@Majoras End Given the significant boost from the last sheet, do you mind if I ask you to outline how you got to your stats?
@BrokenPromise From my experience, having created Deni and Eli and all, I was allowed to have them follow the same Patron as Mariette with somewhat different benefits and drawbacks. That said, if you wish, you could probably roll for it, you could have gotten an ally from anywhere. I am not entirely confident I'll say something that aligns with Ari's thoughts on it here, but it sounds alright to me. If they're allowed to be Mint, I'd say they'd get their Black Coin, as it follows different rules than the normal coins.
@Flamelord Yupp. Basically the same sheet, but with some nice little additions. Use of the Platinum Coin from last season noted, and after having been reminded of where that anti-corruption potion came from this feels alright. Accepted.
@DracoLunaris It's in a tiny little box just above "The World" just below the listing of what all the perks does. Concerns only allies, as Broken stated. Oh, and for you plus
@Rune_Alchemist and @Crusader Lord, we're happy to have your interest and welcome you aboard if you're interested in joining~
@Majoras End Ah, I was afraid of that. I am pretty sure it was supposed to be +2 to only one stat... but I can see how it could be read differently and will wait a bit for Ariamis just in case those 5% mind I have that I could be wrong turns out to be well-founded, haha.
It's a sequel in the sense that some player characters from Lunacy of Love return, but that's pretty much it. I would personally recommend Overcity Shift, but if you have difficulty deciding you can roll for it.
Allies can share the same Patron. Alternatively, they can also have one picked from existing Patrons, or have a new one rolled for them. Their benefits and drawbacks can differ.
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. She often wears whatever is appropriate for the weather and tries to keep herself from sticking out.
Her eyes are a blood red while transformed ever since she used the Black Coin. Normally, it is merely the color that changes. However, they seem to even glow as she enters her "battle high", a rather eery side affect of the corruption.
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 nonliving 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, 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 "Silhouette", "Partial" and "Complete". As they are shadows, they thrive in the dark and are likewise weakened in places without. Strangely, "Schatten" seem to be immune to Silhouette's own timestop and become aggressive towards her if she attempts to do so while they are up.
"Silhouette", ignoring the name, typically acts as a sort of "mimic" in that it performs the same exact action from inside Sil as she just performed, such as a strike or a punch. It can also do its own thing, but never materializes for more than a second at a time and is not capable of using any special abilities.
"Partial", despite the name, is an entire clone of Sil. Its intelligence is rather low, and is rather weak, but can make use of weaker abilities from Sil's Darkness specialization.
"Complete" is the strongest of Sil's clones, but also the most dangerous. Any attempt at materializing a "complete" clone has been met with a sort of failure: They become avatars through which Sil's corruption can act, and as such, they become immediately aggressive to anything and anyone in sight, including Sil herself if there's nobody else "worthy" around. They are capable of most of Sil's own abilities with a notable exception of stopping time, though curiously, they seem to be immune to Sil's own timestop. To be discussed sometime later.
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.
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.
Perks:
Enhanced Weapon - Her weapons may look plain, but they do their job execellently.
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 a 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, Militarum Novum
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 warped her personality, too.
Non-Exclusivity - Sil seems to be free to work with whomever he so chooses, and so she's chosen.
Militarum Novum:
Divine Competence: Working under Militarum Novum has granted Silhouette even more knowledge on the subject of war.
Paragon: While contracted, Silhouette receives a temporary physical blessing.
Mana Font: Also able to tap into some extra mana reserves as well.
Mystic Might: Essentially the same thing as above.
Physical Prowess: Her body feels lighter since being contracted.
Patron Drawbacks:
Vermillion Veronica:
Debt - Silhoette owes them quite the debt. Hopefully, it is one she can manage to pay off.
Betrayal - That the Ebon Mint won't hesitate to remove her if it benefits them has not escaped her. She's used to dealing with people like that. She makes sure not to give them any reason to feel like she's better off dead.
Militarum Novum
Rites:
There Are No Athiests In A Foxhole: Willing to pray for others if only out of respect to her employer.
Morning PT: Every morning, the chosen of Novum must wake early and partake in strenuous physical training. And every morning, Silhouette joins rather willingly.
Arrogance: Sil's learned from experience that "it'll be easy" is not always true when Militarum Novum says it is.
Clueless: As she's come to learn as well.
Unknown: Before being contracted, she'd never even known the deity existed.
Fighting Style: Silent and swift. Silhoette 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 opponents 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 counterattacking. She is very methodical in how she approaches her opposition and will utilize the environment against them if it is indeed possible.
This is altered if she ends up in a fight with somebody especially strong or for extended periods of time, where her perverted bloodlust begins to crack her stoic facade. In these instances, she often becomes the one acting in a fight, using every tool at her disposal to not just beat but wound and maim her target as well.
Personality: Characterized by her cold exterier, Silhouette is an experienced killer-turned-Magical-Girl with what seems to be no regard for anything that does not pertain to herself or her objective. Rare is it that people see any form of actual emotion betrayed on her face, almost as though being unreadable is a fulcrum to her nature. Because of this, one is unlikely to use the word "sociable" to describe the Mahou Shoujo assassin.
Yet, as is the case with many people, there's more than meets the eye and the same can be said for Silhouette. She is no robot, even if she wears the guise of one. Irritation, desperation, and even rarely, admiration -- she experiences all of these things and more. But her death-filled lifestyle and both the inability and desire to understand people during her human life have left her rather inexperienced in properly expressing these. And so she attempts to treat every waking moment like she would a job, keeping others at a distance and never visibly expressing interest in anything. And, ironically, she is a perfectionist, particularly when it comes to her job, despite a 'perfect outcome' being more or less an impossibility when it comes to assassination. At least, her definition of that is, as no matter how well she may do, she always finds some fault, something that did not go as well as it could have and constantly criticizes herself. While this does lead her to always seek to improve, she also never seems to be happy. It's a vicious, perhaps never-ending cycle made worse by the fact that she's plagued by a mental affliction courtesy of the Black Coin she'd used earlier. Having to fend off urges to lose herself to some foreign entity in her mind has only given her more reason to be critical.
It should be noted, however, that she's come to realize some things about herself she did not once know before. Potential hobbies, potential interest in others. These things, while foreign and unfamiliar... may just spark a huge change for her in the future. As to whether they are positive or negative changes... well, that remains to be seen.
History: Silhouette had originally been a middle-aged man who joined the military out of a lack of any real desire at the time. He turned out to be exceptionally good at killing things, proven when his talents led him to be accepted into a special forces unit of an undisclosed name. However, feeling that there wasn't enough profit to be made working for his country, he later turned to a less legal means of employing his skills: contracted killing.
Clients varied, but all were wealthy. He cared not whom the target(s) were, only that he would be compensated appropriately for the task. And so, many people lost their lives to his blade and the promise of coin, be they man, woman, or even child. It is because of his lack of discrimination that he finds himself where he is today. He carried out a contract to kill a family that included a husband, a wife, and a child of about 11. A silent killer, it had seemingly gone perfectly with not a sound made on anybody's behalf, although shortly after dealing with the child he had learned she was more than had met the eye and that things could not have gone too much worse.
A... thing appeared. Something that wasn't normal. A monster, of sorts. It began rampaging through the neighborhood he had just been in, and apparently, the person supposed to deal with it was now dead. He ended up being the only one to ask, and not wanting to die or perhaps because he felt he was in a dream, he accepted. Granted new abilities, it did not take him long to remove the threat, but now he had a debt to pay. Apparently, that very magical girl he had eliminated earlier had belonged to the Ebon Mint, and they weren't exactly happy with what had happened to their tool. Learning what they where and their influence on the world, he decided against making an enemy of them, and has worked to pay off a debt, but ended up incuring another due to severe circumstances. He is currently working under a lesser-known deity.
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!"
Weapon: Fist - Janet is a street brawler and is not afraid to fight dirty. Any advantage in a pinch could decide the outcome. Her technique is not graceful but effective. Her experience comes from her former life in an environment where if you don't fight, you die. Melee (Dual Weapon) - The Vial Blade, aside from being a terrible pun, is a blade that forms from the magic water contained inside a small round vial. It is exceptionally sharp but not as rigid as other blades. Impacts can deform the sword relatively easily. What it lacks in impact resistance it makes up for in being able to rapidly reform and change shape. The form it takes is limited by the amount of water held in the vial, so no giant weapons. Still it is versatile though limited by her own knowledge of weaponry.
Power: Tentacles - Thanks to her new patron, when transformed Janet's legs are replaced with tentacles made of water. Normally only used for movement she can control a single one to stretch out and grab things. Its reach is as far as Janet has water to do so, meaning she can draw from other parts of her body to extend it further. Despite looking like jellyfish tentacles they are not poisonous in any way.
Perks:
Combat:
Enhanced Weapon - Her strikes are swift and precise beyond even her own experience. This allows her to compete with foes who may be physically stronger by landing solids hits more often. Healing Artifact - A Mermaid Pendant she keeps in her Big Backpack. The gem in the center must be placed against the target for healing. She uses this sparingly for obvious reasons. Dual Weapon (Gold Coin) - Gains the melee weapon Vial Blade. It comes in the form of a vial that holds magic water and forms into a weapon. She is able to manipulate its shape. Gifted (Gold Coin) - Ever Mist. Able to disperse water vapor into the air she can create a thick mist to hide and confuse those around her. It is called Even Mist because it is difficult to be blown or burned away. Being held in place by her gift it has a limited ten yard radius and will move with her. She is aware of those in the mist. Enhanced Transformation: (Patron) - Now being a monster girl this allows her a higher stat count when disguised and she has an easy time holding her disguise whenever she wants. She doesn't even change back when asleep or unconscious.
Support:
Incognito - People tend to miss that she is even there. This is helpful for sneaking up on an enemy or slipping out of her parent's place unnoticed. And given her past could be seen as somewhat of a blessing. She may be doing good, but she tries to fly under the radar when she can. Big Backpack - Holds the Vial Blade and her Healing Artifact. Comes with all the standard items outlined in the Perk's description. Still more space for other items. Absolute Direction - Able to inexplicably locate things so long as she has a solid concept of what it is.
Patron: Father
Patron Benefits:
Magical Overload: Justine has used Father's power to infuse Janet with overflowing magic, with the intention of transforming her. Minions: Father grants the use of bloodmares, red unicorns infused with magically potent blood. They emerge from black pools on the floor as servants for his daughters. Though they do not possess much power on their own, their presence can bolster their summoner's magical potential should she choose to drink from their veins. Marked: Janet bears Justine's mark upon her chest, marking her as the property of the Visceral house. Though it normally has a strong presence a blow has rendered it useless. Mana Font: Father is a font of foul magic, empowering Janet.
Patron Drawbacks:
Monstrous Form - As per Justine's planning, Janet has been transformed into one of the very monsters she once swore to hunt.
Amorphous - Janet's body completely turns into water. She is extremely flexible and able to deform her body in extreme ways. Thanks to her Enhanced Transformation she can actually stay disguised even when asleep or unconscious. Nonstandard Limbs - Her former jellyfish-esque appearance is further realized as it as her new natural form. Janet's legs become tentacles and a bell is now draped over her head. This is how she appears when not disguised as a normal girl. She can retract the bell though to prevent it from being in her way. Chaos Engine - Having been torn from her former patron her mental state took a hit. Where she once sought order under a single banner she now breeds chaos. Second Specialization - Her transformation into a monster girl has resulted in another specialization, Sound. She is a siren of the depths, possessing a powerful voice that she can use to enhance allies, weaken enemies, mislead and even lure.
Insomnia: Janet now belongs with the creatures of the dark, as befits a servant to the von Viscerals. Bane: Janet has a paralyzing weakness to impurity, more specifically the impurity of love; any intimate contact or words of love send agonizing pain through her body. Being hugged is like having spikes pushed to her sides, and a kiss to the lips is equivalent to tasting charring fire. Health Sapping: Justine has cursed Janet with a taste for blood; though minor in comparison to Justine and Caroline, she won't be satisfied with only water. And if she spends too long without tasting the red liquid, she will feel her vitality slowly draining.
Fighting Style: A fist and melee fighter. Her knowledge of improvised combat and just above average strength for her age makes her a feisty one. Transformed her strength and vitality jump significantly. Her new liquid form and sound manipulation makes her difficult to predict and restrain.
The ability to manipulate water combine with her weapon and power give her defensive and offensive capabilities. Able to fire jets of water she can push others away or off balance. With sweeping motions she can make standing water flow in any given direction. While it does not have much power to injure it is effective at distracting and disruption. Possessing a magical weapon of water and her new appendages make her a formidable individual that is difficult to fight up close. The tentacles being made up of water allow her quick switching and fine control of one at a time. Getting near her could result in getting grabbed and pulled into a punch, stab, or envelopment of water.
When faced with overwhelming odds or emergency circumstances she can release Ever Mist. Unlike before where Janet would simply hide in the mist, she is part of it and able to break down and reform anywhere inside the cloud as she pleases. In the mist her Incognito and Purification Artifact are particularly effective and making pinpointing her all the more difficult. The mist can also be used to hide others or as an escape technique.
Having a secondary specialization of Sound she is very acute to noises around her and can manipulate the vibrations to silence, redirect, or change sounds. While most of what she can do with sound is more subtle she does possess a sonic scream as a direct attack. Her singing voice can be hypnotic and can be used to soothe, anger, or lure those around her. Buffing and debuffing also come through her voice.
Personality: Through the mental meddling of Justine, Janet is a very different girl. For one she is now completely, mentally and physically, a girl and any attempts so tell her she was ever anything but a girl are dismissed. Despite being forcibly corrupted she has a much more cheery attitude almost constantly. Even when things aren't going her way she doesn't waver long from her positive attitude. This can be a little odd at times considering she may try and kill you with a happy smile on her face but oh well. She is fiercely loyal to Father and her sisters, particularly Justine, and will defend them and their plans with her life.
History:
Once a monster in his own rite. Before becoming a magical girl the man was a criminal. Theft, aggravated assault, and murder were three things on a list of crimes he committed. Sentenced to a lifetime in prison his days of freedom looked to be over. Forced to learn to survive in a constantly dangerous where alliances mean everything and friends may stab you in the back. Regret would not begin to describe the feeling that weighed on his shoulders. Having spent more than thirty years behind bars he resolved to make the best of the situation and be a model prisoner. The years have not been kind to him but he persisted nonetheless.
And then came an unusual creature, something called a Beacon. Visiting the cell he had been noticed for his genuine turn in life. However what good does that good will do locked up? Offering to make a contract the man was given a chance to make a real difference in the world. Taking the offer without needing much thought the details did not really matter. He was given some coins and then everything changed. Finding his body twisting and shrinking he was rapidly turned from an old man into a teenage girl.Once a monster in his own rite. Before becoming a magical girl the man was a criminal. And then came an unusual creature, something called a Beacon. Accepting the terms given to him he found his body twisting and shrinking as he was rapidly turned from an old man into a magical teenage girl. She became a bearer of light and justice under the banner of the Beacon.
Still relatively new to all of this, Janet found herself fall victim to a sinister plot. Captured she was brainwashed and corrupted by a magical girl named Justine von Visceral. Undergoing another transformation into a monster girl, Janet was used as an agent to deal a severe blow to the Beacon HQ in Penrose. A puppet, the girl she remained by Justine's side when the combined forces retaliated to stop the destruction of love in the world. Justine was defeated and in the process Janet's mind was freed. But that was not before the girl had taken the life of another. Knowing what she'd done crushed Janet and she sought to make amends. Firstly with Beacon as she would surely be a target. The harder apology is surely to come after that.
Incantation: "May the rush of water wear down our enemies."
Additional Info:
Name: Janet Howell
Age: 14
Age (Before Magical Girl): 68
Gender: Female
Gender (Before Magical Girl): Male
Appearance:
Specialization: Water
Weapon: Fist - Janet is a street brawler and is not afraid to fight dirty. Any advantage in a pinch could decide the outcome. Her technique is not graceful but effective. Her experience comes from her former life in an environment where if you don't fight, you die. Melee (Dual Weapon) - The Vial Blade, aside from being a terrible pun, is a blade that forms from the magic water contained inside a small round vial. It is exceptionally sharp but not as rigid as other blades. Impacts can deform the sword relatively easily. What it lacks in impact resistance it makes up for in being able to rapidly reform and change shape. The form it takes is limited by the amount of water held in the vial, so no giant weapons. Still it is versatile whough limited by her own knowledge of weaponry.
Power: Tentacles - Forms with a jellyfish bell around her flowing dress she wears when transformed. Made of water they are thin jellyfish like strands are covered in tiny spines that can cling to surfaces. While not exceptionally long they can stretch out a few feet to trip and grab. Despite looking like jellyfish tentacles they are not poisonous in any way.
Perks:
Combat:
Enhanced Weapon - Her strikes are swift and precise beyond even her own experience. This allows her to compete with foes who may be physically stronger by landing solids hits more often. Healing Artifact - A Mermaid Pendant she keeps in her Big Backpack. The gem in the center must be placed against the target for healing. She uses this sparingly for obvious reasons. Dual Weapon (Gold Coin) - Gains the melee weapon Vial Blade. It comes in the form of a vial that holds magic water and forms into a weapon. She is able to manipulate its shape. Gifted (Gold Coin) - Ever Mist. Able to disperse water vapor into the air she can create a thick mist to hide and confuse those around her. It is called Even Mist because it is difficult to be blown or burned away. Being held in place by her gift it has a limited ten yard radius and will move with her. She is aware of those in the mist.
Support:
Incognito - People tend to miss that she is even there. This is helpful for sneaking up on an enemy or slipping out of her parent's place unnoticed. And given her past could be seen as somewhat of a blessing. She may be doing good, but she tries to fly under the radar when she can. Big Backpack - Holds the Vial Blade and her Healing Artifact. Comes with all the standard items outlined in the Perk's description. Still more space for other items. Absolute Direction - Able to inexplicably locate things so long as she has a solid concept of what it is. Fake Parents (from Patron) - Robert and Heather Howell. Janet finds being treated like a child uncomfortable but she's not really able to do much about it. They are however leagues better than her former parents.
Patron: The Beacon
Patron Benefits:
Perfect Life - Pretty self explanatory, but this new life is like a dream come true. Well, aside from becoming a little girl. But that's a small price to pay. Spark - Empowered to resist attempts to alter her mind or body. Genki Girl - A ball of energy. She doesn't tire like normal people which is a big deal when you're a physical fighter. Janet does find it somewhat cumbersome though, not really able to sit still for extended periods of time.
Patron Drawbacks:
Vow - She has taken a vow of charity. Excommunication - She cannot kill other Beacon girls, cooperate with Horrors, among other things. Breaking the rules means that her standing declines and could potentially be a target and even lose her benefits.
Fighting Style: A fist and melee fighter. Her knowledge of improvised combat and just above average strength for her age makes her a feisty one even normally. Transformed her strength and vitality jump significantly and her near tireless energy allow her to physically fight for extended periods so long as her body can keep up.
The ability to manipulate water combine with her weapon and power give her defensive and offensive capabilities. Able to fire jets of water she can push others away or off balance. With sweeping motions she can make standing water flow in any given direction. While it does not have much power to injure it is effective at distracting and disruption. Possessing a magical weapon of water and her power to form tentacles make her a formidable individual that is difficult to fight up close. The tentacles being made up of water allow her quick switching and fine control of one at a time. Getting near her could result in getting grabbed and pulled into a punch or stab.
When faced with overwhelming odds or emergency circumstances she can release Ever Mist to hide and move about. In the mist her Incognito is particularly effective and allows her to move freely with most having difficulty locating her. The mist can also be used to hide others or as an escape technique.
Personality: Her personality is greatly affected by her new life and abilities. An endless source of energy, her youth drives her to act very differently to how she would before. Taking on a positive outlook on life she tends to think the best of others and will go out of her way to help when able. Advanced in years though she isn't ignorant. She understands the value of friends and allies and will strive to build those bonds. Behind the jovial exterior is a calculative mind. Once used to harm others her mental faculties are now focused on protecting humanity and her fellow magical girls. Unsurprisingly she can be a real tomboy what with her background and all.
History: Once a monster in his own rite. Before becoming a magical girl the man was a criminal. Theft, aggravated assault, and murder were three things on a list of crimes he committed. Sentenced to a lifetime in prison his days of freedom looked to be over. Forced to learn to survive in a constantly dangerous where alliances mean everything and friends may stab you in the back. Regret would not begin to describe the feeling that weighed on his shoulders. Having spent more than thirty years behind bars he resolved to make the best of the situation and be a model prisoner. The years have not been kind to him but he persisted nonetheless.
And then came an unusual creature, something called a Beacon. Visiting the cell he had been noticed for his genuine turn in life. However what good does that good will do locked up? Offering to make a contract the man was given a chance to make a real difference in the world. Taking the offer without needing much thought the details did not really matter. He was given some coins and then everything changed. Finding his body twisting and shrinking he was rapidly turned from an old man into a teenage girl.
Incantation: "Let the water than gives life and wears down mountains be my strength."
Additional Info: Having a real hard time adjusting to the change. Tends to forget she is a she and appears much younger to everyone.
Name: Shannon Bron
Age: 8
Age (Before Magical Girl): 14
Gender: Female
Gender (Before Magical Girl): Male
Appearance:
Specialization: Stone
Weapon: Mystic (2 Bronze Coins) - A stone staff that she uses to more effectively channel her magic. The staff allows her to quickly change targets and combo offensive and defensive moves. Only having short to medium range does mean that she won't be sniping anybody though. The staff takes the form of an umbrella when untransformed.
Power: Power of Friendship - Shannon thrives in social settings. Being able to sense when others are sad and generally know how to fix it benefits her greatly. While it does not pack punch or offensive power in any way she has been able to utilize it to garner friends and defuse situations. Effectively a friend to all she only attacks those truely deserving of it. Her inherent likability can makes her less hatable even to those with a vendetta. She's just too nice.
Perks:
Combat:
Blood Magic - Having an overabundance of vitality Shannon can pump that into her magic and to significantly boost her magic capability. Those unfamiliar with her ventures may be caught off guard as she appears to be averagely magically inclined. Awareness - Her connection to the earth and rock allows her to sense the rocks around her and those on the ground. This is accomplished through her staff which she has on her at all times. While this does make those who are not on the ground less tracable, Shannon is also quite observant with her five ordinary senses. Purification Artifact - Utilized to repel or deter monsters. Sometimes you don't really need to fight head on to accomplish a goal. This is most often used to herd monsters away from people or put them off their game in a fight. Enhanced Weapon - Stone is often seen as strong and slow, wearing down an opponent through persistence. Shannon breaks that mold slightly by being able to quickly cast spells to manipulate and shape the earth around her. Her casts surprisingly quick which helps keep others off balance. Enhanced Sustenance - Not needing to eat or sleep like your normal magical girl is a testament to her fortitude. It also suits her nomadic lifestyle. Enhanced Transformation (Gold Coin) - Able to transform in a moments notice means that she can get the jump on her opponents or lend a hand in a pinch.
Support:
Training - Given that her specialization is Stone she chose to have knowledge in geology. This allows her to understand the ins and outs of the element she has control over as well as the local geological makeup of the known world. Get out of Jail - Despite her resilience she is not unbeatable, but thankfully she can on occasion bail from a sticky situation. Overcity Shift (Gold Coin) - When reason cannot prevail and the public is in danger Shannon will take the fight to the Overcity to prevent unneeded injury and collateral damage. Usually left face to face with an opponent she will attempt to find a peaceful resolution. Should that fail though she need not worry about opening up and crushing her enemy.
Patron: Puchuu
Patron Benefits:
Emergency Reinforcements - Calling all friends! Thanks to her ever broadening connection to magical girls and guys she can often count on her Puchuu to send for help when things get hairy. Job Satisfaction - Rather self explanatory. Having been doing this for a long time for a magical girl she's steeped in her job and loves it. Mystic Might - Yet another layer on her mystic abilities. Gives a boost to her casting abilities. Mana Font - Moving the earth take a significant amount of mana given it's strength and weight. To compensate Shannon has access to extra mana from her patron.
Patron Drawbacks:
Expendable - To her Puchuu, Shannon is just another magical girl and will do whatever it takes to see an enemy defeated. Luckily for Shannon she is particularly tough, likable, and can sometimes escape making her adept at surviving. Cagey - Getting the bare minimum of information can be frustrating at times. But it's something one gets used to after a while. Empty Pockets: - Her Puchuu has to split any resources between two in his service. So the two get less each.
Fighting Style: A mid-range non-close combat fighter. While she can still fight up close she does not possess the physical strength to fend them off, instead having to use her spells to protect herself or push them back. With those that outrange her she has to close the gap to get to them. That said she is as tough as her element and can even take a hit from high caliber rounds and keep on fighting.
Using her casting abilities Shannon can attack in as many ways as the earth can be manipulated. Hurling sizable rocks at fairly high speeds, cause the rocks or the ground to explode like a hand grenade, softening the ground like quicksand, filling the air with whipping grains of dust. Defensively she can move earth and stone in the way of attacks, push herself out of the way by moving the ground under her, or use similar to move push an opponent.
Her real magic potential doesn't come out until she pours some of her vitality into her magic pool. It's at this point that she can begin doing some pretty astounding things. Feet thick earthen walls can be drawn from the earth and pushed like a moving truck, columns or rock bursting from the ground and flung like javelin, compressing rock into dense pellets and shooting them like small bullets, or even opening small fissures to swallow opponents. Though a particular favorite of hers is to take large stones and cluster them together to form a 9 foot rock golem around herself. Being both offensive and defensive it acts like armor that can fling parts of itself at opponents. She is much slower in this armor but it is effective. All of these more advanced techniques are only achievable by taking a hit to her resilience. While she has ample to go around it does mean that she becomes easier to injure.
Personality: A social creature, Shannon is bubbly and loving. Even against enemies ahe will go out of her way in an attempt to get them to change their ways and befriend them. She's not stupid though and her power allows her to spot a lost cause when she sees one. She is playful but not in a disrespectful way to those she's fighting. When it's time to get serious she buckles down and will do her best to mercilessly beat down her opponant and crush them.
History: Having been a magical girl for three years, Shannon doesn't really talk much about her formar life. However word on the grape vine does have a little information. Supposedly SHE used to be a HE and was accidentally chosen during an emergency. The Puchuu had actually intended to recruit his older sister but in the haste of the moment grabbed the wrong member of the family. That mistake has since been corrected but by that point it was too late for the boy as the transformation had already taken place.
All that is water under the bridge though. Since that time Shannon was found to take well to being a magical girl. Receiving training and assistance she's risen in popularity in the magical girl community. Treating her task of protector as a career she's abandoned any form of home to be a full time defender of the innocent. While her excessively fogiving nature and willingness to compromise has put her at odds with many patrons, including the Beacon, she's managed to stay on good terms with most and off the Beacon's hit list for the time being. Of her many friends the late Victoria Reales was one of them. Word of her passing has finally made its way to Shannon and has prompted her to pack up and head to Penrose.
Despite arriving late and being outside of the loop, Shannon was able to track down a group trying to take down a dark magical girl. Never getting into direct confrontation she served more of a support role than anything. Always a good way to make a few friends.
Incantation: "May the power of friendship be our rock."
Additional Info: Shannon is fairly well known. Long time patrons and magical girls and boys may have heard of her and her exploits.
Type: Puchuu
Name: Paree
Patron Benefits:
Emergency Reinforcements Job Satisfaction Mystic Might Mana Font
Patron Drawbacks:
Expendable Cagey Empty Pockets:
Personality: Somewhat cynical, is is usual with Puchuu. To some extent this has been softened by Shannon's positivity and heart winning personality and power. Still the task at hand is more important than building a relationship with his magical girls.
History: The past is the past. But for things pertaining to Shannon this is the story. His previous magical girl was KIA and the danger at hand prompted Paree to hastily select a new human to patron. He missed his mark and ended up transforming the wrong human, the younger brother of his intended target. No matter, the new magic girl turned out not to be a total loss and later Paree contracted the sister as well.
Resources: Paree has two magical gir-, er, one magical girl and a magical boy in his service. The two are brother and sister, though one is off elsewhere at this time. Given this the resources they get are split between them so they don't get a lot.
Well here we are. I got some interesting rolls that allowed me to do this xD Do tell if there are problems. I think I got everything.
Also, question. Perhaps not sure how relevant it is, but since you brought it up, would it be alright if I bought over Chloe from the old one?
"...Are you just stupid or intentionally trying to piss me off?"
Name: Katarina Nekrasova
Age (Magical Girl): 8
Age (Before Magical Girl): 39
Gender: Female
Gender (Before Magical Girl): Female
Appearance: Body type: Overdeveloped Outfit: Skimpy
Standing taller than your average looking 8 year old, and with fully developed assets, most people would definitely mistake her as older than she really is. In general day to day, she wears simple sporty clothes, consisting of white tanks, maybe a black jacket, shorts and stockings.
Her magical girl form though, tends to show quite a bit of skin, that leaves little to the imagination.
Specialization: Metal +3 STR Shape and manipulate metal. Novices can fling bullets, fire weapons, maneuver sheets of metal. More skilled ones may even operate complicated machinery, animate statues, purify ore and restore corroded metal. Masters can manipulate on the molecular level, creating superconductors, machines that shouldn't be able to work, and can optimize almost any mechanical device to impossible lengths.
Outside of costume, often skilled mechanics or tinkerers.
Weapon: Ranged, Melee Axiom Authority At first, one would assume Katarina's weapon is a simple war bow. A construct made entirely of metal, with a flowing design, if a little pointy. The article for all intents and purposes, is in fact, just a bow. The things it fires though? Certainly not arrows.
Rather, the arrows for the bow are swords, or perhaps better described as javelins or ballista ammo. These unconventional arrows are the bows ammo, and are typically created via her Mana and magical ability. For the most part, they are completely aerodynamic and unlike most melee weapons, fly true. She can create them so long as she has the mana for it. Their size is typically limited to whatever standard the weapon 'blueprint' they're created from are in real life. As you can imagine, getting slammed with a javelin will render most people incapacitated, armor or no.
They function as an extension of her bow, and are thus a weapon just as her bow is and can be used in melee quite successfully if used creatively.
Power: Regeneration Heal and recover Mana faster than normal. If it doesn't kill her outright, she can live through almost any injury. Severed limbs need only to be held in place to be reattached, and if she expends mana she can even regrow lost ones and wounds can heal even as blows are struck. Out of costume, stamina and recovery speed are greatly increased, but healing is greatly reduced.
Perks: Enhanced Outfit (+1 outfit stat) Simply put, Katarina's outfit is sturdier, stronger, more durable, and allows for better magic channeling. Enhanced Weapon (+1 Weapon Stat) Her weapon is harder, faster, or better in some fashion. Fated (+1LCK) Supposedly, she is fated for some task. Whatever it is, she doesn't know. Supposedly she'll never encounter monsters she'll never have trouble with, and if she does, fate will conspire to help her, even if it ends in a Pyrrhic victory. She'll never find herself in trouble in her civilian guise. Dual Weapon (+1 secondary weapon stat) Her bow, the Axiom Authority doubles as a melee weapon. Martial Training (+1 STR) She was granted a vast knowledge of weapons, tactics, logistics, and knows how to use them effectively.
Patron: Solo
Patron Benefits: Free agent - Can work for anyone, and not beholden to anyone. No one is asking to sacrifice, no horror wants to eat me, no wizard asking for annoyance beer runs. She could work for them, should she wish, but she doesn't have to, either.
Physical Prowess - Katarina has been granted superior physical strength, even if her patron decided to fuck off after they made the contract.
Patron Drawbacks: Alone. No help, no backers, and only one benefit.
Fighting Style: Katarina's main focus, she would say, is long to mid-range combat. Sniping foes from an incredibly far distance with the destructive power of her bow is her preferred role. Either in support of melee fighters, or taking out foes unaided without having to get her hands dirty, killing them before they even know what happened. She can riddle the battlefield full of steel arrows made from her mana. Nothing escapes her impeccable sight.
In a more medium ranged setting, she opts for less impressive arrows. Usually opting for sword-sized projectiles made of steel for quick shooting and firing a barrage of projectiles at the enemy. With her agility its fairly easy to fire off a dozen of projectiles within just a few seconds while maintaining distance from a foe far enough to remain safe.
If she does find herself in melee distance, despite her ranged-focus build, she's not a slouch in a melee either. Taking a sword in her right hand and her bow in her left, she blends quick footwork with small projectiles to keep foes at bay and to defeat them. Being able to create numerous projectiles at will is incredibly useful in close quarters. Taking an arrow point blank to the face is not a pleasant experience.
Personality: Quiet and taciturn, has little patience for people and tends to come off as a little hostile. Katarina takes a hard stance to most things, and refuses to change her opinion or waver in her beliefs which can understandably, make most people quick to judge her as unfriendly. She simply admires one thing - efficiency. She dislikes waste, abhors taking the long way to do things, and will always opt for the most efficient method of doing something - even if it should mean hurting someone else. Justice, after all, is to be dispensed swiftly and without mercy.
Of course...that's not to say she's completely on dimensional. A lot of the time, she simply does no think of other ways to do things that could potentially have a better outcome. She simply often finds people, whether they be malevolent or benevolent or not, do not change no matter what. Criminals will always be as such. Evil will always be evil, and good men will always at their core, be good.
Perhaps she's a bit jaded, but she doesn't think too deeply about it. Truthfully, is looking for a cause to fight in that she believes that would be best for everyone, but realizes that's nothing more than wishful thinking - but perhaps if someone could convince her that even if she died fighting, she could help if their cause was just.
History: Where to start...
Katarina's history is mostly unremarkable. Originally from Mother Russia, She's had a rather mundane life as far as it goes. Grew up, got a job, family eventually moved from there to Penrose when she was younger. It was easy enough, getting a job in the police department of Penrose. Solve crimes, deal with criminals, help people. But far too often she saw it - corruption, the legal system not being harsh enough on criminals, and overall no matter what happened, things simply never ending well as she thought they should.
Perhaps she's just arrogant, thinking she knows the best form of justice.
Regardless -
One day she was hunting a serial killer in Penrose. Unbeknownst to her and the others, they were far out of their league. A magical girl who had been turned into a monster had been praying on people, and so far had managed to confuse and escape from any hunters. And her and her partner just so happened to find it. She should have died that day, had it not been for the girl protecting her and passing on the last of her power. Something seemed to have went wrong though - or perhaps it was right? Perhaps whatever deity or patron the girl had simply died that day protecting her. All she remembers is a gentle voice saying:
"This is all I can do for you. Use the power well, my dear - even if my voice can't reach you any more..."
She found herself alone and now spends her time freelancing for the Beacon or Puchuu, usually, if they have need of an extra hand, and spends her free time hunting monsters. She tries not to think about the origin of her powers. As she's become a magical girl, it seems her old life was erased...perhaps whoever gave her her powers was someone roped into this as well.
Incantation: "Blood of iron, heart of steel, unwavering resolve - so as I pray - fly true, sword of Justice."
Additional Info: Understands the Beacon is a force of good, but is wary of their extremeness. (Perhaps a bit hypocritical) Dislikes the Puchuu for being an unknown. DMG's are nothing more than a target to be eliminated Horrors...shouldn't even be acknowledged as living things. Beasts, nothing more nothing less and are to be killed on sight.
TL;DR for stats: Death History (+1 Coin) Over developed (+1 VIT) Metal (+3 STR) Weapon Melee/Ranged (+1 AGI, +1 STR, +1 VIT) Skimpy (+2 AGI) Enhanced Outfit( +1 Outfit Stat) Enhanced Weapon (+ 1Weapon Stat) Fated (+1 LCK) Dual Weapon (Melee Taken, rolled 3 3 times in a row) Martial Training (+1 STR) Physical Prowess (+1 Physical Stat) No coins used to Modify rolls.
Well now. I wonder if this roleplay is still accepting new people. It's been a while since I stretched my RP legs on this site, but I must say that this budding roleplay has caught my eye.
Weapon: A floating orb of inky blackness follows around her, able to be moved about by her thoughts and made for her by her patron. It acts as a conduit for her magic, and a means for her patron to communicate with her (and her to communicate with others near the orb even at a long distance) on a whim.
It can be summoned to her hands even in an untransformed state, though, and it can even fire bolts of dark energy or expand into a small “portal” (actually a void) to absorb attacks.
Power:
*Tentacles- Able to make tentacles on herself and her uniform, can do so with focus on other surfaces...though her vast magical power and mana stores do makes this faster and more efficient for her in application than the normal.
Perks:
*Money – 3000 USD a month, adjusted for inflation, has been given to her by her patron since her start as a magical girl. Similarly he guided her to put this all into a bank account and have some cash on hand as well, for sanity’s sake when spending. A very wise decision.
*Familiar – An “assistant” sent to help her in her works, and in her life in general by her Patron. Normally it takes on the form of a raven that can speak in....well, more than a multitude of languages and even to other animals. She’s a cheeky little thing at times, but generally tries to be a guide to her master. This raven can transform a “war mode” in the form of a tough, orb-shaped aberration made of tentacles and several mouths, able to move through the air at shocking speeds and chew through even solid steel. Its body is also coated in eyes in this “war mode”.
Side effect is that looking upon it begins to inflict maddening effects on those not already mind-bent by a horror.
*Overcity Shift – Can force herself an a small portion of surroundings into the Overcity to minimize damage and similar reasons in battle or otherwise.
*Gifted – Her nature of being abnormally Gifted with her abilities with the powers given to her by her patron. It is such she can infuse the nature of “the void” into her darkness and attacks to make them able to “erase” all they come into contact with. A very scary prospect, as it were.
*Blood Magic – On top of her own large mana pool and the Mana Font of power from her patron, she can convert her own health into power to fuel her abilities. Though it can kill her if she draws too much on this particular measure, it also greatly expands her potential mana pool even more as a result.
Patron: Soth
Patron Benefits:
*Minions- His children, monsters and being of writhing tentacles and inky darkness or formless ghostly appearances. They can take a myriad of forms, but they all give off the same type of “aura” that he does. Can do things such as shapeshift and instill madness, but like all other minions they are superior to humankind but are mere trifles in the faces of magical girls who slay monsters like these and otherwise on a regular basis. However, they can support Annabelle in battle nicely at least.
*Reasonable- While he does have his goals on earth, he is by no means an unreasonable being that seeks to destroy all. Sure he’s erased various places, planets, and other beings in his “line of work”, but to each thing he has a purpose and a reason or a rhyme. As much as he is fearsome, he also is willing to let his people work with other magical girls, only in certain cases “stepping in” to intervene with a follower if he has a purpose to it or a reason.
*Mystic Might- Her patron has imbued her with greater magical might, this being his forte when it comes to granting things to other beings.
*Retrieval- Soth does care about his lackeys, in this sense he will pull them back to keep them safe as is needed. Of course death and destruction of them he does not blink at, being the void that consumes all in the end, but in seeking to understand life as a hobby of his so too does he wish to preserve “that which isn’t at its time of destruction quite yet” in his eyes.
*Mana Font- She is connected to the wellspring of power that comes from her patron, more so than the normal magical girl to any of theirs, allowing her to draw on much more magical energies to fuel her power and magic than normal.
Patron Drawbacks:
*Mind-Bent- Due to the exposure to the power of her patron, her mind has been twisted to an extent. See her “Personality” for specifics.
*Fearsome Reputation- By sheer reputation of his power, and a misunderstanding of being “destruction” rather than his true nature, many a patron and horror and such would be foolish to not know his name by now. He is the creature whose feats have included easily wiping bare planets in far-off places with a flick of his finger.
*Big Brother- Soth is a very curious patron, the kind who enjoys observations of those who serve him’s lives and such things. He does not speak up about this particular tidbit, usually being a silent listener unless he feels the need to comment or speak about something to his followers whom he is watching at the time.
*Health Sapping- A toll was taken on her body for taking in the powers given to her by Soth, which in part is what has caused a form of permanent amnesia about her past life to set in and her strength in magical girl form to be less than the average.
Fighting Style:
In terms of magic one can usually find her concealing herself stealthily, intangible, invisible, to pass about in the shadows and even other places unseen and unnoticed. Beyond this she tends to go about casting curses and other things like debuffs, casting bolts of darkness or such, or summoning hordes of tentacles on her costume, herself, from her orb, or on other surfaces to grasp and crush her enemies. She can also summon minions of her patron in order to serve her at times, in or out of battle.
Further, seeing perfectly even in the worst darkness is a skill she possesses even outside of her transformed state.
With her weapon she can conduct magic through it, using it like a remote hub from which her magic can be cast or that she can see things through. This is among its other such minor abilities.
However, being very Gifted in her Spec, Annabelle is able to draw upon her master’s power even more skillfully and powerfully more through her magic/darkness and tentacles and such things. That is, to say, she can infuse “the void” into things such as darkness attacks or tentacles that simply “erase” what they touch, and can even produce things like void “portals” to take enemy attacks and such for her in a defensive manner.
Likewise the power of “the void” can be infused into a death curse when she learns them finally, in order to transform it into something to erase the target’s existence....terrifyingly so as the target seems to dissolve in front of them (though the target experiences no pain). In truth, the target is simply being returned to the beginning, the infinite abyss, the.....void.
One will never mind her in melee of her own free will, unless it was a unique situation or the enemy closed in on her into melee. Yet even here she is dangerous, a lake of abyssal tentacles able to arise around her feet and grow outwards to drag in those foolish enough to get too close.
Stats (Untransformed): These start at 3. CYOA options indicate if they apply out of costume as well.
STR: 3 AGI: 3 VIT: 3 MAG: 3 LCK: 3
Stats (Transformed): These start at 4.
STR: 3 AGI: 4 VIT: 10 MAG: 20 LCK: 4
Stat Addition Details
Body –> Overdeveloped -> +1 VIT
Specialization –> Darkness -> +2 MAG, +1 VIT
Weapon –> Mystic -> +1 MAG
Uniform –> Skimpy -> +1 AGI
Perk –> “+1 Spec Stat, Gifted” -> +1 MAG
Perk –> “+1 VIT, Blood Magic” -> +1 VIT
1 bronze and 1 silver -> +3 VIT
1 gold, 2 silver, 3 bronze -> +11 MAG
Mystic Might -> +1 MAG
Health Sapping -> -1 AGI, -1 STR
Totals -> +16 MAG, +10 VIT, +1/-1 AGI, -1 STR
Personality: Annabelle is an oddly relaxed and casual type of girl, the type who enjoys hedonistic pleasures and at times indulges her own lusts for things amidst hanging out with friends. Also enjoys romance, and desires it. This being said, she is not someone to think a fool on the battlefield, or assume to not be a threat if made an enemy. Mentally she has been mind-bent by her initial exposure to her patron, making it both virtually impossible to scare her with horrific or gruesome things.....but also having other effects on her psyche. Pain instead is registered instead as pleasure to her as a rule of thumb, something that has been irreparably twisted in her mind despite not actively seeking it.
Further, the sheer lack of hesitation or reaction to doing horrifying things, should she feel the need to perform such actions, is disturbing. Her appetite is also....voracious to say the least. She could eat for a large family on her own at least. She also has no memory of her former life, though experiences and things she is good at can still be recalled.
History: Annabelle Irons was once a woman named Alexandra Parsons who grew up in the deep south of the United States. Much of her past is dark, indiscernible to her even to due amnesia brought on by becoming a magical girl in her case, but the day she became a magical girl remains the same even if she does not remember. She had been in a car wreck, stranded on the side of the road in a rural area, attacked by monsters that sought to eat her. Pain from the injuries she took from the wreck were insurmountable, and she was bleeding out at a moderate pace.
Then he contacted her, Soth. The Void made Manifest. A horror lurking beyond all known existence but watching over it all and acting at his will with a passive and terrifyingly calm ease. She was perfect material to serve him, and so she contracted with him in her desperation. In this she became Annabelle Irons, and disappeared into the world of magical girls. Eventually she has made her way to Penrose whilst moving north, slaying monstrous beasts, returning aberrations to the void, and gaining guidance and other bonuses from her Patron as well.
Incantation: ”Enter the Void, and let darkness descend from the heavens.”
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.
-She cannot physically gain weight due to side effects of her patron’s power, though she can eat and feel full afterwards, and enjoy eating at that
-Her favorite colors are silver and black
-Hobbies include watching anime, eating out at various places, cooking, and hanging with any friends or romantic interests she might gain or have
Type: Horror
Name: Soth, “The Emptiness of the Void”, “The Infinite Abyss”
Personality: One might want to think Soth, the being that he is, revels in destruction or even contains a nihilist type of worldview. Both of these things would actually be very wrong in reality. He is a very calm and patient creature, reasonable in his goals and willing to play the long game and short game as need be. He is also not afraid to show his might if need be, or take action without hesitation. He treats his subjects in his mind reasonably, and has a sense of curious fascination with various things such as the creatures who serve him.
This being said, to gain his ire is very much....not encouraged. More than not encouraged. For what he can do is all worse than death. Though he does not believe in wanton destruction and erasing of thing without good purpose and reason.
History: Soth is a creature that lurks at the far edges of any known space, a being that embodies “the void” that consumes all, and the darkness it creates. In the literal sense he is “the void” itself, a bottomless being that devours all in its path without a trace......but does not needlessly bring about destruction. Rather than being a being of destruction incarnate, as virtually all other rivals call him as, his powers are more along the lines of “removal” in the most literal sense. The inky infinite expanse that lies at the dark borders of the universe and all existence. The best “eraser” in existence, essentially.
When the slate needs to be wiped clean here or there, he performs his task without batting an “eye”. He also has an array of minions, children/spawn, and magical girls across the multiverse to assist him in various tasks and such in reward for power and other things. For where there is existence, there will always be the void. Such is his territory, and his fearsome reputation even among other horrors. Many fear him, for he is the “true end of all things”, and that alone is enough to make him known abroad to other Patrons.
Resources:
Soth possesses much, for he has erased much. Coins, mundane materials and resources, connections to even some mundane places via followers of his. He tends to employ whatever magical girls or others seem compatible for the work he has for them, and anyone else willing to work for just pay no matter the job. Monster or magical girl, he does not truly care what they are if they will do the job.
Appearance: Untransformed In life, she wasn't anything worth noting, but in undeath, Amaryllis could only be described as a model, her statuesque figure and her ample bosom capable of bringing all the boys to the yard with just a bend and a snap. Not that she's gotten all that used to flaunting her overdeveloped figure yet, leading her preference to baggy clothing that mostly mask her F-cup breasts and her child-birthing hips, even though such attempts are hardly effective when the rest of her body is just as attention grabbing.
Transformed All her attempts at modesty is tossed out the window, however, when she transforms, going from a girl perpetually wearing a sweater to a girl wearing clothes that flaunt more skin than some swimsuits. With hot pants and a coat that can only be buttoned at one point, there's no doubt that her magical outfit is a shamelessly skimpy one, the type you'd find trashy cosplayers wearing to grab larger, sleazier crowds.
Monstress At this point, Amaryllis may as well be nude, for all that's keeping her from being a total exhibitionist are the ribbons of darkness that hug her legs, pelvic area, and her chest, the remainder of this gossamer fabric trailing behind her like a cape. Her dark blue hair takes a wine-red coloration, and her elegant rapier twists and fuses with her arm to become a monstrous cleaver. Two great horns jut from her head, the surest sign of lost sanity, but they serve as her guide as well, dowsing rods to guide her path even once gore has caked her face completely. What flashes of memory she retains after reverting back to normal are dreadful and unpleasant, but if the occassion called for it, Amaryllis will always draw upon this crueler power no matter what she had to sacrifice in return.
Specialization:Metal The magic that resides within Amaryllis can be considered basic at best, completely uneducated at worst. Outside of her power, she is unable to do anything that other magical girls would be able to with their specializations. Forming other weapons out of thin air is beyond her, and to even be able to swing them around with mind alone? Completely out of the picture. No, her specialization is something centered on her weapon alone, using it to augment all aspects of her rapier to achieve a level of speed and skill beyond her already impressive physical means. Though it is nameless and formless, her Patron is quite an envious individual, after all.
Outside of combat, her Patron sure does enjoy being treated well, and has granted Amaryllis the boon of being skilled with other mechanical objects as well. Shame she'd make more money as a model though.
Weapon:Melee - Rapier An eloquently crafted rapier with a swept hilt, filled with motifs of entwining ivies and half-bloomed roses. Though primarily a weapon made for thrusting, its edges are sharp enough to slice through lesser metals as well, and under the glow of the moon, it shines with silver. Like the Lesser Force that resides within, it is nameless.
Power:Chains The constant reminder of her Patron's vendetta, Amaryllis is allowed one other 'power' to aid her on her adventures in the magical world: the summoning and manipulation of chains. From locking an elusive enemy into close combat to traversing vertical landscapes with eloquent flair to serving as a steel tightrope to cross crevasses with, these silver chains, reminiscent of hungering vines, grant Amaryllis the versatility that she otherwise lacks and the ability to 'save' that she otherwise does not have.
Perks: Disguise Artifact - An artifact that enables physical transformation for a maximum of two hours with a cooldown of six hours. Electronics created by this transformation will not function, while papers or identification will scan properly, but will not exist in the database.
Monstrous Metamorphosis - A partial transformation into a more monstrous magical girl, brought forth by feelings of rage or helplessness. The sword fuses with the arm, while clothing melts away into scandalous strips of blackness instead. From her forehead, two great horns extend, while her hair turns a beautiful shade of wine red. +2 to all physical stats, in return for loss of rationality.
Big Backpack - A summonable backpack with a variety of useful things, such as free food, identification, extra clothes, a basic survival kit, a laptop that always has internet connection, and $10000 in cash. The backpack is larger than it seems from the outside, and can be summoned if lost or misplaced.
Big Damn Hero - Two tokens, one for a person and one for a place, can be given or fixed upon any target of her choice, enabling her to always be able to make it in time when danger occurs nearby. Truly heroic.
Trained - The realm of her Patron is the way of the sword, but the realm of her body encompasses so much more than that. With rebirth came her instinctual mastery over gymnastics, granting her the precision and flexibility that her trademark style relies upon.
Patron: The Sword
Patron Benefits: Focused - It tugs at her subconscious, guiding the child of dust and flesh towards pathways and trajectories too sharp for her mortal mind to comprehend. Techniques cost less mana.
Mental Link - It seeps into her thoughts, polluting and distorting her mind with images and sounds. Sometimes beneficial, sometimes not, it remains ever-present, a companion to the end of undeath.
Physical Prowess - It remade her more whole than she ever was, sharing some of its steel, for wielder and weapon should be one and same. +1 to Strength.
Gifted Item - It grants her a boon for being the one to select it, for being the one who feeds it. An artifact of healing hangs from her choker, emanating with magic that heals all so long as they remain breathing.
Hidden Death - It anchors itself to the unbreakable, and will be present long after the world breaks itself apart. As immortal and undying as its wielder, it will stand with her till the end of time, so long as she does the same for it.
Patron Drawbacks: Alien Tongue - It speaks in pain and images, the veil of blood ever-present in its thoughts. The scarring of flesh is a cruel teacher, but an effective one.
Formless - It has no mouth to speak, no hands to touch. Nameless and formless, its will can only be done through its wielder and its slave, its feeder and its progeny.
Vendetta - It has never forgotten, the blood-scent of those that had tried to seal it, to cast it into that wretched sarcophagus. Against artificers bearing the mark of a certain magic circle, it WILL make its anger known, even if it means driving its wielder to the jaws of death. Deities of creation also earn its ire, but not to that same degree of berserk rage.
Empty Pockets - It is a spirit. It is also just a sword. Swords don't have pockets.
Fighting Style Amaryllis oozes with style and elegance when she steps into combat, rusty roses blooming around her as she twirls and dances, an ever-flowing flurry of parries, thrusts, and cuts. The bloodletting is an art form for her, one that ignores efficiency for fancy acrobatics and nigh-impossible contortions. Chains whip around as continuations of the silver waltz, drawing her closer to her quarry and preventing their escape once she does close in, because it's simply rude to leave the stage before the dance ends. Her Patron guides her sword and warns her of danger with plucks of phantom pain, while her own superhuman body gives her the power to turn danger into another oppurtunity to show off.
Some Magical Girls play this as an FPS. Other Magical Girls treat this as a button-masher. Still more think that this is an MMO. But Amaryllis owns a specialized controller and only plays 'this' as a 2D anime-style fighting games to make super flashy, super inefficient combo videos.
Of course, there's definitely times where she baby-rages and turns everything into God of War, but Monstress Amaryllis is a totally different sort of beast.
Personality: Amaryllis is a bit of a pushover and a bit of a conformist, traits gained from her past life that she has yet to grow out of. The easiest way out is the best way out, and if given the choice between having a normal life and being thrust into stardom, she'd usually choose the former, if only because there's less surprises involved. Unremarkable outside of her new looks, she'd really just like it if everyone looked away, even if she also doesn't really like herself for being like that to begin with. If the world could move on without regard to whatever she wants to do with her life, Amaryllis would be totes happy about that.
Transforming into a magical girl, however, allows her to put on a persona of a prideful, flamboyant spoiled princess swordswoman thing, the perfect form of stress relief for that socially-repressed girl. It is here that Amaryllis blooms, spouting poor prose and poetry shamelessly as she pirouettes through her tasks, dancing under the moonlight amongst scarlet ichor. Is that her ideal self? She doesn't know, but she would like to work to make that self true.
History: Everything was unremarkable for the girl Amaryllis used to be. She had her circle of friendly acquaintances she occasionally hung out with, and she was one of the many members of the introverted Library Club. With average grades and average looks, and a family that was neither dysfunctional nor particularly loving, everything lined itself up in her life to create a normal, ordinary one for this shy, wallflower of a girl.
Then, the class went on a camping trip and she found a sword in a cave, and it all went downhill from there. Contracted by the Lesser Spirit that resided within the sword, the girl Amaryllis once was died and was reborn into a magical warrior, the arms and legs of a weapon that had never seen the sun rise. And though she was resistant to it in the past, Amaryllis soon learned that there were harder things to do than to fight at the behest of her sword.
Such as convincing her parents that she had not died after all.
Such as resisting the psychic pain that her Patron spoke to her in.
Such as giving up the power that allowed her to become so much more than what she once was.
Incantation:"The love of the moon, the grace of the petals. Underneath the glory of the heavens, I gather them all and present myself. Amaryllis Evenings, Knight of the Rose! May the flower of your heart be reflected within my silverlight!"
Personality: Cruel, envious, petty, sadistic, bloodlusted, and awe-struck by the world around it. A brattish child of a Lesser Force, in other words. But really, what can you expect out of a sword?
History: It was once a masterpiece, a weapon great and terrible, that could cleave apart the gods that sat on their high thrones. But it was not what they had wanted to make, and it was too dangerous to control. So they tried to destroy it, and when that didn't work, they sealed it away in haste, tossing it somewhere deep and hoping no one would stumble upon that mistake.
Someone did. And when the contract was made, when two lives were woven into one, it breathed in the air and breathed in the blood that had been denied of it for so long.
It was nameless, formless, but it remembered still, the trembling hearts of those that made it and betrayed it.
Resources: The Sword only has one wielder, and as long as she doesn't betray it, it will not turn its steel upon her. Unfortunately, that sort of mutual loyalty is the only thing it can offer to her. Swords don't see value in trinkets and baubles, after all. If that interests its wielder, she better start finding other ways of scrounging up coins.
Additional Info: Proper maintenance is like a full-body massage for the Sword. Very enjoyable, especially after a hard fight.
It's ya boy, bringing back the wolf cop, magical bird, and allll of her friends! I did decide to make some changes to Tonya's perk selection, as the dark magical girl module got posted after I was done with her, and I feel there are better perks that work with her whole "spy/cop/wolf" theme. Su also got a new look.
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.
Powers: Power of Friendship (#1)
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.
Regeneration (#2) (Gold)
Much like a proper werewolf, Mac is notoriously hard to kill. She can recover from nearly every injury, even going so far as reattaching or growing lost limbs.This explotion of growth extends to her mana pool, and is perhapse the more taxed aspect of this power.
Third Eye (#3) (Platinum)
People say a lot of things about third eye, but let's be real. It's primary use is to be able to identify incoming attacks and understand certain aspects of an opponent. To expect it to do more than that is just asking to get hit with nerve gas.
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.
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.
Edit: Removed the other character sheets for reasons.