a meal they struck up a good friendship, and now work together when it is needed or convenient. Her friend doesn't go out and fight, but for more covert things it works out well.
Following the effort by Victoria Reales to unite the magical girls of Penrose, and her subsequent assassination, Alicia found herself increasingly drawn into the developing crisis that came from it. Playing an integral part in the establishment of cooperation between the Beacon and Penny Asimov, her investigation into what had happened did not turn up many results, even as she was involved in several fights across Penrose.
Eventually a lead was found, revealing the culprit to be one 'Justine von Visceral', worrying to the Beckoners. Forging a temporary compromise with Mariette Pedersen, who had found herself in opposition to Justine after being betrayed, a coalition was rallied and plunged into the Overcity. Fighting their way to Justine's castle, Alicia ended up not being present for the final battle that took place as she was elsewhere in Justine's castle. Nonetheless, she was able to help free some of Justine's servants from the control she held over them, before they escaped as Penny destroyed the castle.
Following that, Alicia was able to find and free Janet from her corruption through the use of a potion she gained via wish. Shortly thereafter, Penny revealed her alliance with the Ebon Mint, and through developments spurred by an altered Janet/Jenna, a White Coin was created and used to free her from her previous patron.
With friendships growing, it all culminated in a massive battle at a graveyard in town. The world was nearly destroyed by the Horror Soth, only to be thwarted at the last second. Alicia helped in that battle, and was made to assist in the integration of the ex-Horror Serenity, plus the reformed Regina Bates into the organization. Afterwards everyone wound up at the beach, made some friends, made some enemies, and were left with questions as they returned to a world that had moved on without them. Incantation: "Chains of Darkness, break! Light, shine forth!"
Additional Info: -Traded Platinum Coin for Wing Perk -Traded Ruby Coin for Dual Weapon -Traded White Coin for Third Sight -Currently in possession of an Arrow of Temporal Displacement, and a Blessed Fairy Bolt
Darkness, Gravity, and Psychic - Eden's primary Specialisation is Darkness, though in conjunction to the stereotypical applications of the magic, her own monstrous traits convert it into something more aggressive that most wielders of shadows. As with herself, the Darkness Eden exudes takes on the fundamental property of "Consumption" - the essential aspect to the dark that leads it to blanket and smother all it touches. It devours all, becoming a corrosive swarm that sinks deep into objects and beings alike, rending them from the inside out. When confronted with projectiles, or even spells, she possesses the ability to absorb the magic, tapping into the core of her nature to convert that which she destroys back into magical energy, recycled into herself for the purposes of Evolution, or Regeneration, or to be returned to her opponent as concentrated beams of shadow, that erode everything they touch. The only limit to that effect are in itself its nature, as her shadows cannot absorb or reconstitute magic of the Fire, Light, and Lightning Specialisations.
Her second magic takes the form of Gravity. Her magic at its core influences and destroys that which it touches, and that influence can be felt through the distortion of gravity. Manipulating and malforming the world to her will, her favoured usage of Gravity magic is to grant metaphysical weight to herself and objects, both tremendously bolstering her presence on the battlefield, to sow fear into her opponents, but also making up for her lack of offensive physical strength, by crushing enemies under tonnes of force. Additional applications include freedom of flight, making up for her typical lack of agility, as well as the distortion of incoming attacks that could potentially breach her natural fortitude.
With a Ruby Coin, gifted to Eden by her friend and ally Christine West, she has developed a third Specialisation - Psychic. Although the latent uses of the magic weren't ones Eden desired, or had much use of, it grants her a number of additional options for information gathering, even if those paths are the kind of dislikes; forcing individuals to give up secrets unwilling, while effective, is something she finds unsightly. Her skill in magic therefore is something she is greatly thankful for, affording her the magic to manipulate her own mind as well as others. This signature application can divide up her own mind, almost creating a form of parallel processing, allowing her to work through multiple issues, or attacks, at the same time, when otherwise she might become overwhelmed. This method of mental division also affords her parallel spellcasting - the ability to simultaneously prepare and engage multiple difficult or powerful spells, though too many spells cast at once risks an overheat of sorts, in the form of a migraine. Complimenting her style of combat and combined with Awareness, it grants her the capacity to watch individual opponents at all times, notice things that might have otherwise gone overlooked even with her natural abilities, and crush her opposition no matter how many take up the battle.
Weapon:
(Melee): The weapon Eden uses most in combat is a straightsword, 60cm in length, approximately, and dyed black in her magical energy. Instead of being her actual weapon, though, this sword is merely a standard, human blade empowered by her magic. Utilising her Gravity Specialisation, she gives it a certain "weight" to it, in the metaphysical sense, giving it the immensity of a true Magical Girl's weapon without possessing its indestructible nature, nor the power to recall it. Her true weapon is the giant, black clawed arm that stretches out from her back, much like a scorpions tail. Marred with eyes, scales, and other bits of different animals, the claw seems to pulsate with energy, although she rarely uses it for direct combat. Instead it is where she channels her own magical energy, and as such it is the origin for most all of her spells.
Power:
Regeneration: A fundamental part of her kit, Eden possesses an incredibly fast regenerative factor - a gift from her Patron. Her absurdly high amount of mana storage allows her to effectively convert her Patron's energy into her own life force, granting her an vast supply of chances provided she doesn't get absolutely one shot, and still has magical energy to spare. Then again, sometimes even that isn't enough to keep her down.
Third Eye: Eden's all observing, all understanding sense of perception. To some, it could be considered the Well allowing her a peak into the fabric of the world itself, as is its nature. The legacy of an investigator and journalist, she peers into magic itself. Combined with Evolution, it allows her to comprehend, counter, and absorb spells before they have even been cast, as well as pierce through illusions and crush that which casts them. Her encroaching shadows, omniscient gaze, and encompassing gravitas lock off all escapes in the battlefield.
Perks:
Awareness: The honed senses of the journalist once known as Eden Campbell have done dulled for even a moment of her magical existence. With the addition of magic to the formula, they have instead grown even stronger. When it comes to the mundane, she can key into even the tiniest of details - things that others might not notice, or might otherwise be manipulated, magically or mundanely. Smells, tastes, sights, she can identify and reconcile them quickly and efficiently.
Blood Magic: Eden's health pool is a vast one. Fuelled from the inside by a torrent of magical energy, and kept alive by its tumultuous presence, her pool of expendable mana flows beyond just her energy reserves. She can choose to expend her own, extreme quantities of life essence as a substitute for mana in casting spells.
Evolution: The most powerful part of Eden's kit, and the thing she uses most of all. It can be considered a side effect of her Specialisation, a power to consume all. Opponents utilising magic as their first or last lines of defence and or offence should be wary, for engaging ones own Specialisation against Eden is a recipe for death. Eden is capable of cannibalising the magic and spells of others for her own usage in combat; magic utilised against her or allies are extrapolated and converted into her own ability, allowing for complete replication of said spell. Unfortunately, she is only capable of taking and using a single spell at a time, but against multiple enemies all casting spells she is beyond a force to be reckoned with.
Gifted: A signature motif of the girl - to beat an opponent by using their own magic better than they can. Eden is incredibly talented in the usage of magic, and can do things with her powers that others couldn't even dream of. Due to the nature of her cannibalising enemy magic to make it her own, this also extends to the Spells that she utilises from others, allowing her to increase the potency or alter the effects of the spells she steals. This makes her an incredibly diverse, and deadly, adversary to any and all opponents.
Immortality: A spillover from her power of Regeneration, and a gift from The Void Well, Eden is nigh immortal. Of course, "immortal" is something of an exaggeration, but it wouldn't be a stretch to say she is incredibly hard to kill. Even fatal blows, which might ordinarily kill a girl of her same calibre, can be battled through, at least to some degree. Combined with Regeneration, she is a mobile fortress, impregnable in defence and unkillable, even from the inside.
Ally: Eden is accompanied on occasion by a novice Magical Girl by the name of Christine. She is an Ice based girl, contracted to a Puchuu of one kind or another. That said, while she was made by a Puchuu, her loyalty lies to The Penrose Independent, And Eden herself, who makes great usage of the girls connections and powers.
Phylactery: The Void Well itself is the place of Eden's powers, and so too her soul is bound there. The Void Well is a physical place in the world that Eden stumbled upon in life, and through her mistake she became attuned and infused, by it. Rumour speaks it lies somewhere in the wastes of Russia, buried beneath ice and snow by the tonne, though others place it somewhere in Middle America. Eden wont speak of how she found her way there, what happened to those that accompanied her, or what happened to herself, but she does know its location, and what lurks beneath the land. Every year she makes travel there, to renew her link to its halls, but until that place is destroyed, Eden will never die. It is similar to a Soul Gem in that respect, but much more versatile and useful in its effectiveness.
Legacy: Eden is far from a normal Monster Girl by any stretch of the imagination. Due to the nature of her soul, being tied to The Void Well as a Phylactery, she is completely incapable of being purified by normal means. It is physically impossible to convert her back to a normal Magical Girl, no matter who tries. The only way to completely revert her is to purify The Void Well itself, and by extension the thing that lurks within, though that task is much easier said than done. In a similar vein, this ability grants her an increased resistance to debuffs and curses.
Flexibility: Eden's body is very special in comparison to many of the bodies of her fellows. As a part of her Monstrous Form, her body has become extensively flexible, able to twist and contort in ways beyond unnatural to a human body. She can twist in ways that people weren't meant to twist, and bend in ways far, far beyond any accepted or standard range of movement.
Monster Girl Features:
Nonstandard Limbs: Eden's Monstrous Form is a lot more subtle than one might think, mainly due to her abilities. Her hands and ears are feline in form, with the former taking the form of paws, and the latter jutting from her head. Both possess white fur, much like her hair in Magical Girl form. The last notable part is her tail, which would normally take the form of large cat tail, but instead appears as though a massive black, clawed hand, covered in eyes, scales, fur, and varying other animalistic traits. Through her Patron's meddling, and the usage of her magic, this tail acts as her true weapon.
Devourer: As the chosen Champion of The Void Well, Eden's traits are somewhat different to those others under its charge. She was one of the first to receive its blessing, and as such, the effect of transformation bolstered the her preexisting mental conditions; combined with her already insatiable hunger for information, she shares in The Well's ravenous need to consume magical energy. It can be satiated through combat, and the usage of her Evolution Perk, but to truly quell it is to feast on energy, the more raw and pure, the better.
Amorphous Body: An incredibly subtle mutation, but a notable one nonetheless. Eden's body is... fluid. She bends in ways that should be physically impossible, and her form when struck appears less like a physical mass and more like a rippling, pulsating mass of something else. She uses this to her advantage in combat both as a scare tactic, and a defensive countermeasure when her magic fails to prevent an attack. Most people don't fare too well when their target simply absorbs their attacks, after all.
Second Specialisation: Something Eden developed through messing with her primary power. Through her meddling she learnt to control the way her Specialisation alters Gravity, and thus she has developed it into a second Specialisation. (See Specialisation for details)
Patron: The Penrose Independent (The Void Well - Lesser Force)
Patron Benefits:
Focused: The drive of a journalist is one to be feared above all else in the world of the news. The Well ensures that those contracted with it are much stronger in terms of their own powers by feeding them a constant stream of high quality magical energy of their designated type, siphoned from the etheric energy of the spirits that flock to its halls.
Payment: In spite of being a vastly smaller collective than The Mint, The Penrose Independent has spent a large amount of time developing and building their own resource based infrastructure. Within their loop are countless people of different walks of life, and The Independent makes great use of them. One of these uses is through payment - the Journalists making up The Independent are compensated famously for their work, provided no issue arise during operations. These kinds of rewards are one of the things that create disparity between The Independent and Mint - the Journalists work for reward, rather than paying off their debt; loyalty is ensured by positive reinforcement than negative.
Mana Font: The Void Well is a strange place. It is a spiritual ground where energy accumulates, due to its incessant need to consume more and more. As such it is a place of immense power, and mana, and Eden's Patron has plenty to spare - more than it could ever consume in an aeon. As such, it is shared with her as part of her connection. For as long as her soul is bound to its halls, she can draw from its vast supply of energy for her own personal usage, and she utilises it extensively.
Mystic Might: A spillover from the Mana Font that is her Patron, Eden has way too much magical energy than she knows what to do with. Therefore, she converts some of it into her own power, greatly increasing her magical prowess in return. For increased power, a small sacrifice of limitless energy is a small price to pay.
Magical Overload: Of course, having such extreme amounts of magical energy isn't all sunshine and death rainbows. As a preliminary step to ensure her body could contain and maintain all of that magical energy, The Void Well made her one with it. From the moment of her transformation she was subjected to extreme levels of magical energy - much more than is safe for a magical girl to withstand, let alone a human - all in the hopes of creating one that could survive the blessing of The Void Well.
Patron Drawbacks:
Formless: Though the Well itself is far from “Formless” as of a the conventional sense, that form it possesses can’t move anywhere. Its presence can only be felt through its Champions, and it can only communicate through long distance telepathy. Its physical extension only goes so far as the halls it inhabits, and therefore it relies on the girls contracted with it, and those working for the Independent and Eden, to conduct its bidding.
Limited: The Void Well is far from an immortal entity. While it has vast power and connections, capable of protecting itself from threats, too large an attack may prove more than it can handle. Should the connection to The Void be disrupted, and the halls of The Well be destroyed, the place will collapse, and its powers will be no more. Demolishing the spiritual grounds it sits upon is one way, but another is Purification.
Paranoid: The Lesser Force of The Void Well is incredibly distrustful of other Patrons and Magical Entities, though not or the reasons one might assume. It is fine with them interacting with her Champion, and going about their business. But it's those that stray too close to the Well that is holds distrust for. The only way to kill the Being, and by extension free its Champion's their Monstrous Forms, is to purify the location, expelling the creature for good, or destroy the Well itself. Magical Beings that get too close are driven off by Monsters and powerful Magical Girls that it holds under its command, and it keeps a close, watchful eyes on those suspect.
Big Brother: Though The Well might not be able alter things physically, it is more than capable of watching. This trait is similarly possessed by The Penrose Independent as a whole - the members and operatives of the team are constantly watched, by both The Well and The Independent’s contacts, ensuring missions are completed succinctly and without interferences, and no breaches to the mission statement are committed.
Monstrous Form: The steps the Well took to ensure Eden could hold its vast stores of energy came with the added benefit of converting her into a Monster - a creature of darkness. Her body, mind, and soul warped under the pressure of the energy, thereby converting her into something of a bestial nature. It can't be said that the mutations were terribly harsh on her, though; in fact, one could say that becoming a Monster was more of a blessing than a curse when it comes to her line of duty.
Fighting Style: Eden's fighting style is unique in that it is entirely based on how the opponent fights. Physically, in terms of strength and dexterity, she is weak, and so close range, one on one brawls are far from comfortable territory for her. Her most comfortable fighting grounds are against enemies that utilise Magic for their combat; due to her nature, and her ability to replicate Specialisations utilised against her, she is capable of taking and using an opponents magic. In combat, she overwhelms her enemies with their own magic, but to a much more powerful extent. In the mean time, she plays on the defensive, utilising her primary Specialisation as a shield, while taking any otherwise unavoidable hits like a tank. From there, she crushes her foe with extensive magical prowess. It can be safe to say that her favourite fighting ground is against multiple, magic reliant foes with which she can obliterate with a huge arsenal of firepower.
Present During The Summer Vacationtm: 1 Ruby (Gifted by Christine West)
Personality: As a journalist, and a Champion of The Void Well, Eden possesses an innate and hungry drive for uncovering and publishing information. She is intelligent, and cunning, bent on advancing her organisation as much as possible. She is also incredibly confident, and fears nigh nobody, thanks to her extensive powers. However, despite her nature, and job, there is an underlying nature of recklessness in her actions. Beneath her attitude is a layer of what many in England would considering "Chavvy". She does her best to hide it, elongating her sentences and using more extravagant words, but sometimes it slips into her speech whether she likes it or not. Of course, despite this, she is professional, and even with her underlying heritage seeks to uphold said professionalism at all times. Similarly, she has a severe dislike for anything that would seek to obscure the truth, and such Blackmail and threats are far from her kind of language.
History: "Eden Campbell". To most, it would be an incredibly unfamiliar name. A quick google search brings people up to speed though - an English reporter, working under the BBC, who went missing some five years ago. It was never confirmed if she died, as no body was found, but rumour held that she ventured off to America in search of some big news story, related to an ancient spiritual site. Her twitter in the months before the disappearance is rampant with discussions and arguments regarding the topic, and multiple news reports can be found discussing her as insane, and likely dead.
Those five years prior, Eden Campbell was widely regarded as crazy by her fellow reporters. She was removed from certain positions, which only gave her more time to research the location of her quarry. Then, suddenly, she upped and left the country for Middle America in search of The Void Well, a place of power somewhere in the world, where spirits and etheric energy gathers, leaving behind her parents, who died three years later. The Well itself was said to lead unto the depths of reality itself, reaching Chaos, in the Greco-Roman sense of the word. It had never been uncovered, despite several expeditions to find it, and Eden sought to be the very first. It wasn't the fame she was after, it was the idea of finding something so ancient and mysterious that excited it.
Then, four years ago, an organisation started up in Penrose City, called The Penrose Independent. They started out as a small, mundane news outlet, publishing papers in whatever corner shops would take them. But then they started to expand, quickly branching out into stories about The Beacon, fights between Magical Girls, Ebon Mint activities within the city, etcetera. Their readership grew from simple humans to members of the magical world, and, eventually, they grew into one of the most prominent news networks in the city. Presumably, they're a kind of secret organisation, which hires any kind of worker, no matter their Patron. They sell their services to others, buy information for publishing, and stop at nothing to reveal the truth of their stories.
Additional Info: N/A
Type: Lesser Force
Name: The Void Well, The Penrose Independent
Personality: It’s a Well. It doesn’t have a personality.
History: While the Penrose Independent can be considered a facet of The Void Well, it is not part of its more recent history. Rather, it only came about in the past few years. The Void Well itself has been a part of the world since the advent of creation - a hole through reality, unto nothingness. However, after its sealing beneath the Earth, it has remained hidden, as a lost spiritual grounds radiating with power. In recent years its halls have been uncovered, and now, it is awake.
Resources: The Void Well has more girls under its banner that simply those contracted to it. Specifically, to work for The Void Well doesn't explicitly require one to be contracted with it in the first place. It is more of an allegiance than anything - an allegiance under the banner of The Penrose Independent: a well respected news outlet, primarily focusing on physical and digital newspapers. While some people are contracted to The Well in a similar fashion as Eden, the vast majority of its Journalists are simply random but loyal girls, won over by one means or another.
History: The Penrose Independent only came into existence a few years ago in the form of a small, private journalism network, bent on discovering tidbits and stories. The company was set up under the name Cynthia Martell, but it was founded by Eden Campbell - a journalist who went off the grid a couple years before its founding. They quickly grew into being one of the largest sources of news in Penrose City, with one of the main reasons for their increased popularity being due to their dual coverage - published under the title of "The Penrose Preternatural", they release stories for the magically inclined of the city and world, including Beacon and Ebon Mint movements and activities, large scale skirmishes, etc.
Operations: Although The Penrose Independent is far from as well connected as The Ebon Mint, they have a sizeable pool from which to draw, be it money, items, connections, or something more obscure. Unlike the Mint that trades for debts and information, the Independent intentionally seeks out the information to exploit, rather than buying it. Their motto is to keep the truth truthful, and as such they never engage in blackmail. Keeping information secret goes against their policy, so instead they utilise their renown and built up information as weight against targets. While the Mint works from the shadows, The Independent is an open system, that anyone can contact, work for, or hire.
Additional information: The truth, even against the world, will always prevail.
Name: Christine West
Age (Magical Girl): 1
Age (Before Magical Girl): 15
Gender: Female
Gender (Before Magical Girl): Female
Appearance:
Specialization:Ice - While Christine's Specialisation isn't necessarily the most special, she wouldn't change it for anything. As a user of Ice, she is able to instantly chill her surroundings, creating ice spikes of projectile, or even shields, for use in combat. That said, her kit, combined with her Gifted Perk, is a lot more specialised, being geared a lot of closer to trickery and deception. She is capable of creating minor illusions by reflecting light through her ice crystals, allowing for misdirection and confusion, with which she can set up a surprise attack, or escape from combat.
Weapon: Hanging from Chrstine's purple hair are several small, blue crystals, reminiscent of icicle decorations one might find on Christmas Trees. While they look aesthetically pleasing, their primary function are catalysts for her magic. Through them, she is capable of freezing the air around her, and can even use their reflective properties to enhance the tricks she can perform.
Utilising these crystals allows her to freeze her own strands of hair, and in turn manipulate how those crystals move, effectively turning every strand of hair she possesses into a magically infused whip. These can be used to attack from multiple angles, lock off openings that might otherwise be exploitable, or simply act like a poor mans tentacles in a pinch. (Mystic/Melee)
Power:
Duplication: Perhaps with a kit geared for trickery, it would only be natural that Duplication would find its way into her repertoire. Using ice pillars, she can produce replicate forms of herself, made purely from said ice. These are primarily used for confusion and recon, but she isn't adverse to having them gang up on an enemy from all sides. These duplicates, as they are formed from ice pillars, have the secondary ability to revert back to the ice pillars at a moments notice. This doesn't cost any mana to do, but it does require her to resummon them afterwards. Despite the high mana cost this entails for repeated use, it allows her to trap opponents in what is effectively an ice maze.
Perks:
Gifted: Much like many others, Christine prides herself in the unique techniques she employs during combat with her abilities. Unlike many other Ice based Specialisation users, her kit focuses on deceit, misdirection and trickery, closer to an Illusion Specialisation girl, as well as recon and majority combat with her Duplicates. She isn't adverse to utilising Ice as it is intended, but her naive nature as a newbie Magical Girl leaves her attempting to show off.
Hammerspace Handbag: A small bag, capable of storing almost anything she can fit inside. Due to her role in The Penrose Independent, she mainly does recon work, and as such her bag is filled with various supplies for the missions she goes on; various fake documents, spare cell phones, viewfinders and binoculars, several thousands worth of money, in different monetary systems, etc.
Monstrous Metamorphosis: Although it is rarely seen, Christine does possess as Monstrous Metamorphosis. Despite her belief that she has a firm grip on the reins of her emotions, she is still a new and immature Magical Girl - she can easily lose that grip with too much stress. Though she is monitored by one of the main Psychic users of The Independent, too many emotions bubbling over can bring about the transformation - her form is coated in ice, becoming closer to an elemental than a human, and her thought processes shut down, in favour of primal and baser instincts.
Dual Weapon: As a side effect of her Mystic weapon, the crystals that hang from her hair, Chrstine sometimes, accidentally, freezes the individual locks. At first it was an annoyance, but she quickly learnt to use it, manipulating the ice in her hair to create long whips of frostbite for attacking enemies, effectively giving her another weapon type - melee.
Awareness: Training from The Independent combined with some innate talent gives Chrstine a heightened sense of awareness, capable of observing and understanding her senses much more acutely. Although they have no bearing on the magical world, they make great work of assessing the mundane, which helps greatly through her work as a recon agent.
Patron: The Penrose Independent (Puchuu)
Patron Benefits:
Emergency Reinforcements: As a member of The Penrose Independent, Christine has a direct line to many of the members of the group. If she is in significant trouble, or a situation she is ill equipped to handle, she can send out a distress signal specifically associated with herself, and a nearby Independent Girl will be dispatched for assistance.
Well Connected: While Christine herself doesn't make much use of it, The Penrose Independent makes ample use of her true Patron. Despite having a dislike for her, the Puchuu that made her is incredibly well connected. Through one way or another, she was able to secure some of those connections for herself, which she then passed on to the higher ups in The Independent. Sometimes she will make orders herself, but a large portion of the time they will be on the behalf of other members.
Mana Font: The Puchuu that created her might not like her, but it doesn't have many alternatives to choose from when it comes to Magical Girls. Begrudgingly, the critter provides her with a vast supply of mana - enough to satiate the high demands of her kit - for the sole purpose of preventing her inevitable and untimely death.
Supplier: Along the same veins as being Well Connected, the Puchuu that made her is more than just in the know. The connections it wields are vast, spanning countless organisations, countries and ethnicities, built up over years of life. One way or another, the girls it owned died off, leaving it with the scraps it could find. But those connections remained. Christine is capable of obtaining pretty much anything non-magical she could ask for, and as such, she is utilised heavily for supply runs by The Penrose Independent.
Payemnt: The boon of The Penrose Independent. Though some join for security, and a place to stay, many join due to the lack of reward their Patrons give them. Someway, somehow, The Penrose Independent is capable of supplying its members with enough money to make up for their Patron's lack of payment. Functionally, this works to offset Empty Pockets, and thus gives girls the full amount of coins they should receive. For those without Empty Pockets, it acts much the same as Payment does normally, in giving a 25% increase.
Patron Drawbacks:
Cagey: The Puchuu isn't talkative, and doesn't like giving out hints. No doubt it was used to a certain kind of Magical Girl, presumably the ones it created before Christine - the kind that didn't ask too many questions, and were capable enough to deal with threats without external assistance. Christine far from fits that bill, but the Puchuu is stick in its old ways.
Hostile: Along the same vein, the Puchuu has a severe dislike for Christine. She is far from a prime candidate for being a Magical Girl, but after the deaths of the girls that once worked under the critter, it was forced to make do with the best it could find. Christine might have potential, and be decently skilled with the magic she has despite her short time as a Magical Girl, but she is far removed from a top tier girl.
Empty Pockets: The Puchuu might have connections for physical items, but when it comes to magical payment, the river couldn't run drier. Due in part to the loss of all its girls, and in part staunch pride in asking for debts, any and all coin rewards Christine obtains have to come from external sources. This, combined with the hostility her Puchuu displays, is the reason she was convinced to join The Penrose Independent.
Fighting Style: Christine focuses primarily on magic when fighting, utilising her wide skill set and high magical power to crush her opponents. Of course, crush is something of a misnomer. Her true skill comes into play through deception; by utilising the ice crystals she forms, she is capable of manipulating the light to create minor illusions, which confound her opponents. With the foe dazed, she goes in for sneak and surprise attacks, capitalising on them being stunned to great efficiency. On the other side of the spectrum in combat, she is not adverse to traditional combat, having her Duplicates gang up and beat the ever loving shit out of her opponent, or locking them with a maze of ice pillars before freezing them entirely.
Stats (Untransformed):These start at 3. CYOA options indicate if they apply out of costume as well. STR: 2 AGI: 2 VIT: 3 MAG: 3 LCK: 2
Present During The Summer Vacationtm: 1 Ruby (Given to "Eden Campbell")
Personality:
History: Christine was an orphan, brought from Puerto Rico to Penrose by a family that quickly abandoned her. Despite her upbringing, being one of bouncing between care homes and foster families, she didn't turn out as damaged a child as one might have expected. Early on in life she developed in interest in language, and sought to learn English as quickly as possible. When she could speak fluently, she started writing, and became a quote unquote journalist for her schools newspaper.
Of course, thing didn't go well forever. On the way to school one day she found herself caught in the middle of a crisis - something was rampaging through the streets in the middle of the day, upturning cars and smashing into buildings, all the while trampling people under foot. She watched as one, young girl, was brutally crushed by the thing. And she could do nothing but try and run.
But then it appeared. That creature. That small, white, fluffy thing, with hatred dripping from its words and sadness in its eyes. Or at least that was the projection she put onto it. Something about all their girls being dead, something about the next best thing on hand, something else about "I can't believe I have to settle for a third rate like you", and bish bash bosh, she became a Magical Girl.
A short while after being created by the Puchuu, she came to realise the downsides that came with working with it. For the most part, it appeared to display a severe and continuous dislike for her, and similarly refused to pay her in magical means. The combination of these traits led her to seek work elsewhere, eventually culmination in her joining up with The Penrose Independent. They would protect her, pay her, and they offered work in line with the things she was interested in, and good at. For a newbie like Chrstine, it was the best deal she could have gotten.
Incantation: "Things are getting pretty fiery here - I think it's time to cool down!"
Additional Info: TBA
Type: ???
Name: The Penrose Independent
Personality: It’s an organisation. It doesn’t have a personality.
History: The Penrose Independent only came into existence a few years ago in the form of a small, private journalism network, bent on discovering tidbits and stories. The company was set up under the name Cynthia Martell, and quickly grew into being one of the largest sources of news in Penrose City, with one of the main reasons for their increased popularity being due to their dual coverage - published under the title of "The Penrose Preternatural", they release stories for the magically inclined of the city and world, including Beacon and Ebon Mint movements and activities, large scale skirmishes, etc.
Resources: Although The Penrose Independent is far from as well connected as The Ebon Mint, they have a sizeable pool from which to draw, be it money, items, connections, or something more obscure. Unlike the Mint that trades for debts and information, the Independent intentionally seeks out the information to exploit, rather than forcefully obtaining it. Their motto is to keep the truth truthful, and as such they never engage in blackmail. Keeping information secret goes against their policy, so instead they utilise their renown and built up information as weight against targets. While the Mint works from the shadows, The Independent is an open system, that anyone can contact, work for, or hire.
Additional information: N/A
Name: Katelyn Everance
Age (Magical Girl): Unknown
Age (Before Magical Girl): Unknown
Gender: Female (Both)
Appearance:
Specialization(s):
Lightning and Air
Weapon:
Railgun: While Katelyn's standard weapon is a relatively nondescript Magari Yari, it is a lot more special. The head of the weapon is removable with enough force channelled through the shaft; by charging electricity through its hollow center, up to the blade head, it can be ejected with enough speed to break the sound barrier, turning it from a simple melee weapon to a deadly long range ballista. (Melee and Ranged)
Power:
Regeneration: The power of her Patron, influencing that which her followers are. Katelyn has the power of Regeneration, to mend wounds quickly and efficiently. Anything short of instant death can be repaired, all it takes is time, and energy.
Perks:
Sorcery: Katelyn was, during her time with her previous employer, taught a method of mundane magic, that allows her to infer information about the past by touching objects and focusing. She is shown visions that vary in quality and length, which give details about things that have happened to that object, such as who has touched it, or defaced it, or used it, etc.
Dual Weapon: (See Weapon Section for full description)
Enhanced Weapon: That spear she wields, through the manipulation of magic, has become something more powerful than just a spear. It is sharper, with greater heft towards the blade. Through the center runs a hollow shaft from pommel to blade, granting the channelling of energy through it, and the weapon itself has been made much more receptive to her magical energy.
Drifter: From Katelyn's back grow a pair of scaled wings, as part of her Monstrous Form. Due to their size, they aren't particularly useful, though they do granted a limited form of flight, which she bolsters with her Specialisations of Air and Lightning to gain vast amounts of speed.
Gifted: Katelyn's true greatest asset in combat is her own wits and capabilities. As an older Magical Girl, she has had much time to hone her skills and magic. She has developed an extensive array of tricks and powers through her years, placing her a head above her less experienced fellows. Perhaps her most proud achievement in this vein is her own person self support spell, <<The Dragon's Wings>>, which combines her own naturally ridiculous agility with her Lightning and Air Specialisations to enhance her own speed nigh ten fold; her body becomes wreathed in electricity, before she vanishes in a flash of lightning, only to reappear elsewhere, as though she had teleported.
Patron: Deity
Patron Benefits:
Divine Competence: It can't be said that her Patron is linked to any notable skills, and thus the effects of the benefit go somewhat to waste. That said, the things she learnt with her previous employer stuck with her, and thanks to some intervention of behalf of her new and current Patron, those skills find themselves with minor enhancements instead. Such things as CQC, tracking, intimidation, deceit, etc.
Paragon: The power of Katelyn's Patron is her own, so to speak. As a being of immense and immeasurable power, her Patron has plenty of energy to spare, and thus uses it to better her Champions as for their time under her charge. Since she is unable to physically effect the material plane, it is through her Champions immense capabilities that she spreads her own presence.
Physical Prowess: A side effect of the Paragon benefit, and a spillover from the immense energy she grants to her Champions. Katelyn's physical capabilities, specifically her agility, are well beyond humans, and a vast number of Magical Girls. She is a head above others in terms of physical attributes, granting her the abilities she needs for her work.
Mana Font: The magical energy her Patron is capable of bestowing is vast and immense. Thanks to Katelyn’s existence as a Monster Girl, she is already used to storing and channeling huge amounts of magical energy - for some, such extremes might be considered toxic, but to her she faces no ill effects. Due to this, she can utilise her abilities ad infinitum, with veritably little effort nor worry.
Supplier: While Katelyn's Patron might be unable to affect the material plane, her followers and Champions can. While it isn't much, one or two follows can be found in most any major city, and as such it is relatively easy to get a hold of them. With some processing time, they can acquire her a lot of material goods with which to use.
Magical Overload: Not a side effect of her Patron, but the reason she is a Magical Girl in the first place. A reminder of her first days, and her old life. From the start she was exposed to more magical energy than was safe, as a human no less. She can hold the amount of magical energy her Patron forces on her for this reason - she's used to it by now.
Patron Drawbacks:
Unknown: Her Patron is... well, no one knows her. She isn't real, not right now. Not ever. But she is, and she's waiting. Only other Deities could even recall her titles, but her name is lost in times long since past. She is one of the oldest entities of the universe, a relic from aeons ago, and a bygone age. Not even her Champions know her name. Just her titles. But those Deities that do know her, two titles stick out more than any other. "She Who Bathes in Eternity", and "The First Eye".
Arrogance: As arrogant as a cosmic entity can be. She isn't one to brag exceptionally, but her confidence in both her own power and the power of her Champions is not to be underestimated. Sometimes she under, or over, estimates people or situations, but her belief is absolute. Those that fail her were simply expendable - their deaths were part of the plan.
Big Brother: No where is safe from the prying eyes of Katelyn's Patron. Her titles as "The First Eye" is not to be underestimated - she has a view into everything that happens everywhere and anywhere in existence, though she watches her Champions most of all. That said, she sees all, no matter where it occurs.
Vendetta: For one reason or another, The Lady has a kind of hatred for the Ebon Mint. It appears to have been a new thing that she has developed, only being prevalent in her actions in the past few years or so. That said, she has set forth something of a movement to dismantle the Mint. The Girls under her charge seek to disrupt Mint activities wherever they occur, including ruining missions, stealing Black Coins, incapacitating or killing operatives, etc. Katelyn doesn’t actively take part in these kinds of operations, but she does seek to prevent their machinations wherever she finds them.
Monstrous Form: Not the fault of current Patron, but something from her old life and employer. Katelyn never became a Magical Girl, per se, but rather she went straight from human to Monster Girl thanks to the way she gained her powers. Her form is permanently shifted to that of a Monster, and more specifically, a dragon. A scaled tail produces from her back, wings sprout from behind, and scales lines her body.
Monstrous Mutations:
Non-standard Limbs: Wings and a tail spring free from her back, and scales line her body. Her hands end in claws and horns rise from her head. Her monstrous form is that of a dragon, though of course lacking the fire breath.
Dominator: Katelyn is the leader. It was less expressed in her early years, but now, as an older girl, it comes in full swing. She can't be said to be bossy, but she is stubborn. A lot of the time she intentionally and subtly takes the reigns in situations regardless of what others say, typically without them even realising she's in charge. Other people can't be trusted to make good decisions. You need someone trained, someone disciplined, and someone smart, in order to make a plan successful.
Redirected Magic: The cause of her somewhat average Magical capabilities, Katelyn's magic is intentionally redirected in order to maximise her physical capabilities. Primarily for increasing her already ludicrous agility, it has the benefit of improving both her strength and vitality too, though the cost on her magic is high.
Second Specialisation: The massive amount of Magical Energy she received during her transformation from human to Monster Girl left her soul irreparably twisted, resulting in the formation of a second specialisation: Air. Her kit is purely agility based, and her second magical type only helps with that.
Fighting Style: Deadly, quick, and serious. Katelyn is without doubt an experienced girl, and her combat technique proves it. In fights, she makes ample use of both her magic and her weapon, dealing with people at long range with blasts of lightning, while keeping her foes locked into blocking with her extreme speed and her close to medium range weapon. She aims to end fights quickly, striking with intent and drive at the vital parts of the body, and isn't against fighting dirty if it gets her the win in the end.
On the defensive, she is incredibly hard to hit. The combination of her magic, and her natural agility, alongside <<The Dragon's Wings>> makes her much more than a "hard target to hit". She is nigh impossible to get a strike on from long to medium ranges, and while she cant escape from close range as easily, her speed allows for incredibly fast reactionary blocking.
Driven off a Dark Magical Girl: 1 Silver, 2 Bronze Defeated a Magical Girl: 1 Silver, 5 Bronze Assisted in Defeating Soth: 1 Gold, 4 Silver, 6 Bronze Upheld One's Oath at a Critical Moment: 3 Silver, 2 Bronze
Spent:
1 Ruby: Present During The Summer Vacationtm, +4 Agility (Spent) 1 Gold, 8 Silver: Earned during The Graveyard Event, spent on +2 Magic.
Personality: Katelyn is obviously an experienced girl. Behind her eyes, her words, and her actions, there is an underlying sense that there is something different in the girl, even to those that have never met her. Like the emotions she displays don't belong in the body of someone so cute, or the ideals she expresses don't match up with the soul that beckons them forward. She is serious, though not hardhearted. She has a compassionate streak, and despite her nature to be in charge of things, she isn't as bossy as one might think from the outset. Along the same vein there is something of a dry sense of humour to her, betraying her true nature as someone who secretly and deep down likes to have fun. At times she can be playful, to those she considers friends, but in combat, her attitude is one of precision focus and deadly reflex; her skill level is easily betrayed by her capabilities, indicating her as one that was trained a great deal to be a killer.
History: Katelyn's life is an always has been shrouded in mystery, since she escaped her previous employers. She doesn't oft talk about the things she's been through, the things she's seen and the things she's done, though whether that's out of fear, shame, or some other emotion is up in the air. That said, it is obvious by the way she acts and the skills she displays that she is a senior Magical Girl with a lot of experience under her belt.
At some point in time between her release from her past employer and the present, though, she met with her current Patron, and through one event or another ended up making a pact with them. It cant be said if it was through desperation or intimidation, but somehow Katelyn ended up as the Champion of the ancient entity known as "She Who Bathes in Eternity", and has been working under her charge since.
Incantation:WHO NEEDS AN INCANTATION?!
Additional Info:
TBD
Type: Deity
NameError : Records Unavailable
Titles: She Who Bathes in Eternity, The First Eye, The Lady, She Who Watches, The Patient Flame
AppearanceError : Records Unavailable
Personality:Note : Second-hand Information She is a mystery, as far as personality might go. It might be best to call her "volatile". Her curiosity is endless, and she has absolute faith in herself, her Champions and her own machinations, though how much of her schemes are real and how much are psychosis is up for debate. As an ancient being surpassing most every Deity in age, she has seen humanity grow and grow, and thus her wisdom is vast, though she isn't the keenest to share. There is a modicum of underlying frustration behind her actions, however she is typically calm. Keyword typically.
HistoryError : Records Unavailable
Resources:Note : Second-hand Information Though she is unable to interfere with the material plane directly, she has the capability to synchronise herself with people and creatures within it. Everyone she creates a pact with becomes her resource, and everything that is her resource is theirs. Everything within her web of control is shared between everyone, and simply being part of her web is enough to indulge in the services her followers provide. For her Champions, this often takes the form of easily accessible supplies.
Additional Information:
Name: Thalia Alvoy, The Vixen of Penrose
Age (Magical Girl): 8
Age (Before Magical Girl): 24
Gender: Female
Gender (Before Magical Girl): Female
Appearance:
Specialization:
Oddball (Reactor) and Lightning: Following her usage of a Red Coin, Thalia's Specialisations underwent a particularly heavy change. While the Lightning side of her abilities are relatively standard by way of Magical Girls, creating electricity and granting herself various physical buffs, her especially unique abilities comes in the form of an Oddball Specialisation - self titled as her 'Reactor'.
Like true to life reactors, a fuel source is inserted, and in return energy is generated - in her case, it is a powerful magic which actively converts magical energy into a store of raw kinetic energy, which Thalia can then feedback into her own body or attacks. Its standard operating method is the creation of devastating shock-waves projected from every swing of her sword, but it can be applied to her muscles for immense feats of strength or speed, ejected from an impact site to lessen the blow of an attack, or even produce pseudo-flight with enough continuous energy ejection. A side effect of this magic is that she can passively absorb latent magical energy in the surroundings, and the residual energy produced by the casting of spells, and use it as an alternative source for her Reactor, as opposed to her own store of mana. This method isn't as efficient as using her own store, and leaves her prone to physical side effects like overheating, but allows her to continue fighting even after her magical energy has run dry.
Weapon:
Melee: Thalia's sword, a weapon that gleams a brilliant white across its blade, drenched in Magical Energy. Although merely a melee weapon, it makes an excellent tool for Thalia's magic, combing with her strength to create massive shock-waves which decimate everything in their path.
Power:
Copycat: As The Vixen, she wielded the ability to replicate the magics of other girls. Once, she managed to break free of the limitations cofining her to Specialisation magic, and successfully copied an Overcity Shift. Despite the scrambling of the Red Coin, it only served to heighten her ability of replication - until it could encompass Powers as well. Her physical being is particularly calibrated to absorbing external energies, and her body is capable of rapid adaptation, so that once per combat encounter, Thalia can recreate the Power of another girl, be they friend or foe.
Perks:
Awareness: Her bestial physicality and Third Eye once provided her with great perception, to see and react to even magic before it was cast. Even though she now lacks those aspects of herself, Thalia is still naturally perceptive as a hunter by trade, and with reinforcement by magic, her mundane senses are perhaps better than they ever have been.
Enhanced Sustenance: Thalia's form, though "robotic" would not be far off, takes more cues from the natural than the artificial. She is a being of biotech, consisting of a powerful Mana Fusion Core, which transmits energy across her body via biological wires. She requires very little sleep, does not need to eat, and can survive without oxygen, all thanks to her Reactor.
Flexibility: Though she lacks the bestial nature that once granted her such vast ranges of movement, her new body, and the muscle memories from her previous form, allow her to replicate those feats of dexterity as best as physically possible, without access to a Beast Specialisation.
Gifted: A part of Thalia's identity in combat has always been her abilities, the way she can wield her powers in ways that others couldn't begin to dream of replicating. Even now, altered at a fundamental level, she still retains the key knowledge on how to manipulate her magic in new and powerful ways.
Halfblooded: The deep-seated corruption of The Vixen was something impossible to overwrite, even for a Red Coin. For as long as Thalia remains a Monster Girl, the defence mechanism she put so much faith in over her life will always remain. And so, while it exists, she instead chooses to make use of it; by tapping into the rage, and the darkness of her mind, she can bring force waves of fire from within, to reduce her enemies to ashes.
Leitmotif - Ex Cinere: The flame that burns within Thalia's Reactor grows into an inferno, which threatens to engulf her in an explosion of radiant conflagration. Her sword becomes wreathed with brilliant, blue fire, and her speed multiplies tenfold, until she is nought but a blur upon the battlefield. For every swing of her blade, a wave of white flame rides the shock-wave of her magic, incinerating anything not destroyed by the initial force.
Lure: Despite being a Monster Girl, Thalia has intrinsically manifested into something utterly different. As The Vixen, she committed acts that would, under Beacon's watch, have her executed on sight, and yet she possesses a draw that attracts others. Something to do with her nature, her magic, her unusual reality compared to other Monsters - unless she desires it, she will never be alone, and those that fight beside her feel themselves bolstered.
Reverence: As though to reinforce the unique circumstance Thalia has become, her body has become nothing like most any Monster Girl in existence. She has no need to be sealed, and humans of all kinds feel a sense of calm when near her. It is almost as if she is not corrupted at all - rather, she is something good, almost consecrated.
Monster Girl Features:
Broken Reincarnation: Lothreen, Thalia's Patron, has been missing ever since The Vixen took full control. Despite her absence, she still provides the necessary magical energy for the servant of a God, but without her physical presence, if Thalia were to die, her Reincarnation will longer than any normal Magical Girls, and be marred with difficulties.
Dominator: Thalia is special. She's unique, unlike any Monster Girl that has ever existed. As a wholly new existence, she should be the one people listen to - the special aspects of her powers that she now wields have to have been given to her for a reason, and as a chosen one, why would anyone choose not to follow her?
Second Specialisation: Lightning, a byproduct of her Reactor. Thalia can intentionally overload her Core with Magical Energy, flooding her body with huge amounts of electricity, to create sudden bursts of speed, or blasts of lightning from within.
Amorphous: Thalia's body is strangely flexible, in a way unlike a normal body should do. At one time, that range of movement was associated with her Beast Specialisation, but without it, the retained dexterity is unnatural.
Patron: Lothreen, Goddess of the Hunt
Patron Benefits:
Divine Competence: ???
Magical Overload: ???
Mystic Might: ???
Paragon: ???
Physical Prowess: ???
Patron Drawbacks:
Clueless: ???
Monstrous Form: ???
Paranoid: ???
Trickster: ???
Unknown: Lothreen hasn't been seen in many months. The last time somebody saw her was when she invaded Penny's lair to check on the two of them, followed by a meeting she had with Laat'AlOfan. Where she has been is unknown, and most people who know "The Vixen" have no idea that she has a Patron at all. Similarly, why Lothreen doesn't intervene with Thalia's rampage is unknown.
Fighting Style: Since her magic has become a lot more focused on full frontal assault, so too has Thalia's fighting style. While she had begun taking measures to limit herself to non-lethal damage, and manipulating the fight to her advantage, in her new form she is vastly more offensive. She aims to crush her opponents defences, weaving her way through the battle and striking with brutally powerful blows, until her enemy can no longer muster the strength to fight back. Thanks to some of her innate traits such as Lure and Copycat, she is an exceptionally helpful ally in battle, and an incredibly difficult enemy to combat.
Defeated a Monster Girl: 3 Silver, 2 Bronze Driven Off a Monster Girl: 2 Silver, 2 Bronze Present During The Summer Vacation: 1 Ruby (Spent)
Personality: In the transformation of the Red Coin, Thalia's personality was altered, though not to a massive extent. She still retains her excitable, playful demeanour, and the boundless energy that she wore as a trademark. However, in the rebirthing process she has become a lot of more calculating. She is not as quick to panic, or become angry, and, in many ways, wields a much calmer and more collected attitude. However, with the loss of her desire to hunt, Thalia has become greatly more controlling, and almost overconfident. She believes herself to be unique and powerful in ways that most other Magical Girls couldn't even begin to compare to, to the detriment of how seriously she takes most fights.
History: Since vanishing from Penrose over the course of The Justine Incident, Thalia lost control of her Monstrous Mutation, and gave into her mental desire to kill - attacking Magical Girls and humans alike under a pseudonym coined by The Penrose Independent, "The Vixen of Penrose". Only more recently have the effects of her mental pollution begun to subside, and after the falling through of her deal with The Penrose Independent, she subsequently returned to reconcile with her old friend, Penny Asimov. She used her Ruby Coin to gain an Illusion Specialisation, with the hope of reclaiming some semblance of her personality, but readily abandoned her previous nature with the usage of a Red Coin.
Incantation: Unnecessary.
Additional Info:
The magic of her Ruby Coin was assimilated by the Red Coin, and converted into raw power (Stats)
Name: Dawn Astraea Age: 16 Gender: Female Appearance: Dawn is a tall girl, standing at 5-foot-7 even at 16 years of age. With pure white hair and stern blue eyes she is a spitting image of the heavenly warden, both beautiful and frightening in tandem. Pride and apathy to judgement (who would have the right to judge her?) lend to a posture and wardrobe that reflect sensibility and normalcy. This, however, does not at all extend to her attire when transformed, becoming suddenly bodacious and brazen. "Deception does not befit a warrior of my quality." ...or so she says.
Specialization: [FIRE] No element represents the aims of justice more readily than that of fire. Cleansing infernos sweep aside the wicked and enact punishment upon the guilty. Dawn wields fire as both a representation and a tool to enact the virtues that her Patron requires of her. Merciless flame strikes precisely upon its target. Where agents of chaos would use fire in wide swathes, attacking with reckless abandon, Dawn's use of the element is focused and dedicated. She attacks with elementally-enhanced melee strikes to compound her similarly ferocious physical strength, and auras of heat to melt those who would strike her.
Weapon: [Mystic/Melee - Transforming Sword] Dawn's weapon serves both as the temple and the inquisition. In the form of a stave, she can exert her magical strength from afar, bringing down pillars of flame upon those deserving. As a sword, she may meet the enemy in brutal close combat.
Power: [KILLING BLOW] [Seven-fold Image of Fated Damnation] Before the presence of Dawn's ultimate magic, none deemed unjust can avoid punishment. As a halo of fire expands behind her, a great aura of heat spreads across the battlefield, striking all who look upon her. None are spared save those Dawn deems righteous and without sin. Even those who Dawn has not personally examined -ones she is unfamiliar with- will fall victim to the instantaneous combustion wrought upon their bodies. Resistance will only further the punishment.
Perks: [DUAL WEAPON] - A transforming weapon of JUSTICE. [AWARENESS] - Dawn has an acute sense for that which slinks and scurries. The wretched and perverse cannot escape her. [HEALING ARTIFACT] - Dawn's armor is, itself, a medium for healing. However, as one who extols justice and not charity or kindness, it is an effect reserved for herself, and cannot be used to aid others. [A WAY OUT] - The Beacon is aware of the complexities of justice, especially in as imperfect a thing as human society. They have been merciful to Dawn in offering her the choice to forgo her duties should she find her choices unbearable. It comes at the ultimate price, however... [ENHANCED SUSTENANCE] - The righteous do not tire. The forces of evil are many, and often do not have the same drawbacks as a mortal human. Dawn must be greater, if she is to meet them in power.
[LEITMOTIF - PLATINUM COIN] - Unique Move "Unified Vision; Assault of the Heavenly Host" Once per battle, Dawn can utilize her signature move, summoning an array of flaming swords and spears which act independently of her will. In a sense they are independent spirits, capable of their own decision-making and rational thought. She can communicate with them telepathically to offer suggestions, but they are want to act on their own more often than not. Still, they serve as powerful allies, working towards the same goal that they were initially summoned for. These weapons have physical bodies and can be clashed with, but apply magical properties to their strikes rather than mortal wounds.
Benefits: [Perfect Life] - Dawn was multiply-blessed by the Beacon in giving her new parents. Having lost her original parents, being given a new lease on life with a family was wonderful enough, but to be given such perfect ones was a miracle. [Spark] - Corrupting justice is the greatest irony. Dawn is unbelievably strong in defending against corrupting forces to her mind and body. [Physical Prowess] - Dragon slayer, demon vanquisher, inquisitor, punisher; Dawn has been gifted with the power necessary to crush those who would loom over the weak.
Drawbacks: [Vow of Justice] - Dawn extols the virtue of justice, ensuring all that she does reprimands and punishes those who would deceive, harm, and corrupt. In this she must be lawful and good herself. A difficult prospect for someone in the midst of so much chaos. [Excommunication] - As a virtue of justice, failing the baseline rules set forth by the Beacon would have her failing in every way imaginable.
Fighting Style: Unrelenting, merciless, pitiless. Dawn fights with the very fury of the heavens, never ceasing in her assault upon the enemy. To draw back or dampen her rage would be tantamount to forgiveness. When she is not slashing away in close-quarters, she is blasting her foes with unending magic-casts. Her style does not lend well to prolonged fights; indeed, she is adapted to ending things as early as possible, expending as much energy as she can from the very start to keep the opponent(s) off-balance, and to never let them regain their composure. No matter how weak the enemy, she always attacks them with the same ferocity as with the strong.
Personality: Severe, extreme, tireless. Dawn in a school uniform is but a light version of her magical-girl self. Though she conducts herself with a more mundane composure when not on the battlefield, she is nevertheless quite the party-pooper when it comes to doing things kids her age might want to be doing. Rambunctiousness is not in her vocabulary, and everything she does very much hinges on a single question: "What would my parents think?" In this, she is also an incredible student and athlete, filling her time where possible with virtuous and productive activities.
Friendship is difficult for her, ultimately welcome to relationships but, for obvious reasons, finding few who can stand up to her personality. So long as those around her are behaved, Dawn is otherwise a simply stern girl, perfectly capable of having fun and enjoying herself.
She believes herself fortunate enough to have taken a vow which she so firmly believes in; had she not been put into the shoes of a magical girl, she was adamant in pursuing a career in law and, ultimately, becoming a judge. Her obsession with justice being something others may find worrisome is often lost on her; in very few cases does she concede that maybe, just maybe, she's going a little overboard.
History: Dawn was an orphan, but not one who would let statistics and likelihoods govern her future. Even as a lonely child she was bull-headed and forceful, getting what she wanted through willpower and hard work. She broke past the shackles of an underprivileged life to be a star student throughout her education, and continues to be so in high school.
On an orphanage field trip to the west coast, Dawn encountered the strange jewel that would change her life. A crystalline blue rock, sharply cut and translucent, transformed into a suit of armor that was once the property of The Beacon. Aware of its existence, and tied to it spiritually, the Beacon opted to let her keep it, and employed her as one of their exalted in turn. She would be a figure of virtuous justice, propped upon magical fires, and defeat the enemies of the Beacon, both human and monstrous alike.
Upon her return to her home city, she was miraculously adopted by two loving parents and lives with them happily by day, moonlighting as a terrifying force against evil. She was originally living outside of Penrose, but has since moved there recently after requests by the Beacon Ascendancy to bolster their forces. She is unfamiliar with the environment and notable faces of Penrose, but is confident and excited to be a part of their mission.
She is a bit taller than other girls her age but is otherwise fairly unremarkable. Her eyes are dark brown, but seem to glow red in the dark. Her attire mostly consists of dark, conservative clothing that fits the weather.
Her eyes are perpetually crimson red in this form, though they seem to glow brighter when she's especially focused on using her Third Eye.
Specialization:
Time - A master of her original specialization, Silhouette's skill with Time Manipulation is rarely rivaled. Each and every basic technique a mage of her kind would employ is perfected, her precision is remarkable, her mana consumption is, compared to other time mages, minimal, and she is even capable of a form of time manipulation that she herself invented.
Stasis: A unique form of halting time in which the physical state of something is completely stopped. This makes the subject impossible to alter in any way, although Silhouette is able to choose whether or not the subject can be moved. Utilizing Stasis does not require a continuous supply of mana, but instead needs an "upfront" cost which scales with size. The effect on non living objects is permanent.
Some applications shown so far include:
Freezing various objects to use as stepping stones to reach the Sky Bastion, which otherwise would have required aid
Creating an invulnerable barrier out of a thrown table during a fightviolent debriefing friendly chat between Silhouette and Veronica
Utilizing Stasis to change Silhouette's gloves into a passable fake Fist weapon.
Darkness - A combination of natural talent, experience in dealing with the element, tutoring from Veronica, and tireless training has granted her a familiarity with Darkness that would not normally be probable. She is not yet a master, having a noticeable preference for utility over the offensive application of Darkness. Yet, despite this focus and favoritism towards utility, her most unique use of Darkness lends itself almost solely to an offensive mindset.
"Schatten" - A type of clone constructed out of Silhouette's own shadow, and only her own shadow. Because of this, there can only ever be one at a time. It has three "forms" which dictate how it acts and its capabilities. These forms are "Umbra", "Dusk" and "Penumbra". As they are shadows, they thrive in the dark and are likewise weakened in places without. Schatten are not immune to Time Stop.
"Umbra" acts as a sort of ghost in the likeness of Sil, in that it can move through her person without any complications whatsoever. It is often used to surprise a foe by launching an attack from an unexpected direction or for parrying.
"Dusk" is a clone created from Sil’s shadow that can move independently. It is capable of following orders so long as they aren’t too complicated.
"Penumbra" is the strongest form of Schatten that is fully sentient. It can be imbued with a personality of Silhouette’s choosing, including the 'voice'. Unlike the other Schatten, ones created in this way can easily be passed off as a person, though they are not impossible to see through, particularly by those sensitive to magic.
Weapon:
ChronoRend - A shorter blade that has been put into Stasis, allowing it to retain its sharpness and prevents it from being manipulated by others. It is a very simple but effective weapon, capable of being used for silent eliminations or to defend him in a fight, and has proven to channel his mana very well.
Scarlet Avenger (Crimson Cradle) - A high caliber sniper rifle that consumes a large amount of mana per shot in exchange for high stopping power. Its special effect is to inflict wounds that cannot heal while it is being used, but ceases any healing on the user as well.
Knight Fist (Crimson Cradle) - Dark gauntlets with an acceptably edgy backstory. They essentially Imagine Breaker Dark Magical Girls who wear them, although at the cost of hearing a voice whispering "End it all" every now and then.
Powers:
Focused Assault - Sil can opt to dump a decent amount of mana into her blade, which can then be used to strike at time itself, bypassing defenses of a foe by cutting everything in the space the time occupied.
Regeneration (Gold Coin Spent) - Perhaps it is the result of her new body, perhaps it's subconscious use of accelerated time, or perhaps it's a bit of both. Either way, Sil has a healing factor well beyond anything a human can hope for. Cuts, stabs, missing limbs... none of it really seems to last too long. Decapitation or an exploded heart might be the only way to keep her down for good.
Third Eye (Dark Magical Girl) - Special sight that gives her information a normal magical girl does not receive. She is able to pick up on supernatural things, such as magic, even before the spell is cast. This allows her extra time to react.
Teleportation (Ruby Coin) - Mobility is an important tool to have as an assassin, and doubly so is mobility that is practical in a fight. Silhouette is capable of disappearing and then reappearing some distance away to any point she can see, though it requires more time and effort for longer jumps.
Perks:
Enhanced Weapon - Her weapons may look plain, but they do their job excellently.
Enhanced Outfit - Despite appearances, her attire can take a beating.
Enhanced Transformation - Theatrics don't suit Silhouette very well. She's lessened her downtime between transformation and even protects herself with time magic as she transforming.
Martial Training - As someone in the special forces, who became a hired killer due to talent, who also came to work under a deity dealing with war, Sil is very knowledgeable about war, its tools, and how to use them effectively.
Incognito - Her prior life allowed for no recognition, and so she's learned how to keep her head down and not stick out from the crowd, making it rather difficult to recall her face in passing. It also makes her outfit somewhat ironic.
Gifted(Emergency) - Murder is her talent, and she has proved that her specialization in Time Manipulation was a perfect fit. She is capable of Stasis, a self-made variant of stopping time.
Awareness(Emergency) - Details have always been important to her occupation, be they big or small. She is keen on picking up anything out of the ordinary, and, as one who ambushed people for a living, is especially difficult to ambush herself.
Patron: Vermilion Veronica and the Crimson Cradle (not a band, at least not yet)
Patron Benefits:
Vermilion Veronica:
Black Coin - Spent rather early on, after nearly being defeated by a powerful monster. It has granted her power, but also gave something sinister the chance to manifest.
Non-Exclusivity - Sil had the ability to freely choose an employer on a whim, but has stuck with Veronica despite this. Given the nature of their contract, this isn’t really the case anymore.
The Crimson Cradle:
Top Idol - She did it, boys. Pack your bags, it's all downhill from here. It seems Veronica has taken a fancy to her, and provides her with things a lot easier and more often than any of her other agents. Seeing this sort of preferential treatment may cause feelings of happiness and glee in another, lesser individual. But not in Sil, or so she pretends.
Cradle Supply - Artifacts, agents, weapons... Veronica has them all and won't charge for a loan, so long as things are returned in pristine condition. Mid-mission resupplies aren't out of the question either, provided she's nearby.
Connected - With both the ability to find a fellow agent wherever they may be and the ability to speak with them at any given moment, team coordination should be easy. Should.
Patron Drawbacks:
Vermillion Veronica:
Debt - After Veronica stuck her neck out to retrieve her after the fight with Justine, Sil feels she owes her a debt.
Betrayal - Silhouette is under no impression that a former Mint broker will suddenly start welcoming agents who are of little to no use to her, and she is okay with this.
The Crimson Cradle
Sadistic - To an outsider, the occasional murder attempt from an employer may be a turn off. To Sam, however, it's almost endearing. Given some of the best loadouts, but also given the most difficult of jobs, and critiqued more than anyone else. It's tough love alright.
Exposed - Sil no longer has a true private life. Her every action seems to be recorded by Veronica. And much like a certain search engine, nothing escapes her sight.
Penance - A tool is thrown away when it has no use. Nothing new or surprising here.
Fighting Style: Not long ago, Silhouette preferred to end each encounter as soon as possible. The ideal fight for her was one her opponent never even knew they were a part of. As expected of an assassin, after all. But things have since changed.
Accepting a darker part of herself that she'd been rejecting up until this point, Silhouette now reluctantly understands that fights are enjoyable to her. Because of this, she's unlikely to launch a surprise attack on an unsuspecting foe if she can help it. A fight to test one's limits is preferable.
For actual battle tactics, Silhouette prefers to get close and personal. Her weapon, even by melee standards, is rather short-range. Thus, she is not much of a threat at a distance. She has the tools necessary to keep close to her target and rush them down.
Her default loadout consists of merely her blade, but she may supplement this with Stasis in some form, such as using Stasis on her other arm or an item to act as a small shield. She is prone to using the environment to her advantage. On top of typical stabs and slashes with her blade, she will throw in some punches, kicks, and even grabs if she can.
Personality: Once upon a time, Samantha Howard was a magical girl who experienced almost no emotions and lived only to complete her jobs. As if she were a robot.
Now, however, that has changed. No longer does she suffer an emotional drought. She has now begun to exhibit more than a few human-like qualities.
Silhouette can come off as cold and unapproachable due to her tendency not to speak much unless spoken to, or when the situation calls for it. She is not often the one to start conversations, at least. But she's not hostile by default. Her mannerisms accurately paint the picture that she is a serious human being. That she is, but she isn't devoid of humor. She pretends otherwise, but she desires to be more like other girls -- more open with how she feels. It's not always easy, at least for her.
She is a bit of a sadist, or at least she thinks she is. Upon first getting a good glimpse of Mika's face, all she could really think about (aside from the crippling pain she was experiencing at the time) was how cute it could look if someone messed with her. Unfortunately (or fortunately) she has yet to act upon these sorts of feelings.
Silhouette is also able to take the initiative and plan something for the sake of another. She took note of Richard Davis' destroyed shop sign, the fact that it was his birthday soon, and then sought to celebrate it by baking him a cake. She then learned her talent was not in the kitchen. But, she employed other people who could help her both make a cake and replace the sign he'd lost. There's some generosity in there somewhere.
History: Once upon a time, Silhouette was a young assassin who was renowned for both his skill at completing a job quickly and efficiently. Tempered over countless murders, Silhouette was essentially a robot in that they only cared about completing their job and being paid, and even then, it never seemed like he had any real ambitions or needs that would require a job that was so dangerous. Still, he continued to do what he knew best until a certain job had a rather unintended and significant impact.
Having been contracted to kill a potentially dangerous (to his client) business rival and anyone else in the house at the time, Silhouette was made to dispatch of a man and his wife and child. He did so, but as it turned out, said child was not normal by any means. Having rid the surrounding area its magical protector, things became rather grim when almost immediately, a monsters began to terrorize the place. Were it not for the timely arrival of a displeased patron, Sil may have been among the many who could have died.
As it later turned out, the girl she had replaced was indebted to the Ebon Mint, and her death meant that her debt was transferred to Silhouette. With no knowledge of the magical world, Sil decided against angering the faction, and worked diligently to repay the debt he owed.
Since Veronica’s falling out and creation of the Crimson Cradle, Silhouette abandoned the Mint and has burned that bridge.
Incantation: "I am a blade. A blade knows no fear. A blade knows no doubt. When faced with my enemy, I hesitate not. Magical Girl Transformation!"
Additional Info:
Shade is a quirky, outgoing idol who acts almost nothing like Silhouette. She utilizes the 'fist' weapon Silhouette did when she donned this disguise during the incident in the Overcity, but prefers to avoid fights wherever possible and would much rather befriend people.
Name: Emily Ackerson, Lucifer, An actual cinnamon roll
Fire - Despite her mostly timid and gentle nature, Emily’s specialization gives her enemies no quarter. Though her abilities with the power are nothing to scoff at, the most unique trait about her flames are brilliant, turquoise color they take.
Heat Drain/Vision - Particularly gifted as a Fire-user, Emily can sap flames or heat from the surrounding area, converting it to mana for her own use, so she benefits highly in areas she can set ablaze, hot climates, or against foes that provide her with heat in some way. In addition, she is especially sensitive to temperatures, and is able to see heat signatures.
Weapon:
Purgatory - Gauntlets with a demonic appearance. They glow a bright blue and act as a focus for her magics just as good or perhaps even better than any rod or staff could. They also allow her to strike foes that enter melee range, or to defend her from blows.
Power:
Barrage - Excelling at dealing damage in an AOE, Emily can quickly dish out many smaller blasts and fireballs at enemies. And, should she desire, she can turn up the heat by causing her attacks to detonate shortly after being thrown. This makes her especially deadly to clustered monsters.
Daystar - Emily drains the surrounding area of all heat, and begins dumping her mana into Purgatory. As the charge increases, the focused area in her gauntlets begin to glow brighter and brighter, until it approaches the peak of the charge, at which point the glare is no less intense than the sun. Finally, she fires an overwhelming blast of concentrated heat from her hands, likely disintegrating anything it comes into contact with, as well as scorching things in the immediate area of it.
Power of Friendship - Bestowed upon her by Ruby. Emily can sense when people are sad, how to form a positive relationship with people, and is generally on any given person's good side.
Perks:
Gifted - Able to use Heat Drain/Vision, which is elaborated on above.
Dual Weapon - Her weapon, Purgatory, is not only a fist weapon, but also acts as a focus for her magic.
Purification Artifact - A small, hand-made doll that, while cute in design, can keep ward against monsters when charged by the cleansing property of Fire.
Blood Magic - By dedication and will alone, Emily is able to continue using magic without mana, but at a serious cost to her physical health.
Overcity Shift - Sensitive to the presence of the Overcity, Emily has learned how to willingly enter and exit the place. Which has proved helpful in lowering collateral damage on occasion.
Get Out of Jail - While Emily is no coward, she is not a fool either. In bleak situations where victory is impossible, she has a contingency, though it’s not exactly perfect.
Enhanced Weapon - Strong enough to deflect blows for her, and an incredibly good conductor for her magical powers, Purgatory has proven a perfect weapon for her.
Mana Channel (Ruby Coin) - With intimate knowledge of the magic that courses through her, Emily can use it to assist allies, among other uses.
Absolute Direction Locket - A locket formed by the wish Ruby granted. When opened, it acts as a compass that points in the direction of the item Emily wants to find.
Patron:
Type: Puchuu
Name: Jonald
Patron Benefits:
Job Satisfaction - Slaying monsters protects people, which gives her a feeling of fulfillment.
Mystic Might - Despite their terrible relationship, Jonald is still obligated to provide Emily with mana.
Mana Font - Read above.
Patron Drawbacks:
Hostile - Jonald is not a friend of Emily's. Misinformation and rumor spreading are the norm with him.
Expendable - Emily is not Jonald’s favorite person, one might gather.
Vendetta - The very reason Jonald has become so petty and malicious is because he believes the Ebon Mint had a hand in his former girl’s demise. Naturally, he loathes the organization.
Fighting Style: Though a relatively simple approach, overwhelming foes with constant barrages of flames tends to have favorable results. Emily has become fairly precise in her application of flames due to a desire to avoid collateral damage where possible, despite Fire potentially being the worst in that regard. Thus, she is most often see specifically throwing fireballs and shorter-ranged spews of flames. But in the event that she needn’t worry about hitting other people or things, she’s liable to go all out. Thus, in general, Emily’s biggest weakness would be hostages of some sort, as she’s not the kind of person who ignores the life of an innocent.
Personality: A strong-willed, kind magical girl who dreams of a world without pain and suffering. Emily is characterized by her selflessness, strong sense of justice, and adorable mannerisms when interacting with other magical girls, whom she considers sisters. Emily treasures any moment she gets to spend time with one of her sisters and loathes the idea of being made to fight against one. She is also willing to lend people in need a helping hand and often does volunteer work to assist those less fortunate.
Emily becomes a lot more aggressive, confident, and condescending towards people she faces in battle when she believes them to be ‘evil’, monsters especially so. It is almost as though a switch is flipped at how sudden it can be, though she retains her sense of justice and reluctance to fight other magical girls. She also keeps a warmer attitude towards friends.
History: Even though she had lost her biological parents at an early age, Emily has always been the kind and caring girl with a strong sense of justice she is now. She was lucky enough to be adopted by a kind family and was ever thankful for the parents who gave her a new home and her sister who accepted her into her life and allowed her to live in bliss. But each time she saw news of some tragedy occurring, she wished she could do something about it. Needless to say, when she was approached by a Puchuu while she was walking through the park, she couldn’t help but accept the offer. She felt guilty for essentially abandoning them, and decided to keep watch over them even if she couldn't be with them anymore.
When she was still relatively new to being a magical girl, her Puchuu asked her to help another magical girl who had bitten off more than she could chew. He seemed especially worried about the girl. Emily, of course, obliged and despite the difficulty they faced, the two of them managed to succeed and come out alive. After that point, Emily and the other girl became fast friends.
Over the course of her relatively normal magical girl life, Emily learned a great deal about her partner. That she wasn’t actually Jonald’s magical girl anymore and only saw him because he seemed to truly care about her, that she was indebted to the Ebon Mint for some reason, and that she’d been trying to find someone. To continue working tirelessly to protect people even despite some of the stuff she had to deal with… inspired Emily to try even harder, so she did. She put her all into fighting monsters and saving people with her partner.
But one night, everything changed. Emily noticed a commotion coming from her own neighborhood and went to investigate. She feared for her family’s safety, so that was the first place she visited. When she arrived at her house, she noticed the silhouette of a magical girl exiting the scene, but was much too concerned with her family to pursue them.
When she finally reached them, she found that she was too late. Her entire family had been lost… she had failed to save them. But even though she would later learn a monster was on the prowl, the fatal wounds her family received were certainly not caused by it. It was suspicious, to say the least. And even more so was the fact that Jonald almost seemed inconsolable. Strangely, Emily and Jonald did not actually understand the exact reason why the other was mourning for a couple of days, but when they finally did…
Emily told Jonald she was crying for her family.
And…
Jonald told Emily he mourned for his former magical girl.
Maybe it was just terrible luck? The truth that came to light was that Emily’s partner, the one she’d saved early on in her career, was none other than the sister she’d abandoned. But none of this information had ever even been intentionally hidden from her. Jonald recruited her away from home, Emily had never personally seen where her partner had lived. And of course, Emily was the person her partner was looking for. With how tight-lipped she’d been about WHO it was she was looking for, nobody was ever able to put the pieces together.
Following this tragedy, Jonald was constantly stuck looking into the situation, but they’d decided to move from Penrose for the time being. Still, he eventually found out that the girl Emily saw leaving was a Mint girl, and so he vowed to make them pay. The assumption was that they’d personally had her eliminated, presumably for debt-related reasons. For Jonald this was enough, but Emily couldn’t understand that. From what she had heard, the Mint wasn’t some bloodthirsty organization, but one that sought profits and information. Her partner never seemed like a person they’d consider dead weight, and even then, rumors suggested the Mint preferred to be a bit more subtle about those things.
Emily and Jonald had a serious falling out then. She wouldn’t be a part of this misguided attempt at vengeance, it’s not what her sister would have wanted, anyways. But Jonald, thinking it appalling that his friend’s very own sister would act that way, came to treat her like garbage, and spread many rumors about her. Theirs became a rather shaky relationship only held together by the fact that it did not seem like the Puchuu’s crusade was in the interest of the others, so he was still obligated to provide her with the bare-minimum assistance.
Thus it was until Emily finally decided to return to Penrose some years later, as stranger and stranger things continued to happen there.
Incantation: "I am the Star of Morning, the Child of Dawn. The Star thrown down to the Earth shall obtain victory!"
Additional Info: Emily was a bit of a chuuni in her human life. She also call her Puchuu Jonald out of spite, so it’s something she came up with.
Her hair is extremely long in her human form and in contrast to her rather conservative appearance in her transformed state, she wears comparatively little clothing when she can, whether or not it is in good condition or not. Since she is rather prone to doing reckless things even in her human form, she is often covered with bandages and forgets to take them off even if the wound has healed.
While the strange dress-like armor and the ribbons don't exactly inspire fear from first glance, the juxtaposition from the bloodstains and the disturbingly bright yet twisted expressions she makes might. Aside from her armor, the most notable change from her human form is the shortening of her hair and the tips of each strand that almost seemed to be dyed red from blood.
As she succumbs to true madness, her armor almost seems to be corrupted along with her, emanating an ominous purple haze and turning a similar color. Also, it twists to accommodate her new features -- it gains a helmet with openings for the horns she sprouts, as well as spiked gauntlets for her claws. Though it is often quickly hidden, beneath the armor she grows fangs. During this time, her eyes glow an unsettling golden color which can be seen through the visor.
Specialization:
Gravity - As she is not as magically-inclined as other girls, she avoids going overboard with her use of Gravity. That said, she is as experienced as one can be in the specialization, able to use it in any manner a typical user could. She does not commonly use it to directly attack, preferring to use it as a supplement instead. Things such as reducing her weight so she can move faster, increasing an opponent's weight so they're slower, or even increasing the weight of an attack so it hits harder are all things she can be seen doing.
Weapon:
Mars - What appears to simply be a scutum. Naturally, it excels at blocking attacks. Though Hilaria wields it with apparent ease, it is rather heavy and thus can be used for blunt shield attacks. If she so desires, the shield can morph around her hands and become huge gauntlets that allow her to pummel enemies. As with her armor, it seems to be bloodstained.
Vulcan (G) - An odd weapon taking the form of a Spas-12 with what seems to be the head of an axe attached to the underside. Thus is can be used both chop foes to bits or to blast them away at a moderate range. Still, the weapon is most effective in any scenario when it is in close range.
Power:
Third Eye - Hilaria's special eyes allow her to detect magic, among other unnatural things. This allows her to properly identify and respond to spells being used by enemies, or to find Overcity entrances.
Regeneration (Dark Magical Girl) - Healing at a degree not possible by every magical girl, and a side effect of her corruption. What damage she takes is soon healed by her power, and even injuries like missing limbs are only temporary. Fueled by her corruption, she is essentially stitched back together via small black tendrils that extend from the wounds, pulling the wounds closed. Recovering from serious wounds is often accompanied by the unnerving sound of bones snapping back into place and the spurting of blood.
Perks:
Dual Weapon - Hilaria's shotgun, Vulcan, is also part axe. Her shield, Mars, can turn into a fist weapon.
Enhanced Outfit - Her armor provides excellent protection against most attacks.
Big Damn Hero - Hilaria can manage to arrive at the last moment to protect a person or a location, provided she has gifted them with a special curiosity in the form of a gold shotgun shell she has personally made.
Interdimensional Home - A small studio in a pocket dimension Hilaria has access to. She has decorated the walls with a few weapons from different ages, such as swords, shields, muskets, and assault rifles she has put into cases. It resembles a mini barracks more than anything.
Sturdy (Ruby Coin) - Hilaria is made from tougher stuff than your average magical girl. Able to take a beating and keep on going, and death will not find her without a fight.
Monstrous Metamorphosis (Contract) - Provided there's enough emotional stimulus, Hilaria may enter a berserk state where she becomes more powerful at the cost of rational thought.
Patron, Benefits, and Drawbacks:
Dan:
Interdimensional Archipelago - With contract with Dan, Hilaria has access to the beach dimension whenever she pleases. With ten seconds of concentration, she can open a portal of varying size to it.
Keijo Training - Knowledge of the ancient art of Keijo has helped Hilaria grow stronger at close-combat and, through breathing exercises, has increased her mana expenditure by a bit.
Physical Prowess - She is one tough magical girl.
Supplier - Hilaria isn’t sure where all of this stuff comes from, to be honest.
Retrieval - Dan doesn’t seem like the sort to abandon an ally in need.
Lonely - Dan isn’t too fond of being ignored, and is liable to resort to petty curses if he is neglected for too long.
Joy Eater - As Dan feeds on positive emotions, he grows weaker without them, at a potential cost towards Hilaria the longer he is deprived.
Big Brother - Due to requiring positive emotions, it’s understandable that he’d be more involved in the private life of his magical girls. But some might say it’s a bit too much.
Clueless - Hilaria has to admit that Dan is not the most intelligent Patron she’s worked with, and doesn’t expect too much from him.
Fighting Style: Brutal and unpredictable are the two best words to describe how she fights. She is a physical attacker with both high defense and high attack, and is suited best for close-range combat. She has a couple different ways she can approach any given situation.
Typically, her first instinct is to use her scutum and shotgun-axe in unison. Vicious strikes from her axe, unpredictable blasts from the shotgun it is attached to, and an incredibly strong defense from her shield make head-on assaults a scary idea to most. Though certainly not lacking in offense, this approach is considered a very defensive one, and though she is able to provide quick, agile blows, she is rather slow to pursue or move long distances.
Her other method of fighting would be to transform her scutum, Mars, into a fist weapon, often also forgoing Vulcan, though not always. With this method, she pursues her foes with reckless abandon, putting her all into offense. She’ll throw relentless punches, grapple, and smash with gravity-empowered attacks that can leave craters in the ground. She is also more prone to allowing herself to be hit by an attack if it’ll give her a chance to return the favor, and has on more than one occasion lost limbs because of this.
She would fit the role of a tank or bruiser rather well, if one were to label her. With, perhaps, a side of berserker.
Strength - 4 = Base +1 STR from Overdeveloped +2 STR from having 2 Melee Weapons +2 STR from Dual Weapon bonus stacking twice +1 STR from Physical Prowess Universal Benefit +6 STR from spending 3 Silver Coins +2 STR from transforming into Monster Metamorphosis (temp) Total = 16 (18)
Agility - 4 = Base +0 AGI from no modifiers +2 AGI from transforming into Monster Metamorphosis (temp) Total = 4 (6)
Vitality - 4 = Base +2 VIT from having 2 Melee Weapons +1 VIT from having a uniform +1 VIT from Enhanced Outfit bonus +4 VIT from spending 4 Bronze coins +1 VIT from Sturdy (Ruby Coin) +2 VIT from transforming into Monster Metamorphosis (temp) Total = 15 (17)
Magic - 4 = Base +4 MAG from having Gravity Specialization Total = 8
Luck - 4 = Base Total = 4
Personality: The first impression Hilaria gives is that she is a rather ditzy, vivacious, but well-meaning magical girl who is always willing to offer a hand to those in need. Her approach to any given situation is often blithe, even pressing matters. She is the sort of person who can talk about anything with a smile on her face, even if the subject itself is considered gruesome or taboo. About the only thing she does take seriously is matters pertaining to food. She is most definitely a glutton, and food would be her top priority 9 times out of 10.
Hilaria has an odd way of speaking, which is one of the first things people will pick up on when interacting with her. Much like herself, her words often have no real sense of urgency and are drawn out, subject to strange modulation wherein she tends to drag out and strengthen her tone at the end of a sentence in particular. But more notable than that is that she always refers to herself in the third person barring special circumstances. The dropping of this particular quirk is often the easiest way to gauge her mood.
Additionally, she is quite the arrogant person. She has no problem dismissing the ideas and opinions of others on the grounds that they are simply 'ignorant' of how things are. In her own opinion, all the other girls are inexperienced and thusly could not know the truth of the world, and how futile certain aspects of it are. Yes, they don't comprehend how utterly pointless fighting each other instead of monsters is, or that attachments will only ever end in pain. But as she has tried and failed to explain on many occasions before, she understands that the other girls would rather learn from experience than to take it from her. She speaks these things as fact, but does not try to force others to accept it.
Her behavior is naturally influenced by these 'truths'. So long as it isn't a mindless monster, Hilaria has no real qualms about assisting any faction. They are all equal in her eyes. She will not directly help in homicide as one of her conditions, but will aid in things that aren't exactly becoming of a typical magical girl. Likewise, due to her understanding that attachments always end poorly, she forms only the most basic of relationships with others. Even if her expression and actions say otherwise, she doesn't particularly care about anyone at all.
Age has certainly corrupted the girl more than any overload of magical energy ever could.
History: A lot of details elude her about her past, but she does recall that at some point she’d been human and a puuchu had approached her. It offered her the ability to become a hero who could save those in need, and at the time this was exactly what she desired. She spent a while playing hero until eventually she had a falling out with her patron, who had betrayed her trust. Sometime after this, she became a member of Beacon and developed a deep bond with her allies there. Yet, after an incident in which she tried to sacrifice herself to save the others, she became a corrupted magical girl, and they didn’t seem to hesitate ostracizing her. Finally, her original goal had been to save humanity from their greatest threats, but the futility of this endeavor had eluded her until she witnessed countless wars and came to the conclusion that the biggest threats to humans were none other than humans themselves.
These events all happening in the span of a few decades, Hilaria found it more and more difficult to remain the blindly optimistic girl she had been, but she continued to try. She would go on to form numerous relationships with people and patrons. Some lovers, too. But no matter what she did, she’d lose the ones she cared for most and would find something unsatisfactory about her employers, all the while humans would continue their wars and people would die meaningless deaths. Hilaria soon found it difficult to motivate herself to help others, and from there apathy set in. Everything seemed so pointless, so futile. And it still does. But what else could she do? Even if it was hard, she may as well help someone.
Incantation: "Nullum magnum ingenium sine mixture dementia fuit.”
Additional Info: Her exact age is unknown, but going off of the armor she recalls seeing humans wear shortly after she was contracted, she was likely born at the beginning or just before the First Crusade. That said, she seems to have some fascination with Rome and the Greek Gods, going off her naming scheme.
Though normally her age would suggest she should own power unrivaled by other magical girls, she never remained loyal to any single patron long enough to gather that sort of power. What coins she did obtain, she frivolously spent on changing aspects about her -- her initial form was much different than the one she has nowadays.
Tonya has the appearance of a tall, slender woman who’s beastly features are hardly contained by her outfit. While she wears a police uniform, it’s been “customized” with accessories to the point where no one would ever suspect she was law enforcement. Though her canine ears and harness lead most to think she’s a fetish model, if not something more depraved.
Specialization: Illusion, Gravity
Illusion magic is what Tonya makes the most use of. Like other illusionary masters, she can simulate virtually every sense one can use. Visual, sounds, balance, and proprioception are all things that she can play around with. And because she’s particularly gifted with her magic, her illusions are difficult to pick up, even with a third eye power.
Gravity is her second specialization, which can be used to create gravity wells or adjust the weight of objects/people. With some effort, she can make gravity effects that only work on an individual person/thing, but this is taxing and not something she does often. Though as a gifted mage, she is able to create attacks with gravity that can replicate wounds inflicted by other weapons. As an example, she can pull streams of air across one’s flesh to simulate a sword slice or a claw scratch, Or thump someone to create a bruise as if they were punched.
Weapon: Fist
Tonya’s entire body is a weapon, from her metal studded knuckles to her leather boots. Her extensive training with other weapons means that she can improvise just about anything she picks up, but most aren’t able to handle more than a few swings before breaking.
Power: Power of Friendship #1, Regeneration #2 (Gold) Third Eye #2 (Platinum)
Maybe it’s her time as a police officer, maybe it’s something in her magic, but she has no difficulty making friends with people if she so chooses. At the very least, people are always willing to give Tonya the benefit of the doubt, and she can tell if it’s possible to befriend someone, and if so, how to do it.
Perks:
Coercion: While Tonya is already a pretty affable individual, she can influence the thoughts of those who look into her eyes. Attackers might get the urge to free or not attack with such ferocity. This is made more potent by her power of friendship, or if the person she's looking at is less magical than her.
Soul Jar: Tonya has joked in the past that she’s not going to hang up her badge until she’s ready to sleep in a grave. Those words couldn’t be any more true now. She cannot truly die until her badge is destroyed.
Martial Training: Her extensive training with weapons and martial arts were always formidable, moreso now that she is a magical/monster girl.
True Sight: No bad deed can escape the long arm of the law, and if that deed is performed in darkness, smoke, or behind an illusion, Mac will still see it.
Parasite: Tonya can get a bit hungry when she's wounded or low on mana, and nothing satisfies like the hide of some arcane flesh. Monsters, monster girls, a nibble will heal her a bit on the spot. Her regeneration is also twice as strong as normal.
Gifted (Emergency): Mac’s magical specializations are gifted, and explained better in their sections.
Awareness (Emergency): It might be her instincts as a cop, or her beastly nature, but Tonya’s senses are all far more acute. She is almost impossible to surprise or ambush, and will immediately notice if something is out of place.
Overcity Shift(Ruby Coin): Mac can now enter the Overcity at will.
Mystic Artifact (Gifted Item): Mac has been given a small spool of thread, which is capable of telling her about past, present, and future events.
Patron: Moirai, the Greek fate sisters.
Patron Benefits:
Magical Overload:Due to events outside her control, Tonya has come in contact with enough magic to turn her into a monster girl, and now has canine features.
Paragon: In order to ensure their champion’s thread isn’t cut too soon, the Moirai have decided to make her S W O L E.
Blessing: Fate is the great decider of everything, and it decides how much suffering and pleasure a soul may receive before their string is severed. The Moirai have granted Mac the ability to bless someone with a “balance of fortune.” This basically involves funneling the good fortune and power of one individual into another until the two are perfectly balanced. Ending the blessing returns both people to normal.
Gifted Item:Tonya has a spool of thread that lets her know the fate of whoever or whatever she desires. It was spun on the same loom the fates use to determine the fate of man.
Supplier: Any mundane resources Tonya desires are hers. Fate is simply manipulated until the items fall into her hands. Easy.
Patron Drawbacks:
Monstrous Form: Power is good, but it comes at the cost of some mental mutations, inhuman features, and a willingness for Beacon to kill you on sight.
Big Brother: The fates watch everyone, which shouldn’t surprise anyone.
Arrogance: The fates have a lot in store for Tonya, and she might not be up to the task, even if she gets help.
Vendetta: The Moirai wish to challenge the status quo, which involves tipping the scales of balance away from superpowers like Beacon.
Monster Features:
Nonstandard limbs: Tonya got lucky, and just has a pair of wolf ears to indicate her monstrous nature.
Destroyer: Her desire to see the mighty fall isn’t just the will of her patrons. It’s also part of her own dark desires.
Redirected Magic: Mac’s magic is more potent than most, but many would be surprised to find out that she could be even more mystical if her power wasn’t redirected into her physical form.
Second Specialization (Gravity): Better explained in the appropriate section.
Fighting Style: Tonya is the rare type of magical girl that if you’re in a fight with her, you probably don’t even know it. She makes good use of her magical specializations to trick her opponents into moving exactly how she wants, all while remaining disguised or invisible. For the instances where her magic isn’t viable, her physical prowess is well enough that she can hold her own against all but the strongest magical girls.
Stats (Untransformed): These start at 3. CYOA options indicate if they apply out of costume as well. 05 STR: 3+ Martial training (+1) Paragon (+1) 04 AGI: 3+ Paragon (+1) 05 VIT: 3+ Overdeveloped (+1) Paragon (+1) 03 MAG: 3+ 03 LCK: 3+
Personality: Mac is pretty laid back as far as magical girls go. She’s playful, but not to the point that it would make anyone feel uncomfortable. She’s mature, difficult (but not impossible) to offend, and has some wit. About as much wit as you would expect from someone who chose to put their life on the line before becoming an immortal monster girl. She’s fairly confident, and doesn’t kowtow to anyone. Least of all her enemies.
While her previous job had her blending in with all kinds of scumbags, she prefers to conduct herself with a certain level of professionalism. She hardly ever swears, and tries not to name call. Unfortunately, magical girls are an eccentric bunch, and she’ll do whatever it takes to break through if communication is important.
History: Emergency
It was the most trivial of emergencies. The end of the world.
Normally a plain jane cop like Tonya could expect herself to get swallowed up by a hole in the earth, had her skeleton extracted by a necromancer, or her brain by a mad scientist. But fate, literally fate, had other plans for her.
It was a case of being at the right place at the right time. She and a few others were suffused in magical energy so that she could delay the inevitable long enough for most to escape. Few of fate’s champions survived, but Tonya did, if only barely.
She was rewarded for her bravery by being placed in another world that’s ready to meet its end. Only this time, she’s been tasked with ensuring such a fate never comes to pass.
Incantation: ”I don’t spin the thread of fate, but I can cut it shorter!”
Additional Info:
-In Ireland, wolves are known as “Mac” which roughly translates to "Son of the Country(side)"
-There are no more wolves in Ireland due to persecution by humans. Or maybe they’re just well hidden?
Personality: The fate sisters are a trio of sisters who are supposed to manage the fate of man. They don’t really speak much. Nor has anyone really seen them. Anyone who serves the Moirai need only look into their spool to know the will of the gods, which is to bring about the fate they have foretold. They are much too busy writing the fates of every human in existence to bother communicating directly with their champion.
History: Clotho (Spinner), Lachesis (Allotter), and Atropos (Inflexible) do not have a very well known history. There are famous poems about fate, but not so much has been written about the sisters themselves. Perhaps their stories were destroyed along with the library of Alexandria?
What is known about them is that they have a vision for everyone, but they do occasionally mess up. When you have all of humanity to deal with, sometimes a string of fate is made too long, cut too short, or is just…thicker… than it needs to be. Their champions, magical girls, have been frequently employed to fix such issues when they arise.
Resources: The Moirai are sufficiently powerful gods, possibly the most powerful. But their resources are spread thin across various realities.
Their greatest resource is the history of all mortals, happened, happening, and yet to happen. Beyond that, they work closely with other like-minded gods and forces to bring about the weave they desire. And then there’s the fate’s ability to alter fate itself.
"E-everything will be fine as long as I don't turn around... T-that's s-simple enough, j-just don't turn around... D-don't turn around... (sigh...) I really hate my life...
As you can see, Connie has an average body for someone her age, and as the Empress of Nightmares wears a flowing robe in the style of a kimono.
Specialization: Oddball (Nightmares)-
Has the power to give people nightmares, as well as increase said nightmares' strength and realism. In a way, she can conjure up illusions and hallucinations for people in the waking world, but they are (normally) nowhere near as strong as those created by someone with the Illusion power set. They essentially tap into the fears and phobias already present in the individual and make them real. Connie has very little (if any) control over what form they take or what they do after being created, which can sometimes be a problem, since if they are tied to/powered by strong enough fears, the illusions can have a tangible effect on the physical world (in this way, they act rather like spirits as described by the Spirit specialization). Finally, in times of danger, Connie can surround herself with something resembling a pocket dimension, somewhat akin to a witch's barrier from Madoka, albeit nowhere near as powerful. It simply amplifies her nightmare aura and the strength of her illusions in its small area of effect.
Weapon: The Mask of the Endless Nightmare (Mystic)-
This is the terrifying artifact through which Connie was imbued with her dark powers, and which now amplifies these already considerable mystical abilities.
Power: Tendrils of Eternal Darkness (Tentacles)-
They manifest as inky black tendrils that can appear from any nearby surface, including Connie's outfit, and even small portals in the fabric of reality itself.
Perks:
Enhanced Weapon- The Mask of the Endless Nightmare is imbued with all the reality shattering power of The Lord of Nightmares. As such, it provides a greatly amplified level of power to its chosen wearer.
Power Artifact- The Diadem of Eternal Horror is an amethyst gemstone set upon the forehead of the Mask of the Endless Nightmare. If a strong enough fear is detected, it empowers Connie's illusions enough to solidify them into tangible entities.
Mystic Artifact- The Eye of Fear is a small pendant that Connie keeps hidden in the voluminous folds of her robe. Resembling a creepy crystalline eye glowing with sickly energies, it permits the user to peer into the psyches of nearby targets, allowing her to view traumatic events in their pasts, their presents, and even events they fear may come to pass in their futures, so as to better mold suitable nightmares for them.
Ally- Mia Cooper (Gaia, Daughter of Mother Earth) See attached character sheet.
Interdimensional Home- Ostensibly a small place where Connie can relax and recuperate, unbothered by the usual unpleasantness of her unusually unpleasant life, in actuality, since this space was created by the powers of the Lord of Nightmares, it is far too terrifying for someone like Connie. Thus, it is seldom visited.
Note- Nothing present there can actually harm her (she IS the Empress of Nightmares, after all), but since she's such a scaredy-cat, she simply can't handle being surrounded by so many creepy things in such a confined space.
Patron: The Lord of Nightmares (Lesser Force)
Patron Benefits:
Focused- The Lord of Nightmares is the embodiment of Connie’s specialization and is only too willing to aid her in getting the most out of it. Her magic flows easily, and, with her patron’s guidance, she has the potential to wield her element with great efficiency. Spells cost her less mana.
Mental Link- Some Lesser Forces know spells or have abilities to communicate in subtle ways. The Lord of Nightmares is one of them. It can always communicate with Connie, at any time. This may not always constitute a benefit (Connie certainly hates it…), but means that she won’t be caught off guard if it discovers new information, and it is able to notify her if it requires her assistance immediately.
Hidden Death- As it is linked to a universal constant, if the Lord of Nightmares is somehow killed, it will come back in time. Connie won’t be called on to fight in heavy combat to defend it, instead her task will be to ensure it will return.
Mana Font- The Lord of Nightmares is capable of channeling massive quantities of energy to its chosen champion. As such, Connie has more mana than normal.
Mystic Might- The Lord of Nightmares has drastically improved Connie’s mystic abilities.
Patron Drawbacks:
Alien Mind- The Lord of Nightmares does not think in ways that make sense to a human mind. It has little to no understanding of the human experience. While it desires Connie’s well being it does not understand why she find its requests objectionable, and will not always know how to help her.
Formless- Since its essence is contained within the Mask of the Endless Nightmare, the Lord of Nightmares has no physical body. It cannot speak to Connie without employing its Mental Link with her, indicate things via pointing, or affect things directly without her aid.
Rival Force- Sweet Dreams are the antithesis of the Lord of Nightmares. Thus, it holds great animosity towards any beings who promote/are empowered by them. For her part, Connie will have to defend her patron often, and will likely be called on to make attacks on the agents of this rival.
Clueless- The Lord of Nightmares doesn’t know how other magic, monsters, or mystic phenomena in general work. It can’t offer Connie any meaningful advice on these topics.
Fighting Style:
Connie has been fortunate enough to have avoided any battles so far, but since she has only been a magical girl for a few weeks, it seems only a matter of time before that changes. In preparation for this, Mia has worked with her to come up with an effective way to defend herself. This mainly involves using her “nightmare bubble” to amplify the fear hallucinations produced by her opponents into tangible threats for them to face, allowing the conjured horrors to overwhelm her foes with sheer weight of numbers. Her tentacles can also assist in this regard.
A gentle, kind, shy, girl who is easily frightened/embarrassed. She dearly loves her best friend Mia and is incredibly grateful to her for standing by her through so much adversity, although deep down, Connie hates the fact that she's been such a burden to her friend. Connie would really like to have more friends, but years of constant bullying have left her very nervous around other people.
Despite appearances, her personality stays exactly the same in her magical girl form, something those who've encountered her find quite inconguous.
History:
Connie never knew her parents. For as long as she can remember, she has lived in the Penrose Orphanage, bereft (with one notable exception) of family or friends. Often teased mercilessly by the other children because of her fragile and easily frightened nature, "Cowardly Connie the Crybaby" had only one small respite from this torment in the form of her best friend, and fellow orphan, Mia Cooper. Mia was always swift to jump to her defense, and provided poor Connie a much-needed source of care and encouragement in her otherwise bleak and miserable life. But Mia wasn't always around, and it was on one of these occasions that a group of Connie's most vicious tormentors decided to play their cruelest trick yet.
Dragging her to the orphanage's cellar, they shoved her inside and locked the door. Connie was completely terrified, but despite her sobs and desperate pleas, the door remained firmly secured against her escape. Beginning to hyperventilate, she franticly began searching for some other way out of the nightmare she found herself in. It was then that she saw it, an eerie glow emanating from the farthest depths of the cellar's suffocating confines. Hesitantly approaching it, she soon discovered that its source was an old mask. Being particularly terrified of them, she gave a shriek and fell over backwards, but before she could attempt to crawl away, a deep and sinister voice sounded within her mind. It announced itself as the Lord of Nightmares, and since she had discovered the mask within which its essence resided, she would be its new champion. Connie couldn't believe what she was hearing. She tried to protest, but before she could get out more than a feeble whimper, the mask launched itself at her face, and upon clamping tight upon it, flooded the pitiful girl with unimaginable quantities of dark power. Mere moments later, the horrifying transformation was complete. The shrinking violet Connie was no more, in her place stood the imposing Empress of Nightmares.
Connie's tormentors were in the midst of laughing at their pathetic victim's plight, when the Empress appeared before them. Not uttering a word, she spread her arms wide and unleashed a torrent of horrors dredged up from the darkest recesses of their minds. Once they had all been reduced to quivering cationic wrecks the Empress departed. While it seemed as if a wicked tyrant had been unleashed upon an unsuspecting world, nothing could have been further from the case. Even as the Empress of Nightmares, Connie was still the same timid girl she had always been. Utterly horrified by what had happened to her (and by what she had inadvertently done to the bullies), she went to the one place she felt safe- the room she shared with Mia. The room was empty, so she waited. When her roommate returned, she was initially taken aback by what her friend had become, but after quelling her shock, she gently helped Connie to get her bearings. It didn’t hurt that Mia herself was also secretly a magical girl and had been one for several years, a fact she now revealed to Connie. After telling her friend all she knew about life as a magical girl, and helping her change back to normal, Mia worked with Connie to develop a plan for navigating this new phase of her life.
We’ll see how it goes…
Incantation:
From the pitch black obsidian depths of your feverish and tormented minds I come! Phobias and lamentations are my gifts to all! Let your hands claw at your eyes and your wails deafen the multitudes! Tremble O World, for the Empress of Nightmares is upon you!
Note- This is said in a deep, imperious voice, with notably sensual undertones, as though she is clearly reveling in the power coursing through her. This could not be further from the truth. In fact, this incantation is spoken completely unwillingly on Connie’s part. She can’t help herself. She simply HAS to say it at the culmination of every transformation, whether she wants to or not, and she REALLY doesn’t want to. It creeps her the hell out.
Additional Info:
Connie is an aspiring artist who likes to paint pictures of cute and happy things, although lately, her powers make these paintings turn out somewhat creepier than she intended, much to her disappointment. She also likes cute stuffed animals and frequently cuddles with her small collection when she's feeling particularly depressed/frightened (which is sadly quite often). Oh, and she is also incredibly clumsy.
As one might suspect, Connie absolutely HATES being the Empress of Nightmares. Even when transformed, she prefers to go by her real name, that is, if she chooses to socialize with anyone at all (she's painfully shy). Of particular note, she is extremely terrified of masks, and since she wears a mask in her magical girl form, one of the weaknesses she’s trying (and failing) to overcome is being confronted with her own reflection (the first time she saw herself as the Empress, she nearly gave herself a heart attack).
Tyrannical and demanding, the Lord of Nightmares is single-minded in its pursuit of eternally increasing the quantity and strength of intelligent beings’ nightmares. In this way, it is less of a thinking being and more of an elemental force.
History:
Not much is known about the Lord of Nightmares. It reveals its history to no one, not even its chosen champion, although, admittedly, Connie has never dared to ask it.
Resources:
Although staggeringly powerful in its focused area, the Lord of Nightmares’ resources are virtually non-existent. Despite what one would think regarding such a being, the Lord of Nightmares has no army of monsters or web of agents (other than Connie), and has very little presence in, or effect on, the world outside the realm of nightmares. On the other hand, since every creature has dreams, and thus nightmares as well, this has the potential to be a very mighty realm indeed.
Goals:
Give crippling nightmares to multiple (over twenty, at once) mundanes: Low?
Give crippling nightmares to a magical/dark magical/monster girl: Medium?
Give crippling nightmares to multiple magical/dark magical/monster girls: High?
Additional Info:
Bonded to the Mask of the Endless Nightmare, the Lord of Nightmares manifests itself to Connie as an inky black wraith-like being. Its form is amorphous and constantly shifting, but sometimes, on particularly unpleasant (and thankfully quite rare) occasions, Connie has seen what appears to be a face emerge from the darkness. What that visage depicts only Connie knows, but since it takes several hours of Gaia’s comfort to even begin to calm her, it’s probably best if we don’t find out.
Name: Mia Cooper (Gaia, Daughter of Mother Earth)
Age (Magical Girl): 15
Age (Before Magical Girl): 14
Gender: Female
Gender (Before Magical Girl): Female
Appearance:
Mia has an average body type for her age, and as Gaia, wears an extremely skimpy outfit, usually consisting of little more than a skimpy bikini made of leaves and vines. On certain occasions, she might also wear a verdant flowing silky robe, but it is so thin, and it clings to her body to such a degree, that it still leaves very little to the imagination.
Specialization: Wood
Weapon: Nature’s Blossom (Mystic/Ranged)-
This is a green staff wrapped in leafy vines and small flowers. The leaves grow larger the closer they are to the top of the staff. It is here that a large multicolored flower blooms. Nature’s Blossom not only aids in focusing Gaia’s mystical power, but also serves as a ranged weapon, capable of shooting emerald beams of potent magical energy.
Power: Nature’s Fury (Barrage)-
Gaia can put out a staggering volume of offensive magical power. This mostly takes the form of swirling whirlwinds and surging torrents of vines, branches, and tendril-like beams of pure life energy. She can even cause roots and vines to shoot up from underneath her foes as well, assailing them from all angles.
Perks:
Dual Weapon- As noted above, Nature’s Blossom is a Mystic Weapon whose power is so great, that its normally weak magical beam is amplified into something far more impressive.
Enhanced Weapon- Nature’s Blossom is an extraordinarily powerful nexus of natural life energies. It is Mother Earth’s generous gift to her daughter, and it is Gaia’s great honor to wield it.
Purification Artifact- The Orb of Spring is a verdant, flower covered sphere that greatly amplifies Gaia’s already prodigious ability to purify an area of both pollution and unnatural entities. While it can keep an area clear of monsters, Gaia still needs to charge it and it only works in a fixed radius around the Orb itself. It also doesn't force monsters to leave an area they are already in, but it will make them uncomfortable and they’ll likely want to leave.
Patron: Mother Earth (Deity)
Patron Benefits:
Blessing- Gaia is capable of bestowing Mother Earth’s blessing on a person or place. This requires a special rite, but will have subtle but real effects, like purifying air and water, as well as promoting thriving and abundant plant life. In particular, this blessing is capable of Cleansing a person or place of unnatural energies, as described in the MG Rulings DOC, as well as Purifying an area of unatrural energies, in much the same way as a Purification Artifact. The effects of this second ability become even more pronounced when channeled through Gaia's own Purification Artifact, The Orb of Spring.
Divine Competence- Gaia is competent in several areas of skill and study associated with the natural world, especially plant life. This is no substitute for proper training and experience, but even in her untransformed state, she can be expected to manage without complete failure.
Mana Font- Mother Earth is capable of channeling massive quantities of energy to her chosen champion. As such, Gaia has more mana than normal.
Mystic Might- Mother Earth has drastically improved Gaia’s mystic abilities. She is truly a force of nature.
Gifted Item- Mother Earth has gifted her daughter with The Orb of Spring, a powerful Purification Artifact, described above.
Patron Drawbacks:
Rites- Gaia is the daughter of Mother Earth, thus there are rituals that she is expected to observe. Some are relatively easy, like tending a garden. Others require her to do things rather bizarre for modern society, like performing somewhat suggestive fertility dances.
Arrogance- While Gaia is undeniably precious to her, Mother Earth does regrettably tend towards arrogance. She frequently overestimates what her daughter is capable of and dismisses what her enemies are capable of. The demands she makes of her daughter may not actually be achievable for Gaia on her own, or even with help.
Big Brother (Overbearing Mother)- Mother Earth will often poke her nose into her daughter’s personal life, and be constantly checking up on her and observing.
Clueless- Mother Earth doesn’t know how other magic, monsters, or mystic phenomena in general work. She can’t offer Gaia any meaningful advice on these topics.
Fighting Style:
When Gaia needs to engage in combat, she employs every aspect of the natural world around her. From the tiniest blade of grass to the mightiest tree, all come to her aid in battle. Using her considerable command over plant life, Gaia can mold these allies into fearsome monstrosities. Coupled with magical blasts from Nature’s Blossom and barrages of branches, roots, and vines, the Daughter of Mother Earth can easily make short work of her would-be opponents.
A brash, short-tempered tomboy, who always seems to be getting into trouble. Tough, abrasive, and holding a low opinion of pretty much everyone (and authority figures in particular), Mia usually isn’t a very pleasant person to be around. Her one soft spot is for her best friend, and fellow orphan, Connie Williams. She cares for her deeply, always offering talk with her about any and all of her myriad problems, and fully prepared to help her in any way she can.
When she becomes Gaia, her personality drastically changes. Gone is the flippant, tough talking tomboy, replaced by a serene, refined, elegant and unfailingly polite nymph-like demigoddess. She speaks calmly in this form, her voice sounding like a blissful sigh. As Gaia, it takes a lot to truly anger her, but if this is accomplished, her roars of displeasure have been known to take on the tone of a raging hurricane. Also, her affection for Connie is massively increased in this form, and she often cuddles with her friend, caressing her, giving her frequent hugs, gently stroking her hair, and even providing full body massages to help her relax.
Note that this affection is purely platonic. She thinks of Connie as a sister, not as a romantic interest.
History:
An orphan, like Connie, Mia has known the former ever since they were little kids. Seeing how frequently bullied her friend was, Mia was always quick to leap to Connie’s defense, serving as her protector and the orphanage’s most feared bully hunter. Several years ago, while in the midst of a particularly vivid dream, she was visited by a being claiming herself to be Mother Earth. This being warmly informed Mia that she was the chosen recipient of her power, and that she would not only become her champion, but her daughter as well. Now, one might think an orphan would leap at the opportunity to have a kind and loving mother, but not Mia. She basically told the absurdly powerful goddess to go screw herself. Mother Earth, however, would not take “no” for an answer. Heedless of Mia’s increasingly stronger worded protests, the goddess flooded the unwilling girl with every ounce of her staggering power. When she had finished, Mia had been utterly transformed into the embodiment of nature’s power and beauty. The mouthy tomboy was no more. In her place was an otherworldly beautiful demigoddess, Gaia, Daughter of Mother Earth.
Although Mia hated being Gaia, she didn’t really have much choice in the matter and so grudgingly resigned herself to her fate, performing her missions for Mother Earth, while still trying to maintain some semblance of her former life. This continued for several years, until one fateful day, when she discovered that her best friend had also found herself in a similar predicament. Now, Mia helps Connie to acclimate to life as a magical girl as best she can.
Incantation:
Nature’s beauty! Nature’s grace! Nature’s power! Behold! I am Gaia, Daughter of Mother Earth!
Additional Info:
Mia hates everything about being a magical girl and is greatly embarrassed by her magical girl persona (especially the outfit, or lack thereof). Or at least she used to hate everything about it. Now she is somewhat thankful she ended up becoming Gaia, as it allows her to keep watch over Connie. She still gets really embarrassed when she turns into Gaia, though. She also despises Mother Earth, seeing her as highly annoying and controlling.
As Gaia, Mia absolutely loves Mother Earth, carrying out her wishes without question and eagerly striving to be the best daughter she can be. In this form she is not at all embarrassed by her skimpy outfit, viewing it as an opportunity to show the beauty of Mother Earth to all who gaze upon her. Also, as Gaia, Mia never goes by her civilian name, for various reasons. Even if the individual addressing her knows her civilian identity, she insists that they refer to her as Gaia, or sometimes even “Lady” Gaia. The only exception to this is (unsurprisingly) Connie, who she allows to call her Mia for old times sake (and because she often simply forgets Mia’s magical girl name in the first place).
Magical Coins:
Rave Event: 1 Gold, 2 Silver
Bonus Coins for Completed Patron Goals during said event: 6 Silver
Kind, loving, warm and generous, but in an overbearing, smothering, highly controlling way. Mother knows what’s best and others will simply have to endure it, whether they like it or not.
History:
Apparently the sentient consciousness of Earth itself, she is the personification and protector of the natural world. Due to reasons too complex to note here, she is unable to exercise the totality of her vast power herself, but must instead imbue a chosen young woman with her massive mystical might. This “Daughter of Mother Earth” then acts as her agent, carrying out her bidding in the world.
Goals:
Cleanse/Preserve the natural world from mundane pollution: Low?
Cleanse/Preserve the natural world from magical pollution/corruption: Medium?
Mother Earth’s resources are as vast as the Earth itself. All of nature is hers to rule and command, and this authority now extends to Gaia as well. Of course, with pollution, deforestation, and various other environmental ills at an all time high, Mother Earth’s powers are not nearly as strong as they once were. Nevertheless, they are still not to be taken lightly.
Additional Info:
Mother Earth is quite pleased that her daughter has decided to take her friend Connie under her branches, so to speak. She is a goddess who seeks to nurture growth, after all, and what better growth to nurture than the potential of a dear friend?
Hmmm... This nightmare business of Father's is quite the perplexing conundrum. How to proceed?
Wowies~! Like, OMG~! Look how super duper cute I am~! (giggle!)
Specialization: Oddball (Sweet Dreams)
Has the power to give people sweet dreams, as well as increase said dreams' strength and realism in order to inspire/comfort the dreamer and help them overcome nightmares. In a way, she can conjure up illusions and hallucinations for people in the waking world, but they are (normally) nowhere near as strong as those created by someone with the Illusion power set. They essentially tap into the hopes and, well, dreams already present in the individual and make them real. Violet has very little (if any) control over what form they take or what they do after being created, which can sometimes be a problem, since if they are tied to/powered by strong enough hopes, the illusions can have a tangible effect on the physical world, although, bering fueled by positive emotions, the effects are never all that bad (in this way, they act rather like spirits as described by the Spirit specialization). Finally, in times of danger, Violet can surround herself with something resembling a pocket dimension, somewhat akin to a witch's barrier from Madoka (a "Dream Barrier", if you will), albeit nowhere near as powerful. It simply amplifies her Sweet Dream aura and the strength of her illusions in its small area of effect.
Weapon: The Wand of Sweetest Dreams (Mystic/Ranged)
This incredibly cute and sparkly wand greatly amplifies Violet's already impressive mystical abilities. It can also fire powerful blasts of raw dream energy over a not inconsiderable distance.
Power: Deluge of Cuteness (Barrage)
In times of great danger, Violet can go all-out with her dream magic, expelling it in a mighty barrage of swirling, sparkling energy and a dizzying array of cute and whimsical objects and creatures. It is quite overwhelming, but Violet is left nearly exhausted afterwards. Or, as she likes to say "Magical Dream Princess needs a nappy time..."
Perks:
Wealth and Resources- As heiress to a multi-billion dollar megacorporation, Violet has no lack of wealth or resources. Whatever she requests, her doting father quickly lavishes upon her. Thus, she effectively has access to all of Covington Industries' advanced (including experimental) technology and highly trained personnel. Although, with her recent investigation into supernatural concerns, she must be careful on how she phrases these requests. After all, she won't make any progress from inside a padded room. Note- Only usable when untransformed.
Enhanced Weapon- The Wand of Sweetest Dreams is an extraordinarily powerful nexus of dream energies, imbued with all the reality shattering power of The Soverine of Sweet Dreams. As such, it provides a greatly amplified level of power to its wielder.
Dual Weapon- As noted above, The Wand of Sweetest Dreams is a Mystic Weapon whose power is so great, that its normally weak magical beam is amplified into something far more impressive.
Power Artifact- The Sphere of Happy Thoughts is a shimmering crystal pendant Violet wears around her neck. If strong enough hopes and dreams are detected, it will empower Violet's illusions enough to solidify them into tangible entities. Violet loves the pendent, because she thinks it's the "super duper prettiest~!" She also likes how it draws attention to her chest...
Natural Aging- One of Violet's dreams is to be able to succeed her father as both head of the Covington family and CEO of Covington Industries. To permit her to do this even as a magical girl, Violet has been given the ability to continue aging like a normal human. Of course, when she is in her magical girl form she will always be a vivacious sixteen year old. After all, no one wants to see an old woman magical girl (or maybe they do, but Violet sure doesn't want to be one).
Money- As heiress to a multi-billion dollar megacorporation, Violet has no lack of wealth or resources. Still, she has always sercretly wished to have her own source of income, separate from what her father lavishes upon her. Income she can use for her own secret endeavors that would be untraceable to him or to Covington Industries. Upon becoming a magical girl, this wish has been granted. Thus, Violet now has access to $3000 USD every month. The money is deposited into a secret bank account and adjusts for inflation.
Patron: The Sovereign of Sweet Dreams (Lesser Force)
Patron Benefits:
Focused- The Sovereign of Sweet Dreams is the embodiment of Violet's specialization and is only too willing to aid her in getting the most out of it. Her magic flows easily, and, with her patron’s guidance, she has the potential to wield her element with great efficiency. Spells cost her less mana.
Mental Link- Some Lesser Forces know spells or have abilities to communicate in subtle ways. The Sovereign of Sweet Dreams is one of them. As long as Violet posseses The Dreamscape Almanac, it can communicate with her at any time. This may not always constitute a benefit (Violet is rather ambivalent about it), but means that she won’t be caught off guard if it discovers new information, and it is able to notify her if it requires her assistance immediately.
Hidden Death- As it is linked to a universal constant, if the Sovereign of Sweet Dreams is somehow killed, it will come back in time. Violet won’t be called on to fight in heavy combat to defend it, instead her task will be to ensure it will return.
Mystic Might- The Sovereign of Sweet Dreams has drastically improved Violet's mystic abilities.
Manna Font- The Sovereign of Sweet Dreams is capable of channeling massive quantities of energy to its chosen champion. As such, Violet has more mana than normal.
Patron Drawbacks:
Clueless- The Sovereign of Sweet Dreams doesn’t know how other magic, monsters, or mystic phenomena in general work. It can’t offer Violet any meaningful advice on these topics.
Rival Force- Nightmares are the antithesis of the Sovereign of Sweet Dreams. Thus, it holds great animosity towards any beings who promote/are empowered by them. For her part, Violet will have to defend her patron often, and will likely be called on to make attacks on the agents of this rival.
Alien Mind- The Sovereign of Sweet Dreams does not think in ways that make sense to a human mind. It has little to no understanding of the human experience. While it desires Violet's well being it does not understand why she might find some of its requests objectionable, and will not always know how to help her.
Formless- The Sovereign of Sweet Dreams has no physical body. It cannot speak to Violet without employing its Mental Link with her, indicate things via pointing, or affect things directly without her aid.
Fighting Style:
When she needs to fight "meanie nightmares" and the beings who cause them, Magical Dream Princess primarily relies on the might of her magic to win the day. A mystic powerhouse, she can craft all kinds of dream constructs to suit any situation. She usually lets these do the bulk of the fighting, while she backs them up with blasts from her wand. If her enemies get too close, she will form her dream barrier around herself, within which her dream manifestations are even more powerful. Finally, in times of last resort, Magical Dream Princess can let loose a massive barrage of raw dream energy, but such an enormous expulsion of power is very draining for her, leaving her exhausted and vulnerable.
Stats (Transformed): These start at 4. STR: 4 AGI: 9 VIT: 4 MAG: 19 LCK: 8
Personality:
Violet is Calm, Cool, and Refined. She is always perfectly poised, always in control of her emotions and actions, as is expected of the daughter and heiress of Thane Covington. She is very smart and calculating, deeply invested in fully preparing for her future role as CEO of Covington Industries, and Head of the Covington Family. Incredibly mature, she has no time for games or other childish foolishness. She often comes across as haughty and arrogent, but she likes to think of herself as simply confident in her own abilities, and mindful of the respect she sould be afforded due to her high station.
In her Magical Girl form, however, Violet's personality changes completely. She becomes incredibly childish and ditzy, acting like a sickeningly sweet valley girl. Staggeringly bubbly and hyper, she goes from being rigidly focused to having the worst case of ADHD imaginable. She finds it almost impossible to concentrate, never thinks before she speaks, and often forgets things mid sentence. Even her voice changes from her usual deep and mature tone to a high-pitched girly one. She also often speaks in the third person in this form. Her usual seriousness is replaced by an upbeat, carefree, and extraordinarily playful attitude. When she's in this form, she just wants to have fun and it's almost impossible to get her to take anything seriously (her father's wellbeing is a notable exception to this).
History:
Violet is the Daughter of Thane Covington, CEO of Covington Industries, a powerful corporation involved in a myriad of pollutive industries (pollutive not only in the sense that they damage the natural world, but also in the negative effect they have on quality of life/international relations. In particular, since they manufacture a LOT of weapons they are always on the lookout for ways to increase the market for them). In her efforts to help Connie make the best use of her powers, Gaia had her plague the elder Covington with horrific nightmares about the results of his environmental destruction. Seeing her father continually plagued by the nightmares to the point of insomnia, Violet sought out ways for dealing with the unusualy vivid and persistant nightmares. Possessing an abundance of resources as a wealthy heiress (including a recent deal with The Ebon Mint), she soon found what she was looking for-The Dreamscape Almanac, an ancient tome, said to contain the secrets of dream magic. Tasking a pair of Mint agents to retrieve the book from Mariette Pedersen, the ancient tome was soon delivered into her possesion (although not soon enough for Violet's liking). Opening the book, she was amazed to discover that its pages held the power to communicate with a powerful mystical being, trapped within its pages. This "Sovereign of Sweet Dreams", as it called itself, informed the heiress that it could imbue her with the power to help her father, if she would only agree to become its new champion. After some intense deliberation, Violet agreed to the being's terms and was flooded with powerful energies, until she had been utterly trasformed. Gone was the haughty, refined heiress. In her place was the bubbly, hyperactive, and incredibly ditzy Super Cute Pretty Pretty Magical Dream Princess. Happily thanking her Patron for her new abilities, Violet set out to "Save Daddy from those meanie nightmares~!"
She has a lot of work to do...
Incantation: "Hearts, Candy, Sparkles, and Balloons~! Sunshine, Glitter, Unicorns, and Rainbows~! Taaa daaa~! Magical Girl Super Cute Pretty Pretty Magical Dream Princess is here~! (giggle!)"
Additional Info:
Violet has always been aware of the mystical nature of the world. She can "peer behind the veil" and perceive supernatural occurrences where others would just see some mundane analogue.
She also has a photographic memory, although only when untransformed. As Magical Dream Princess, her memory can sometimes be compared to that of a goldfish...
One might think that Violet would be completely embarrased by her magical girl persona, but they would be wrong. In reality, Violet absoultely LOVES being Magical Dream Princess, since it lets her finally be free to express all the parts of herself she had been forced to keep hidden all her life. It's the ultimate form of stress relief for such an uptight and emotionally repressed girl, and she is loving every minute of it!
*** 1 Silver was also used to change her power from Regeneration to Barrage ***
Type: Lesser Force
Name: The Sovereign of Sweet Dreams
Personality:
Fun-loving and carefree, the Sovereign of Sweet Dreams is nevertheless single-minded in its pursuit of eternally increasing the quantity and strength of intelligent beings’ sweet dreams. In this way, it is less of a thinking being and more of an elemental force.
History:
Not much is known about the Sovereign of Sweet Dreams. It claims to have no knowlege of its past. It has simply existed, and will continue to exist, as long as people continue to have sweet dreams.
Resources:
Although staggeringly powerful in its focused area, the Sovereign of Sweet Dreams' resources are virtually non-existent. Despite what one would think regarding such a being, the Sovereign of Sweet Dreams has no army of cutesy creatures or network of agents (other than Violet), and has very little presence in, or effect on, the world outside the realm of dreams. On the other hand, since every creature has dreams, this has the potential to be a very mighty realm indeed.
Goals:
Give sweet dreams/banish nighmares to/from multiple (over twenty, at once) mundanes: Low?
Give sweet dreams/banish nighmares to/from a magical/dark magical/monster girl: Medium?
Give sweet dreams/banish nighmares to/from multiple magical/dark magical/monster girls: High?
Additional Info:
The Sovereign of Sweet Dreams manifests itself to Violet as a coulorful mixture of whimsical creatures and objects. Sometimes it is a unicorn rainbow with butterfly wings. At other times, it might resemble a cupcake with cat ears and a tail. Regardless, it is always something sickeningly cute.
It should also be noted that, although Violet freed it from many of its shackles, the Sovereign is still bound to The Dreamscape Almanac. If Violet were to lose possesion of the book, the Sovereign could potentially be sealed away once more. If this happens, Violet would completely lose all her magical power, until such time as the Sovereign could be freed once more.
Non-Combat NPCs/Inactive/No Longer Residing in Penrose
These characters visited Penrose to attend Vi-Chan's rave. They have all since returned to their home cities.
Click on the hiders to learn more about each one!
Name: Angela Rei Sakatori (The Angel of Hope)
Age (Magical Girl): 16
Age (Before Magical Girl): 16
Gender: Female
Gender (Before Magical Girl): Female
Appearance:
She is Overdeveloped and wears a Skimpy outfit.
Specialization: Reinforcement
Angela chose this because she's always been one to think ouside the box. Not only did she see how it would give her stat boosts in more categories than any other Spec, but she was also aware of how creative individuals (like herself) could use the Spec to boost her own capablites even further as well as to create weapons and armor to help her attack enemies directly. Of course, as the Angel of Hope, she uses her Spec in a more traditional, if still overpowered, way. Chiichuu likes this choice because it means his operative will need to work with other magical girls in order to be most effective, thus granting him the opportunity to attempt to recruit them.
Weapon: The Celestial Staff of Radiant Empowerment (Mystic)
Angela wanted to be a magical powerhouse, so she chose a Mystic Weapon. She had hoped it would be a dark and edgy scepter, but she got this instead. It has no offensive ablities whatsoever, but it does greatly enhance her magical power (for purely defensive spells, of course).
Power: Third Eye
She has the Sight, allowing her to see the flows and after effects of magic. Her sense of magic is extremely precise - she can pierce illusions, trace the effects of faded rituals, or know the type of magic being used at a glance. Most helpfully, her highly attuned magic sense allows her to predict incoming spells. If she is quick enough (which she almost always is), this can let her dodge attacks or counter them with her own. She can also easily tell when an Overcity entrance is nearby, though it will take her some time to determine exactly how to activate it. This works even out of costume.
Perks:
Enhanced Weapon- Angela figured the best magical girl should have the best weapon, and so the Celestial Staff of Radiant Empowerment has been enhanced to it's fullest potential.
Enhanced Outfit- Same goes for her outfit. It provides even an even greater boost to her agility than it would normally.
Enhanced Sustenance- Angela mainly chose this so she could stay up all night to play video games. Being able to go on longer missions was a cool side benefit, and not needing air to breath was always nice, too.
Wings- Angela was initially planning on a demoness aesthetic, so wings were a necessity. Unfortunately for her, they came out a lot more angelic in appearance than she was hoping for.
Gifted- An obvious choice. Her barriers are stronger than normal and she can create more of them. She can also heal others much faster than normal and her healing and augmentation abilites can affect multiple people at once.
Patron: Chiichuu (Puchuu)
Patron Benefits:
Job Satisfaction- This manifests itself as far more than a simple joy in defeating monsters. Rather, Angela's entire attitude and outlook is drastically altered. Upon transforming, she goes from a selfish, obnoxious brat to someone who is utterly selfless, humble, and heroic. Angela is not a particularly large fan of this, although she does enjoy the feeling of rapturous bliss she receives when she completes her objectives.
Chatty- Chiichuu is quite the amiable little fellow, at least most of the time. He will happily tell Angela all sorts of tales about magical realms and treasures, but his own personal history, and especially the events leading to the death of his old team, are completely off limits. Also, the tales he loves to tell are often complete bullshit. They're simply ways to motivate Angela to go to the places and do the things he wants her to.
Mystic Might- As she's currently his only magical operative, Chiichuu wanted to make Angela the best magical girl she could be, so he greatly increased her already substantial mystical abilities.
Manna Font- In the same way, he has also granted her an increased supply of mana.
Patron Drawbacks:
Cagey- While certainly talkative, there are some topics Chiichuu will simply not discuss under any circumstances. In addition, much of what he says often fails to convey the full picture of a situation. Other times, his "information" is just complete bullshit.
Expendable- While she's currently Chiichuu's only agent, the furry creature still sees Angela as expendable, especially if there's an opportunity to contract with a new, and more fitting girl. As far as Chiichuu is concerned, Angela is little more than a placeholder until he can put together a proper team once more. For her part, Angela is so full of herself that she has a hard time believing any opponet would be too much for her to handle, and as the Angel of Hope, she is only too willing to give up her life for the sake of others.
Big Brother- Chiichuu was once the supervisor of a very active squad of girls, and he expects the same level of activity and traing from Angela. He's often close by, advising her, admonishing her for her poor attitued and mistakes, and pressuring her to perform more training and go on more missions.
Fighting Style: She's a Reinforcement Specialist. Thus, she mainly assumes a support role, healing her allies, enhancing their abilities and providing barriers to shield them from even the strongest attacks. If Angela had her way, she would use her Spec to boost her own combat abilities and create weapons and armor for herself, but as the Angel of Hope, she finds herself utterly incapable of performing any offensive or aggressive actions whatsoever, refusing to directly harm even the most threatening of monsters.
Normal- Loud, obnoxious, full of herself. Thinks that she is the greatest magical girl ever, and loves to tell people that fact, whether they want to hear it or not. An avid video gamer, she treats being a magical girl like a game and constantly brags about her exploits on chatrooms like Glimmer.
Transformed- Kind, motherly, modest, and humble, she is always trying to help others as best as she can and constantly offering words of encouragement. She will happily offer advice but is reluctant to take charge of a sitiuation, prefering a supportive role. She has the appearance, attitude, and demenor of a guardian angel. Despite her power and experience, she is highly submissive around others, referring to herself as "your humble servant" and obeying nearly every command issued to her.
History:
Not much is known about her. She appears before other magical girls when things are at their worst and does her best to protect her new allies (as well as any civilians, of course) and turn the tide of battle in their favor. After victory has been attained she disappears as mysteriously as she arrived.
Although she constantly fills the chatrooms and message boards of Glimmer with her loud boasts and obnoxious self-aggrandizement, no one really seems to know too much about her. In fact, it seems that no one has ever even seen her in person, and many believe that she isn't even a magical girl at all. Not that such accusations really bother her. Despite the low opinion everyone else seems to have of her, she keeps on telling all who will listen how much better she is than them, and how lucky they are that she decided to grace their humble chatroom with her illustrious presence.
Our story really begins a few years ago, in the prosperous city of Hydrangopolis on the west coast of the United States. A major hub of biotech research, the city was on the cutting edge of advances in environmental restoration and genetic engineering. One corporation in particular, Eden Enterprises, was on the cusp of its greatest breakthrough yet, the development of a true panacea, a cure for every ailment known to humanity. Naturally, they kept the project under a veil of the strictest secrecy, but despite all their precautions, someone, or rather, something did take notice. And it was not at all pleased by what it saw. The eldritch entity known only as The Blight could not allow such a creation to come into existence, and so it took drastic steps to prevent this.
An army of its monstrous minions descended upon Hydrangopolis, and the Eden Enterprises research complex, in particular, causing untold destruction. Every magical girl and heroic magical being in the area rushed to the city’s defense. Some of these defenders came from even farther afield, including Gaia, who helped defeat an infernal behemoth in the process of igniting the volcano within nearby Mount Folkelin. However, this was but a prelude of what was to come. Just as the monster threat seemed to be under control, The Blight itself made its grand appearance. None could stand against its power, and all seemed lost, but then, like a ray of purest sunlight, a squad of the city’s greatest magical girls charged forth to deliver a final, desperate, last-ditch attack. Every last ounce of the quartet’s power was put into that single combined strike, and even then, it almost wasn’t enough.
Almost.
Ultimately, The Blight was annihilated for all time, but, sadly, so were the ones who had slain it. Not even dust remained. It was as if every trace of them had ceased to exist. No one, magical or mundane, even remembered their names. No one, except for Chiichuu. The girls’ Puchuu had watched with both sorrow and admiration as his charges had performed their heroic sacrifice. They had been his best, the best he had ever known in all the long millennia of his life. And now they were gone. Now, as the city of Hydrangopolis began the long, slow process of recovery, so would he. He knew he would never find anyone as capable as his former team, but there had to be a worthy candidate somewhere amongst the surviving inhabitants of the city, and so he began his search…
Unfortunately, after days of looking, he had come up empty-handed. It appeared as though every potential candidate had already been claimed by one Patron or another in a mad dash to replace their fallen champions. Chiichuu, being the calm and methodical creature that he was, had simply been too slow. Now all that were left to him were the dregs, people completely unsuited to the role of magical protector. One such person was a teenage girl named Angela. At the end of his proverbial rope, Chiichuu had decided to test out the admittedly dubious idea that an exceptional video game player might also make for at least a decent magical warrior, and so, he had researched the various leader boards to see if any locals were in the top spots. To his surprise, someone was, and on multiple games as well. Angela Rei Sakatori.
Traveling to her house, he was disappointed to discover a mouthy, self-obsessed brat, who only seemed to care about stroking her own hyper-inflated ego. She was a far cry from the members of his previous squad that was for sure… Still, he could work with this. Since she was so interested in being the best, he told her that she could become the best magical girl. This, and the fact that she would have magical super powers, was quite appealing to someone like Angela, so she smugly accepted the furry creature’s offer. However, although she was told that she would have complete control over the transformation process, this was only true up to a point… While she would pick the options, he would choose how they were implemented.
For instance, while Angela wanted to appear like an ultra-edgy and super-sexy demoness/dominatrix, Chiichuu had something a bit more angelic in mind. And so it went. The biggest change would be the affect the transformation would have on her personality. Normally, the benefit of “Job Satisfaction” would simply make the recipient more amenable to their task of slaying monsters, but Chiichuu decided to go a bit further, giving Angela a complete change in outlook and behavior. The obnoxious and self-centered girl would now become someone far more selfless and heroic. When the transformation was complete, Angela, or rather the Angel of Hope, as she now called herself, still wasn’t a match for any of the Puchuu’s former champions, but she was close enough.
Staggeringly kind and submissive, the Angel of Hope profusely thanked “Master” Chiichuu for his “wondrous gift”, and immediately set out to help those in need. Naturally, when she returned and changed back into Angela, she was none too pleased by what the Puchuu had done to her. But there was no going back now, Chiichuu informed her. She was a magical girl, and that was that. Since then, the ever-competitive Angela has strived to be the best magical girl possible, despite the annoying problem of her massive attitude change when she enters her magical form. She constantly brags about and overinflates her exploits on every Glimmer chatroom and message board she can find, to the great displeasure of everyone who has misfortune of encountering her. Meanwhile, the Angel of Hope continues to be a mysterious savior to all those in need, whether mundane or magical, never seeking praise, but simply disappearing after the battle in her usual humble fashion.
Chiichuu, for his part, is still looking for prospective candidates to fill the three vacancies remaining in his team. Perhaps this visit to Penrose will provide the perfect opportunity to do so…
Incantation: "Radient power of the celestial heights, fill every fiber of my being! Remake my mortal shell into a fitting vessel for your splendor! To all those in despair, take heart and fear not! For I, the Angel of Hope, have arrived!"
Additional Info: Loves video games and is obsessed with being the best at them. Hates her magical girl persona, but tolerates it for the sake of having magical powers.
Magical Coins: N/A
Type: Puchuu
Name: Chiichuu
Personality:
Polite to those he feels deserving, otherwise he can be very snide, condescending and rude to those beneath his respect (especially those he considers to be failures).
History:
Having been in the business of supervising magical teams for several centuries, Chiichuu reached his pinnacle about a decade ago, when he recruited what was, in his humble opinion, the greatest squad of magical defenders in this, or any other universe. Those were glorious days indeed, but, sadly, they have faded into history. Now begins the time of Chichuu's decline, as other, more influetial powers eclipse his once mighty influence and prestige. Although... Maybe this trip to Penrose will provide an opportunity to gain some powerful recruits. After all, the city is practically overflowing with magicals, doubly so on the night of this "rave". Perhaps his dream of a return to glory may soon be attained.
Unfortunately for Chiichuu, Penrose is not the kind of place where dreams are born. Penrose is a city of nightmares...
Resources:
Once Ciichuu's resources were many and vast. Now they are few and greatly restricted. He currently has only one agent (Angela), although he is constantly on the look out to increase that number, and in a stroke of supernaturally bad luck, all of his former contacts, friends and associates cut off all ties and refuse to even chat with him. All very distressing... For his part, Chiichuu believes that The Blight cursed him in a final act of defiance just before his former squad vanquished the horror for all eternity.
Based on his current situation, it certainly seems that way...
This mighty, but still elegant, blade can also channel Scarlet’s Metal Spec magic, allowing her to easily modify it to suit any opponent with but a single thought.
Power: The Power of Friendship
Scarlet has always been a friendly and charismatic individual, something that has become even more pronounced now that she has become a magical girl. People are almost always willing to help her whenever she asks, and will eagerly agree with her suggestions and plans of action. She also seems to know just how to approach people to get them to respond in a friendly manner and be agreeable to her requests.
Perks:
Dual Weapon- Described above.
Martial Training- As part of Scarlet’s knight-themed magical persona, she has gained an extraordinary degree of knowledge regarding martial subjects, ranging from combat tactics to grand strategy.
Enhanced Outfit- Scarlet’s outfit has been enhanced to increase her mystical abilities even more than would normally be the case.
Mystic Artifact- Scarlet has been bestowed with the Ruby Amulet, an artifact that allows her brief glimpses into the past present, or future, relevant to the query she asks it.
Ally- Danica Davis (See below)
Patron: Zyloplex (Lesser Force)
Patron Benefits:
Focused- As an embodiment of pure magical power, Zyloplex is capable of helping its agents to better focus and channel the energies of their magical specializations.
Mental Link- Pretty self-explanatory.
Physical Prowess- Intended to serve as a frontline combatant, Scarlet has been imbued with greatly increased physical attributes.
Mana Font- Although Scarlet in not a particularly powerful mage, Zyloplex has insured that she has an ample supply of mana. Thus, she is able to cast her minor spells long after her mana supply would have ordinarily run dry.
Patron Drawbacks:
Alien Mind- This bizarre being is the very definition of what one would call alien. It has almost zero understanding of the human condition, and while it vaguely values the safety of its charges, it does not understand their feelings or objections on most matters.
Formless- Zyloplex manifests as an ever-shifting mass of prismatic tendrils, composed of pure mystical energy. This, combined with the fact that it exists in multiple dimensions and states of matter simultaneously, means that it cannot easily interact with the physical world.
Clueless- Zyloplex knows everything there is to know about magic. Everything else? Not so much… Even its vast mystic knowledge is fairly worthless. Since it speaks in utterly incomprehensible terms and mind-numbingly impenetrable metaphors, it is almost impossible to understand what it’s talking about.
Fighting Style:
Scarlet is primarily a melee combatant, using her immense strength to dispatch her foes and her impressive agility to dodge their blows. Although possessing only an average amount of mystical ability, it still serves to aid her by empowering her weapon and armor during particularly challenging combats. Her sword, The Scarlet Thorn, can often be seen changing shape in the midst of battle, and even morphing into different bladed weapons entirely. Meanwhile, when she has been forced on the defensive, Scarlet has been known to conjure additional plates of armor, and even an entire shield, with which to protect herself form her opponents’ attacks.
A kind, caring, and incredibly selfless individual, Scarlet is the embodiment of a hero. She exudes confidence and charisma, often taking charge of a situation not with arrogance and harsh commands, but with warmth and compassion. People are often only too happy to follow her, and she has proven herself to be a natural leader. Even so, she remains humble and modest, treating everyone with politeness and civility even in the most stressful of situations.
History:
Scarlet always wanted to help people in need, just like her favorite fictional heroes. Unfortunately for her, she was born without the use of her legs, and with a very poor constitution. Still, she did what she could, often helping out at local homeless shelters and soup kitchens, and reading to children at libraries and hospitals. One fateful day, as she was coming home from the library, she found herself in the middle of a battle between a local magical girl and a group of monsters. The magical girl didn’t seem to be doing very well, but Scarlet was at a loss as to what she could do to help. Just then, a voice echoed within her thoughts, promising her the power to save the injured girl. Accepting at once, Scarlet was transformed into a magical girl, Magical Knight Scarlet Valor!
Filled with magical power and her ever-present heroic sprit, Scarlet leapt into action and swiftly defeated the monsters. The wounded girl turned out to be another agent of the mysterious being who had transformed Scarlet herself, a being known as Zyloplex. The two of them, Zyloplex informed, would be working together to defeat the monsters assailing their city. A few months later, the duo became a trio, when a girl Scarlet knew from the homeless shelter was badly injured during a monster attack. Without any other way to help her, Scarlet begged Zyloplex to turn her into a magical girl as well. The bizarre being did so, and, seeing the need for a healer among its team, made her a reinforcement specialist.
Together, these three, very different, girls protect their home from all the monstrous threats that assail it. For her part, Scarlet couldn’t be happier, except for when Danica’s shameless flirting causes more problems than the monsters… Hopefully this visit to Penrose won’t be another one of those times…
Incantation: “Charging forth to defend the helpless! Magical Knight Scarlet Valor!”
Additional Info:
Scarlet loves reading superhero comics and magical girl manga, as well as watching magical girl anime. She feels no shame at this and will happily talk with fellow enthusiasts for hours about their favorite characters, scenes, and so on.
Magical Coins: N/A
Name: Danica Davis (Mystical Dancer Danica)
Age (Magical Girl): 13
Age (Before Magical Girl): 13
Gender: Female
Gender (Before Magical Girl): Female
Appearance:
Specialization: Reinforcement
Weapon: The Rings of Saraswatella (Mystic/Ranged)
These five bejeweled rings serve as a focus for Danica’s mystical powers. In addition, they can also fire a potent beam of magical energy at any foes that dare to get too close. They also serve to make Danica look even more fabulous, but that should go without saying.
Power: Regeneration
Perks:
Dual Weapon- As described above, The Rings of Saraswatella have the attributes of both a Mystic and Ranged weapon.
Enhanced Weapon- The Rings of Saraswatella store within their gleaming gemstones all the power and skill of thousands of mystical dancers from ages long past. As such, they bestow an enhanced level of magical aptitude upon Danica, the latest mystical dancer to have the honor of possessing them.
Gifted- Danica can employ her reinforcement magic in some very unusual ways. In particular, her dancing can mesmerize others, causing them to relax and let go of their fears and worries. A few of her dances can even imbue her audience with courage and strength. Perhaps the most notable thing about her is that she can still use some of her enhancement and healing abilities even when untransformed, albeit at a far lesser power level.
Patron: Zyloplex (Lesser Force)
Patron Benefits:
Focused- As an embodiment of pure magical power, Zyloplex is capable of helping its agents to better focus and channel the energies of their magical specializations.
Mental Link- Pretty self-explanatory. Also pretty annoying, as far as Danica is concerned…
Mystic Might- Intended to serve in a supporting role, Danica has been imbued with greatly increased mystical abilities.
Mana Font- Since Danica is often all that stands between her allies and annihilation, Zyloplex has insured that she has an ample supply of mana. Thus, she is able to cast her healing spells, buffs, and barriers long after she would have ordinarily exhausted her mana.
Patron Drawbacks:
Alien Mind- This bizarre being is the very definition of what one would call alien. It has almost zero understanding of the human condition, and while it vaguely values the safety of its charges, it does not understand their feelings or objections on most matters.
Formless- Zyloplex manifests as an ever-shifting mass of prismatic tendrils, composed of pure mystical energy. This, combined with the fact that it exists in multiple dimensions and states of matter simultaneously, means that it cannot easily interact with the physical world.
Clueless- Zyloplex knows everything there is to know about magic. Everything else? Not so much… Even its vast mystic knowledge is fairly worthless. Since it speaks in utterly incomprehensible terms and mind-numbingly impenetrable metaphors, it is almost impossible to understand what it’s talking about.
Fighting Style:
As a Reinforcement Specialist, Danica takes on a supporting role in combat. More importantly, as a dancer, she prefers to keep her enemies at a safe distance, so that she can perform her routines unhindered. “Look, but don’t touch” is her rule, and she makes sure that everyone abides by it.
Outgoing, vivacious, and incredibly flirtatious, Danica is someone who loves, no, needs to be the center of attention. She practically lives on the praise an adulation of others, so she often goes to absurd lengths to place the spotlight firmly on her in any given situation. Parties, battles, or even casually hanging out with friends, Danica sees them all as simply another opportunity to show off, and she always takes it. On a somewhat less flattering side, she can also be very full of herself, often coming across as vain and conceited, although, deep down, she’s a good person at heart. In fact, aside from drawing attention to herself, the main reason she dances is to help people forget their pain and problems, at least for a short while.
History:
Danica really doesn’t like talking about her past, but what little can be gleaned points to it being a particularly unpleasant one. Scarlet first met her while volunteering at a homeless shelter. She was a battered and bruised girl who didn’t say much, simply accepting the food and cot Scarlet offered her with a tired nod. Scarlet’s kind heart ached for the poor girl, and over the next few days, she began getting to know Danica, who gradually opened up about herself. Although she refused to talk of her past, she was more than happy to discuss her dreams for the future. Ever since she was little, she had always wanted to be a dancer, one renowned across the world. While her circumstances seemed bad, she was insistent that one day, she’d get her lucky break and have the chance to show the world her talents.
That day came only a few weeks later, when Danica found herself caught in a monster attack. She was badly injured and barely conscious, when a girl wearing strange armor knelt by her side and begged someone named Zyloplex to save her. The next thing Danica knew, she was being flooded with mystical power. It felt exhilarating. Her weak and malnourished body was both strengthened and made exceedingly beautiful. Leaping to her feet, the overjoyed girl began to dance, gleefully twirling and swirling, shimmying and swaying. As she danced, a series of magical barriers formed to protect civilians from the monster’s attacks, while magical binders attached themselves to the creature, greatly inhibiting its movements. This allowed the armored girl, who Danica soon learned was none other than Scarlet, to deliver the final blow and slay the horrific beast.
Since then, Danica has worked with Scarlet and her companion, Megan, under the Patronage of the strange being known as Zyloplex, protecting their home from any evils that dare to raise their ugly heads. Of course, even heroes need some time for relaxation, and this big rave happening in Penrose seems like the perfect venue. After all, it simply wouldn’t do to leave such an event bereft of the presence of Mystical Dancer Danica…
Incantation: “Skill! Grace! Beauty! I hope you’re ready, ‘cause the show’s about to begin!”
Additional Info:
Danica is bisexual and extremely promiscuous, making passes at anyone that catches her eye. Ironically, she is still a virgin. Make of that what you will.
Also, despite her flirtatious nature, she is very big on consent, at least on her own part. While she may love to have people drool over her alluring performances, if they dare to lay even a single finger on her, she’ll make sure they never do so again.
Magical Coins: N/A
Type: Lesser Force
Name: Zyloplex
Personality:
Alien, inscrutable, unknowable and bizarre, Zyloplex is almost impossible to understand in human terms, although its most basic motivation is fairly straightforward. It seeks to magically empower various individuals in highly specialized ways, as though it were conducting experimentations on the ways mortal beings can hold and employ magical energies. Thus it often directs its charges into battles with monsters, not out of any sense of altruism, but merely to observe them in action. However, its purposes for doing so remain a mystery.
History:
In many ways resembling an eldritch horror, Zyloplex is still nowhere near as powerful, or actively malevolent, as those terrible beings. It was created only a short while ago in its own perspective, billions of years in the future in ours, by an eldritch being of great power who desired a new plaything. Misplacing it while frolicking through a tesseract swarm, Zyloplex spiraled through the eons and a dizzying array of possible and impossible realities, before entering a plane tangential to the reality of this particular Earth. From that point on, it began contacting certain lower life forms and imbuing them with vast magical power. It’s reason for doing this is anyone’s guess.
Resources:
Currently the Patron of a trio of girls, Zyloplex has a nearly inconceivable level of magical power to draw from, but it rarely makes use of it to assist its charges, or to do much of anything else. Aside from occasionally creating a new magical girl, that is. On most occasions, it is content to simply observe, leaving its charges to fend for themselves.
Additional Info:
For reasons known only to itself, Zyloplex hates the colors black and white.
Name: Keiko Shinohara (Maiden of the Gloomblade)
Age (Magical Girl): 16
Age (Before Magical Girl): 16
Gender: Female
Gender (Before Magical Girl): Female
Appearance:
Specialization: Darkness
Weapon: Kurayami, The Gloomblade (Melee)
It is said that this ancient weapon was forged from the tears shed by thousands of widows mourning the deaths of husbands who fell in battle. Their anguish and sorrow has lent the blade great power, and now it brings that same grief and despair to the loved ones of those cut down by it.
Power: Killing Blow (The Kiss of Ultimate Sorrow)
Perks:
Enhanced Weapon- The Gloomblade is an extraordinarily potent weapon, with capabilities far surpassing any mundane blade, and most magical ones as well.
Enhanced Outfit- Keiko’s kimono is woven with mystic strands, which greatly enhance her already prodigious strength.
Martial Training- Even before being chosen by her Patron, Keiko was well versed in both the art of the sword and military tactics and strategy. This has only increased since becoming Izanami’s champion.
Familiar- Keiko has been gifted with a small spirit companion, which serves as an excellent scout. Although normally taking the form of a small and pudgy creature, in times of great danger, it can transform into a far more menacing form to assist its mistress in combat.
Interdimensional Home- With only a few seconds concentration, Keiko can access a modest Interdimensional Home, where she may rest and recuperate. This also serves as an acceptable way of avoiding any dangers she may not wish to confront yet.
Patron: Izanami, The Mother of Death (Deity)
Patron Benefits:
Paragon- As befitting the champion of Izanami, Keiko has been blessed with drastically increased physical abilities.
Divine Competence- Keiko has been blessed with increased knowledge pertaining to the creation and maintenance of blades. If she chooses to make a sword for someone, it will be the highest quality for a mundane weapon of its type.
Physical Prowess- Keiko’s already prodigious physical abilities have been increased even further by her Patron, helping her attain a state far beyond all mortals, and even some supernatural entitles.
Magical Overload- Izanami is not one to play things safe. She channeled all her power into her champion, heedless of the repercussions it might have for the young woman. Keiko has truly become something substantially more, and substantially less, human.
Patron Drawbacks:
Rites- As Izanami’s chosen champion, Keiko must perform a number of rites for her Patron, the most notable of these is dedicating each of her battles, and each of her foes slain, to Izanami.
Arrogance- As with most deities, Izanami is rather prone to arrogance. She will often overestimate her own power, and that of her champion, by a substantial margin. Thus, Keiko can find herself in situations in which she is facing an opponent she is not fully capable of handling alone, or even with help.
Monstrous Form- Keiko is a monster girl, no longer fully human. The effects of this are detailed below.
Nonstandard Limbs- Keiko’s hands and feet end in long, razor-sharp claws, although these can be retracted to a more normal length. Her skin is also an unnatural color, far paler than what a living being should have. Most notably, a pair of massive horns juts out from her forehead, leaving little doubt as to her true nature in the minds of those who behold her.
Mental Mutation (Warrior)- Keiko is a warrior. She has a deep-seated hunger for combat, and the only time she feels truly alive is when she is partaking in battle. However, while mindless violence will indeed slake her bloodlust, it is honorable combat against a worthy opponent that she most desires. Thus, she will never strike down an innocent, or non-combatant, regardless of how strong her hunger for combat becomes. Thankfully, in the places Keiko often travels through, she usually has no lack of suitable opponents if the need to slake her bloodlust arises.
Weakness- Light. In particular, direct sunlight and piercing beams of artificial light, although any particularly bright source of illumination will negatively affect her. This is one of the reasons she is often seen with her trademark umbrella. Dim sources of illumination, like candles, or lamps with sufficiently dark shades, do not bother her nearly as much, and the minor annoyance they cause can oftentimes be completely ignored.
Redirected Magic- In an effort to increase her champion’s physical to realms undreamed of by normal magical girls, Izanami shunted Keiko’s magical power into further enhancing her already superhuman body.
Fighting Style:
Keiko is, first and foremost, a swordswoman. She fights her opponents with her blade and only employs her magic when she requires an extra edge in these confrontations. That said, her skill with a blade is nearly unparalleled, and so it is very rare for her to even need such an edge.
A morose and taciturn young woman, Keiko prefers to lead a solitary existence, bereft of friends or family. She doesn’t socialize with others unless absolutely necessary, and prefers to keep what few acquaintances she has at arm’s length. While she will never intentionally harm an innocent, she usually does not go out of her way to help them either, although there have been a few notable exceptions.
History:
A member of an ancient warrior sect dedicated to the goddess Izanami, Keiko was trained in the ways of the sword from a very young age. After only a short time, it became clear to see that her skills easily surpassed all of her contemporaries and rivaled even some of the greatest masters. With their goddess’s blessing so evidently upon her, Keiko was offered to Izanami as her sect’s candidate to become the goddess’s champion. There were other sects, however, hailing from other worlds, and these, too, had submitted champions. As the saying goes, there could only be one, and after her final opponent drew their final breath, Keiko stood triumphant. Izanami was pleased, and bestowed Keiko with her vast power, as well as the mighty Gloomblade, the weapon and symbol of her chosen champion. Since that fateful day, Keiko has wandered the worlds, carrying out her Patron’s bidding, defeating the greatest of warriors, and slaying the fiercest of beasts. Every foe slain is offered up to Izanami, who greatly delights in her champion’s victories. It is a life of nearly constant battle, a life perfectly suited to someone like Keiko, who has known nothing else.
Additional Info:
Despite her harsh demeanor, Keiko shows great respect for worthy opponents, openly praising their skill and honoring them at the time of their passing.
Magical Coins: N/A
Type: Deity
Name: Izanami, The Mother of Death
Personality:
Izanami once possessed a kind and motherly disposition, but she has now become bitter, arrogant, and cruel. That said, some of her former kindness does still show through, from time to time, especially when it comes to her cherished champion. Izanami has grown very fond of Keiko over their long centuries together, to the point where she almost considers her something of a daughter.
History:
One of the primordial gods of the Shinto religion who are believed to have created the islands of Japan and given birth to many of the other Shinto gods, or kami, Izanami was initially a benevolent creator deity. However, at an unknown point, and due to an unknown cause, Izanami died and found herself in Yomi, the gloom-filled land of the dead. When her husband, fellow creator deity Izanagi, not only ignored her pleas to be reunited with him, but actually created a barrier trapping her in the land of the dead, Izanami swore that she would strike down one thousand living beings each day, from that point, until the end of time. Not just any beings would do, however. Only those possessing the greatest power would serve as suitable retribution. At first, Izanami sent lesser minions to carry out this task, but she soon realized that she needed something vastly more powerful. Thus, over many long millennia, Izanami crafted the implement of her revenge, Kurayami, The Gloomblade. Having nurtured the growth of an array of warrior sects dedicated to her cause, the goddess called from their number the best candidates, who would then compete for the honor of wielding The Gloomblade as she champion. Keiko is the first of these champions, and, as long as she continues to be victorious, she will remain the only one.
Resources:
As one of the more powerful deities of her pantheon, Izanami’s resources are mighty indeed. Despite her confinement to the land of the dead, she still possesses her powers of creation, allowing her to fashion a plethora of minions and servants to carry out her will. That said, her greatest asset is her champion, Keiko, and the legendary weapon she wields.
Name: Stacy Sterling (Stacy Stitches)
Age (Magical Girl): 16
Age (Before Magical Girl): 16
Gender: Female
Gender (Before Magical Girl): Female
Appearance:
Specialization: Fire and Lightning
Weapon: Sharp Claws (Fist/Mystic)
Stacy’s very body is her weapon, in particular, the extendable claws of her fingers. They are incredibly sharp, capable of slicing through even the thickest armor, and are also capable of serving as a conduit to focus her mystical energies.
Power: Killing Blow- Super-Mega-Ultra Zappy Zap! (She really isn’t one for originality…)
Perks:
Dual Weapon- Described above.
Enhanced Weapon- Stacy’s claws are made from Zinethonium, a strange substance dredged up from the depths of one of Dr. Zinestine’s captive singularities. It possesses many unusual properties, from its staggering strength, to its ability to channel magic, all of which serve to greatly aid Stacy in combat.
Enhanced Sustenance- Stacy is no longer fully human, thus she no longer needs to eat, sleep, or do many of the other things regular humans consider necessary for survival (like breathing).
Automaton- True to her nickname, Stacy’s kinda… stitched together. Pieces of her are completely detachable, and she has mild control over her limbs if they are detached from her. Thanks to her, um, “modular” nature, she can also re-attach a severed body part, or replace it with something similar. For example, she might pull out her eye to scout ahead by rolling it forward, or slip her hand through a cage's bars to root around for a key. It’s important to note that she doesn’t feel any pain from this, or from much of anything else for that matter…
Immortality- Lacking blood, internal organs, or even a central nervous system, Stacy is extremely hard to kill. She feels no pain from even the most grievous of injuries and can even fully recover from getting herself literally blown to bits. For such a clueless and disaster-prone girl, this is a significant blessing.
Patron: Dr. Zinestine (Lesser Force)
Patron Benefits:
Focused- Zeinstine is a genius inventor (if only in his own mind), and as such, he is fully devoted to helping Stacy get the maximum possible benefits from all the “improvements” he’s made to her.
Mental Link- After seeing how easily she could get distracted, Dr. Zinestine installed a telepathic communicator in Stacy. This allows him to always keep an eye on her and give her instructions no matter where she may run off to.
Physical Prowess- Thanks to infusions of highly irradiated vita-cells and an array of biomagimechanical components, Stacy is now much stronger than any normal human has any right to be.
Genki Girl- Stacy was always hyper, but now that hyperactivity has the added benefit of never going away! She never gets tired, aside from (very) occasionally needing a (literal) second to catch her breath. Naturally, she thinks this is great! After all, it gives her more time to have fun!
Magical Overload- Dr. Zinestine does not believe in half-measures, or safety measures, or basic sanity, so it should come as no surprise that when he rebuilt Stacy, he overloaded her with dangerous levels of magic power.
Patron Drawbacks:
Alien Mind- There’s a reason Dr. Zinestine is called a Mad Scientist…
Rival Force- Other Mad Scientists are always trying to take Dr. Zinestine’s place as the greatest Mad Scientist of them all. From Professor Pendulum to Doctor Edissela, all of these rivals seek to disrupt his plans, and so must have their plans disrupted in turn…
Vendetta- Among all his myriad foes, there is one adversary whose cybermantic voodoo doll stands atop all the rest, at the very pinnacle of Dr. Zinestine’s pyrrhic pyramid of hatred: Dr. Nykannis, self proclaimed “Queen of the Mad Scientists”. Zinestine will stop at nothing to see her crushed beneath his spring-loaded heel, to have all her work, inventions, and projects go up in a stupendous blast of alchemical flame, and he expects Stacy to do her part in helping him achieve this glorious goal.
Monstrous Form- When Dr. Zinestine rebuilt Stacy, he didn’t have a lot to work with… Aside from his boundless imagination and vast super-scientific proficiency! Hahaha!!! Ahem… Thus, Stacy is now something not quite… Scratch that, not even remotely close to human… The various key points are enumerated below.
Nonstandard Limbs- Stacy’s entire body is a stitched together hodgepodge of parts from an array of different sources. She also has a few odd bits of gadgetry jutting out of her, most notably the large bolts on the sides of her head and protruding out the back of her neck.
Mental Mutation (Chaos Engine)- Stacy was always something of a prankster, and now that mischievousness has been cranked up to eleven! She just has to mess with people and cause a little bit of chaos everywhere she goes! But it’s all in good fun right?
Second Specialization- Dr. Zinestine’s genius has permitted Stacy access to not one, but two magical specializations! (ah, ah, ah!) These two specializations are Fire and Lightning, the primary forces of progress, and destruction…
Redirected Magic- As a result of Dr. Zinestine’s tinkering, a portion of Stacy’s magic has been redirected to fuel her already prodigious physical capabilities.
Fighting Style:
Stacy’s fighting style is as chaotic as she is. Whenever she has to engage in combat, she simply bounces around, blasting her opponents with fireballs and zaps of lightning, before closing it to slice them to bits. Sometimes she changes things up by doing the slicing first and then following up with some zapping. It really all depends on her mood at that particular moment.
Ditzy, airheaded, and incredibly hyperactive, Stacy is a stereotypical genki girl. Happily going through life without a care in the world, she’s always on the lookout for ways to have fun, make new friends, and have fun with said new friends (or have fun doing things to said new friends, although it’s never out of any real maliciousness, she just thought it would be fun!). Unfortunately for all involved, she often tends to forget that others are not nearly as resilient as she is…
History:
Stacy was just a typical ditzy teenager heading to high school that fateful morning. As she often did, she carelessly crossed the street in front of the school without looking both ways first. On this particular morning, that decision would have drastic repercussions. Had she done so, she would have noticed Dr. Zinestine’s Glorious Grind-o-Majig barreling towards her, completely out of control. No prizes for guessing what happened next. After finally halting his invention’s destructive rampage, Zinestine went back to retrieve what was left of poor Stacy. She might have seemed well and truly dead, but through Zinestine’s mastery of SCIENCE! she would live again! Bringing the girl’s various pieces and parts to his lab, the good doctor set about rebuilding her. Once he was finished, Stacy was good as new, and far better then she had been before her little “accident”, at least in Zinestine’s not-so-humble-opinion.
Now, Stacy works for the good doctor on a part-time basis, while she repays her “debt” to him for “saving her life”. Not that she minds. She gets to travel to amazing places, meet strange people, and have all kinds of fun with them! She couldn’t be happier!
Additional Info:
Stacy has a very unusual way of playing Chess. Whether that’s how Chess is actually played on her homeworld, or if it’s simply the way Stacy plays it, is currently a mystery.
Magical Coins: N/A
Type: Lesser Force
Name: Dr. Zinestine
Personality:
Dr. Zinestine is pretty much what most people would expect from a Mad Scientist. He is loud, egotistical, embittered towards all who would fail to recognize his genius, and very, very insane. Approach with caution. It should be noted that he views Stacy as an invention, rather than as a person, and treats her accordingly (In this case, since he cares about his inventions more than people, Stacy is treated rather well, or as well as anyone can be treated by a Mad Scientist).
History:
A fairly typical Mad Scientist from a world of Mad Scientists, Dr. Zinestine’s time is mostly spent building new inventions to change/take over his world, and battling against his fellow eccentric visionaries in his quest for scientific supremacy.
Resources:
Besides Stacy herself, Dr. Zinestine has access to an entire lab/workshop’s worth of bizarre devices, inventions and experiments (both failed and successful), as well as a small army of assistants and minions, many of which the good doctor created himself. He also has a pair of particularly freakish monstrosities that serve as guards against unwelcome guests. However, Dr. Zinestine himself would tell you that his greatest asset would be his stupendous, and completely unparalleled super-scientific genius.
Additional Info:
Often unleashes cackling peals of laughter for no readily apparent reason.
Name: Ramona Ralorin
Age (Magical Girl): 16
Age (Before Magical Girl): 16
Gender: Female
Gender (Before Magical Girl): Female
Appearance:
Specialization: Corrupted Darkness
Weapon: The Penumbranomicon (Mystic)
This ancient and dreadfully powerful tome contains a dizzying array of spells and curses powered by Darkness Magic. In particular, Corrupted Darkness Magic. The forbidden knowledge inscribed upon its twisted pages is certainly not for the faint of heart, but Ramona is confident that her force of will is more than up to the task.
Powers:
1. Third Eye-
Ramona has the Sight, allowing her to see the flows and after effects of magic. Her sense of magic is extremely precise - she can pierce illusions, trace the effects of faded rituals, or know the type of magic being used at a glance. Most helpfully, her highly attuned magic sense allows her to predict incoming spells. If she is quick enough, this can let her dodge attacks or counter them with her own. She can also easily tell when an Overcity entrance is nearby, though it will take her some time to determine exactly how to activate it. This works even out of costume.
2. Tentacles-
These manifest as inky black strands of pure darkness, emanating from her outfit, as well as various points within her immediate surroundings.
Perks:
Enhanced Weapon- The Penumbranomicon is a mystic tome of extraordinary power, far surpassing that of most other spell books.
Sorcery (Curses)- Ramona’s knowledge of curses began long before she became a magical girl, and she can make use of them to curse people and places even when she is untransformed. The strength of these hexes will, of course, be significantly less than what she would be capable of while transformed, but they are still potent enough to cause noticeable problems for her victims.
Mana Channel- Ramona is capable of channeling some of her own mana into a chosen ally. She usually achieves this by using her tentacles as a conduit.
Gifted- Ramona is an incredibly skilled practitioner of Darkness Magic, with abilities far beyond what normal users are capable of. In particular, she can infuse her tentacles with mystic power and use them to control others like puppets. This is of course easier with willing subjects, but, with a bit of effort, even the unwilling can be controlled in this manner.
Interdimensional Home- Ramona has access to a small Interdimensional Apartment, where she can relax and practice her spellcraft in relative peace and safety. Aside from the usual items, it also contains a small library, a collection of artifacts, some pen and paper roleplaying games, and an ornate chess set.
Patron: Darketh Von Darkenstine, Dark Lord of All Darkness (Lesser Force)
Patron Benefits:
Focused- As the Dark Lord of All Darkness, Darketh is the very embodiment of Darkness Magic. As such, he is able to greatly assist Ramona in getting the most out of her specialization.
Mental Link- Darketh likes to keep in touch with his various agents wherever they may be across the multiverse. Therefore, he has established a mental link with each of them. Ramona may not be too fond of the invasion of privacy, but she appreciates being able to always have access to her Patron’s vast knowledge and support.
Mystic Might- Ramona’s Patron has greatly enhanced her mystical abilities far beyond their already impressive level.
Mana Font- Since many of Ramona’s high-level spells and techniques require vast amounts of mana, her Patron has provided her with a far deeper well to draw from.
Transportation- Ramona has been provided with a Magic Broom, a form of transportation befitting her witchy aesthetic.
Patron Drawbacks:
Alien Mind- Darketh is not human, and he has very little understanding of the human condition, which would usually be something of a problem for most people. Of course, being something of a sociopath neither does Ramona, so she and her Patron actually get along rather well.
Rival Force- As an embodiment of Darkness, Darketh has a special hatred for the Beacon in general, and the Ascendancy in particular. Since his forces consist primarily of Dark Magical and Monster Girls, Beacon is always setting itself against his operations, and attacking his agents wherever it finds them. For his part, Darketh has instructed his agents to respond to Beacon in kind, attacking their agents and facilities at every opportunity.
Big Brother- As stated previously, Darketh likes to keep tabs on his agents, and takes a fairly active role in guiding their operations. Being one of Darketh’s top agents, there are very few times when Ramona is not under her Patron’s direct observation.
Loud- Darketh is by no means a subtle being. Loud and bombastic, when he wishes to make his proclamations known, all in the vicinity will hear him, whether they want to or not...
Mental Mutation (Dominator)- Ramona has always craved control, and that craving has only increased now that she has become a Dark Magical Girl. She feels compelled to assert her dominance over any group and in any situation. It doesn’t hurt that she is one of the highest-ranking agents in her Patron’s service, so most have no choice but to follow her orders. Those that dare to challenge her authority will find that Ramona has no small number of means by which to force their compliance, none of them pleasant.
Fighting Style:
Ramona is largely a long-range combatant, preferring to stay in the back ranks and command her allies in battle. She has a wide range of abilities to aid in ambush operations and can bestow an array of crippling curses and debuffs on her opponents. In moments of particular urgency, she will take command of one of her allies directly, guiding their movements like a puppet, and occasionally channeling extra mana into them, in order to super-charge their attacks.
Ramona is a moody, snide, and generally unpleasant young woman, who has a low tolerance for fools and anyone who dares to challenge her authority. She thinks quite highly of herself and likes to be in charge of any group or situation she finds herself in. It doesn’t take long for others to learn that they challenge her orders at their considerable peril.
History:
Ramona always liked to boss others around, and from an early age was enamored with the idea of using mystical mans to do so. She loved to study occult manuscripts and it wasn’t log before she became adept at placing curses and hexes upon people who annoyed her. It got to the point where she was running multiple protection rackets at her high school. No one liked her, but everyone feared and obeyed her. Eventually, Ramona sought to gain even more power for herself, and so she spent considerable effort tracking down an incredibly ancient tome whispered of in hushed awe by the members of the occult community, The Penumbranomicon.
No sooner had she acquired it, than she was contacted by the tome’s creator, a being who introduced itself as Darketh Von Darkenstine, the Dark Lord of All Darkness. After getting past her contempt for its ridiculous name, Ramona discovered that the being possessed vast mystic power, power that it wished to share with her. Agreeing to become one of the Dark Lord’s agents (on the condition that she would be the highest-ranking among them), Ramona was flooded with magical energy, and became a Dark Magical Girl. Since then, she has supervised numerous operations for her dark master, and has known success far more often than failure. She still doesn’t have any friends, but that doesn’t really bother her. She has power and authority, the only two things she really cares about.
Additional Info:
Despite her misanthropic nature, she has something of a soft spot for Stacy Sterling. Ramona still gets annoyed by her, of course, but Stacy is one of the exceedingly few people that Ramona considers something close to a friend.
Also, Ramona is a great lover of Chess and is very skilled at it.
Magical Coins: N/A
Type: Lesser Force
Name: Darketh Von Darkenstine, Dark Lord of All Darkness
Personality:
Loud, bombastic, and highly theatrical, Darketh is a fairly typical (some might even say stereotypical) example of an Evil Overlord. However, although he constantly makes grandly sinister proclamations of how Doom and Darkness shall sweep over all of creation, he is actually rather caring towards his various subjects, agents, and underlings, especially if they perform well. As such, he and Ramona have an almost father/daughter relationship. Indeed, Ramona is far closer to her Patron than she ever was to any member of her own family.
History:
Darketh’s early history is shrouded in mystery. What is known is that he gathered a formidable army and used it to conquer the entirety of his world, remaking it in his twisted image. Since then, he has expanded his realm to include many other words in many different universes. During these campaigns to expand his empire, Darketh’s forces have faced frequent resistance in the form of The Beacon, a force of light and purity that stands completely at odds with Darketh’s vision for the multiverse. Darketh eagerly awaits the day when the light of Beacon is forever extinguished, and he does all that he can to hasten that day’s arrival.
Resources:
As the ruler of an array of worlds spanning over a dozen universes, Darketh’s resources are vast and powerful. Armies numbering in the billions, led by a collection of mighty Monster and Dark Magical Girls carry out his bidding across the multiverse. With access to the wealth of so many conquered worlds, Darketh’s servants are equipped with formidable war engines and magical items of phenomenal potency.
Additional Info:
Much like Ramona, Darketh is an avid player of Chess. Unlike Ramona, however, his skill is somewhat less than exemplary.
MDP encountered these characters during her trip to Silverburg.
Click on the hiders to find out more about each one!
The first of four such units, Team Alpha’s members were imbued with magical power by The Artifact, in a process carefully supervised by Dr. Nykannis herself. Passed off as the recipients of cutting-edge genetic enhancement, they are now contracted out to a certain shadowy black ops division of the U.S. military for use in clandestine operations around the world. The four teams are on a constant rotation, with two squads in the field, and two assigned to DDS’s R&D facility. While one of these latter two squads enjoys some well-deserved R&R, the other team serves as security detail for the complex.
A hard working and highly dedicated soldier, she is very confident and proud of her position as leader of DDS’s flagship special ops team. Has quite a fiery temper.
She is a quiet and intensely focused young woman with a chilly disposition. As Team Alpha’s second in command, she is Alpha-01’s trusted right hand, her cool and collected nature providing a balance to her commander’s more heated disposition.
She is a soft-spoken and somewhat timid girl, who seems rather unsuited for combat. For her part, she hates having to fight, but she knows she doesn’t have much of a choice in the matter. With that being the case, she tries to push through her doubts and insecurities, so as not to let down her teammates.
They are both fiery, brash, and quick to get into fights. Although not particularly pleasant to be around, they still follow orders and work well with the rest of their team.
She has a dour and sarcastic disposition, often exchanging snide commentary with her fellow heavy weapon specialist, Alpha-07.
History:
CLASSIFIED
Incantation: “Transform!”
Name: CLASSIFIED (Alpha-07)
Age (Magical Girl): 15
Age (Before Magical Girl): 15
Gender: Female
Gender (Before Magical Girl): Female
Appearance:
Specialization: Metal
Weapon: Heavy Energy Pulse Rifle (Ranged)
Power: Focused Fire
Perks:
Enhanced Sustenance
Enhanced Outfit
Martial Training
Familiar- BD-E, or “Buddy” for short, is a small robotic drone, which normally serves as an advanced scout, spotter, and targeting assistant. During emergencies, the drone can, for a short period, assume a larger combat mode. This grants it the use of a powerful energy cannon.
Although these two specializations tend to blur together, they are, in fact, quite distinct. At least, according to Nykannis. What those distinctions are, on the other hand, is anyone’s guess. In practice, they both enable her to create all kinds of strange super-scientific ultra-magitech inventions and experiments that break all known laws of reality, as befitting such an exceptionally freakish magical/monster girl/thing. She can also employ swarms of nano assemblers to enhance and modify the weapons and equipment of nearby allies (or sometimes even the allies themselves, if she’s in the mood for some genetic engineering or bionic augmentation), along with the capabilities of her own bizarre technomagimechanical form.
While her various magitech inventions (which range from small gadgets and gizmos to massive technomantic biomechanical constructs) might frequently exhibit capabilities similar to those expressed by other Specializations (freeze rays, lightning guns, and gravity beams, for example), there are three important things to consider- One, the effects of these creations are almost always less powerful than what can be achieved by a practitioner of the Spec in question (and those that do have comparable, or even superior power are so dangerously overcharged that they frequently explode if used more than once). Two, some of these inventions are only single-use, one-of-a-kind items. Three… Well, honestly, there is no three. This pair of Specs really is ridiculously OP, as they pretty much allow her to create an analogue to almost any Perk, Power, or Magical Specialization, given enough time and resources (mana). The only reason Nykannis is allowed to dwell in this particular universe is because she promised the Grand Magistrates that she would stick to being a “background character”, to use their impenetrably cryptic terminology, and not make any major changes to the universal status quo.
She’s done a fairly good job of it so far, all things considered…
Weapon: Super-Scientific Ultra-Magitech Arsenal (Melee/Ranged)
At any given moment, at least three pairs of appendages (and often half a dozen more) protrude from Nykannis’s enormous technomagimechanical form, each covered in a plethora of bizarre technomantic armaments. The vast majority of these are ranged weapons, and while Nykannis’s exact load out is constantly changing, they are certain to be the most eclectic collection of death rays one can possibly imagine (Including, but by no means limited to: neutrino particle cannons, polyphasic penetrator beams, polycyclic plasma blasters, mega magitech magneto cannons, and multiphasic transdimensional hyper homing lasers).
These are supplemented by a slightly smaller (but no less impressive) array of melee weapons, from slipstream swords and biphase buzz saws to quantum hammers and monomolecular blades, for those rare times when Nykannis has to engage an enemy up close.
Power: Barrage (MAXIMUM OVERLOAD!!! Nyahahaha!)
As one might guess just by looking at her weapon-covered form, Nykannis can put out a lot of firepower. A LOT. But sometimes, she needs to unleash even more… When it’s time to really get serious, she can override what few limiters she has to massively overload her already dangerously overpowered arsenal. Or, as she likes to say, “crank it up to 1123 out of a possible five!” When this happens, reality itself weeps, as its very fabric is rent asunder by inconceivably powerful forces unleashed by weapons too impossible to describe. Not only is her arsenal’s destructive power and rate of fire drastically increased, but her weapons are also given secondary (and in some cases even tertiary) effects, mostly of an explosive nature. The downside, of course, is that this drastically depletes her mana reserves and can only be sustained for a short time.
Perks:
Dual Weapon- Described in detail above.
Enhanced Outfit- Nykannis’s body is covered with dozens of technoarcane supplementary power accumulators of various sizes and shapes, granting her increased technomystic power for use in her super-scientific sorcery.
Gifted- As the Queen of the Mad Scientists, Nykannis is undeniably gifted in her chosen fields of expertise. In addition to her vast proficiency in all manners of SCIENCE! (both Weird and Mad), this unique brilliance is best exemplified by the peculiarities of her magical abilities and monster girl nature. Even when untransformed, Nykannis is still able to wield a substantial amount of her technomystic power, and her transformation itself is quite unlike those of most monster girls in that her human form is her default appearance.
Thralls- Nykannis possesses five weapon and sensor covered drones which she can detach from her massive technomantic body and use as scouts or additional attackers in combat. They are particularly useful for locating hidden enemies and discovering blind spots in a target’s defenses, uploading all their findings to Nykannis’s own advanced targeting array.
Size and Scale- Nykannis’s monstrous combat form is exceedingly large, towering over most other magical and monster girls. This grants her an increased level of vitality and protection, due to the additional layers of nanofluidic hyperalloy armor covering her body and the multiple energy shield generators protruding from it.
Patron: Solo
Patron Benefits:
Free Agent- As befitting a Queen, Nykannis is beholden to no one. Well, no one other than her current employer... But it’s not like he’s a Patron, or anything, and she can leave his employ at any time, so it doesn’t really count! At least, that’s what she keeps telling herself…
Magical Overload- Like any good Mad Scientist, Nykannis doesn’t believe in half measures, safety measures, or basic sanity. As such, when whatever caused her to become a magical girl took place, she unsurprisingly decided to go all out and dangerously overload the process. She’s quite pleased with the results.
Patron Drawbacks:
Alone- Nykannis is all alone, only having herself to rely on. And she wouldn’t want it any other way. As the greatest Mad Scientist that has ever, or will ever live, she’s more than capable of taking care of herself. Plus, she’s made plenty of interesting friends (in some cases quite literally) in her travels that may be persuaded to lend her a hand (or tentacle) should she need it.
Monstrous Form- Due to dangerously overloading her body with technomystic energies, Nykannis at her full potential is now something far more than human. The various key facets of which are enumerated below.
Centaur Layout- In her transformed state, Nykannis’s lower body resembles that of a segmented metallic serpent. Several pairs of legs often protrude from it in a manner similar to that of a caterpillar or centipede. These are useful for finding purchase when climbing, or for anchoring herself in place when employing weapons with considerable recoil.
Nonstandard Limbs- The vast majority of Nykannis’s various supplementary appendages are tipped by weapon clusters, and thus are unusable for any forms of manipulation, while her “original” pair of limbs become much larger, their fingers ending in wickedly sharp metallic claws. Even so, this does not completely preclude the good doctor from performing detailed work, as she can easily create smaller, more refined appendages for such tasks. Indeed, with their array of built-in tools they are far superior to human limbs in every respect.
Mental Mutation (Builder)- This manifests not so much in the construction of traps (although Nykannis likes to build those too), but primarily in the creation of new inventions, and the building up of additional knowledge. Nykannis is constantly working on one bizarre creation or another, while simultaneously researching some new theory or phenomenon. Currently, her work on The Artifact consumes much of her time, as she seeks to unlock the many secrets hidden within it depths.
Second Specialization- Due to the overwhelming amounts of technomystic energy flooding Nykannis’s massive cybermagitech body, she is capable of making use of not one, but two Magitech Specializations! (Nyahahaha!) Of course, this is only to be expected of the Monarch of Mad Science, and she makes use of them so interchangeably that they might as well be a single Specialization.
Fighting Style:
Nykannis rarely takes part in combat, preferring to work in her lab and observe her creations’ performance in battle from a safe distance. On the exceptional occasions when she takes to the field herself, she likes to engage her opponents at range before finishing them off in hand to hand combat (in the unlikely event that there’s anything left of them after her initial bombardment, that is).
Nykannis is a typical Mad Scientist, in that she is extremely egotistical, highly focused on her work, and very, very insane. Aside from that, though, she can be rather personable, and if you take an interest in her current projects/obsessions, she can happily talk with you for hours on end (that said, Nykannis’s social skills are sorely lacking, and if you don’t have an intellect or level of enthusiasm close to hers, it will be a very one-sided conversation).
History:
Hailing from a distant universe, several millennia more advanced than this one, Nykannis is only living in this “Neanderthal nightmare” (as she calls it) because she needed a place to hide from some stupendously powerful, but as yet unspecified enemy (“No, it’s not Dr. Zinestine. Why the hell would I ever be afraid of that idiot?”). Wasting no time establishing a place for herself, she soon entered the employ of Lodovico Demiris, as the head of his R&D program. With the aid of her super-scientific brilliance, Demiris Defense Systems saw breakthrough after breakthrough, although Demiris insisted the majority of these developments would be kept classified (at least for the time being), so as not to radically destabilize the geopolitical landscape by advancing the planet’s tech level too quickly. This was something Nykannis herself was in complete agreement with (no need to attract undue attention after all, especially in light of the deal she made with the Grand Magistrates).
Lately, Nykannis has been hard at work plumbing the depths of The Artifact, an impossibly ancient, and staggeringly powerful, magitech device recovered during an expedition to Antarctica. What knowledge she has gleaned so far has already produced substantial benefits for DDS, and she has become completely obsessed with unlocking all it’s remaining secrets. Indeed, the recent creation of The Prototype, may be proof that she is drawing increasingly near to attaining that goal…
Incantation: “Incantation? Who has time for that shit?! There’s SCIENCE to be done! Nyahahaha!”
Additional Info:
Like all Mad Scientists, Nykannis is prone to unleashing cackling peals of laughter for no readily apparent reason.
Although Nykannis is not, nor has ever been, a member of The Gourd, she shares their twisted sense of humor when it comes to inventions, as her friend, Kate Carson, has discovered…
Kate’s Specialization is the direct result of her Camera, itself the source of all her magical power. When Kate is untransformed, the Camera is limited to “only” being able display an exhaustive amount of information about whatever she takes a picture of (this includes secret things like weaknesses, along with more mundane things like age, occupation, favorite color, personality, etc). It can even reveal invisible things like spirits. In this way, it basically functions the same as the Snapshots Perk, although it’s a bit more powerful and can be used while untransformed.
When Kate transforms, she is able to unlock her Camera’s full power, granting her an array of impressive (and not so impressive) abilities. The foremost among these is the ability to create “negative copies” of anything she has already taken a picture of. They fight on her behalf, and have access to all the powers and attributes of the original, albeit at a slightly reduced level. The downside to this is that any copies created in this way are erased from the Camera’s memory, meaning all the info on them is lost, and the image can never be copied again, unless Kate takes a new picture of it (which, depending on the image in question may be exceedingly difficult, if not downright impossible). Unless they are destroyed in battle, the copies usually last for about an hour, before fading out of existence.
Other abilities include the almost never used “Freeze Frame” feature (which places the target in a stasis field, while also draining their mana, but can only be used on targets that are standing perfectly still), changing the Shutter Speed (which can either briefly speed up a target or slow it down for a significantly longer period), and modifying the Depth of Field (either focusing on a target (usually an ally) and making it become blurry, indistinct and harder to hit in combat, or blurring the area around a target (usually an enemy), causing it become greatly disoriented and vulnerable to attack), as well as the fairly mundane Flash (which, as the name suggests, produces a blinding flash to stun enemies).
As a special note, while The Camera can record video, it cannot gather information on what it records. That feature only works when taking still images. At least, that’s how it works when Kate’s not transformed…
Weapon: The Camera (Mystic)
Kate’s Camera, or, to give it’s proper title, Nykannis’s Hyperdigienchantech Photographic Implement 3000, is the source of all her mystical abilities. Without it, she’s pretty much just an ordinary human. As it’s name suggests, it is the creation of Dr. Nykannis, and as the self proclaimed “Queen of the Mad Scientists’” greatest invention, it is fittingly a magitech device of extraordinary power. Unfortunately, to unlock the majority of that power, Kate is forced to undergo an incredibly embarrassing transformation, a source of great frustration for Kate, and great amusement for Nykannis. When Kate is untransformed, it resembles a normal, albeit quite advanced, digital camera. Upon assuming her full magical girl form, it gains a much more ornate appearance, in keeping with her outfit’s elaborate aesthetic.
Power: Third Eye
A Power she was innately born with, Kate’s Third Eye allows her to perceive the flow of magical energies around her. This is useful for tracking potential subjects of interest (as long as they have a strong magical signature), as well as locating hidden magical objects, dimensional portals/gates, and Overcity entrances. It also has the benefit of alerting her to incoming magical attacks. This is usable even when untransformed.
Perks:
Enhanced Weapon- As befitting the greatest invention of the Monarch of Mad Science herself, Kate’s Camera possesses abilities far beyond those of a typical magical weapon.
Enhanced Outfit- Despite its embarrassing and highly impractical appearance, Kate’s magical girl outfit provides a staggering amount of supplementary magical power for her Camera to draw upon.
Gifted- This applies not so much to Kate herself, but rather her Camera. As the greatest creation of the Greatest Mad Scientist of Them All (at least, in said Mad Scientist’s own not-so-humble-opinion), Kate’s Camera is far more powerful than a normal magical device or weapon. Most notable is the fact that she can use some of its abilities even when untransformed.
Big Backpack- Kate has a large backpack full of useful items that she can conjure at any time, even when untransformed. The items in question range from food and clothes, to some extra cash and an unbreakable laptop that can get an internet connection anywhere (even across dimensional barriers).
Super Maps- Kate has a small locket that can display an array of incredibly useful maps. These show surrounding areas, special features and topography. It also displays the positions of Kate and her allies, as well as many enemies that are in the nearby area. It can be used anywhere, even in the Overcity, but the rapidly changing features of that realm often make the maps confusing to read. As a special note, the maps cannot detect the locations of portals, but that’s not really a problem for Kate. After all, that’s what her Third Eye is for.
Patron: Solo
Patron Benefits:
Free Agent- As a freelance photographer, Kate’s a free agent, happy to work for anyone, as long as the pay’s good.
Mana Font- Kate’s Camera has access to a massive supply of mana, allowing her to make use of its impressive abilities long after its mana reserves should have run dry.
Patron Drawbacks:
Alone- Kate’s all alone in the great big multiverse, but she doesn’t mind. In fact, she sees it as a benefit. With no one tying her down, she’s free to go and do what she chooses. Sure, she doesn’t have a safety net, but she’s always been a resourceful girl. Plus, she’s made no small number of friends (some of them quite influential) during her travels that are always willing to help her out (with or without a little “persuasion” on Kate’s part).
Fighting Style:
Kate usually tries to avoid combat if she can help it, preferring to keep a low profile and only transforming when absolutely necessary. If she needs to assume her magical girl form, it almost always means that something has gone very wrong. In such situations, she mostly relies on her Camera’s ability to create copies of various monsters to take care of whatever might be threatening her, or at the very least, give her a chance to escape (which is a very good chance, thanks to her Third Eye and Super Maps). Above all else, Kate is a pragmatist, and she won’t hesitate to trick her foes, or use their weaknesses against them.
For the most part, Kate is a very laid-back and easygoing person, and although she still can get excited, angered, or flustered by things, such occasions are usually quite rare. Most of the time, Kate does her best to avoid attracting undue attention to herself, blending in with the background and unobtrusively observing. When she chooses to interact with people, she is actually quite personable and friendly, always making an effort to cool tensions and put others at ease. That said, she does have a bit of a mischievous side to her, and she’s only too happy to prank people if she thinks she can get away with it.
On a darker note, Kate is not above using blackmail to achieve her goals, and since she likes to take pictures of everything and everyone she encounters, she has a lot of secret and sensitive information to work with.
History:
Kate doesn’t like talking about her past. When asked, she’ll just say that she’s “been around the block more times than you’d expect”, and after getting to know her, it’s easy to see that she’s a LOT older than her sixteen-year-old appearance would suggest. Interestingly, she’ll freely admit that she no longer ages, but that it’s due to something other than the magical girl process (after all, she only got her Camera a few years ago). When pressed she simply states that it’s a little souvenir she picked up from taking a dip in the Fountain of Youth (or one of them, at any rate), but whether or not that’s true is anyone’s guess. She’s known Nykannis for quite a long time, and has gone on many trips across the multiverse with her, but despite all that, she still insists she’s just a simple freelance photographer and an ordinary down-to-earth girl. An ordinary down-to-earth girl who has blackmail files on several interdimensional tyrants and even a few eldritch horrors…
Incantation: “Picture Perfect!”
Additional Info:
If it wasn’t clear by now, Kate absolutely HATES her magical girl appearance, and as such is extremely reluctant to transform, only doing so as a last resort.
Karen has tentacles! LOTS of tentacles! They completely cover her body, and if she needs more, she can always grow new ones! She can also form sharp spikes on her tentacles, but she rarely does this as it might seriously hurt someone!
Power: Tentacles (Surprise, surprise!)
Perks:
Dual Weapon- Described above.
Enhanced Weapon- Karen’s tentacles are stronger and more agile than what one would normally find on a magical or monster girl. Her spikes are also really sharp and can cut through even the strongest armor.
Enhanced Sustenance- Karen isn’t fully human anymore, and as such, doesn’t need much to keep her alive. Things like food, water, air, and sleep are now completely optional. This is a very good thing, considering where she lives…
Prehensile- Karen’s tentacles are extremely flexible, and all can be used with the same level of dexterity and coordination as she once had with her arms and hands.
True Sight- Karen’s vision has been greatly enhanced since becoming a monster girl. She can see in pitch-black environments, as well as through smoke and other environmental blinders.
Patron: “Darling” (Horror)
Patron Benefits:
Creeping Doom- “Darling” had been slumbering for several hundred millennia, before Karen came along and woke him up. As such, he is rather patient with his goals, not seeming to desire more than simply living with his new wife and producing offspring. What he plans to eventually do with said offspring, on the other hand…
Reasonable- “Darling” is quite reasonable, at least as far as Karen is concerned. He seems to genuinely care for her, and appreciates her intense love for and loyalty to him. His thoughts on the rest of humanity are anyone’s guess…
Physical Prowess- “Darling” has ensured that Karen is far stronger than an ordinary human.
Magical Overload- At Karen’s request, “Darling” infused her with so much magical energy that becoming a monster girl was pretty much guaranteed. Karen’s now a tentacle monster, and she couldn’t be happier!
Patron Drawbacks:
Mind-Bent- Karen loves “Darling” with all her heart and always wants to stay by his side and make him happy. Okay, perfectly normal behavior for a brainwashed horror servant, right? Well, here’s the scary part- Karen isn’t actually mind-bent, at least, not by “Darling”. She’s always been like this…
Bane- Like all horrors, “Darling” has a bane, and, by extension, so does Karen. Predictably, Karen has no idea what that bane might be, and, in fact, doesn’t even know what banes are. This may cause problems for her in the future…
Clueless- Much like his wife, “Darling” is rather clueless about, well, pretty much everything… He and Karen really do make a good pair…
Monstrous Form- Karen absorbed so much magic that she has become a monster girl, much to her immense delight. The various major results of this are listed below-
Non-Standard Limbs- All of Karen’s limbs are now tentacles. She is very happy about this.
Mental Mutation (Sentinel)- Karan will do anything to protect her “Darling”, and that includes keeping him away from other promiscuous horrors that might have eyes for him. After all, he belongs to Karen and no one else!
Mental Mutation (Altruist)- Karen just wants to help “Darling” and make him happy. The same goes for other people, to a lesser extent. She doesn’t have a mean bone in her body (quite literally, now that she’s a tentacle monster), and she’d never want to hurt anyone. The problem is… She’s kinda stupid, and it’s all-too-easy for her to get tricked into helping the wrong people…
Redirected Magic- Karen’s magical energies have been redirected to better fuel her vast physical prowess. This makes her really good at tickling contests.
Fighting Style:
Karen doesn’t like to fight people. She’s a kind and caring soul, who’s content to just live a peaceful life with “Darling” in loving bliss. If someone were to ever threaten that bliss, well… Karen is a physical powerhouse, with tremendous strength and speed, which she can use to make lighting fast strikes upon her foes with dozens of spiked tentacles, in rapid succession. Although only a meager mage, she also has access to Fire Spec magic, and is still capable of throwing a few fireballs at her enemies, mostly as a way of weakening their defenses before she closes in for the kill.
Karen is a bubbly and ditzy girl, always ready to give a big hug to her friends. Although incredibly sweet and loving, Karen is also very innocent (some would say mind-numbingly stupid), and she often gets confused when people freak out after she shares her interests with them (never mind revealing her current monstrous appearance).
History:
Karen was always a nice and friendly girl, quite personable and never mean to anyone. She also had some serious issues (some would even say whole subscriptions)… Mainly it was tentacles. She LOVED tentacles. Where other girls were creeped out by such icky, slimy things, Karen couldn’t get enough of them. She would read books, watch movies, play video games… If it had tentacles, she loved it. Although, Karen could never understand why the girls in her favorite shows, books and games were always so adverse to getting all lovey dovey with the tentacle monsters they encountered. After all, she had always wanted to feel the sensation of dozens of tendrils wrapped lovingly around her body, and wished that she could somehow have tentacles as well, which she could wrap around others, instead of boring arms and legs… It was just too bad that tentacle monsters weren’t real…
Or so she thought…
After making the acquaintance of a certain Mad Scientist (a story for another time), Karen was presented with the opportunity of a lifetime. If she wanted, she could accompany her new friend on a trip to Antarctica, where her friend had it on good authority that some actual tentacle monsters resided. Overjoyed, Karen was only too happy to tag along, and by the end of her adventure, she had met the most handsome tentacle monster/eldritch horror. It was love at first sight, and Karen decided to remain behind with the creature as its wife. In order for her to survive in such an inhospitable environment, Karen asked her “Darling” if he could turn her into a tentacle monster as well. The rest, as they say, is history.
Incantation: “Incantation? What’s that?”
Additional Info:
Karen really likes to give hugs. Unfortunately, she often forgets how strong she is now…
"The night belongs to us. You are not welcome here!"
Name: Moritomi Kaito/Black Sky Knight
Age (Magical Boy): 13
Age (Before Magical Boy): 17 ("Was it really necessary to make me younger??")
Gender: Male
Gender (Before): Male ("At least that hasn't changed...")
Appearance: See above ("You can't really see it in that picture, but I've got crow legs now. It makes pants... awkward..."). Can suppress his new transformation for a short duration, and appear as your average, everyday middle schooler, but eventually he must return to being the Knight.
Body Type: Average (+1 VIT)
Outfit Type: Flowing (+1 STR)
Specialization:Spirit and Darkness- Kaito's powers are twofold; firstly, he can swim through shadows as easily as one might swim through water, as well as command darkness itself to become weapons. He can also command and bargain with spirits, whether they be the restless dead, or the youkai and other spirit beings who reside on the other side of the veil. Between these two powers, Kaito always has an army to fight beside him, and an arsenal with which to arm them.
Weapon: Melee (+1 STR/VIT); Karasu no Hane (Crow Feather)-A naginata in jet black and dark gold, its edge glows with the wrath of the restless dead it channels.
Power: Killing Blow (+1 MAG): Black Sun Zenith- Ensnares the enemy in a sphere of darkness, before piercing their prison with innumerable ghostly blades. [Silver Coin]
Perks:
Wings- "Pretty self-explanatory. The Queen wants her Knight to look the part."
Masculinity (+1 LCK) [Bronze Coin]- "Turns out it's really common for everyone to turn into girls when they make contracts?? Good thing I missed out on that. Puberty was weird enough as a guy..."
Big Backpack- "The Queen has ways of getting stuff. This bag lets me access what I need."
Closure (+1 LCK) [Silver Coin]- "I... don't have anything or anyone to go back to. All that's left is the Queen and her Mission."
Soul Jar- "As a Spirit of Death, the Queen knows how to hide her own death... and mine, since I asked nicely."
Flexibility (+1 AGI)- "Being made of living darkness makes it really hard to pin me down."
Patron: The Queen of Crows (Lesser Force/Youkai)
Patron Benefits:
Focused- "I was taught by the Queen of Crows herself. I can do things with a drop of mana that some would take a gallon to do."
Hidden Death- "Death Spirits know how to cheat."
Mental Link- "I'm never far away from support when my boss lives in my head."
Magical Overload (Second Specialization, Amorphous [+2 VIT, Flexibility])- "Kind of a double-edged sword. Magic powers? Being made of darkness? Badass. Being half-youkai and every other magical girl wanting to kill me because of that? Ehhhh..."
Patron Drawbacks:
Limited- "The Queen is powerful, but she's still only one youkai. She doesn't know everything, and she can't always help."
Rival Force- "The Crimson Prince killed my family. Wants to kill me, the Queen, and wipe every trace of her off the face of the earth. And he will not rest until he does. I need to watch my back."
Big Brother- "The downside of being connected to the Queen? She likes to use that connection. A lot."
Monstrous Form (Nonstandard Limbs, Devourer)- "Too much magic at once changes you. In addition to these damn legs and wings, I... I want, no, need to drink blood to keep going. It's not pleasant, but I don't have any other choice..."
Fighting Style: Kaito is a skirmisher and a commander, overwhelming the enemy with a tide of darkness and spirit warriors, while he ducks in and out of the shadows, unseen, trying to find opportunities for a killing strike in the midst of the chaos. Hit, run, hit again, put them down.
Personality: Snarky and sarcastic, as teenagers are wont to be, prone to bouts of depression, but overall a gentle soul, even considering his current problems and newfound taste for blood. He's a friendly sort, always willing to lend a helping hand to a friend or even a stranger, if they have need. Quiet and introspective, he's usually up for taking walks in his free time, or playing a video game or two. Enjoys cooking, but he's easily distracted, so sometimes he isn't very good at it.
Greatly enjoys his new powers (even if he won't admit it), though he does not enjoy the price of admission. This causes him much guilt.
History: "You could say I've always had a bit of a peek behind the curtain. I've always been able to see ghosts, spirits, and the like. Sometimes I even got a glimpse of those little marshmallow bastards. My parents said it was because of a gift from the Queen of Crows, for a favor our ancestors did for her. I just knew it meant I could see spooky ghosts. Like that kid from the movie. And it was pretty cool, for a while. Until it wasn't.
"Y'see, as it turns out, the Queen of Crows had an enemy. A rival, nemesis, foe, whatever you want to call it. Someone who hated her, and all she stood for. Everything she was connected to. See where I'm going with this? Because it took until some assholes wearing red and white bursting into my home for me to get it. The bastards had swords, I kid you not. And they stabbed my mom, dad, me, and just for kicks and giggles, my baby sister, too. And then they left us to bleed out and rot. I was the only one who lived, 'cause, well, turns out the Queen's been keeping more of an eye on us than I thought.
"She came to me as I was dying. Said she only had time to save me. Said she could give me the power to stand up to the Crimson Prince and his lackeys. I said yes, of course. It was that or die like a bitch. Then again, maybe that would've been a better option. Because she decided that, given this insult from the Prince, the time for subtlety had long since passed. So she poured every ounce of mana she could scrounge up into me. And that much magic at once changes you. A lot.
"Now I'm here in the city. Training. Getting stronger, as strong as I can. Because the Prince will come for me again. And I have to be ready for him. May as well kill some monsters while I'm here..."
Incantation:"Black Sky, Golden Moon, Silver Stars! Behold your Champion! Rise, Knight of Crows!"
Additional Info: Has a sweet tooth. Likes shiny things like crystals and marbles, even before basically becoming part crow. Chronic insomniac.
Theme Song:
Magical Coins: 0
Type: Lesser Force
Name: Hino-Enma, The Queen of Crows
Personality: Imperious and aloof, even to those who've earned her loyalty. She can be caring, protective, and even motherly to her "subjects." She tries to be encouraging to her Champion, the Knight of Crows, but ends up coming off as overbearing and pushy instead. However, she really does care about him, even if it doesn't always seem like it.
History: The Queen of Crows was once a horrible monster, a drinker of blood and devourer of men. Unfortunately for her, her rampages had drawn the ire of the brother of one of her victims. And so great was his hate that he became a demon just for the chance to destroy her. They clashed, and the Queen was struck down, barely alive. She was found by a farmer and his wife, and whether they knew of her dread reputation or not, decided to nurse her back to health.
She planned to kill them for their kindness, once she regained her strength. But over time, the couple's kindness softened her heart, and she grew to feel protective toward them. She gifted them with a little of her power, and promised to watch over their line forever, even as they traveled to a great new country in the West. But her old shame, her foe, has found her once again, and will not rest until both her and her charges are destroyed. So she must now keep her promise to that poor farmer and his wife. Whatever it takes.
Resources: "Queen of Crows" isn't just a fancy title. She can see through the eyes of corvids, and even exert control over them if she's in the right area. She has a way with death, able to stave it off and even circumvent it. She has a lot of trinkets, treasures, and loose change, gathered over her long life by her black-feathered servants. And with only one Champion, she can lavish all of this attention on him, leaving him very well-equipped.
Additional Info: She does not need sleep. And sometimes forgets that her Champion does. This can be awkward.
Specialization: Lightning - Valkyrie is able to utilize the specialization of “Lightning”. In addition to shooting lightning as a projectile from either her hand or her weapon as an electric rod, she is able to internalize the effect within herself, firing it out at controlled bursts from her body to improve her overall speed and perception to be similar to the lightning itself.
Weapon: Baikal: A three-pronged long spear that Valkyrie is able to cast her lightning through. When in use, the blade moves as fast as light itself.
Power: Focused Assault: Olesya commits herself to a piercing shot. The skill has two uses, a ranged version used directly through her magicks, and a melee version, used through the weapon. The ranged attack deals an incredible multiple strikes of lightning in the same location, originating from Valkyrie, and the melee version directly injects the target with an incredible blast of electricity, often frying them from the inside.
Perks:
Gifted: Olesya was born with an unnaturally high affinity for lightning. According to Yury, he expected it to take much longer for her to understand how the abilities work, and he tends to be surprised at the unique usages he never really considered for the ability. She is able to completely edit the charge, amperage, wattage down to the most minute detail. In addition to this, electric not produced by her own ability is easily manipulated by her as well.
Enhanced Weapon: The Baikal is a weapon blessed by the gods themselves. While Yury claims it to give a person the ability to overcome any challenge, Valkyrie pins it more to her skills than the weapon itself.
Training: Yury had taken years to train Valkyrie to be the greatest spearman in the world, at least in his eyes. By extension of this skill, she has a rather solid grasp of human anatomy, as do most who had trained their life with the sword.
Get out of Jail: When cornered, Olesya is able to escape captivity to a place that is safe.
Wings: A pair of bird-like wings are fixed to the back of the magical girl outfit, making Valkyrie seem almost angelic.
Patron: Yury
Patron Benefits: Focused- Yury is a spirit that was bound to a lake before meeting Olesya, but his knowledge of the element “Lightning” is both a boon to Olesya’s ability to control both the passive and active forms of the ability to extreme proficiency under his watchful gaze.
Subtle- though technically “flashy” in the sense it “produces a flash”, magic used by Odesya is less detectable.
Mental Link- A bond shared between a “Host” and “Parasite”. Complex nuances can be conveyed between one another almost instantaneously, including information about an opponent, observations one makes, and when eggs are going on sale at the supermarket.
Mana Font- Being constantly near Olesya gives her the ability to utilize the magic of Yury directly.
Patron Drawbacks: Limited-
Alien Mind: Just as the culture which pervaded itself as a spirit is unintelligible to a human, humanity’s culture is incomprehensible to it. Certain feelings are impossible to comprehend properly both ways between Olesya and Yury, though at the very least Olesya would imagine the two are relatively close from her perspective. The truth of this is to be seen.
Big Brother: Standardly seen within the confines of the locket upon Olesya’s neck, and demands to be brought with her anywhere she goes. Punishment tends to be severe in the event this rule is broken. Often comments on any situation Olesya finds herself within.
Formless: A bit of a misdemeanor. While technically without form, similar to a ghost or spirit, Yury usually can possess inanimate objects; contains itself within a pendent around Olesya's neck. When the weapon is summoned, he is also able to possess such as well. It is unable to move things it possesses, but others are able to carry them around as they please.
Fighting Style: Utilizing her Focused Assault, Odesya is able to wither down an opponent while going for short, concise attacks aimed at vitals in order to eventually defeat someone. She would prefer if the first attack were to completely debilitate an opponent, though she is also skillful at more personal combat, being able to use both her speed brought upon by her specialization and her precision to attack both precisely and quickly, each attack aimed to end the fight.
Stats (Untransformed): These start at 3. CYOA options indicate if they apply out of costume as well. STR: 3 AGI: 5 VIT: 3 MAG: 3 LCK: 3
Personality: Olesya seems to take herself somewhat seriously, often taken as somewhat standoffish to others. Though in standard conversation she tends to come off as rather well-mannered, well-spoken and intelligent, her statements tend towards sardonic, which coupled with her lack of any real emotive projection in both her voice and facial features, leaves others to often misinterpret these statements to hold some sort of truth rather than simple jokes or mockeries. Though she comes off as very prideful, it isn't as if she means anything poorly by it (usually).
There doesn’t really exist a divide between the personalities of Olesya and the being known as “Valkyrie”. Perhaps Valkyrie is better suited as less of an “alternate identity” and merely an extension of the previous personality.
Olesya describes herself as a coward, not afraid to retreat if the situation calls for it, in order to preserve herself. He who fights and runs away are able to live and fight another day, after all. But despite this, she tends to contradict this aspect often enough for it to be somewhat bunk in the long run of things. Perhaps it could be best described as a desire to avoid a direct sort of combat, though even she understands there are certain fights one must never run away from. Though she would rather not see the mundane innocents involved in the affairs of the mystical, it isn’t as if those people truly matter to her.
History: War is hell. A war that pits together once countrymen, once townsmen, once family separated by lines that were only broken at the stem for a cause neither side fully understands. Torn from their homes, even children, hardly able to form opinions themselves, are branded by traitors by the victorious. The difference between a traitor and a hero is simply which side if the victor.
The retreating White Army upon the Great Siberian Ice March was forced to cross the frozen lake Baikal as they flee the pursuing soviet army upon the Trans-Siberian Railway. Olesya was the daughter and heiress of a Count loyal to the Romanovs after her father had fought as a commander for the Whites and had died when a stray bullet had killed him, but the overwhelming power of the Petrograd Soviets and the lack of realistic support from the international community due to the events of the first world war seemed to spell an end for the tradition and pride the great Russian Empire had. After hearing what the Soviets had done to the entirety of the Royal family, surrender was not an option. It was either crossing out of the country by any means possible, or death.
The crossing of the lake, even for a man in full army winter gear, would be arduous, the frozen lake reaching temperatures below zero, iced over half the year. But it was either make the trek from the lake into Manchukuo and seek refuge and political asylum from the Reds. Many froze to death, and many were left behind, unable to continue on and succumbing to the artic winters of the Eurasian steppes.
Unable to continue forward, the young now-Countess Olesya had collapsed on the ice of the lake. The cold was too much for her young body to handle. She should have died to the cold here, but for but a moment, she thought she saw something next to a jutting rock atop the frozen lake. A shimmer of something caught her eye, it’s light, unlike anything she had ever seen before. But for whatever reason, this light gave the young Olesya but a sliver of strength to carry on. She believed it to be her father, calling her to the gates of heaven, but that is when she saw what was shining like the ether: a strange spear lodged in the ice at the base of the rise. Though something told Olesya that the spear was dangerous, her condition was hardly that of rationality, and with the first idea that came to her mind, she had taken the weapon from its icy hold.
At first, nothing happened. Of course, nothing happened. It was just a spear. Weapons couldn’t hold any power. They were simply weapons of war. But the shining spear at least made what appeared to be the final moments of her short life.
… But that didn't happen.
Instead, a warmth surrounded her. And before her, a being claiming to be a “God or something” asked if she wished to be his champion, or die in the tundra. With a new chance at life discovered, she had accepted his offer.
Incantation: Truth does not do good in the world as the appearance of truth does evil.
Additional Info: Olesya tends to enjoy more romantic pieces, her favorite ballet being Swan Lake, as she remembers being captivated by the ballet she had seen with her father all those years ago.
Type: Lesser Force
Name: Yury
Personality: Yury is best described by Olesya as an “high-functioning dumbass”. Not really understanding how humanity interacts with one another, lessons about love and valor tend not to come from him. But what he does understand is magic, and it’s applications to the world. However, that doesn’t mean that Yury hasn’t been trying to get adjusted to the current state of culture, such as “not pillaging and raping the cities of your rivals”, but it took several years after reawakening to discover this fact.
Yury claims to be somewhat doting and seems to enjoy the company of Olesya, even though the two tend to bicker between one another.
History: A nameless spirit that Olesya found within the great Lake Baikal during her trot through it with the remnants of the White Army during their retreat from the Reds inside of a Spear upon a jutting rock. Though Yury claims to not remember much about what he was doing there, trapped inside of the spear waiting for an individual to interact with the spear, it isn’t as if he seems like a bad guy. He claims that the last time he was awake in the world, there was a great warlord in the lands south of the lake. The two have been a pair for nearly 100 years, often bickering with one another, though Olesya claims it mostly to be a “friendly banter” rather than anything serious. It is also noted that Yury was named by Olesya, as he knew not the concept of a name, which was the name of her father; the pendant which Yury inhabits happens also to be a pendant with a picture of Olesya’s father as well.
Resources: There isn’t a lot that Yury could really offer Olesya, aside from his magical power and knowledge, as he is a spirit. Most of the money came from the liquidizing of Olesya’s assets, and the two, which in reality is just Olesya seeing as Yury is a spirit.
Additional Info: Yury seems to dislike the cold; ironic considering he was found on the surface of a frozen lake.
Specialization: [ODDBALL][BLOOD] Annabelle manipulates blood -plain and simple. Drawing it in whipping strands, or flinging it as a crystallized shard, her element is used in much the same way as a Water specialist would. Fortunately for other magical girls and monsters, it seems her purview is limited only to blood which she can see, or her own; she won't be crushing someone's organs simply by looking at them. However, an interesting quality of it is her ability to draw strength from allies who verbally agree to the action, as if welcoming a vampire into their home.
By sacrificing her own health, Anne can bolster her manipulation of blood itself, be it her own or another's. She has never had to test the depths she can take it, but Anne assumes she could put herself on death's door to weave incredibly powerful magicks.
Weapon: [Melee/Ranged - "Red Clouds"] Annabelle's weapon "Red Clouds", appears to any eye as a mere greatsword, but hides within its many folds the ability to transform into a massive arcane firearm -and not in the way you might expect. Red Clouds' power draws upon Anne's own, and that means through her blood. Rather than hosting a menagerie of complex machinery beneath, it holds a reservoir of blood which can at any time burst from its cage and envelop the weapon, turning it into the crystalline red form of a large-caliber cannon.
Transforming is not its only ability, however, and the blood she supplies to Red Clouds can also simply increase the cutting strength of the weapon. Coupled with her Third Eye Power, the mere striking of this weapon upon her foes can instantly reveal useful bits of information to her about the target.
Power: [THIRD EYE] [Utterances of the Crawling Blood] At the temporary expense of her health, Annabelle can saturate the battlefield with nigh-on invisible strands of her blood. Intangible to physical touch, they serve as a kind of arcane, pervasive measurement device which relays all kinds of information to her. From the heart rate of another entity, to the merest increase in magical power, Anne can maintain an incredible level of awareness in the area. One would be hard-pressed to try striking with the intent of being undetected or unexpected. Outside of battle, a weave of these strands is held close to her body. It's power range is diminished in this form, but requires next to no effort for her to maintain.
Perks: [Enhanced Sustenance] - Anne's specialization has trained her body, physically, to be adept in manipulating her own physiology. Her cells run more efficiently, to the point where they both require and spend less energy to do the same things another magical girl would. Useful as it is in a tight and prolonged situation, Anne nevertheless has three meals a day more often than not, and isn't wanting for more. Sometimes you just like to eat, right? [Dual Weapon] - Unusual transformative properties allow her weapon to morph into a fully-functional arcane firearm. [Absolute Direction] - The details of how Anne manages to have such a keen sense for where things are around the city is a closely-kept secret. Regardless of the medium, Anne can be relied on to search for particular objects or people, so long as it's something she understands, of course. [Interdimensional Home] - A well-designed and furnished apartment that Anne likes to call the "Strifeless". She has only one rule for guests; leave behind your troubles before stepping inside. There are plenty of places to crash on, despite it being only a studio. A wall is dedicated to candid photographs she has taken with other friendly magical girls. [Hammerspace Handbag] - Worn as a sidebag, Anne keeps a number of small but useful items for nay occasion. [Ally - 'Big Sis'] - Anne's superior, the experienced magical girl known to her only as "Big Sis", serves as her connection to the deepest, darkest corners of the US government. She is the one who freed her from the shackles of a life serving the Puchuu, and gave her the opportunity to fight for humanity itself. While warm and smiling, Anne is sure that Big Sis hides a lot of skeletons in her closet. [Blood Magic] - Anne's specialization allows her to fuel her magic with her own blood, not just with another's. In fact, she is most potent when sacrificing her own health in battle.
Benefits: [Free agent] - Anne's prime directive is the protection and preservation of innocent human lives. To this end, she has free reign in determining how to best go about doing this, plus or minus some suggestions by her superior. [Supplier] - With the Us government !behind her, Anne can secure almost anything mundane in nature, provided she can convince her superior that it's necessary. Five-star meals every night are unlikely to pass.
Drawbacks: [Alone] - ...But not quite. With the tiny backing of a half-unsanctioned US military body behind her, she is far more alone than those magical girls under the thumb of greater forces, but no less a part of something bigger than herself.
Fighting Style: Annabelle is fast and unrelenting -the nature of her magic is like a ticking clock, and in that doomed nature does she fight with every fiber. As her vitality is drained, things must end quickly before her initial advantage is diminished by a conversely disadvantaged healthiness. Her strikes are brutal, direct, always aiming to thoroughly destroy the target before it can test her dwindling stamina. Close-quarters or at a range, the ferocity of her attacks is never different. Blood is thick, and in the quality her comparisons to water are similarly shifted. Where someone of more graceful design would flow like a river through the battlefield, Annabelle is like a mudslide, rolling over anything and everything, but flowing through nonetheless. To call her a brute would be a mistake -even a mudslide is difficult to avoid if it's already upon you.
Personality: Perhaps reflecting her mission statement, Annabelle is a congenial young lady who loves other people. Making friends is not merely a boon to completing her duty as a NEXT agent, but is what she genuinely loves to do regardless. Her preponderance of smiles and quicker-than-most comfort with hugging makes her someone that is difficult to hate unless you're a grump. Generous and kind to anyone who can muster a measure of respect and friendliness back to her, Annabelle is also a great ally to have, rarely turning down a plea for help. In turn, those she calls friends receive only her utmost effort... and her utmost violence.
Against evil, or anything that would do harm to the innocent, she is merciless and cruel, savoring in the quashing of things that would disrupt the otherwise warm life she seeks for herself and society at large. To her, monsters and evil-doers deserve nothing but to be turned into a river of flesh sailing down its own blood into the sewer drains. Betrayal is, unfortunately, something she would call 'evil', and one would be careful not to do such a thing to her. It wouldn't be inaccurate to call her a yandere whose obsession clings to friends, rather than a lover.
History: It was a cold afternoon. The park was empty. No one was willing to go out and play, or jog, or eat when the weather was so dreary. Annabelle was out, though. Tucked away in a warm coat, she felt the nip in her thighs dressed in her shorts and thighighs, but didn't seem to mind. Her chin was buried into the collar of the coat, her hands in the pockets.
She was simply traveling from a friend's house back home, unable to get a ride back. There, on the hill, was an odd sight. It looked as if someone had left their stuffed toy beneath a tree, sitting alongside what looked like a... sword. Perhaps one of those foam *ERF toys? The weird structure of it certainly looked comical enough, like a movie prop for some Kamen-type show.
Anne walked up cautiously to the thing, more curious about the weapon than the stuffed animal. But as she reached for it... the toy's head turned to look up at her. She jerked back.
"Aha. Well that was certainly quick. I didn't need to look long. You girls just drop right into our laps like it's destiny. It is destiny, isn't it?" It spoke. At least, she heard it. The small creature's mouth did not move, but she heard it. Anne looked around, thinking at first that this thing was simply stuffed with a walkie-talkie. It turned and walked closer to Anne in a fashion unbecoming of the usual crappy toys she's seen in commercials. It walked... like it was a living breathing thing.
"Tell me, Annabelle, have you ever wanted to have superpowers? To fight real bad guys?"
She was taken aback and speechless. Her hands had long since been removed from her pockets, and were now vaguely shielding herself from the strangeness.
"What kind of robot is this?" she asked to herself.
"Oh, I'm no robot. I'm very real, actually. I'm a puchuu, here to make you a magical girl. Or perhaps... you're here to become one."
"I'm not sure what you mean. Is this part of a TV show?" she asked, still defiant of the supernatural nature of the scene.
"My my. What a bother. Always so oblivious. I suppose it's not your fault. Let's not beat around the bush. I have a magical weapon here without an owner, and it needs to be put into the right hands to fight against evil!"
Anne's eyes followed to the sword. It looked... suddenly quite deadly and genuinely sharp then. Too real to be a toy.
"You want me... to be like one of those anime girls, all cutesy and magical?" she hummed.
"Now you're catching on. It's easy! All you have to do is pick it up, and you'll be well on your way to an amazing adventure."
She was still skeptical, but the bizarre appearance of this little creature, the brazenness with which it spoke, and the dichotomy of the sword all told her this was either a strange choice of reality TV theme, or it was... the truth. Anne approached the sword and hesitated for a few seconds before lifting it up. The blade slid out of the dirt, clean as a whistle. It was heavy, and then it became lighter. It almost felt... weightless, and yet the solid build betrayed that feeling. Cold hard steel.
"What am I suppo-" Anne stopped short as she turned back to the puchuu. Without a sound, a tall girl with long, blonde braids was standing there. In her clenched fist was the small white creature, strangled worse than any creature had the right to survive from. She was smiling at Anne, uncaring of the mangled furball she so violently crushed.
Were the woman instead a more intimidating man, she might have been more inclined to lift her new weapon up, but she was instead perplexed.
"Hello, Annabelle. Nice to meet you. I'm glad I caught you in time," the young lady said. She was dressed in a kind of modified military uniform, looking halfway between a race queen and an officer. Unceremoniously she threw her hand up, tossing the white creature aside before manifesting a handgun out of thin air. Three well-placed shots pelted the creature in its oversized head before it could even hit the ground. It exploded, but there was neither blood nor gore. It fell limply onto the grass.
"Don't worry about that thing. It was never your friend. How about you listen to a fellow human instead?" The woman smiled more warmly than anyone had ever smiled at Annabelle before. She was inviting. She wanted to trust her.
Name: Valentine Achill Age: 18 Gender: Female Appearance: Character Sheet
Specialization: [DARKNESS] Valentine's specialization is an all-out offense on her victim's senses and courage. If Darkness is an element used to achieve stealth, then Valentine is so potent in its effects that the very nature of it spread from her own body into the surrounding world. Valentine does not skulk about, dancing from shadow to shadow, she makes everything shadow. Valentine can cause entire rooms to become a void of blackness, or lay curses upon specific individuals to cast them into blindness. Even worse, the realms she creates come chock full of horrors -malignant, skittering monstrosities that give no quarter to the prey stuck in their void.
Weapon: [Ranged - "The Wretched"] A bulky revolver of pure chrome. Utilizing the weapon requires preparation, as is not especially effective for prolonged battles. Valentine can compress her mana into pre-made shells for the gun, but can only fit nine shots into the revolving barrel. Limited in immediately available shots, it makes up for the drawback with utterly devastating firepower.
Power: [TENTACLES] [Razorbath] Unfortunately for others, Valentines writhing tentacles aren't the smooth kind -they're the barbed wire kind. Though they are unlikely to be used as useful extra arms for picking up items or grapple-hooking her to higher spots, they are effective as additional weapons. Razor sharp and flexible, even passing glances by the wires are enough to savage their targets. Woeth be the victim who is snared head to toe in their violence.
Perks: [Sorcery] - Even before becoming a magical girl, Valentine was already unraveling the secrets hidden within reality. It was unfortunate for that said dabbling ended with her own unintended, current predicament. [Flexibility] - Perhaps it is because of the horrific nature of her powers that Valentine quickly found her body to be capable of easily freaking others out with her uncanny flexibility. [Healing Artifact] - A reminder of the power that Big Sis has over her, the artifact contains the imprisoned Horror which had initially give her the powers of a magical girl. Now relegated to the status of a mere utility trinket, Valentine can channel mana into it to forcibly draw out a healing aura from the horror. [Fated] - Valentine can't even begin to understand her task, but she could feel it in the back of her head when the horror first spoke with her. Perhaps it is because the thing is now imprisoned that she can't quite get a grip on what her destiny was supposed to be. [Gifted] - Normally the Darkness element is known to be a domain of stealth and debuffs, but Valentine has managed to channel the nature of fear into the shadows, spawning horrible creatures to assail her enemies within the blackness. [Ally] - Big Sis is Valentine's 'ally' if only because she gives her things and tells her what to do. Valentine knows what lies behind the government official's eyes, and it is not something she truly wants to serve. Nevertheless, she begrudgingly follows orders, never mind that she was given no other choice. [Familiar] - A black doberman dog named "Maskim". Capable of shifting into a human form for short periods of time.
Benefits: [Free agent] - Valentine has been leashed into aiding the US government, though Big Sis will claim it is for humanity as a whole. To this end, anything beneficial to that mission is free for Valentine to take up, though she is still under a stern thumb. [Supplier] - With the US government !behind her, Valentine can secure almost anything mundane in nature, provided she can convince her superior that it's necessary. A million bucks is probably not on the table of options.
Drawbacks: [Alone] - ...But not quite. With the comparatively tiny backing of a half-unsanctioned US military body behind her, she is far more alone than those magical girls under the thumb of greater forces, but no less a part of something bigger than herself.
Fighting Style: Rather than relying on skill or strength, Valentine relies on casting her targets into a state wherein they are unable to fight back. Once her target is just right -just the right amount of lost, just the right amount of unaware, just the right amount of inundated- Valentine strikes with focused, powerful attacks. Before and after, she is evasive and defensive, always waiting for the right moment. Face-to-face, she is less than capable, and so Valentine actively avoids such confrontations. If she cannot avoid it, she uses everything in her arsenal to break combat and reset.
Personality: Short of temper and patience, Valentine is quick to lash out, and difficult to make friends with. she appears as the kind of young woman who clearly doesn't want to make friends, or else finds it very hard to muster the will to... or perhaps its a lack of courage. If one is around her long enough, they can clue in on her jumpy nature. Despite her specialization, Valentine is easily startled by things she doesn't immediately expect. The veil of toughness collapses during horror movies, or when spooked by hiding individuals looking to prank her.
Valentine definitely tries to hide this part of her, and a few well-placed but undeserved punches usually serves her well in dissuading what few friends she has from trying to pull something on her again. Though she protests a lot, and seems lazy, ultimately a good kick or urging can get her onto her feet. She hates staying in one place for long, anyways.
History: If she had it her own way, she'd just be a sorceress. If she had it her own way, she'd still be learning whatever the hell she wanted. If she had her own way... she wouldn't be tossed about this stormy underworld.
Valentine was once a simply curious, and perhaps devilish young lady who had both a profusion of time and the lack of sense to stay out of trouble, which she spent on diving into that which normal humans weren't supposed to. For her efforts and flagrance, Valentine was rewarded with servitude under a Horror, turning her into a magical girl pawn to be used for whatever alien means her 'patron' prescribed. She nevertheless considered herself fortunate that this was her fate, as opposed to a sudden loss of sanity or life to the cosmic entity.
But even that change in lifestyle was not enough, it seemed, and the universe saw it fit to throw her further astray with a much closer-to-home entity in the form of the US government, and a woman whose eyes never truly looked as friendly as they tried to seem.
Another magical girl by the name of 'Big Sis' approached Valentine and dictated the ultimatum; join her group, or be hunted down for her status as the servant of an evil entity. What an option. Of course, Valentine couldn't complain if but in that she now had to serve such a scary lady and the government, of all things, but ultimately she couldn't care less who it was. It wasn't as if she was living a free life anyways.
Valentine joined the NEXT Shadow Unit begrudgingly. Parts of being a servant to the horror -namely being able to work alone- still appealed to her. The horror that once pulled her strings was summarily 'taken care of' as Big Sis described it, and Valentine did not question things when a strangely familiar sensation came to her after Big Sis placed a peculiar artifact into her hands one day. That was the end of that chapter.
Emergency start [Ally] and [Sorcery] chosen as Emergency start perks, allowing me to shift naturally-rolled Sorcery perk to opposite table, thus gaining [Familiar] as well.
Power: Killing Blow: "Sparky Heart Justice Breaker Lance" - Basically a big ass stream of lightning that comes from the character's hands and travels in a straight line.
Fighting Style: Complements his wing-chun with lightning based quick attacks to make up for the lack of size and hitting power. Prone to hit and run tactics rather than prolonged fighting.
Personality: Sakura is a hands on, zero tolerance for nonsense kind of person. Street wise and jaded, his demeanor is a stark contrast to his soft looks, and one can expect abundant swearing. Nevertheless, Sakura is honorable, and follows the code of the streets when possible. Brothers have to back up each other in scuffles and turf defending. Also bashing the heads of monster freaks. He may not be the nicest person around, but she will never turn her back on those who have earned her trust.
History: Sakura Yamamoto was once a man who thought that makes right. Unable to put his talents to good use as a productive member of society, he then stuck in the shady edges of civilizations to make a living. After a hard-fought youth, and too many clashes with the police, he ended in a semi -decent life of being a local gang ringleader. Life was doing okay, with the occasional scuffle and fling until one day, his abuse of substances was his downfall.
A shadow crept in the road one second too late he could hit the brakes. Well, it was no use his reflexes were shot due to a drinking contest he had 10 minutes early. He was dead drunk, judging by what seemed an hallucination now standing on top of his car when he finally got out.
At his feet was a young girl in strange clothes. It seemed one of those shows, maybe a candid camera. Except it wasn't. The hallucination spoke with a shrill voice, calling Sakura a lunatic and a murderer. It was a pretty badmouthed hallucination. Then the creature said that he needed a replacement for the dead girl, and pressed Sakura to sign some weird stuff in shock. And then he passed out.
One killing headache later, he was freaking out at what was reflected in the mirror of his shoddy apartment. He thought for a moment he was going to jail for keeping a naked little girl. Only to realize he had become the little girl.
Puchuus can be quite sadistic employers. And the bastard also took his flat, car and assets for the trouble.
After some adventures, and some remarkable contributions in the fight against Justine following a failed assault at Mariette's HQ, Sakura managed to regain her former gender. Time will tell if it was a good idea.
Incantation: "Ahem... Spark spark Love of my heart <3" -cringes internally-
Additional Info: Sakura likes loud motorbikes, hard drinks and a good scuffle. He also has a penchant for bonsai trimming as a coping mechanism, and struggles to walk around in skirts.
Personality: Umukamui can be described as a neurotic cynical wreck of a Puchuu, always obsessed with quotas and goals above methods. It's a shifty guy who enjoys caffeinated drinks and sugar, and that certainly doesn't help. Prone to be quite a potty mouth, callous and dismissive, and an utter slave driver to the girls he employs.
History: Umukamui boasts that he was once one of the top enforcers of the Puchuu, boasting that all the magical girls of a certain city were under his command, or that he was given headpats by the Cabinet of Ministers of another. Then again, that might be empty boasting on his part. And if one listens carefully, they might gleam some uncomfortable hints that point that all of his ramblings are in fact, not just fabrications.
Be it as it may be, Umukamui has suffered a lot of bad luck lately. Freak incidents and poor choices of his magical girls have led to this kind of weak position among peers. The fact that a drunk gangster ran over his last shot at getting back into business was the straw that broke the camel's back. He makes use of the perp, conveniently repurposed for his own interests, but he wishes he would die in a blaze of glory.
Resources: Only Sakura. Come and laugh, HA HA HA HA. He however, is quite a long runner in the world of Puchuus, and always knows someone that knows someone. If there's a dire need of something, he can use any kind of channel, down to blackmail and extortion to get it. Oh and guess there's Shoggy too. Goals: Maintain the Balance of power. Eliminate threats to the World Order. Recruit Allies and work towards rebuilding Umukamui's power.
Additional Info: Flies surprisingly well when kicked.
Name: "Sanngridr" Cassandra Turner (Formerly William Turner) Age (Magical Girl): 12
Age (Before Magical Girl): 18
Gender: Lass. Odin took his spear.
Gender (Before Magical Girl): A lad
Appearance: Body Type: Average, Outfit : Uniform
Specialization: Spirit and Reinforcement
Weapon: Sword- Valkyrie's Tear. A sword annointed with the former William's tears, consecrated by Odin, granted as replacement once Gram Replica was deemed not worthy of him.
Power: 1- Copycat : Upon becoming Sanngridr, she gained the power to duplicate opponent's powers for the duration of the fight, the stigma that the red coin granted, but a boon nonetheless. It is unironically fitting for the Valkyrie of Cruelty. 2- Evil Eye (Third Eye): What became of Sanngridr's tainted black coin power after Odin took the regeneration from her, having deemed that the former Reaver was too overreliant on it. It functions like any other Third Eye, except it's nauseating to look at once it is active, and causes discomfort.
Perks:
Power Artifact- The Witch Queen's Crown (+1 Str): A Psychic Artifact. It grants mental warding to being scried on... but for monster girls it also has the side effect of estabilizing them a great deal and make them less likely to act on their impulses.
Wings:
Enhanced Wings:(+2 Agi): As part of her Monster Girl Mutation, the wings granted by her transformation and the wings granted by the monster girl mutation fused in two mighty limbs full of strong pinions. No longer she is clumsy at flight, and has enough lift to raise an adult into the air alongside with her (albeit with difficulty).
Soul Jar (+1 Vit): As part of her new body, her soul now resides in a tiny jewel, making her much more difficult to kill via massive body trauma.
Gifted(+1 Agi): Reincarnation has granted Cassandra additional insight in the use of magic. Now, Cassandra is able to bring forth the most battle-worthy of Spirits, the Einherjar, who will fight besides her. Cassandra is also able to Revive people if they're recently slain, by calling their souls back with Spirit and using Reinforcement healing to mend their bodies.
Martial Training(+1Str): Odin allowed for Sanngridr to retain her martial prowess in weapons and tactics.
Enhanced Transformation (+1 Mag): A carryover of her time as Reaver, this skill now serves her to use her mortal guise more effectively, no longer reverting when unconscious.
Overcity Shift(+1Mag): Another carryover. Self Explaining.
Sorcery (Runes) (+1 Mag): Odin also has allowed Sanngridr to retain her arcane knowledge. The Runes allow for a different variety of effects , but they're not as powerful as proper specialization magic. Runes can be taught to other people.
Awareness(+1 Luck): Keen senses can be the difference between victory and defeat, and Sanngridr's knows that. She has honed her senses to be sharper than most.
Patron: Ebon Mint
Patron Benefits: Black Coin(Spent on Second Power) Non -Exclusivity: The Mint does not care for taking multiple jobs, as long as you pay what's due.
Patron Drawbacks: Even More Debt: The Red Coin favour was costly, and it has made her debt increase even more Betrayal: Choose who you befriend carefully, for the Mint will get rid of you if it does not serve their interests.
Patron: Deity- Wotan, The Allfather
Patron Benefits: Divine Competence: Odin is a god of many things, so a lot of abilities have a little bump above the norm as an extra. This includes War and Healing. Paragon (+1 Physical Stats): A honed body is the body of a warrior. Mana Overload: Odin really opened the floodgates to see what happened to Reaver, and a transformation ensued.
Patron Drawbacks: Rites: One must praise Odin and bring him sacrifices regularly, lest he becomes spiteful. Monstrous Form: The increase in divine power has changed the once black knight into something not quite human.
Monster Girl Mutations:
Devourer: Must feed. Fresh and flailing if preferably.
Second Specialization (Reinforcement): Sanngridr is once again able to channel her old magic thanks to her monstrous nature.
Wings(+1 Agi and Wings Perk): As she transformed, she gained a second wings upgrade that fused with her suit ones to become enhanced mighty limbs.
Broken Reincarnation: Her soul is so strained now, that it's doubtful she'll be even whole when killed and resurrected.
Destroyer: Nothing is eternal. Destruction will happen sooner or later. Embrace Ragnarök.
Fighting Style: Sanngridr now is more cautious about receiving damage, and attacks preferably in swooping movements, favoring aerial superiority. If an opponent proves too tenacious, she switches to commanding an army of spirits and use combined arms tactics to triumph over foes. She will also copy advantadgeous powers to even out the field.
Personality:Gone is the superficial appeasing to base desires in the form of being subservient to domineering girls. Cassandra is a barely contained cauldron of rage, fueled by a deep maddened misanthropy which makes almost any moment of her life to stay in a semipermanent livid state. With her source of debauchery gone, Cassandra has turned her sights on what deep down, she really wants besides carnal pleasure which she can no longer get as she is no longer a man. To see everything burn, and feast and dance in the world's end.(Devourer And Destroyer mutations)
History: Born the son of a coroner, and with a missing mother, William's household was rather different to what one consider normal. Always haunted by the absence of a motherly figure in the household and the grim ambience that sometimes his father's job brought at home, young William grew with less than optimal social skills. He was once a gifted academical student, which spent too much time dreaming about fantasy, mythology and games, and seeing girls as that strange being that would only look at them with disgust. Still, when he heard a strange rumour about certain collectives being able to grant magical wishes, he jumped at the oportunity. He could do better than any of these silly broads, alright. So he took the contract, and chose one of his favorites. Wotan, Odin. He was an awesome god of war and many things, so he went to swear servitude to him at the drop of a hat.
Nevertheless, something was missing. Being a warrior chosen was alright, but despite his remade appearance, he wasn't getting enough to satisfy his cravings. Power had corrupted him, and he had found a beauty in being under the heel of a good-looking girl. He wished to fight more, to attract more, and he gave in to darkness. He signed a contract with the Ebon mint. Perhaps, by embracing this dark persona he would bring fulfillment to his unbalanced life.
And yet... it never fully worked out. Sure, there were some girls but they ended dead or causing much trouble. And his...agreement was found to be quite subpar. After deciding to make himself scarce after showing much of his black knight swag, he attempted a renegotiation via red coin, only to find out she had been punished to become a valkyrie.
Well, she had better become a fine chooser of the slain, else she would be serving mead to horny Einherjar for eternity... if the increased Mint debt did not catch with her up at first.
Incantation: "..."
Additional Info: It's only by Odin's influence that she doesn't lose her shit and attacks everything in sight like a monster Queen.
Rolls: 6,12,4,1,3,4,20,17,17,5,20. Origin has been changed to Contract. Spent 1b to Shift Interdimensional Home to Gifted. Bought two perks with Gold Coin. Spent 3b 3s on stats upon creating. Spent 3g 4s in +1 Boosters to Agi (+1) and Mag (+3).
Magical Coins: 8s 1b (1g 6s Given by Sakura, 1g spent in resurrection)
Type: Deity Name: Wotan, Woden, Odin, Allfather, you know the drill.
Personality: Well, one has to take a guess that Odin has been a little of everything. Sometimes a thunderous warrior like his son, sometimes a master of trickery like his sworn brother Loki. Odin is wise, and it's very difficult to read. He grants good boons but, asks for effort in deeds as an exchange. As the Lord of Valhalla, he despises cowardice, and likes people who are ready to die in battle against impossible odds.
History: We all know his story, even though his worship has dwindled due to the encroach of other gods. He sacrificed an eye to achieve wisdom, and did many a deed. Usually alongside Loki, whom he appreciates and hates.
Resources: Quite a few, but are spread thin. What Odin can offer is power and ancient weapons of an olden era, of epic fights and men stronger than steel. Sorcery and Healing are also his turf, and he can provide resources for those readily. Goals: Fight to the Death without cowardice. Kill people from other factions as Sacrifice to the Allfather. Increase Number of Norse Mythos/Religion Believers
Additional Info: LOOOOOKIII.
Name:Dina Denisova AKA Stray Empress Age (Magical Girl): 14
Age (Before Magical Girl):105
Gender: Female
Gender (Before Magical Girl): Female
Body type: Underdeveloped. No bountiful bosom on this one.
Appearance:
Specialization: Reinforcement and Beast: Originally a reinforcement, the extreme amount of magic she took in mutated Dina into a beastly creature, adding an attunement with the animal side of life and being able to command and reinforce animals at will. Being a healer and defensive user first and foremost, Dina's considerable prowess with the barriers and healing serves as a refresheners for the tides of beasts she is able to command at will. Reinforcement also makes her rallies extra effective.
Weapon: Cat's Cradle of the Red Revolution (Melee): An once blood-soaked remnant of what was lost, upon Dina's transformation into a magical girl, they became a set of crimson metal wires that can flail the flesh out of targets. The lacerations they inflict are often not easy to heal. It has a secondary function as defense or even as transport.
Power:
1-Power of Friendship: Groomed to be one of her countries leaders' in life, this has become her signature power as magical girl. Dina does know how to inspire bonds of friendship no matter who is the target, and how to get into people's graces with her noblewoman's sheer charisma.
2- Avatar: When everything comes crashing down. When all hope is lost and death is imminent, it is when one fights at its hardest. Dina's trumph card, the ability to enter a taxing state in which she can employ all specializations to bring a nasty and versatile surprise to opponents, at the cost of being not as powerful as a proper specialist, and twice as draining.
Perks:
True Sight: Her feline eyes can see many things. Total darkness and obscuring maneuvers don't work against her keen senses. However, being able to see through darkness and concealment doesn't mean people's disguises will not fool her.
Reverence: Cats are found to be charming and graceful, and this makes Dina be perceived as a symbol of grace and hope, rather than the corruption that most monster girls are associated with. Even normal humans would rather be drawn towards her than be horrified. She doesn't even need a disguise to walk around outside battles. However, being a starlet comes with her own set of problems. Namely, unwanted attention.
Diehard: They say skinning a cat is very difficult and not to say impossible. While Dina most of the time avoids confrontation and would rather flee than fight, cornering and wounding her will make her much more difficult to pin down.
Lure: It may be the way those haunting violet eyes stare at you, or the way her steps are graceful as she swishes her tail in balance. Or maybe her soft purring noise. People, specially cat lovers, are attracted to her, and seek her company actively, and attempt for her to grace them with her presence.
Overcity Shift: Dina is able to shift herself and those around her to the overcity back and forth at will. This increases her escaping chances significantly.
Flexibility: Cats have spines made out of silly putty, and Dina is no exception. Excellent at ballet and licking her own feet.
Gifted - Ruler's Menagerie: Years of experimentation with her dual specialization and overall noble upbringing, has made Dina be worth of her title of Stray Empress. Acting as the most important banner of an army of either people or beasts, her mere presence already bestows passive healing and cleansing abilities to those who fight at her side, making them harder to kill. Her charisma is so great that she, too can even summon powerful magical beasts instead of normal ones to serve under her. (Although Dragons and the like still remain too powerful to bother what a scrawny cat noblewoman has to say).
Patron:Solo - Used and discarded. Dan
Patron Benefits:
Free Agent: An Empress bows to no one. However an Empress must take care of showing respect to commitment, else she might be destroyed by other forces of equal power.
Interdimensional Archipelago: After ten seconds of concentration, Dina may open and/or close a portal to the beach dimension anywhere in her line of sight. The portal is usually the size of a door, but can be adjusted as necessary up to the size of a castle gate or as small as a mousehole. The beach dimension is fully equipped to provide a tropical getaway.
Payment : The principal reason she keeps with Dan's antics.
Keijo Training: Don't ask. (+1MAG +1STR)
Supply : Dan's junk is a treasure to others.
Magical Overload: The karma and magical potential that Dina was so vast it changed her shape forever into something not entirely human.
Patron Drawbacks:
Alone: To be a monarch is to be friends with solitude.
Joy Eater: As Dan feeds on positive emotions, he grows weaker without them, at a potential cost towards Dina the longer he is deprived
Lonely : Dan is by nature a social Patron, and requires regular attention. Failure to do so for an extended amount of time results in him turning vengeful and punishing the magical girl with petty curses.
Clueless: Dan may be rich in coins, but is poor in sense.
Monstruous Form: Dina stopped being human at one point. It's a fortune she comes off as cute rather than grotesque.
Monster Girl Mutations:
Nonstandard Limbs: Nina's eyes are now slitted like a cat, and she has grown a bushy tail that interferres in wearing certain clothes. Hats are a big no for her, as now her completely functional cat ears can't stand being squashed. The upside is that such big ears allow for more earring decorations...
Builder: The Bolsheviks are coming for her. They were never truly gone. Must protect her lair. Must defend herself at all costs. Must avoid being reached. Craft traps. Make plans. A safe kitty is a happy kitty.
Second Specialization (Beast): Mew.
Broken Reincarnation: Having no backup and being mutated into something inhuman, means that Dina will take much longer to gather herself together to revive if she is ever killed. This fact terrifies her
Fighting Style: Dina is an armchair general whenever she can afford it, sending minions and underlings to grind enemies down to dust while she takes care her army doesn't entirely collapse and outlasts opponents. In the case she can't flee, or make animals protect her while she's cornered, she is a scrapper who fights dirty, creating improvised traps and unveiling her Avatar state to catch opponents unaware and pounce on them.
Personality: Dina has blue blood in her veins, and that shows in her exquisite manners and speech. A social butterfly, Dina prefers to sway people with words to do things for her and barter than fight. Having suffering the wrong end of revolutions and wars in her past life, Dina is actually terribly afraid of conflict and will take the chance to flee rather than fight. However this is not something set in stone, as Dina will fight very hard if she's ever backed in a corner or she has sworn an oath to do so. She tends to be a woman of honour and takes her contracts seriously. As long as they don't involve fighting. She enjoys thoroughly being the center of attention, and finds unpleasant that she has to work to earn her own food.
History: History is written by victors, and victor Dina was not. Forcing to flee into exile due to the Bolshevik revolution, the young woman who once had been groomed to be akin to a princess, a beacon and a leader, had to make do with a small flat and scrubbing pots helping her nearing catatonic mother. The nobility of old... was almost entirely dead, and the new order dictated that no one would ever eat without doing an effort to do so.
She despised it, every single moment of it, and became fairly sarcastic and bitter. Even if she was capable enough to overcome the shock and become a self-made woman, mother of five children, and grandmother to seven, she always found that the past of courts and dances had shone brighter than any of her current life. She particularly resented having to work as secretary under men who would have never met in her old homeland for being too crass and lowborn.
And it was then, when her eyes were becoming cloudy, and the beauty of old wasting away in wrinkles, when it happened. Myths were real, fairytales doubly so. A magical incident required a new magical girl... and the Puchuu had found one candidate, being surprisingly viable despite apparently being well-past her expiry date.
The critter miscalculated how much aptitude Dina had, tho, and the excess power bizarrely mutated her into something between cat and human, which caused a major fallout. Once the crisis was resolved, Dina was left alone, having been used and discarded.
And the damned Bolsheviks could still come after her, she thought bitter. But she did not give up. She plotted, moved, did diplomacy and sometimes war, and kept herself light on her feet. Her new form allowed her to be what she had never been in life. An Empress of Stray animals, but an empress nonetheless.
After having heard the rumours of a power vacuum being increasingly likely in Penrose, Dina was drawn to it. She could feel there were opportunities to grow there.
Incantation: N/A - Avatar state: "Hen to Pan" ("The All is One" in Greek)
Additional Info: Catnip makes her incredibly smashed. She can, however, chug vodka like water. She really hates people yanking her tail.
Spent 1 g to buy Avatar Spent 1 s to swap Tentacles to Power of Friendship Shifted Mystic Artifact to (DMG)True Sight Shifted Healing Artifact to (DMG)Reverence Shifted Interdimensional Tourist to (DMG)Diehard Shifted Fated to (DMG) Lure Origin Emergency: Picked Gifted and Flexibility Spent 2s 4b on MAG stat.
NPCS
Name: Therese Kuiper AKA Tenebra Age (Magical Girl): 15
Age (Before Magical Girl): 12
Gender: Female
Gender (Before Magical Girl): Girl
Body type: Average
Appearance:
Specialization: Gravity - Space Time Warping Gifted: Tenebra is notoriously skilled at using her gravity attacks and masterfully employing tidal forces to rend and break opponents. Her minute manipulation of the art is so great she is able to bend and fold space and achieve spacetime warping teleportation, allowing her to send herself or others through holes in the timespace continuum.
Weapon: Eyes of The Cosmos (Ranged). A leftover memento of her first horror patron, these drones hover around Tenebra's shoulders and are capable of launching pure magical attacks. It's often used for suppression and basic attack duties when she's not employing her more taxing techniques.
Power:
Barrage: Tenebra is adept at quick and fast changes of gravity within an area that affect several targets at once. She is capable of rattling targets like ragdolls, scattering them however she wishes or coalescing them into a single point to crush them under their own weight.
Perks:
Disguise Artifact: Tenebra doesn't use it often, but she is in possesion of an orb artifact in which she can alter her apperance, size and even provide fake ids for her. Lasts up to two hours with a six hour recharge.
Healing Artifact: Likewise, she is in possesion of another orb that can heal people and animals, albeit not as efficient as a proper healer.
Absolute Direction: Her understanding of spacetime is second to none most of the time. Once an objective is set in her mind, she always knows the way to reach it. It is a must for spacetime warping, as a misstep could strand her forever.
Hammerspace Handbag: Likewise, she also is able to create a small fold of space time the size of a medium purse for storing purposes. She usually keeps her artifacts hidden there. Also some jawbreaker candy.
Enhanced Outfit: Despite the elaborate nature of the outfit she wears, it emits its own gravitational field that keeps it together. Said outfit protects even against heavy-duty firepower, and is much sturdier than it looks like.
(Gold Coin)Overcity Shift: Tenebra is also able to shift from the Overcity back and forth.
(Gold Coin) Gifted-Space Time Warp: Tenebra's understanding of General relativity is at least a PhD. level if not beyond. This makes her be able to warp from point and point to space, essentially knowing how to use her powers for FTL travelling.
Patron: Umukamui. - After being distraught by the loss of her old comrades and shunned by her old patron, the Star Eater, Therese confused the female form of Umukamui for her own mother, and struck a contract with him to become a magical girl under the Puchuu.
Patron Benefits:
Chatterbox: Umukamui loves to brag about his past glory. If you're smart enough, you can glean a sizable amount of info from his ramblings
Well Connected: Umu has practically dealt with any kind of faction of the magical world, and has always at least one person that is willing to lend an ear to him. However, that doesn't mean he can sway entire factions, just that they won't rudely slam the door on him, so to speak.
Supplier: If it's for the mission and the objectives, you want something, Umu can get it.
Mana Font: Umukamui understands that Gravity magic and spacetime warping isn't easy on the mana consumption, so he allows a greater portion of power to seep through Tenebra.
Patron Drawbacks:
Expendable: Umukamui is a callous jerk that does not hesitate to sacrifice his agents for the mission.
Big Brother: He is also a control freak, and he will always pop at the most inoportune moments to make observations about things he does not like.
Distracted: Umukamui has to juggle between the "too alien to function" Shoggy and the "hit first, ask later" Sakura as magical girls, not to mention to be a liason to several factions, as such the time he can dedicate to Tenebra is not that much.
Fighting Style: Tenebra is more like a support unit specialized in mobility and ranged harassment. Her usual modus operandi is to lay down suppression fire, and use her powers to warp around and identify weak points or groups that are susceptibles to her much more powerful Gravity Barrage.
Personality: Therese is not the most stable girl. Plagued by crippling low social intelligence and anxiety, she's prone to antagonize people socially and speaks in awkward sentences most of the time. Being almost completely introverted, she thinks many things, but says quite few. Sometimes she even displays laconic wit, when she's not making her usual comment disconnected from reality. To those who know her a little better, Therese can be a loyal friend and follower, and surprisingly clever in her thoughts, although not much of a leader.
History: Therese was abandoned by her own mother as an unwanted child with birth problems in a certain institution. Being crippled from the abuse of substances of her own mother, Therese nevertheless consoled herself with her two best friends, Amy and Zophia. The trio would catch the attention of a certain horror named the Star Eater and be granted powers beyond their imagination. This had the side effect of fixing her intellectual and physical ailments, and she gained a sharp insight about abstract mathematics. The experience, however was harrowing and impacted her unbalanced personality even further. Only the soothing company of her fellow girls did manage to keep the insanity in check.
Everything changed after a certain riot, a certain naughty event. After being hounded by a magical girl known as Lily Lightning and her partner, Alexander Shields, Tenebra lost both Amy and Zophia in a single fell swoop. Drowned in despair and abandoned by the master she once had, she gladly embraced the idea that her mother had come back (actually a Puchuu in disguise) and asked her to continue her work as magical girl.
Incantation: "Eppur si muove".
Additional Info: Waste not.
Magical Coins: NPC
Name: "Reaver" William Turner Age (Magical Girl): 16
Age (Before Magical Girl): 18
Gender: BOOOOOI
Gender (Before Magical Girl): A lad
Appearance: Body Type: Overdeveloped, Outfit : Uniform
Specialization: Reinforcement
Weapon: Sword- Gram Replica. A lesser-quality version of the legendary sword that Odin stuck in a tree.
Patron Benefits: Black Coin(Spent on Second Power) / Non -Exclusivity
Patron Drawbacks: Debt/Betrayal
Patron: Deity- Wotan, The Allfather
Patron Benefits: Divine Competence/Paragon/Mana Font
Patron Drawbacks: Rites/Arrogance
Fighting Style: Basically, Reaver is a tank, if modern game standards apply. He confides in his vitality, regeneration and ability to soak blows to outtire opponents.
Stats (Untransformed):These start at 3. CYOA options indicate if they apply out of costume as well. STR:3+1+1 - 5 AGI:3+1 - 4 VIT:3+1+1 - 5 MAG:3+1 - 4 LCK:3+1 - 4
Personality:William likes to pretend. He thinks this is the age of olden and likes to always get in the way to take the hits for the ladies. It seems as if he gets a kick out of this. He is also a bit too interested in being subsirvient to girls for his own good. Despite this, he's fairly disciplined and durable under combat, and he has a rich vast knowledge, as befitting the son of a coroner. Surprisingly for someone so vapid and superficial, he has not a shred of cowardice in him, hinting at greater depths of his character. He also seems to react poorly to other people being abandoned on a whim, and makes a point to stay true to his obligations as reasonably as he could be. Given his past exposure, gore had never been a problem to him... However as of recent, he has been having a tremendous craving for flesh and blood... and the girls started to be appealing for other reasons. (Devourer Mental Mutation)
History: Born the son of a coroner, and with a missing mother, William's household was rather different to what one consider normal. Always haunted by the absence of a motherly figure in the household and the grim ambience that sometimes his father's job brought at home, young William grew with less than optimal social skills. He was once a gifted academical student, which spent too much time dreaming about fantasy, mythology and games, and seeing girls as that strange being that would only look at them with disgust. Still, when he heard a strange rumour about certain collectives being able to grant magical wishes, he jumped at the oportunity. He could do better than any of these silly broads, alright. So he took the contract, and chose one of his favorites. Wotan, Odin. He was an awesome god of war and many things, so he went to swear servitude to him at the drop of a hat.
Nevertheless, something was missing. Being a warrior chosen was alright, but despite his remade appearance, he wasn't getting enough to satisfy his cravings. Power had corrupted him, and he had found a beauty in being under the heel of a good-looking girl. He wished to fight more, to attract more, and he gave in to darkness. He signed a contract with the Ebon mint. Perhaps, by embracing this dark persona he would bring fulfillment to his unbalanced life.
Incantation: "Awaken, my blade!"
Additional Info: He's a closet masochist. Also enjoys magical girl mangas. Son of Doctor Edward Turner and Vivian Turner.