Der we go. If I add Anaya back, I'll probably let Ari NPC Celia. I'll update Maura more when I can!
Name: Eliza Winters
Age (Magical Girl): 12
Age (Before Magical Girl): 25
Gender: Female
Gender (Before Magical Girl): Female (No Difference)
Appearance:
Specializations: Illusion - Not much of an offensive special, Scout makes up for it by creating realistic yet incorporeal mimicry that distracts opponents, and when trained enough, can manipulate others' senses. She still thinks its cool though.
Light - As part of her new form, Scout can manipulate light at will. Along with being able to see through deceptions, cleanse others of corruption, breaking curses, and maybe can force others to tell any secret they know.
However, now Scout's weak against sound-based magical girls.
Weapon: Ranged/Melee, Sniper Rifle/Scythe Soprono's Cipher - Scout's trusty clockwork sniper rifle with runes etched into its main body, the runes themselves glowing a briliant blue with magic. It can also shift into a normal rifle along with its wielder. The rifle in it's transformed state can turn into a scythe for close combat.
Powers: Tentacles - Replacing her tree-like vines, Scout's "tentacles" are now ribbons, each one a different color.
Focused Assault (Gold) - When Scout can concentrate on her shot enough, she can deal great damage with every bullet. Depletes mana though.
Perks: Dual Weapon - Scout's rifle can now transform into a scythe, powered up with her light magic.
Healing Artifact - A dragon's breath opal necklace that can heal anyone who holds in in their hand.
Big Backpack - A big cat backpack that contains the normal items included with any other magical girls' backpacks, a tome of magic spells, and a matching cat plush.
Familiar - Scout's familiar is an owl named Theresa, who trains herself to stay in her human form longer, but only gets up to an hour before having to revert back.
Wings: With her new monster girl form, Scout has a pair of angel wings stuck on her back.
Patron: Maura Natalie (Lesser Force) and Ebon Mint
Patron Benefits: Hidden Death - Despite being vulnerable to death, Maura made it to where she doesnt stay dead forever. Leaving Scout to her own accord till she returns.
Payment - Maura undertands that mortals need currency to get by, so she regularly pays Scout every saturday.
Mental Link - In order to keep tabs with Scout, Maura used a spell so they can comunicate via telepathy.
Transportation (Universal) - Maura always has a motorcycle ready for Scout to use when needed.
Black Coin - With her working for the Ebon Mint, Scout has been given a black coin to use at any time. She used it to become a monster girl.
Non-Exclusivity: Maura can still be one of Scout's patrons, thanks to the Ebon Mint.
Magical Overload: Scout has a bit too much magic...
Patron Drawbacks: Rival Force - A longtime grudge held, Maura tries to avoid any contact with a rival force out to hunt her down.
Limited - Marua isnt a god nor eternal, she can die, and has to call on Scout to fight what's fatally weakened her before she's killed.
Alien Mind - It's hard to decrypt and understand Maura's requests from time to time.
Debt: Now that Scout has used her black coin, she has alot of work ahead of her.
Betrayal: The Mint still can't be trusted, as they can backstab Scout at any moment.
Monstrous Form: Scout's a monster girl now. A fallen angel, to be specific.
Mind Mutations: Chaos Engine: There's nothing wrong with having a little fun messing with others, right?
Fighting Style: Scout always keeps her distance in combat, using her tentacles to climb up buildings. From there she uses a focused assault to attack the enemy and/or its weak points, depending on how quiet the area is.
She wont hesitate to fight with close combat though, as she can use her tentacle to battle, but not as strong as her sniper rifle, thus used only in emergencies. When a teammate gets hurt, Scout has to jump down from her post to give them her necklace so they can heal, then climb back up. Her outfit makes Scout a human shield, able to fend off attacks and allow others to flee or recover.
Personality: Adventurous yet a little cowardly, Scout is a confident young woman who isnt afraid to take charge as a leader. She doesnt do well with crouds and enjoys solitude from time to time. That being said, she has a short temper, and doesnt hesitate to punch someone in the face. Besides that, she's a good friend and ally.
History: Originally from North Dakota, a young Eliza lived a normal life with her parents and two brothers. They lived in an apartment building turned orphanage where her dad worked. Years passed as she was trained to uses guns for hunting and combat, and moved out at the age of 25. One day, she and her friends went out to hunt as fog covered the town.
They gaved each other nicknames as they walked around the forest, agreeing to involuntarily call Eliza 'Scout' before spliting up and leaving her alone. She suddenly heard them scream in terror, followed by roaring, and dead silence. She found their dead bodies and was struck with paranoia, holding her sniper rifle close. She hear footsteps and shot the source of the noise, a magical girl. Falling to her knees by the corspe of the child, Maura approached Eliza, reasuring and explaining to her about magical girls, and that she needed to replace the dead girl.
Taking a deep breath, Eliza stood up and shook Maura's hand, accepting the consequences.
Few months had passed since then. With things settled in North Dakota, Scout 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, Scout had been thrown into a battle against a monster boy, 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 monster girl, but in the end, they were separated from each other.
In the middle of battle, Scout 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 a 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. 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.
Now Eliza is 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. Will she seek help from Beacon, remain a monster, or with her ruby coin, become someone else?
Additional Info: Though she has wings, Eliza still likes to wander across rooftops. She's unsure what to with her ruby coin now... Her Main Theme
Type: Lesser Force
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 checks on her magical girls once a week, due to her supposed carring nature, 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 arrived at Penrose after a close encounter with a hunter sent to kill her, and started to recruit magical girls along with other Lesser forces. She still tries to keep her distance, not knowing who wanted her dead.
Resources: Maura always has five magical girls at a time, including Scout, and usually pays them with money her assistant secretly collects. Besides the benifits her magical girls gain, she sometimes assists them in battle when death seems imminent.
Additional Info: Maura seems to have time and darkness powers reminicent to the specialities magical girls have.
Name: Celia Simmons
Age (Magical Girl): 7
Age (Before Magical Girl): 18
Gender: Female
Gender (Before Magical Girl): Female
Appearance:
Specialization:
Empathic: Celia can absorb the emotions of anyone in the area, and use it for her own spells. It's a strange power, as it can rival others abilities at offence and defense, as long as she's using the right energy. She can drain her opponents of emotions, but those strong-willed are resistant, and there's a limit to how much energy Celia can store. When she's not in her magical girl form, she can tell how someone's really feeling, and is quite an influential speaker.
Weapon:
Ranged (Crossbow), Shiro Akuma: A silver, victorian styled crossbow, decorated with small gems. One thing to note is that the gems seem to glow a certain color, depending on which type of emotion-based magic Celia is using.
Power:
Regeneration: Celia can heal and regenerate mana faster than normal magical girls, and if it doesn't one-shot her, survive any injury. She can even reattached any severed limbs, and use mana to speed up the process. Out of costume, her stamina and recovery speed is increased, yet her rate of healing is reduced greatly.
Perks:
Awareness: Harder to ambush, Celia is much more aware of what her senses are telling her.
Enhanced Transformation: It's quicker for her to transform, as she only needs to think of her incantation, and is invulnerable during the three seconds.
Soul Jar: Celia's soul has been transferred into a blue teardrop necklace. She can't be anywhere without it, as the longer the distance between her and the necklace is, the more she loses control of her body. It's also her weak spot, as destroying it can kill her.
Absolute Direction: As long as she has a mental image of the place (and really, if it even exists), Celia always knows where to go.
Healing Artifact: An aquamarine broach Celia always keeps on her hat. Usually heals her on it's own, but can heal anyone around her, as long as she has the mana for it.
Blood Magic: In a pinch, Celia can use her own health to fuel her magic. But as a last resort, as using this ability can kill her.
Monstrous Metamorphosis: When angered enough, Celia takes on a monstrous form. with crystal wings growing from her back, stained glass replacing parts of her skin, and her eyes turning glassy, pupils turning diamond shaped.
Patron: Solo
Patron Benefits:
Free Agent: Without a patron, Celia can work for anyone, without gaining the benifits however.
Mana Font: Well, whoever was supposed to be her patron seemed to have channeled more mana into her.
Patron Drawbacks:
Alone: Celia's by herself. No one to help, no one to back her up, she's on her own.
Fighting Style: Celia's fighting style always depends on the type of battle she is thrown into. Sometime she'd take the defensive roll, and other times offensive or support. She tends to manipulate her opponents' emotions to get the right energy, and sometimes raises morale for her allies. Overall, she depends on strategy, and thinks as she leaps.
Personality: Celia...doesn't really talk much. No one really knows if it's due to some anxiety she may have, or if she just doesn't have much to say. Despite that, she's a caring person, always looking over others like they're her siblings. She can't help but pick on her allies if she finds out a little secret they want to keep, or toy with them if it's something much bigger. Celia tries not to get mad easily, as being driven to the edge triggers her monstrous metamorphosis, and doesn't give up, even when she's one of the last ones standing. She's secretly a bit of a smug bitch, but would never admit it.
History: Celia doesn't really remember much of her life before she became a magical girl, usually excusing it as her not thinking back more often, other than it being her amnesia. What she can remember is that her hometown had been infested with monsters, and that the magical girls there were at a disadvantage. So she was one of the chosen girls to help them out. Yet something went wrong. More than one patron tried to make grabs at her, and she ended up alone.
Since then, she had mostly been doing odd jobs for magical girls (and boys) both dark and light. She had joined the others on their vacation, but didn't really do much there. But now that another war has come, Celia will do her best to help out either side as much as she could.
Magical Coins: Gold: 1, Silver: 2, Ruby: 1
Incantation: "May my soul guide me through this fight."
Additional Info: Celia will be willing to part with her Ruby coin, if for a good reason.
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:
4 Gold, 31 Silver, 28 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.
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: Spark - With a small exertion of will Alicia can resist attempts to alter her mind or body
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 Horrrors, dark magical girls, monsters, or the Ebon Mint, no using Black Coins, no killing other Beacon girls.
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
Stats (Transformed): These start at 4. STR: 9 AGI: 7 VIT: 11 MAG: 11 LCK: 6
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
All the necessary and obfuscated information on The Boss's sheet has already been sent to Ari, as per our agreement regarding it.
Name: The Boss, "Eden Campbell", "Cynthia Martell", "Ma'am"
Age (Magical Girl): 5
Age (Before Magical Girl): ???
Gender: Female
Gender (Before Magical Girl): Female
Appearance:
???
Specialisation:??? -
Weapon:??? -
Power:
???:
???:
Perks:
???:
???:
???:
???:
???:
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.
???:
Legacy: "Eden" in her Magical Girl form is very obviously corrupted, and heavily so. Due to the nature of her soul and the contract formed with her Patron, 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. Supposedly, there exists a way to purify her, and by extension the thing that lurks inside her, though that task is much easier said than done. In a similar vein, this ability grants her an increased resistance to debuffs and curses.
???:
Monster Girl Features:
???:
???:
???:
???:
Patron: The Penrose Independent (???)
Patron Benefits:
???:
Payment: Despite 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.
???:
???:
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, her Patron 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 its blessing.
Patron Drawbacks:
???:
???:
???:
???:
Monstrous Form: The steps her Patron took to ensure that "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 transforming 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 less of a curse, and more a blessing of the abyss.
Present During The Summer Vacationtm: 1 Ruby (Gifted by Christine West)
Personality: As a journalist she 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. Of course, despite this, she is professional, and seeks to uphold said professionalism at all times. Similarly, she has a severe dislike for anything that would seek to obscure the truth, and as such Blackmail and threats are far from her kind of language.
History: The supposed head of The Penrose Independent. She's been alluded to be many with ties to the organisation, but her true identity and power remains obfuscated to all except a very few.
Additional Info: N/A
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
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 Present During The Summer Vacationtm: 1 Ruby (Spent)
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:
Combat NPCs
Name: Sasha Kasparov, "The Ironclad Chef"
Age (Magical Girl): 9
Age (Before Magical Girl): 33
Gender: Female
Gender (Before Magical Girl): Female
Appearance:
Specialization:Metal
Weapon:
Sasha Kasparov is a living weapon. Her body may be flesh, but her magic ensures that it does not stay that way. Combining her magic with her body, Sasha becomes a physical artillery unit, capable of wielding devastating physical blows, and fire off powerful ranged weaponry. (Fist and Ranged)
Power:
Nuclear Winter: Sasha's killing blow. It pools her entire mana reserve into a single, devastating explosion, capable of destroying dozens of city blocks in a single strike. Its intensity can be varied, and its power can be tempered so very little is actually destroyed, but it uses the same amount of magical energy regardless.
Perks:
Gifted: Sasha can take the Metal Specialisation to a different level thanks to her traits and experience. Unlike other girls, she uses this magic internally, and transforms her own body into a machine worthy to stand at the vanguard of the Russian Army. Her body becomes encased in steel, and her arms transform into high powered artillery.
Dual Weapon: Part warmachine and part artillery, Sasha is the best of both worlds.
Training: Her long standing dream was always to become a chef. A spillover from being her Patron, Sasha is extensively trained in the culinary arts, and her restaurant, the Nerine Vista, is considered one of the best in Penrose City, having even been awarded a Michelin Star.
Money: A supplementary income provided by The Independent to be put directly into the bank account of the Nerine Vista.
Blood Magic: A sort of last ditch ability of Sasha's - the ability to turn her own life force into mana. Against foes which can withstand her devastating assaults, this can be entirely necessary.
Enhanced Outfit: To call it an Enhanced Outfit is a misnomer. Sasha can harden her own skin into steel, effectively making it as strong as, and making up for her otherwise weak durability. Many attacks simply glide off her metal armour, creating an ironclad defence - hence her nickname.
Martial Training: Something gifted by The Penrose Independent alongside The Nerine Vista. She wanted to ensure that Sasha was physically up to par for the role she would have to play in the future, and taught her a wide array of combat techniques to improve her skills.
Patron: Ratatouille, God of Food, Cooking, and Restaurants (The Penrose Independent)
Patron Benefits:
Paragon: While not necessary for Chefs, Ratatouille makes sure that his champions are in peak physical form. They may be Chefs, but they are also Magical Girls, and they have other jobs to do.
Divine Competence: As a God of cooking, it only makes sense that his talent be passed onto his champions. Those that follow him gain a massive boost in their cooking talent, and become excellent chefs over time with plenty of practice, and guidance from Ratatouille himself.
Mystic Might: Sometimes, just beating things doesn't cut it. Magic is always needed.
Mana Font: Equally, Sasha is given a huge supply of mana to use how she sees fit, allowing her to create ammunition for her artillery near enough indefinitely.
Physical Prowess: Some spillover from her Paragon, Sasha is very physically strong, especially when combined with her magic.
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:
Clueless: Ratatouille makes magical girls, but in reality he hasn't a clue about the magical world. He has his own self contained universe of food, and scarcely appreciates that the real world isn't actually like that.
Empty Pockets: He can pay you in ingredients, but if ya want magical currency, you're shit out of luck.
Loud: He's Magical Gordon Ramsay.
Big Brother: Always watching over his champions shoulders, ensuring that they keep the recipe in mind and follow it properly. He hates to see a dish messed up, and adamantly insists that his champions be perfect in both execution and presentation.
Fighting Style: Sasha isn't called The Ironclad Chef for nothing. She may be lacking in durability, but her magic more than makes up for it. Using her Specialisation, she coats her body in steel, and alters her limbs to turn her into an literal tank. She can take hits like there is no tomorrow, and dish them back twice as hard with fists or hot lead, and her high mana capacity allows her to keep up the assault for a long time. She might be quite slow, and her attacks tend to be somewhat inaccurate, but when she hits she hits like a truck.
Stats (Untransformed): These start at 3. CYOA options indicate if they apply out of costume as well. STR: 8 AGI: 5 VIT: 6 MAG: 5 LCK: 4
Stats (Transformed): These start at 4. STR: 19 AGI: 6 VIT: 6 MAG: 14 LCK: 4
History: Originally from Russia, Sasha met Her when she immigrated to America in hopes of fulfilling her dream of becoming an award winning chef. While there, though, she got caught up in a monster attack, only to be pulled from the scene by a strange girl in a patchwork hat and coat. She called herself <<Error: REDACTED>>, and invited her to join "The Penrose Independent". Following her joining, Sasha realised that the group had no members besides the two of them, and another girl called "Cynthia". When Sasha revealed her wish to her new friend, She set about and made in come true, by seeking out a God, and helping Sasha form a contract with them. In exchange for the powers, and the restaurant The Nerine Vista, She only asked that Sasha be by her side until Her goal came to fruition.
It has been 4 years since then.
Incantation: "Без труда́ не вытащишь и рыбку из пруда́." ("Without effort, you can not even pull a fish out of the pond.")
Name: Rebecca Suthers
Age (Magical Girl): 1
Age (Before Magical Girl): 19
Gender: Female
Gender (Before Magical Girl): Female
Appearance:
Specialization:Darkness
Weapon:
Rebecca's original weapon was called Severance, and was a standard, medium length Katana. According to her Patron, it was forged by a Metal Specialisation Girl, and better conducts magic than traditional steel does. It allowed her to more easily use her standard combat methods, which involved channelling curses into the weapon itself, to be activated upon connecting. (Mystic and Melee)
Power:
Twinned Soul: Rebecca Suthers has a Twin Soul called Charlotte Suthers. The two are quite similar, and both share an insatiable curiosity, but Rebecca is clearly the more competent of the two - especially seeing as Charlotte was recently suspended from The Penrose Independent and placed on training leave following an incident regarding Beacon and one of her news articles.
Perks:
Martial Training: Gift from her Patron, something of a spillover from their divine competence. As a Combat God, Rebecca has a fair and keen understanding of how to handle herself in a fight, and the various tactics that go into every move made.
Enhanced Transformation: Rebecca barely needs any time at all to change between her Untransformed and Transformed states. Consider it being constantly prepared for battle.
Flexibility: Thanks to her extensive training, Rebecca has aptly learnt how to bend and contort her body in ways that, before becoming a Magical Girl, even in her much, much younger years, she never thought could be physically possible. Tends to help a good deal in combat when avoiding close and long range attacks.
Soul Jar: Rebecca has a small, cross shaped earring on her left ear. This acts as her Soul Jar, the place where he soul is located. A large portion of her training was dedicated to keeping that thing safe, as breaking it would cause he to die immediately.
Dual Weapon: The blade she wields with forged, apparently, out of a metal that can resonate with and channel magical energy. What kind of metal it is, and how exactly it works, is unknown to her.
Gifted: Rebecca's magic is a lot more flexible, and unique, than others, even within her own Specialisation group. She has been taking some pointers from The Boss, and understands a good deal about how to better utilise her magic. One of these techniques is the ability to inflict curses upon her own weapon, which are transferred unto the target ones the blade makes contact with their flesh.
Sorcery: A mundane sort of magic, something to keep her occupied and fit for service when untransformed. She knows a relatively primitive form of runecarving, and specialises in remote inscribing and activation.
Fake Parents:
Patron: Beacon (The Penrose Independent)
Patron Benefits:
Perfect Life:
Spark:
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:
Vow:
Excommnunication:
Fighting Style: Rebecca is a traditional, but strong fighter. She holds her ground, evading and striking with precision, and lacing her attacks with debilitating debuffs, before going in and finishing her kill. When that doesn't work, her Specialisation has a fair capacity for tactical retreats and recuperation, not to mention sneak attacks, though the latter her God detests quite immensely.
Stats (Untransformed): These start at 3. CYOA options indicate if they apply out of costume as well. STR: 5 AGI: 4 VIT: 5 MAG: 3 LCK: 3
Stats (Transformed): These start at 4. STR: 4 AGI: 7 VIT: 12 MAG: 11 LCK: 3
Defeated an Elite Monster 2x: 2 Gold, 4 Silver (+3 Silver for Payment) Defeated a Magical Girl: 1 Silver, 5 Bronze (+2 Bronze for Payment) Defeated Minions: 2 Bronze Helped Defeat Soth: 1 Gold, 4 Silver, 6 Bronze (+2 Silver, 2 Bronze for Payment)
Personality: A harsh, outspoken, and straight to the point girl. Rebecca still has the stereotypical Scottish spunk that makes her entertaining to talk to, often lacing her words inadvertently with odd pronunciation and curses. She holds an insatiable curiosity, one of the things that landed her the position of Journalist in the first place, and also what allowed her to become the first Tasker in the Penrose Independent. She is mostly fearless, though she is scared of The Boss, and near enough follows her orders to the letter where she can.
History: Rebecca is a Scottish immigrant to Penrose City. Bravaan chose her due to an impending crisis that he accidentally sent on of his girls into, and watched as she was slaughtered after he overestimated her potential. Following her ascension, she and her newly created sister, Charlotte, destroyed the crisis Bravaan had failed to stop. However, she discovered quickly that the world she lived in wasn't one Bravaan could aptly allow her to live in. He wanted her to fight constantly, and could barely provide any good magical income to help her get by. She wanted to do good in the world, and so did her sister, and thus the two sought out a group that could pay them, and would allow them to do good: The Penrose Independent. Eventually, the two were raised to the rank of Journalist, and then Tracker, but following Charlotte's suspension, Rebecca was forced to take over as one of the main Trackers of The Vixen of Penrose.
In recent days, Rebecca has been promoted from Tracker to Tasker, following the incident with The Timberwolves and Lee Richards. She was set on a mission by The Boss to fulfil Lee's deal of alerting The Beacon to the existence of Runners, and if possible, join the ranks of The Beacon as The Boss's personal knight.
Incantation:
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.
Name: Thalia Alvoy
Age (Magical Girl): 8
Age (Before Magical Girl): 24
Gender: Female
Gender (Before Magical Girl): Female
Appearance:
Specialization: Beast, Fire, and Illusion
Weapon: A pair of gauntlets created through unknown means, but presumed to be the work of Lothreen. They seem to use a number of components in their creation - specifically, the pair of telescopic daggers Thalia used to wield called "Venari" and "Confio". These are built into a mechanism, which allows her to retract or extend them at will. Their sharpness is not to be underestimated, as well paired with her strength can carve through many tough materials with ease. Similarly, inset into the metal, one on each gauntlet, is a fragment of the red gemstone found on her pendant of the full moon, which act as amplifiers for her magic. (Melee and Mystic)
Power:
Third Eye: The power to see through all. While not necessarily powerful in and of itself, Thalia utilises it to find on coming danger, weakness in her opponents, and the compositions of their spells. Combined with her own keen eyesight, she is able to predict enemy magic usage, and observe the flow of magic in the world. Perfect for targeting powerful foes.
Perks:
Dual Weapon: (See Weapon Details)
Flexibility: As a beast more than human, Thalia's range of movement is far beyond most. She can move in unnatural ways, allowing for better manoeuvrability in combat. Combined with her Specialisation grants her greater speed, befitting a beast of her nature.
Fake Parents: Thalia had two Magical Girls, a Twin Soul, named Charlotte and Isabel, who claimed to be her parents. These two were contract by Lothreen following their execution as traitors to Beacon, and were asked to keep an eye out for Thalia in case she did anything reckless, which she was prone to do. These two girls have since died, though their cause of death is unknown.
Evolution: A side effect developed through extensive usage of her Beast specialisation. Her capability to adapt and change herself has grown to more than just her own physiology - she is capable of mimicking and replicating the magical abilities utilised by other girls. She takes in their energy with her own power, and merges it with herself, allowing her to infuse her capabilities with the powers of others, granting her an even more diverse skill set than before.
Bestial: Thalia has become a creature of pure bestial nature, mimicked both by her appearances and her specialisation. Her form is speckled with areas of fur, overshadowing her skin, even when disguised. She is more nocturnal, and far closer to her monstrous form than her magical girl form than most people should ever be.
Gifted: Over the year and a half she has been a Monster Girl, Thalia has spent a large amount of time honing her magic. She is a head above most other girls in her capabilities and the things that she can do with her magic. The most prevalent of these things is her Beast specialisation, which she uses actively to modify her own physiology on the fly for combat. The same goes for her Fire specialisation, which she combines with these modifications for explosive effects.
The Beast of Penrose: Enough emotional stress is enough to break anyone, and Thalia has been known often to succumb to such external influences. Above even her Monstrous Form is a Monstrous Metamorphosis, where she loses all control besides basal instinct. Her form becomes incomprehensible, closer to a Horror than a creature in its appearance, as her magic goes out of control, changing her into an indescribable beast. In this form all she seeks to do is destroy, and destroy she will do, until everything is rubble before her.
Monster Girl Features:
Nonstandard Limbs: Thalia’s Monstrous Form takes one very reminiscent of a wolf, or fox. To large canine ears sprout from her head, paws replace her hands a feet, and several large and fluffy tails sprout from her back. Of course, there is no way to actually tell which parts of this are her true form and which parts are fabricated through her magic - with each battle her appearances changes, due to the modifications she makes, and therefore the possibility exists that her true form could be entirely different in some or many ways.
Warrior: As a pseudo attempt at atonement, Thalia has been actively limiting her engagement in combat, or hunting, or anything of the sort. In a sense, it is a way for her to strengthen against The Vixen's domineering control, so that in the future, its influence will be weaker. Before her loss of control, this mutation took the form of a desire to hunt, be that animals or monsters, however at The Vixen's behest it mutated further into a bloodlust, only satiable by killing the strongest enemies she could come across. Though this influence lingers, Thalia is working against it, even at the detriment of herself.
Broken Reincarnation: Due to the immense alterations made to her soul, Thalia isn’t able to properly reincarnate like most other girls. Given the right circumstances, she might not reincarnate at all. If she does, it takes a lot of time and a whole lot of convoluted processes before she can be properly incarnate, and then even more time before her memories, skills, traits, and powers properly return.
Second Specialisation: A flame burns in and around Thalia - the power of Fire. Although she hardly uses this in comparison to her Beast Specialisation, it can and does come in handy on occasion. Sometimes a little more firepower is needed than brute strength and agility, and thus her fire magic comes into play.
Patron: Lothreen, Goddess of the Hunt
Patron Benefits:
???: ???
???: ???
???: ???
???: ???
???: ???
Patron Drawbacks:
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: Thalia’s has made drastic changes to her method of fighting, almost to the detriment of herself. With the addition of Illusion Magic to her repertoire, she actively plays more passively in battle, and only takes offensive action when the flow of combat is directly in her favour. Additionally, she tries her best to act non-lethally, and tempers her heavy usage of magical abilities as to not kill or maim her opponent. She still applies her magic, altering her own physiology on the fly, granting herself various animalistic traits to better suit the type of enemy she is fighting, while at the same time cannibalising her own enemies powers and making them her own, granting her immense versatility in combat. But her primary goal in combat has changed, from single minded annihilation, to simply ending the fight once the odds are stacked in her favour.
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: Thalia is trying. The underlying influence of The Vixen still remains within her, threatening to take over at a moments notice, whenever she is unprepared, but she wants nothing more than to be better, for herself, and the sake of her friendship with Penny. Some facets of her mutation remain at the forefront of her essence, and she lacks true control over her mental mutation, but she is doing everything in her power to keep The Vixen from taking back over again.
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. Her mental state remains fragile, but she has no desire to lose control again. The Ruby Coin she acquired has allowed her to, at least symbolically in her mind, reclaim some of her once lost personality in the form of an Illusion Specialisation, allowing her to feel, at least, on the inside, like the tricksy, playful foxgirl from before.
She is a bit taller than other girls her age but is otherwise fairly unremarkable. Her eyes are a dark brown, but when focusing on utilizing "The Sight" they turn red. Her attire mostly consists of dark, conservative clothing that fits the weather.
Her eyes are typically red, but seem to glow crimson when she’s particularly focused on utilizing 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 an fightviolent debriefing friendly chat between Silhouette and Veronica
Utilizing Stasis to change Silhouette's gloves into a passable fake Fist weapon.
Darkness - Nobody would be blamed for being under the impression that Silhouette has had access to the Darkness specialization much longer than she actually has. 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 magics.
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) - Nothing escapes her sight, not even the supernatural. A sight beyond the norm, allowing her to pick up on the remains of magic, rituals, and even allows her to identify what she is currently facing almost instantly upon laying eyes on it. She is also able to respond to spells just before they are flung utilizing visual cues and her combat experience.
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: Silent and swift. Silhouette prefers to end her opposition before it has the chance to become a threat to her. Utilizing her skills as a silent killer and her specialization as a time mage, it is not very hard to accomplish this. She can easily sneak up and remove an opponent's ability to react through use of magic, and then plunge her blade deep into their neck or any vital point available. A swift, single-hit death is preferred.
Of course, that isn't always an available course of action now that Sil's a magical girl and her foes are beyond human. She is prone to changing how she fights based on the type of opponent she has, but generally, she'll play the role of a reactionary fighter and focus on evasion and counter attacking. She is very methodical in how she approaches her opposition and will utilize the environment against them if it is indeed possible.
Personality: Silhouette has experienced a fair amount of change in a short amount of time. She had once been someone who seemed only capable of being irritated at people and completely focused on business-related endeavors. However, this is no longer the case.
Samantha has not changed as a person completely and still tries to wear a cold exterior and pretends like her job is the only thing that matters. And though she feels orders Veronica gives her take priority over pretty much anything else, her standoffish nature has lessened to the point the guise isn’t impervious to being penetrated. She is much more susceptible to showing what she’s feeling than she was before. Irritation, surprise, and sometimes happiness, too, even if that one is still rare.
She is no longer completely unwilling to speak to people who have no business with her and will hold a conversation when she can. “Pointless” social interaction like this is completely unfamiliar with her and so she struggles with it. She’ll do things like give a blunt opinion on something that may upset the individual she’s speaking to. This, however, might be more out of ignorance than maliciousness, as she has shown an effort to be considerate and kind to a certain, older individual.
Samantha Howard has shown a clear preference for a good blend of coffee, always black, and enjoys strawberries. Though normally stoic in the face of any danger, she has shown a clear fear of allowing the voice to overwhelm her.
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
Age (Magical Girl): 15
Age (Before Magical Girl): 15
Gender: Female
Gender (Before Magical Girl): Female
Specialization:
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.
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.
Patron:
Type: Puchuu
Name: Jonald
Patron Benefits:
Job Satisfaction - She can't help but feel delighted each time she slays a monster.
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 is 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 ignore 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, lucky enough to be adopted by a kind family. She was ever thankful for the parents who gave her a new home and her sister whom accepted her into her life, and lived in bliss. But each time she saw news of some tragedy occurring, she secretly wished she had some way to prevent them. 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 decided the least she could do for abandoning her kind family was to watch over them when she could.
One of her first jobs had been to save a magical girl who had bitten off more than she could chew, and her Puchuu seemed especially attached to her. So, with her newfound power over fire, she joined with the girl and they managed to overcome the difficulty. After the incident, they became fast friends and partners.
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… it 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 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 moreso 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 hid 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.
Name: Hilaria
Age (Magical Girl): 17
Age (Before Magical Girl): ???
Gender: Female
Gender (Before Magical Girl): Unknown
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: On the surface, Hilaria is a rather typical magical girl in that she is very altruistic, her hand extended towards anyone who will grasp it. She is almost always seen with a smile on her face and comes off as rather laid-back, never getting too anxious over any one thing. In the face of adversity, she never seems to falter and exudes an aura of confidence that can potentially even inspire others. One can depend on honesty and trustworthiness from Hilaria, even if she can be a bit forgetful.
However, there may be a bit more to her than that.
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.
So why, then, does she always seem so happy?
Incantation: "...Once more, I suppose.”
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.
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.
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 Penrose, she was miraculously adopted by two loving parents and lives with them happily by day, moonlighting as a terrifying force against evil.
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)
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: 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.
@Ariamis@Flamelord@ERode Here is this crackhead idea magical boy idea, Puchuu patron, to be looked at!
Feel free with any questions, desires to nerf or make balanced, or the like! I want to be fair here in the end, admittedly, cause the idea is a tad ambitious. :P
I had a burst of inspiration for this, though, so if it overall doesn't work or such then i can grab another one of my ideas from the list! :D
Johann Sebastian Schmidt
Name: Johann Sebastian Schmidt
Age (Magical Girl): 15
Age (Before Magical Girl): 105
Gender: Male
Gender (Before Magical Girl): Male
Appearance:
Specialization: Psychic
Weapon: Key of Ancients Blood – An ancient, golden “key” in the shape of a strange short-sword-like weapon, whose potential as a magical focus is high. The blade is fashioned in an alien and blocky fashion, like a key turned into a puzzle of some strange design, whilst the handle is easy to hold in one hand.
What it lacks in use as a weapon or being able to fire a magical blast, however, conceals the true nature of the object. It’s only function is acting as the glorified “controller” to a seemingly innumerable treasury of general artifacts, weapons, devices, beasts, vehicles, substances, foods, and the like. This treasury’s depths have never been sought out, nor can others or even the user enter within it.
Upon activation, this mystical device glows with a crimson red light from within, opening access to this treasury before seemingly dissipating into the user’s body. In doing this, the user temporarily becomes the “controller” to this “opened” the vault. The wielder can at will “store” things within this realm, withdraw them, and physically “fire” the stored objects like projectiles. They also acquire a full knowledge of the vault’s contents.
Once the user leaves magical boy form, however, their control over the realm and knowledge of its contents ceases and resets. Then once they transform again, this “key” itself appears again and has to be activated once more. Further, as use of the realm consumes mana from the wielder, its use is limited in what they can do with it based on that. Items removed from the treasury also disappear back into it automatically when the user de-transforms.
Power: Tentacles – Johann can summon forth lengths magical chains from various points as well as manipulate them directly with enough focus. These chains bear sharp golden ends on them that can be used for piercing others to boot, which is best shown when Johann uses them offensively. In the end these chains are usually used for binding targets, attacking them, movement, and even escape as needed.
Perks:
-Awareness: Much more aware of what his mundane senses tell him, Johann is very hard to surprise much less ambush. He can rapidly pick up on even small and subtle details on the spot, such as a particular scent in the air, if someone fails to cast a shadow or reflection, or the like.
-Sorcery: Bearing the magic derived from the “Lesser Key of Solomon”, including the magic of Goetia, Johann can summon and bind, dispel, and even compel/control demons and angels from other realms. He can especially force them to serve him, including having them performing tasks and casting magic. He can even teach regular mortals or other magical girls and the like this magic, if he felt so inclined.
-Masculinity: Johann got to remain a male when becoming a “magical boy”.
-Incognito: Many often overlook him, and tend to forget his face and such physical details after interacting with him. Memories of him aren’t removed or erased at all, but his appearance and voice (even if one remembers the words he said or things he did) are smudged up and forgotten otherwise. Authority figures otherwise just frankly tend leave him alone.
-Mystic Artifact: A lovely golden chain with a large emerald attached to it, ancient looking and beautiful, which allows him to sometimes see glimpses of the past, present, or future when it comes to his current goal or quarry.
Patron: Puchuu
Patron Benefits:
-Well Connected: Johann's Puchuu is very well-connected, from deities to MiB to a myriad of other mundane and magical and even otherworldly groups and individual that it can pull on. Though this has left Johann's Puchuu "distracted" as a result of its connection and resource-acquiring ventures it can at least "provide the goods".
-Emergency Reinforcements: Tied to the reasons Johann's Puchuu is "distracted" and otherwise very well-connected, this Puchuu can call upon other magical girls under its own or other Puchuu's direction using some of the "immense amount of favors" it has garnered.
-Concerned: Johann can be cold and calculating, potentially sadistic to enemies, and knows how to get his work done well. What more could a Puchuu ask for? As a favorite of those nasty little Puchuu, Johann has the concern of his own Puchuu for being efficient, effective, and a valuable asset whose care and nurturing is seen as "actually important".
-Mana Font: One has to allow assets to push their full potential to be of best use, and what else is better than providing them the energy to do so?
Patron Drawbacks:
-Cagey: Unless Johann asks specifically about certain things, such as if he can actually exploit the weaknesses of a monster he was just told about, he mostly just gets simple information from his Puchuu that doesn't always include other vital details. Sometimes the Puchuu just forgot something because they were busy with something else at the time, or perhaps just had other things on the mind. Johann cannot tell sometimes, but he's become accustomed to this.
-Distracted: Off forging new connections and acquiring resources, or even just chatting with their other kin, Johann's Puchuu is usually the busy sort that only stops in physically on occasion. Further, the Puchuu sees Johann as "very self-starting and sufficient" to not need its constant physical presence at least.
-Big Brother: As his Puuchu's "favorite" he is always keeping watch over Johann...even if it isn't always physically there. It can perceive Johann's requests and the like even from its distant position to boot.
Fighting Style: Lots of casting sorcery spells, conjuring minions, and attacking using his magical chains and the effects of his magical weapon. He tends to keep his distance due to this, and the ramifications of his own stats at that, but if closed in on he can be a slippery individual. This is stacked with his Psychic spec magic, ranging from reading minds to inducing various feelings in others, to unleashing energy blasts composed of psychic energy to harm targets, to fiddling with memories and other information in the target(s) mind(s), or enslaving/breaking minds, and even out of costume being able to retain the ability to ‘sense’ (not read) minds along with retaining his strong resistance to mental effects.
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
Stats (Transformed): These start at 4. STR: 4 AGI: 4 VIT: 5 MAG: 18 LCK: 10
Stats (Untransformed): These start at 3. STR: 3 AGI: 3 VIT: 3 MAG: +1 (Body) = 4 LCK: 3
Personality: A magical boy who one can call “old fashioned” to a certain extent, from his occasional eccentricity, to how he addresses others, to even his enjoyment of old-fashioned foods or candies. He retains a formal, occasionally cold, yet usually polite tone of voice, but this can be laced with any level of intent or tone to convey his message across very clearly. Of course having been a magical boy for some time, he has become rather acclimated to the modern world more than he was when he was ‘just an old man’. Computers, new foods and trends, memes, and more he is fluent enough with despite his overall age, and he has a healthy admiration for humankind and its growth and achievements over so many generations....alongside an acknowledgement of its far darker sides.
However, his manner of going about things can be...blunt, at times, either peeving others off on purpose or just outright not caring if they are offended by the words he chooses to say. His amusement with people or situations can also easily affect his decision-making, and against his enemies his ideas of “revenge” or even “harming” them can get incredibly cold and potentially sadistic depending on the enemy in question. Using others to meet his goals and ends comes as easily to him as breathing, though he isn’t a “fool” either in his own words. He can make small talk, friends, associates, and often enjoys interesting conversation over a hot meal among other things. All of this for him has led to a good relationship between him and the Puchuu (his primarily) of all things.
History: Johann’s journey began with a particularly strange staff and artifact, seemingly cast from metal and trapped in solid rock. Mundane historians and museum curators say it is an old work of art trapped in an ancient cataclysm. Those among the magical community know otherwise, however, noting the item as a key to a magical repository that was hidden so long ago the original owner and collector has been forgotten. Supposedly it was forged in the ichor of a slain ancient god, imbibed with a ritualistic design and ancient arts long forgotten from a world long destroyed, and buried on Earth for fear of its theft and use by a hated enemy. This ancient tool itself, however, eventually was found by a German excavation team, and ultimately ended up in the hands of a German scholar named Adolphus Gustolph Schmidt. A man interested in the occult, Adolphus went about studying and categorizing it, eventually becoming obsessing more and more with this “mysterious item buried near ancient Uruk” until he had virtually gone mad. The man eventually committed suicide in 1925, spilling his blood over the artifact in a fevered fit. His son, Johann Sebastian Schmidt, never got the chance to look upon it when his mother cast off the item (calling it “accursed”) and gave it to some peddler for money to help pay for the funeral.
Johann, curious as to why his father had killed himself so and to the chagrin of his mother, sought out the same trade as his father, of archaeology, as well as the artifact when he grew older. During WW2, he was eventually recruited by the “ruling regime” of the time to help study the artifact and analyze it for potential military usage. The man used his “patrons” to perform the work he desired, however, avoiding their schemes and delusions of grandeur. Yet despite everything, the artifact he sought remained out of his each for the many years thereafter...until it finally turned up in a museum in Berlin. Despite being ancient, old, frail, and unable to perform his studies anymore, Johann got in to see the artifact by requesting a favor of the museum curator and proving his familial connections to the strange artifact. During this “private viewing” of the artifact, however, time seemed to go still for all but him as a Puchuu appeared to make the very distinct offer to become a “magical girl”. They noted that his bloodline was tied to this artifact by his father’s death...a move they themselves had suggested to him in his dreams over and over until he went mad based on rare ancient accounts of the device they themselves had access to. And...well, how could he refuse a new body and entry into the world of magic, monsters, other worlds, and the like? Now he could explore so many new things, see what could not be seen...all for the price of bearing a weapon on behalf of his patrons. Though perhaps these ones would prove more useful and tact than his prior ones... Power: Tentacles – Johann can summon forth lengths magical chains from various points as well as manipulate them directly with enough focus. These chains bear sharp golden ends on them that can be used for piercing others to boot, which is best shown when Johann uses them offensively. Usually used for binding targets, attacking them, movement, and even escape as needed. This power allows Johann to be even more versatile on the battlefield.
Incantation: “Arise, oh king!”
Additional Info: Tends to address magical girls as “Fräu”, “Kleines Mädchen” (little girl), or “Fräulein”, merely shrugging and neutrally admitting he is “rather old fashioned” in that way.
"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 fiend. 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.
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.
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).
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.
Resources:
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?
Gonna need you to break down how you got your stats, mate. Doesn't seem like anything else is out of the ordinary though, outside of the one liner personality for nightmare girl.