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Hidden 7 yrs ago 7 yrs ago Post by VitaVitaAR
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There is only one thing that can keep evil in check.

Magic. The power of magical girls, whose abilities allow them to purify darkness and destroy the congregations of dark thoughts and negative emotions that form in the night. These dark amalgamations are impossible to harm with conventional weaponry, but to the girls who have been granted the power of magic it is possible to destroy them with ease. And so the creation of magical girls, the process of granting these girls the power of magic, began hundreds and hundreds of years ago. But every hundred years, it was discovered that a massive buildup of negative emotions would occur. These would form an incredibly powerful beast, a massive black stain on the world that could cause untold devastation. Only through the combined efforts of hundreds of magical girls was it possible to defeat the beast, and some among their numbers even perished or were grievously injured by the terrible battle.

An alternate solution had to be found. To allow something like that to happen once more... it was unthinkable.

And so began the Hex Night. It was discovered that, while the regular usage of magic to defeat the ordinary buildups of darkness was not enough, an enormous outpouring of magic, many magical girls using their powers to their fullest, would break apart the giant amalgamation and cause it to manifest in smaller forms, as usual. The Hex Night, more accurately an event occurring for several weeks every twenty years, was created to push magical girls to their limits. An event in which they would use their abilities to their fullest, and the mass amounts of magic spent would prevent the creation of any terrible beasts ever again.

But the only way to push magical girls to such an extent was to pit them against one another.

For the Hex Night is a battle between magical girls, the prize being to wish for anything that the victor desires. Indeed, it can be called a battle royale, occurring once every twenty years in a different country.

This time, the Hex Night is to take place in the nation of Japan.

Who will claim the wish promised by victory in the Hex Night? A veteran magical girl? A new magical girl?

And is the Hex Night truly as it seems?




The abilities of magical girls come from a conceptual source of power. That is, each magical girl has their own Concept as a source of power. For example, a Magical Girl with the Concept of a fairytale as their source of power would have abilities based on that fairytale. Concepts can range wildly, from weapons to events to stories to nearly anything in history.

But this is not the end of the powers of a magical girl.

All magical girls wield some sort of item, be it a tool or a weapon or something else entirely. This item is their Archetype, something from stories or myths that grants them further powers, something related to their concept. A girl whose Concept is Cinderella could perhaps have the Pumpkin Carriage as her Archetype. However, when a girl first becomes a magical girl, they will not be aware of their Archetype. They must figure out what their Archetype's nature is on their own. This will unlock their most powerful abilities.

The Power of a magical girl's Concept and Archetype are influenced by a variety of factors. Age and fame are strong influences, but so to is the imagination inspired by them. This allows for more recent concepts, such as Wonderland, to be quite powerful in their own right.

The powers exhibited by magical girls are vast and broad. Some are straightforward, whereas some are more strange and difficult to use.

And all of them will be tested in the Hex Night of Magical Girls.




+~Rules of the Hex Night~+
Battle May Commence at Any Time.
However, these battles must be kept from the eyes of those who have not been gifted with magic.
All magical girls are granted a single glass orb that symbolizes their participation in the Hex Night. This glass orb is known as their Hex Symbol.
A Magical Girl is considered defeated when she is unable to continue fighting, or she has surrendered. Once a magical girl has been defeated, the victor is granted their Hex Symbol so they may destroy it.
The destruction of her Hex Symbol removes a magical girl from consideration as a potential victor.
A magical girl who has been defeated may continue to participate in the Hex Night as an assistant to another magical girl.
The killing of humans is strictly prohibited. Any violation of this rule will result in immediate expulsion from the Hex Night as well as the removal of all abilities as a magical girl.





  • Name:
  • Age:
  • Gender: Female
  • Appearance:
  • Personality:
  • Skills:
  • Brief Backstory:
    • Magical Girl Appearance: (Usually, the eye color and hair color changes as well)
    • Concept:
    • Archetype:
    • Abilities:
Hidden 7 yrs ago Post by Jurassic Weeb
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I'm trying to think of a Concept that isn't too cliche, but I also want to use a gunslinger type of character. Hm...
Hidden 7 yrs ago 7 yrs ago Post by VitaVitaAR
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I'll go ahead and post my character as an example for anyone who needs it.

  • Name: Hoshino Hikari
  • Age: 16
  • Gender: Female
  • Appearance: Like her magical girl appearance, except obviously in a more normal outfit without a massive hammer. Her hair is dark brown, and her eyes are also brown. She is very short and child-like in appearance.
  • Personality: A stubborn girl with a hot temper, Hikari seems like the aggressive and irritable type through and through. It would be difficult to claim otherwise, given that she's the type to get angry at others easily and is swift to complain or deride them for perceived stupidity. However, in spite of all these facts, deep down Hikari has another side. Her stubborn nature makes her dedicated to ideas she adheres herself to, and deep down she has a genuine desire to help people. Deep down, Hikari has dreamed of being a hero who can save others. As a result, she'd jump at the option to become one, even if she doesn't always thing other people are particularly intelligent either. Hikari is fond of sweets, and baked goods as well, and can sometimes be persuaded by these things. Her extremely stubborn nature makes it nearly impossible to make her genuinely give up on anything that she's dedicated herself to, as well. In spite of this irritable and stubborn nature, Hikari is easily flustered and has a jealous streak towards anyone taller and more mature then herself. Indeed, she hates being mistaken for a child.
  • Skills: Hikari is decent at physical activities and does well in most of her classes.
  • Brief Backstory: Hikari was born into a fairly normal family. For much of her early life she was fairly average as well. However, when she was only eight years old, she nearly lost her father in a car accident. Trapped under the wreckage, she thought she was going to die, until someone saved her and her father. Dazed and confused, she didn't figure out who. But someone had pulled her out before anyone else arrived. This incident left a strong impression on her. She had been relatively unscathed, and while her father's legs were damaged he managed to survive and regain most of the use of them. As a result, she was left with a desire to someday return the favor. In spite of this, that didn't change her rather surly disposition. But it did give her a dream deep down... A dream she would jump at the chance to fulfill.
    • Magical Girl Appearance: Eternal Festival Girl
    • Concept: Festivals
    • Archetype: Uchide no Kozuchi(Miracle Mallet)
    • Abilities: Hikari is a strong and fast melee-based magical girl. Her abilities are largely centered on her hammer. She can create barriers as well, but most of her focus is purely on overwhelming melee attacks. Her hammer can change in size and destructive force. Additionally, the rear of her hammer can fire off fireworks, both as a booster for her hammer strikes as well as an attack in its own right. She can also power up her melee attacks in mid-swing by yelling 'Tamaya', which intensifies her fireworks. Her attacks include...
      • Tanabata Shooting Star: Hikari's hammer erupts with fireworks that surround her body, sending her rocketing forward to close distance, break through obstacles, and deliver a crushing downward blow with an enlarged hammer.
      • Hanami Blossom Breaker: A barrier-breaking strike, the head of Hikari's hammer is accelerated with a blast of powerful fireworks and swung directly into the target barrier. The impact causes it to shatter in a manner that resembles a flower.
      She does not yet possess her strongest attacks, due to being unaware of her Archetype.
Hidden 7 yrs ago 7 yrs ago Post by Jurassic Weeb
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Withdrawn
Hidden 7 yrs ago Post by Natsu
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Hey, how long do you anticipate this RP to last, and what kind of post commitment do you want?
Hidden 7 yrs ago Post by VitaVitaAR
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@Natsu: I imagine it'll last a decent while, and for posting commitment at least once a week would be nice?
Hidden 7 yrs ago Post by Natsu
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I can probably do that. I've been wanting a Magical Girl game for awhile.
2-3 paragraphs a post?
Hidden 7 yrs ago Post by VitaVitaAR
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@Natsu: That works fine.
Hidden 7 yrs ago Post by Jurassic Weeb
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@VitaVitaAR Finished. Please tell me if I need to make some tweaks.
Hidden 7 yrs ago Post by TheFake
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Name: Sonya Markov
Age: 17
Gender: Female
Appearance:

Personality: Sonya is a quiet, withdrawn girl. Despite her past, she is trusting when given cause and hopeful in any situation despite having such feelings dashed to pieces repeatedly.
Skills: She is used to having to keep a low profile, moving quietly in environments where people that might be around might not have the best intentions. Sonya is very self sufficient, having little trouble surviving on her own.
Brief Backstory:
The optimistic girl relished every opportunity to help others and as a magical girl she exercised her freedom to defend ordinary humans from the darkness that stalked the night. She was a might avenging archangel that struck out with righteous fury.

But things changed. All too quickly her world was shattered with the fury and fire of mankind. War erupted throughout her homeland. With the conflict came a greater surge of darkness than ever before. But even with her abilities she failed to have any power during the day, when the most dire threat was mankind.

The kindhearted girl left on a journey, leaving other girls from nearby areas to fill in the void that she left behind. She came to Japan, sneaking into the country of her own accord without any support to fight and have her wish granted.



Magical Girl Appearance: Angel of Destruction
Concept: Destruction
Archetype: Abaddon
Abilities: Sonya specializes in spectacularly destructive ranged attacks. Outside of the Abyss she is restricted in how she projects this power to a fraction of her normal output. With no restrictions in place and no danger of civilian casualties she is easily capable of annihilating large buildings and entire city blocks. In her left hand she carries the Key Of The Abyss and he right wields Apollyon, The Destroyer.
  • Gate of Abaddon: The Key is stabbed into the ground, pulling those nearby into the Abyss, a place of ice and fire that mirrors the real world. It can be entered or left at will by touching the Key.
  • Blade of Destruction: A beam of multicoloured, distorted light surges from her weapon, causing damage in a straight line or on a plane that follows her point of aim.
  • Rage of Angels: Multiple arcs of destructive energy burst out from her body at varying angles.
  • Fires of the Abyss: cleansing fire rains from the sky, obliterating everything in sight. This is only usable in the Abyss for obvious reasons.
Hidden 7 yrs ago Post by VitaVitaAR
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@Otaku95: I want to remind you that Archetypes are always specific things, that actually exist in some capacity. Even if they're "fictional". You can have, say, the Kusanagi as an Archetype, but you couldn't have a Japanese sword you just made up.

Of course if there is something you're sourcing for those feel free to correct me. ^^;

@TheFake: Looks good, accepted.
Hidden 7 yrs ago 7 yrs ago Post by Jurassic Weeb
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Maybe I'm just not understanding correctly. I can be kinda dense sometimes. I'm thinking Ryuuko gets her idea of power from first-person shooter protagonists and similar characters.
Hidden 7 yrs ago Post by VitaVitaAR
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@Otaku95: That works, but when I talk about Archetypes I mean like...

You could get away with basing her guns on a famous bow, for example, as long as there was some kind of logic for it.
Hidden 7 yrs ago Post by Jurassic Weeb
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Oh I see. I took her surname from the Arisaka rifle, so could that work?
Hidden 7 yrs ago Post by VitaVitaAR
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That could work, though it'd likely be a relatively weak Archetype due to the details of Archetype strengths I mentioned in the OP.
Hidden 7 yrs ago Post by Natsu
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Will probably have a draft up tonight
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To be clear, will we be starting with our archtypes?
Also, do we have the typical increased speed, strength, and durability?
Hidden 7 yrs ago Post by VitaVitaAR
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@Natsu: You start with an Archetype, but you don't know what it is if you're a new magical girl, so you can't use its full strength.

And yes, you have the standard things for magical girls.
Hidden 7 yrs ago Post by Natsu
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  • Name: Martha Waters
  • Age: 16
  • Gender: Female
  • Appearance: Martha has light skin, with brown eyes. She stands at around 5'7". but is more inclined to slouch and lose a couple inches. Her hair is silky, short, and colored a bright blonde, going only to around her ears. She has a pair of red framed glasses she wears, along with a similarly colored bow in her hair. She dresses in casual attire, mostly denim skirts and tank tops make up her day wear. She has a slim, nonthreatening build, and her demeanor might make some think a stiff breeze might blow her over.
  • Personality: Harriet is a clever girl, mature beyond her years. She always thinks before she speaks, and is constantly thinking about how to advance whatever goal she may be currently working towards. Many an enemy have found themselves defeated before even having a chance to strike, not because Harriet is faster or stronger than them, but rather because she spends considerable time watching and stalking her prey, before setting a trap to deal with them swiftly. As a magical girl, she strives to end any confrontation in one strike, before the enemy even knows she's there. When living her normal life, she spends her time in school quietly, listening to her friend and schoolmates talk and tries to hone in on potential threats that may have arrived in her city. She views herself as a kind and compassionate person, thinking of her work as a kind of public service, keeping the innocent people round her safe from harm they can't themselves fight. At the same time, she can come off as lazy at time, her waiting and thought coming off with a kind of casual relaxation that might make an observe think she isn't as dedicated as she is.
  • Skills: Knots, deduction, memorization.
  • Brief Backstory:

    • Magical Girl Appearance:As a magical Girl, Martha's clothes take a shift to become more simple and freeing. She becomes adorned in a pure white robe, with a black undershirt and shorts below. The rob extends down to her knees, leaving her bare legs clear to see. She has formal black shoes on her feet, with white socks going up to an inch above the heel. The bow that was previously in her hair transforms into a spindle with a seemingly never ending amount of thread, which places itself neatly on the side of her waist. Lastly, her hair changes color to be a dirty blonde.
    • Concept: Patience
    • Archetype: Arachne's Spool
    • Abilities:
  • Patience's Virtue: Her perspective of time scales with how fast she's moving. If she's standing still, time goes to a crawl, giving her time to think and plan out her actions, and scales up to the point of her walking, at which point time takes it's normal flow.
  • Danger Sense: When a potential threat either to Martha or others is about to occur, normally within the radius of a couple city blocks, Martha gets a mental ping, warning her and letting her know to either keep her guard up or rush off to help those in need.
  • Laying in wait: The spindle on Matha's side can be used to set traps for her enemies. She can set points for the thread to lay at as she moves around, until she wills in to disconnect from her spindle and tighten around the next target to come in contact with it. While she's setting it, the thread is virtually invisible to anybody who doesn't know to look for it. When disconnected, the resulting web is taught in the air, and is a light reflective white color. The web has the tensile strength of Spider Silk, and can tighten as much as Martha desires.
Hidden 7 yrs ago Post by Natsu
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First draft, I'll get a backstory up tomorrow. Wanna make sure the abilities look okay before I dive into this character.
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