Character Headers
Shane Brahm
Age: 12/14 | Gender: Male/Male | Lightning | Elaborate
Mystic | Regeneration, Power of Friendship | Puchuu
Flexibility, Enhanced Weapon, Awareness, Enhanced Sustenance, Enhanced Outfit, Masculinity, Mount
Emergency Reinforcements, Job Satisfaction, Mystic Might, Mana Font
Expendable, Cagey, Empty Pockets
STR: 03 | AGI: 05 | VIT: 04 | MAG: 03 | LCK: 04
STR: 04 | AGI: 06 | VIT: 13 | MAG: 19 | LCK: 05
Kayli Devon
Age: 15/15 | Gender: Female/Female | Reinforcement, Psychic, Light | Uniform
Rifle | Power of Friendship, Nullification, Third Eye | Solo
Enhanced Weapon, Healing Artifact, Martial Training, Gifted,
Enhanced Transformation, Stalwart, Ally
Free Agent, Genki Girl, Magical Overload
Alone, Excommunicated, Second Specialization
STR: 06 | AGI: 06 | VIT: 06 | MAG: 06 | LCK: 06
STR: 08 | AGI: 13 | VIT: 16 | MAG: 20 | LCK: 06
STR: 08 | AGI: 13 | VIT: 16 | MAG: 24 | LCK: 08
Rose Silva
Age: 27/15 | Gender: Female/Female | Spirit | ElaborateMelee | Twinned Soul | Solo
Disguise Artifact, Mystic Artifact, Wings, Mana Channel
Free Agent, Mystic Might
Alone
STR: 03 | AGI: 03 | VIT: 03 | MAG: 04 | LCK: 03
STR: 04 | AGI: 06 | VIT: 06 | MAG: 14 | LCK: 03
Iris Silva
Age: 27/15 | Gender: Female/Female | Spirit | ElaborateMelee | Teleportation | Solo
Disguise Artifact, Mystic Artifact, Wings, Mana Channel
Free Agent, Mystic Might
Alone
STR: 03 | AGI: 03 | VIT: 03 | MAG: 04 | LCK: 03
STR: 04 | AGI: 06 | VIT: 06 | MAG: 14 | LCK: 03
Melisa Reese
Age: 28/13 | Gender: Female/Female | Spirit, Metal | Skimpy
Ranged | Tentacles | Lesser Force
Automation, Lure, Enter Sandman, Communion, Inheritance, Prey of Choice, Invisibility, Purification Artifact
Focused, Mental Link, Retrieval, Magical Overload
Limited, Alien Mind, Clueless, Monstrous Form
STR: 03 | AGI: 03 | VIT: 03 | MAG: 03 | LCK: 04
STR: 08 | AGI: 08 | VIT: 09 | MAG: 11 | LCK: 08
Full Character Sheets
Name: Shane Bron
Age: 12
Age (Before Magical Girl): 14
Gender: Male
Gender (Before Magical Girl): Male
Appearance:
Specialization: Lightning
Weapon: Mystic (Bronze Swap) - The stone staff held by the former magical girl transmuted with its owner into a magical tome. Using the knowledge contained within allows a plethora of ways to manipulate Shane's newfound Lightning magic. As one would expect he can generate electricity from the book and direct it at a target. Electricity comes in many forms and while some of his spells may take a bit of time to cast they have staying power beyond your typical blast. While he has some learning to do one can expect some creative uses of everyone's favorite form of plasma. Focusing the magic inward can also give a boost of speed to his movements.
Power:
Perks:
Patron: Puchuu
Patron Benefits:
Patron Drawbacks:
Fighting Style: Outwit and outlast his opponents. As an experienced magical boy, clever use of tactics and magic are all part of the game. Whether it's bolts, balls, or barriers of lightning Shane has access to quite a few handy spells. Effective at nearly any range he makes use of quick movements to close in or dodge as needed. Durability of himself and his gear help keep off the worst damage and Regeneration often heals the rest. It would be best not to underestimate the new mage. Although sometimes the most effective weapon is the heart.
Stats (Untransformed):
STR: +3
AGI: +5 (1 Average, 1 Flexibility)
VIT: +4 (1 Enhanced Sustenance)
MAG: +3
LCK: +4 (1 Masculinity)
Stats (Transformed):
STR: +4
AGI: +10 (1 Average, 2 Lightning, 1 Flexibility, 1 Mount, 1 Bronze)
VIT: +13 (3 Stone, 1 Enhanced Sustenance, 1 Silver) + (3 Gold)
MAG: +19 (1 Lightning, 1 Mystic, 1 Elaborate, 1 Enhanced Weapon, 1 Enhanced Outfit, 1 Platinum, 2 Silver, 1 Bronze, 1 Mystic Might)
LCK: +5 (1 Masculinity)
Character Rolls
Personality: A social creature, Shane is happy and loving. Even against enemies he will go out of his way in an attempt to get them to change their ways and befriend them. He's not stupid though and his power allows him to spot a lost cause when he sees one. He is playful but not in a disrespectful way to others. When it's time to get serious he buckles down and will do his best to strike down the forces of evil.
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 forgiving 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.
Since being in Penrose she has had the chance to make many new connections and a stronger reputation. Two sizable ones being in good standing with Beacon and, after using a Red Coin to prove herself, with Cindy Ford. That last bit did lead her to become a him though. As a result the new boy adjusted his name from Shannon to Shane to better fit his new gender.
Incantation: "Flash of light and roar of thunder. Beware you forces of darkness as lightning can strike twice."
Equipment:
Lightweight Boots: Cuts your weight to 1/4th of what it should be.
Coinage: 1R, 3G 12S 1B
Theme:
Additional Info: Shannon is fairly well known. Long time patrons and magical girls and boys may have heard of him and his exploits. Information of her becoming a boy spreads quickly thanks to her network of friends.
Age: 12
Age (Before Magical Girl): 14
Gender: Male
Gender (Before Magical Girl): Male
Appearance:
Specialization: Lightning
Weapon: Mystic (Bronze Swap) - The stone staff held by the former magical girl transmuted with its owner into a magical tome. Using the knowledge contained within allows a plethora of ways to manipulate Shane's newfound Lightning magic. As one would expect he can generate electricity from the book and direct it at a target. Electricity comes in many forms and while some of his spells may take a bit of time to cast they have staying power beyond your typical blast. While he has some learning to do one can expect some creative uses of everyone's favorite form of plasma. Focusing the magic inward can also give a boost of speed to his movements.
Power:
Regeneration - While Shane lost a massive amount of Vitality the Red Coin saw fit to give him a consolation prize. Good thing too as a majority of his stats ended up elsewhere. Able to take some punishment he can continue fighting as he recovers from wounds quickly. Not all that helpful offensively other than he can stay on the ground longer and potentially outlast an opponent.
Power of Friendship (Gold Coin) - Not willing to let go of the magic that made him a good magical girl, a gold coin went to retaining it as a second power. Shane thrives in social settings. Being able to sense when others are sad and generally know how to fix it benefits him greatly. While it does not pack punch or offensive power in any way he has been able to utilize it to garner friends and defuse situations. Effectively a friend to all he only attacks those truly deserving of it. His inherent likability can make him less hateable even to those with a vendetta.
Power of Friendship (Gold Coin) - Not willing to let go of the magic that made him a good magical girl, a gold coin went to retaining it as a second power. Shane thrives in social settings. Being able to sense when others are sad and generally know how to fix it benefits him greatly. While it does not pack punch or offensive power in any way he has been able to utilize it to garner friends and defuse situations. Effectively a friend to all he only attacks those truly deserving of it. His inherent likability can make him less hateable even to those with a vendetta.
Perks:
Combat:
Flexibility - Light on his feet, Shane can dance around his opponents with relative ease. There are certainly others with more speed and grace than he but the flight foot helps him move in and avoid taking some unnecessary damage.
Enhanced Weapon - Something of a flip to his last weapon. Lightning is usually viewed as a quick striking specialization. And while once cast his spells are indeed swift they have something of a warmup. This is because the enhancement comes in the form of many spells that Shane can draw from already written in the tome. Further the effects last longer once cast and there is plenty of space to craft new spells and expand his arsonal. Given time and preparation he could manage some spells to approximate other specs and powers to a lesser degree.
Awareness (Bronze Swap) - Another holdover too useful to let slip away. While no longer connected to the earth there is still plenty of useful information that can be gleaned from static and electromagnetic fields. Shane is also quite observant with his five ordinary senses.
Enhanced Sustenance (Emergency) - Not needing to eat or sleep like your normal magical boy was a nice perk. Goes well with the regeneration in allowing him to go long periods on the move. It also suits his somewhat nomadic lifestyle.
Enhanced Outfit (Emergency): Despite how flowey his cloak may seems, it resists wear and tear well. Acting as an additional buffer of magical defense is a nice addition.
Enhanced Weapon - Something of a flip to his last weapon. Lightning is usually viewed as a quick striking specialization. And while once cast his spells are indeed swift they have something of a warmup. This is because the enhancement comes in the form of many spells that Shane can draw from already written in the tome. Further the effects last longer once cast and there is plenty of space to craft new spells and expand his arsonal. Given time and preparation he could manage some spells to approximate other specs and powers to a lesser degree.
Awareness (Bronze Swap) - Another holdover too useful to let slip away. While no longer connected to the earth there is still plenty of useful information that can be gleaned from static and electromagnetic fields. Shane is also quite observant with his five ordinary senses.
Enhanced Sustenance (Emergency) - Not needing to eat or sleep like your normal magical boy was a nice perk. Goes well with the regeneration in allowing him to go long periods on the move. It also suits his somewhat nomadic lifestyle.
Enhanced Outfit (Emergency): Despite how flowey his cloak may seems, it resists wear and tear well. Acting as an additional buffer of magical defense is a nice addition.
Support:
Masculinity - Probably one of the most notable changes from the Red Coin. Shane is once again a boy, albeit magical this time. Not everyone counts this lucky but in his mind it's nice to be his birth gender again. Being something of a rarity it's likely to draw some attention.
Mount - A specific perk to those that use a Red Coin. Able to drive, pilot, guide, and control any mode of transportation with expert skill. How exactly this works he doesn't know but when the need arises the experiences just comes to him.
Mount - A specific perk to those that use a Red Coin. Able to drive, pilot, guide, and control any mode of transportation with expert skill. How exactly this works he doesn't know but when the need arises the experiences just comes to him.
Patron: Puchuu
Patron Benefits:
Emergency Reinforcements - Calling all friends! Thanks to his ever broadening connection to magical girls and guys he can often count on his 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 boy he's steeped in his job and loves it.
Mystic Might - Yet another layer on his mystic abilities. Gives a boost to his casting abilities.
Mana Font - Electricity can consume mana pretty quickly if not managed properly. To compensate Shane has access to extra mana from his patron.
Job Satisfaction - Rather self explanatory. Having been doing this for a long time for a magical boy he's steeped in his job and loves it.
Mystic Might - Yet another layer on his mystic abilities. Gives a boost to his casting abilities.
Mana Font - Electricity can consume mana pretty quickly if not managed properly. To compensate Shane has access to extra mana from his patron.
Patron Drawbacks:
Expendable - To his Puchuu, Shane is just another magical boy and will do whatever it takes to see an enemy defeated. Luckily for Shane he is resilient, likable, and can sometimes escape making him 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: - His Puchuu has to split any resources between two in his service. So the two get less each.
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: - His Puchuu has to split any resources between two in his service. So the two get less each.
Fighting Style: Outwit and outlast his opponents. As an experienced magical boy, clever use of tactics and magic are all part of the game. Whether it's bolts, balls, or barriers of lightning Shane has access to quite a few handy spells. Effective at nearly any range he makes use of quick movements to close in or dodge as needed. Durability of himself and his gear help keep off the worst damage and Regeneration often heals the rest. It would be best not to underestimate the new mage. Although sometimes the most effective weapon is the heart.
Stats (Untransformed):
STR: +3
AGI: +5 (1 Average, 1 Flexibility)
VIT: +4 (1 Enhanced Sustenance)
MAG: +3
LCK: +4 (1 Masculinity)
Stats (Transformed):
STR: +4
AGI: +10 (1 Average, 2 Lightning, 1 Flexibility, 1 Mount, 1 Bronze)
VIT: +13 (3 Stone, 1 Enhanced Sustenance, 1 Silver) + (3 Gold)
MAG: +19 (1 Lightning, 1 Mystic, 1 Elaborate, 1 Enhanced Weapon, 1 Enhanced Outfit, 1 Platinum, 2 Silver, 1 Bronze, 1 Mystic Might)
LCK: +5 (1 Masculinity)
Character Rolls
Personality: A social creature, Shane is happy and loving. Even against enemies he will go out of his way in an attempt to get them to change their ways and befriend them. He's not stupid though and his power allows him to spot a lost cause when he sees one. He is playful but not in a disrespectful way to others. When it's time to get serious he buckles down and will do his best to strike down the forces of evil.
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 forgiving 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.
Since being in Penrose she has had the chance to make many new connections and a stronger reputation. Two sizable ones being in good standing with Beacon and, after using a Red Coin to prove herself, with Cindy Ford. That last bit did lead her to become a him though. As a result the new boy adjusted his name from Shannon to Shane to better fit his new gender.
Incantation: "Flash of light and roar of thunder. Beware you forces of darkness as lightning can strike twice."
Equipment:
Lightweight Boots: Cuts your weight to 1/4th of what it should be.
Coinage: 1R, 3G 12S 1B
Theme:
Additional Info: Shannon is fairly well known. Long time patrons and magical girls and boys may have heard of him and his exploits. Information of her becoming a boy spreads quickly thanks to her network of friends.
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:
Patron: Puchuu
Patron Benefits:
Patron Drawbacks:
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.
Stats (Untransformed):
STR: +3
AGI: +3
VIT: +6
MAG: +3
LCK: +3
Stats (Transformed):
STR: +4
AGI: +4
VIT: +20 (1 Platinum, 3 Silver, and 2 Bronze)
MAG: +8
LCK: +4
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 opponent 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.
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 traceable, 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 (Emergency) - 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 (Emergency) - 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.
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 traceable, 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 (Emergency) - 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 (Emergency) - 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.
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.
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.
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.
Stats (Untransformed):
STR: +3
AGI: +3
VIT: +6
MAG: +3
LCK: +3
Stats (Transformed):
STR: +4
AGI: +4
VIT: +20 (1 Platinum, 3 Silver, and 2 Bronze)
MAG: +8
LCK: +4
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 opponent 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
Job Satisfaction
Mystic Might
Mana Font
Patron Drawbacks:
Expendable
Cagey
Empty Pockets:
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 boys.
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.
Shannon's transformation at the hands of a Red Coin is of no real consequence so long as he gets the job done.
Resources: Paree has two magical magical boys 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.
Name: Kayli Devon - Keeper of the Keys
Age: 15
Age (Before Magical Girl): 15
Gender: Female
Gender (Before Magical Girl): Female
Appearance:
Specialization: Reinforcement, Psychic, and Light (Ruby Coin)
Weapon:
Ranged - Aiden is Kayli's magical rifle. An all around ranged weapon, it is usually pulled out when targets are out of reach. It primarily fires beams of light, however she can also use her Reinforcement to fire more kinetic rounds with bullet shaped barriers.
Power:
Perks:
Patron: Solo
Patron Benefits:
Patron Drawbacks:
Fighting Style: Defense is Kayli's specialty, whether it be physically or mentally. Her preferred role is support. Moral boosting, mental stabilization, healing, and the like are her go to assists. Given time to work on wards and runes she can fashion a formidable guard to structures and locations. When the time calls for it though Kayli is an adaptable fighter. Her odd mixture of magic and experience gives her many vectors of attack and manipulation. Magical barriers as constructs leaves the imagination as one of the main limitations to their use. A greater knowledge of scribing means she can infuse her other magic into her barriers, but she does have to take the time to do so.
As a Psychic trickery and persuasion are her main angles. Her skills at mental manipulation are improved, though she still is more likely to use such to cause distractions, discomfort, or defusal. Fully controlling others is not high on her goals, but should the need arise one could be sure it would be brief. She sees puppeteering others in such a way as demeaning at best and abhorrent most of the rest of the time. Better to nudge them in a direction than drag them, something her other magic lend to naturally. As time has gone on her strengths have proven to be the breaking down and removing of mental afflictions placed on others.
Of course her Light spec is her main offensive magic and the best melded with her other two. Guided by the light, Kayli in highly perceptive and can spot deception and detect and dispel illusions. Beams of light are primarily fired from her gun. However she is able to summon a lance made completely of purifying light. Those tuned to corrupted magic find that it has a draining bite when being struck. This specialized weapon is most often used by Kayli when close quarter combat is called for. A good reach and broad blade the lance is effective for both attack and defense. Staying true to her purpose though this blade specializes in that, through it Kayli can purify a target on contact. There seem to be some rules she follows that prevents her from sweeping through every corrupted girl she comes across though. Further, purifying a target entirely consumes weapon for the day until the next dawn. Prematurely using this gift can leave her in a less defensible position as she no longer possesses a melee weapon. The level of purification can vary, from removing all corruptive properties to just removing the mental mutations. It is not capable of passing on Stalwart or purifying those with Legacy.
When the time calls for it she will make use of Hallowed Ground. Effectively her heart's desire in the form of a magical spell she is unable to exclude those within its influence.
Personality: It is sometimes hard to tell how much of Kayli is her own and how much are facets of others. She operates with a pragmatic optimism that she uses to lift the spirits of those around her and resolve conflict where it arises. Her confidence does not quite reach the level of arrogant and is open to others thoughts and opinions when making decisions. Rarely appearing sad or angry, she is seemingly fueled by the light within that keeps her lively and upbeat. Helping the weak and downtrodden comes with the territory as does defending them. This particularly extends to those that are afflicted by debilitating or unwanted mutations. Despite being able to purify others almost at a whim she very strictly keeps to a code of consent. Perhaps the one exception would be to prevent someone from becoming a full monster. She has a cautious approach to working with patrons, preferring to more directly work with the individuals under them.
Her combination of magic makes it extremely difficult to lie to her. This extends beyond simply being able tell that someone is not being truthful. A blend of Power of Friendship, Light, Reinforcement, and Psychic makes Kayli appear almost inexplicably trustworthy. Being open and honest with her is extremely easy to fall into unless there is some direct conflict going on. Best hope she doesn't try and pry the information out of you by more active means using the same magic. Most often though she values those that confide in her and will do her best to keep things she's been told a secret unless it threatens direct harm toward others. She has her own goals to work toward.
Speaking of her goals, she is passively persuasive. Under most circumstances she tries to stifle this outside of de-escalation. There does seem to be some exceptions to this rule though. While she does not actively crusade to purify others as some would in Beacon, her magic inherently works to guide her and others in the direction of choosing purification and cleansing. This effect she is either unaware of or fully complicit in to the point of disregard. As such it makes it hard to tell that this may be an intent.
Untransformed Kayli is unarguably more up to date. More closely appearing as and acting the part of a rebellious teen. She speaks normally for the times and is much more relaxed. Still rather self-reliant though.
History: (See Character Archives for Janet and Co.'s previous exploits)
Kayli is the result of the right wish at the wrong time. Fed up with the Djinn Sister's leniency and work around to negate one of the wishes that turned them into magical djinn twins, Ilum resolved to remind them who was truly in charge of their granting power. Following Violet and Sakura being rejoined to become Ruby, the next wish would come with heavy cost. Not to the Djinn girl, but to others she valued. Most of them had already used up their wishes or didn't intend to use them. Thus Ilum led Ruby to Janet and Jenna, the two that had helped free the girl's friends named Mariette and Eli. A test of a purifying weapon having just failed yet spurred on by a friend, the Beacon twins were still resolved to find a way to bridge the gap. And on a short leash they could easily be thrown under the bus.
So it was that they were offered the chance at another wish. Seeing as the first two hadn't resulted in significant negative results beyond being foolish with what they were given, they took the chance at redeeming the failed experiment. Jenna provided the wish. "I wish for a weapon that can purify on contact." Thus the deal was struck. Channeled through Ruby, the magic engulphed Janet and Jenna in light as Ilum manipulated the words and turned the girls into the weapon so desired. Though her soul was joined back together neither Janet, Jenna, or Cindy would truly remain as their personalities were cleared away by the surge in purification. Magic shifted as the wish came to fruition in the reimagined magical girl. Retooled with the purpose of purification.
With so much positive magic rolled into one it shouldn't have been a surprise that this supposed weapon, Kayli, did not turn out like a mindless warrior bent on purifying everything in sight. The seeming betrayal did the job though, as the girl didn't want to continue interacting with Ruby. Not for now anyway. The memories of the three purged girls remained, information to sow distrust of patrons, their designs, and of Ruby herself. A good amount of strife had come from the wishes having been granted even if not directly intended. A message was also sent to the Djinn girl. "Do as I command, you aren't the only one I can reach to hurt you."
This of course left Kayli and her new allies stuck in these new forms. Without a home of a patron to turn to. There was a powerful desire to keep the peace though. Seeing as though the traditional methods were only marginally effective, the Keeper of the Keys set her eyes on a much loftier plan.
Incantation:
"Peace held captive by zealously, wickedness, and greed. Unlock your heart, so says the Keeper of the Keys."
Coinage: 1G 7S 18B
Theme:
Additional Info: Third Eye users can very clearly identify the purification magic that has taken hold of Kayli.
Age: 15
Age (Before Magical Girl): 15
Gender: Female
Gender (Before Magical Girl): Female
Appearance:
Specialization: Reinforcement, Psychic, and Light (Ruby Coin)
Weapon:
Ranged - Aiden is Kayli's magical rifle. An all around ranged weapon, it is usually pulled out when targets are out of reach. It primarily fires beams of light, however she can also use her Reinforcement to fire more kinetic rounds with bullet shaped barriers.
Power:
Power of Friendship - To better facilitate her mission of peace the purification process has given her this tool to more easily connect with and befriend others. Being unaffiliated she can be rather flexible in regards to working with other and tending to their needs.
Nullification (Red Coin) - Kayli can produce a semi-transparent wall that nullifies Specialization based magic that attempts to pass through it. Physical objects and magic not based on Specs can pass through unhindered.
Third Eye (Ruby Coin) - To aid in battle and identification, she takes a stat penalty to have this as another power. Being able to see the flow of magic thus far has proved to be more helpful than initially anticipated.
Nullification (Red Coin) - Kayli can produce a semi-transparent wall that nullifies Specialization based magic that attempts to pass through it. Physical objects and magic not based on Specs can pass through unhindered.
Third Eye (Ruby Coin) - To aid in battle and identification, she takes a stat penalty to have this as another power. Being able to see the flow of magic thus far has proved to be more helpful than initially anticipated.
Perks:
Combat:
Enhanced Weapon - Aiden packs a wallop. It also can make use of either Light or Reinforcement magic as ammunition. To a degree this allows her to extend the range and accuracy.
Healing Artifact - A runed stone. She uses this sparingly and most often to save others from the brink.
Martial Training (Gold Coin) - Turned into a weapon, in order to fulfil her purpose her skills of combat and tactics had to be honed. Her strength does not always match that of others, but she wields her weapons well and is tactically minded.
Gifted (Gold Coin) - Hallowed Ground, focusing her gifts Kayli can enchant the area around her with cleansing and purifying magic. Those that enter the affected area experience a calming aura as well as a temporary lifting of mental and magical afflictions. These include mind control and twistings of the mind that may be brought on by patrons, psychics, and the like to allow magical girls to act and behave more of their own free will. Effects of curses are reduced when in the range of this spell. Upon the ending or exiting of the area any afflictions will return if not otherwise dealt with.
Enhanced Transformation - Another leftover due to the wished artifact. Kayli can transform much quicker than your average magical girl even without saying her incantation. Due to the nature of her transformation she has a higher stat cap when untransformed. She also can remain transformed when knocked out or sleeping.
Arcane Activation - A burst of magical energy. Triggered by intense stress or pressure, when active they clearly exudes magical power that is visible and easily sensed even by those without Third Eye. Unlike Monstrous Metamorphosis, this gives a +4 MAG and +2 LCK. Unlocking this potential strips away emotional responses and they become singularly focused on their objective.
Ally - Rose and Iris.
Healing Artifact - A runed stone. She uses this sparingly and most often to save others from the brink.
Martial Training (Gold Coin) - Turned into a weapon, in order to fulfil her purpose her skills of combat and tactics had to be honed. Her strength does not always match that of others, but she wields her weapons well and is tactically minded.
Gifted (Gold Coin) - Hallowed Ground, focusing her gifts Kayli can enchant the area around her with cleansing and purifying magic. Those that enter the affected area experience a calming aura as well as a temporary lifting of mental and magical afflictions. These include mind control and twistings of the mind that may be brought on by patrons, psychics, and the like to allow magical girls to act and behave more of their own free will. Effects of curses are reduced when in the range of this spell. Upon the ending or exiting of the area any afflictions will return if not otherwise dealt with.
Magic that could temporarily be blocked/affected by Hallowed Ground. A magical girl must be in the area of Hallowed Ground at the time it is active for the following to apply. Everything goes back to normal upon leaving or the the spell ending. Has a maximum radius of 10 meters.
General:
Monster Girls:
Puchuu:
Lesser Force:
Horror:
Cradle:
General:
Calm - Those present will feel a calming air about them to facilitate deescalation. One is not necessarily compelled to be calm though.
Mind Control - Control of an individual is halted. Unless the reasons for the control is dealt with they will fall under the same influence afterward.
Curses - Those afflicted with a curse will find them to be working at reduced effect. Unless the curse is dealt with the full effects will resume as normal afterward.
Mind Control - Control of an individual is halted. Unless the reasons for the control is dealt with they will fall under the same influence afterward.
Curses - Those afflicted with a curse will find them to be working at reduced effect. Unless the curse is dealt with the full effects will resume as normal afterward.
Monster Girls:
All Mind Mutations (mental) - Whatever drive or urges one normally has are suppressed. This allows them to think more as they would were they not corrupted.
Weakness (Soul) - The increased damage to a type of magic is lessened and its simple presence no longer harms them.
Horrendous Luck (soul) - One's luck becomes normal.
Powerful Aura (soul) - If the source of the aura is within range then the aura stops emanating out. If the source is out of range the disruptive aura is actively repelled. This can create something of a dome that is free of the aura.
Weakness (Soul) - The increased damage to a type of magic is lessened and its simple presence no longer harms them.
Horrendous Luck (soul) - One's luck becomes normal.
Powerful Aura (soul) - If the source of the aura is within range then the aura stops emanating out. If the source is out of range the disruptive aura is actively repelled. This can create something of a dome that is free of the aura.
Puchuu:
Job Satisfaction (mental) - A magical girl will not get the usual rush when killing monsters. A minor effect under most circumstances.
Lesser Force:
Mental Link (mental) - A magical girl's link to their patron is cut off. How detrimental this is varies from patron to patron.
Horror:
Insomnia (mental) - Sweet relief, maybe you can actually get some sleep for a little while. A minor effect under most circumstances.
Bane (soul) - Those under horrors seem to have their shared weakness become more of a discomfort rather than crippling. Could be seen as a benefit, however it is accompanied by another effect that a horror may not appreciate...
Mind-Bent (mental) - Whatever twisting has been impressed on the magical girl by their patron is lifted. Magical girls are able to act more like they would were they not being influenced by a Horror. How detrimental this is varies from patron to patron and girl to girl.
Bane (soul) - Those under horrors seem to have their shared weakness become more of a discomfort rather than crippling. Could be seen as a benefit, however it is accompanied by another effect that a horror may not appreciate...
Mind-Bent (mental) - Whatever twisting has been impressed on the magical girl by their patron is lifted. Magical girls are able to act more like they would were they not being influenced by a Horror. How detrimental this is varies from patron to patron and girl to girl.
Cradle:
Exposed (Mental) - The Cradle leader cannot read their member's minds. The nature of the connection, however, means that whatever information gained would be received after leaving the affected area. How much of an issue this is varies on the circumstances.
Enhanced Transformation - Another leftover due to the wished artifact. Kayli can transform much quicker than your average magical girl even without saying her incantation. Due to the nature of her transformation she has a higher stat cap when untransformed. She also can remain transformed when knocked out or sleeping.
Arcane Activation - A burst of magical energy. Triggered by intense stress or pressure, when active they clearly exudes magical power that is visible and easily sensed even by those without Third Eye. Unlike Monstrous Metamorphosis, this gives a +4 MAG and +2 LCK. Unlocking this potential strips away emotional responses and they become singularly focused on their objective.
Ally - Rose and Iris.
Support:
Fated - Kayli's purpose of maintaining peace and offering the chance at purification to others is ingrained into her very being. The magic used to change her had irrevocably set her on this path and she will go to great lengths to achieve such. Yet her title of Keeper of the Keys hints at still further destiny.
#&$*?!? (Red Coin) - Kayli is unable to curse or do naughty things and any attempt to do so will be censored in some way. Her body is also unable to be disfigured or marred beyond what is allowed on daytime television.
Stalwart - Mind, body, and soul are guarded from corruptive and altering energies. Like its counterpart, Legacy, debilitating magic does not take hold or linger on Kayli as it may with other girls. Opposite the monster perk, Kayli is unable to be corrupted. Specifically in the case of Kayli, magic used in an attempt to or that would otherwise corrupt her is consumed and effectively erased.
#&$*?!? (Red Coin) - Kayli is unable to curse or do naughty things and any attempt to do so will be censored in some way. Her body is also unable to be disfigured or marred beyond what is allowed on daytime television.
Stalwart - Mind, body, and soul are guarded from corruptive and altering energies. Like its counterpart, Legacy, debilitating magic does not take hold or linger on Kayli as it may with other girls. Opposite the monster perk, Kayli is unable to be corrupted. Specifically in the case of Kayli, magic used in an attempt to or that would otherwise corrupt her is consumed and effectively erased.
Patron: Solo
Patron Benefits:
Free Agent: Kayli is free to work with whomever she pleases.
Genki Girl - A ball of energy. She doesn't tire like normal people which is a big deal when you're more of a physical fighter. It can get somewhat cumbersome though, not really able to sit still for extended periods of time.
Magical Overload: A holdover from being overcharged with magic yet later purified by a wish. It allows her to have a second Specialization even without being a Monster Girl. In this case it is Psychic.
Genki Girl - A ball of energy. She doesn't tire like normal people which is a big deal when you're more of a physical fighter. It can get somewhat cumbersome though, not really able to sit still for extended periods of time.
Magical Overload: A holdover from being overcharged with magic yet later purified by a wish. It allows her to have a second Specialization even without being a Monster Girl. In this case it is Psychic.
Patron Drawbacks:
Alone - She does not have anyone officially supporting her.
Excommunicated? - Having become a new girl and splintering off on her own it may take a little while for Beacon to realize who she is. How this may play out is yet to be seen if it will have any factor at all.
Second Specialization - Holdover from being a monster girl, Kayli has the secondary specialization of Psychic after using the Red Coin.
Excommunicated? - Having become a new girl and splintering off on her own it may take a little while for Beacon to realize who she is. How this may play out is yet to be seen if it will have any factor at all.
Second Specialization - Holdover from being a monster girl, Kayli has the secondary specialization of Psychic after using the Red Coin.
Fighting Style: Defense is Kayli's specialty, whether it be physically or mentally. Her preferred role is support. Moral boosting, mental stabilization, healing, and the like are her go to assists. Given time to work on wards and runes she can fashion a formidable guard to structures and locations. When the time calls for it though Kayli is an adaptable fighter. Her odd mixture of magic and experience gives her many vectors of attack and manipulation. Magical barriers as constructs leaves the imagination as one of the main limitations to their use. A greater knowledge of scribing means she can infuse her other magic into her barriers, but she does have to take the time to do so.
As a Psychic trickery and persuasion are her main angles. Her skills at mental manipulation are improved, though she still is more likely to use such to cause distractions, discomfort, or defusal. Fully controlling others is not high on her goals, but should the need arise one could be sure it would be brief. She sees puppeteering others in such a way as demeaning at best and abhorrent most of the rest of the time. Better to nudge them in a direction than drag them, something her other magic lend to naturally. As time has gone on her strengths have proven to be the breaking down and removing of mental afflictions placed on others.
Of course her Light spec is her main offensive magic and the best melded with her other two. Guided by the light, Kayli in highly perceptive and can spot deception and detect and dispel illusions. Beams of light are primarily fired from her gun. However she is able to summon a lance made completely of purifying light. Those tuned to corrupted magic find that it has a draining bite when being struck. This specialized weapon is most often used by Kayli when close quarter combat is called for. A good reach and broad blade the lance is effective for both attack and defense. Staying true to her purpose though this blade specializes in that, through it Kayli can purify a target on contact. There seem to be some rules she follows that prevents her from sweeping through every corrupted girl she comes across though. Further, purifying a target entirely consumes weapon for the day until the next dawn. Prematurely using this gift can leave her in a less defensible position as she no longer possesses a melee weapon. The level of purification can vary, from removing all corruptive properties to just removing the mental mutations. It is not capable of passing on Stalwart or purifying those with Legacy.
When the time calls for it she will make use of Hallowed Ground. Effectively her heart's desire in the form of a magical spell she is unable to exclude those within its influence.
Stats (Untransformed):
STR: +6 (1 Martial Training, 1 Gifted)
AGI: +6 (1 Gifted)
VIT: +6 (1 Overdeveloped)
MAG: +6
LCK: +6 (1 Gifted, 1 Fated)
Stats (Transformed):
STR: +8 (2 Bronze, 1 Reinforcement, 1 Martial Training, 1 Gifted, -2 3rd Spec) + (4 Silver)
AGI: +13 (1 Platinum, 1 Reinforcement, 1 Light, 1 Ranged, 1 Enhanced Weapon, 1 Gifted, -1 3rd Spec)
VIT: +16 (1 Silver, 1 Bronze, 1 Overdeveloped, 2 Light, 1 Healing Artifact, 1 #&$*?!?, 1 Stalwart, -1 3rd Spec) + (16 Silver)
MAG: +20 (2 Silver, 1 Bronze, 1 Reinforcement, 2 Psychic 1 Light, 1 Enhanced Transformation, 1 Ally) + (4 Gold, 4 Silver)
LCK: +6 (1 Reinforcement, 2 Psychic, 1 Gifted, 1 Fated, -3 2nd Power)
Stats (Arcane):
STR: +8 (2 Bronze, 1 Reinforcement, 1 Martial Training, 1 Gifted, -2 3rd Spec) + (4 Silver)
AGI: +13 (1 Platinum, 1 Reinforcement, 1 Light, 1 Ranged, 1 Enhanced Weapon, 1 Gifted, -1 3rd Spec)
VIT: +16 (1 Silver, 1 Bronze, 1 Overdeveloped, 2 Light, 1 Healing Artifact, 1 #&$*?!?, 1 Stalwart, -1 3rd Spec) + (16 Silver)
MAG: +24 (2 Silver, 1 Bronze, 1 Reinforcement, 2 Psychic, 1 Light, 1 Enhanced Transformation, 1 Ally, 4 Arcane Activation) + (4 Gold, 4 Silver)
LCK: +8 (1 Reinforcement, 2 Psychic, 1 Gifted, 1 Fated, 2 Arcane Activation, -3 2nd Power)
STR: +6 (1 Martial Training, 1 Gifted)
AGI: +6 (1 Gifted)
VIT: +6 (1 Overdeveloped)
MAG: +6
LCK: +6 (1 Gifted, 1 Fated)
Stats (Transformed):
STR: +8 (2 Bronze, 1 Reinforcement, 1 Martial Training, 1 Gifted, -2 3rd Spec) + (4 Silver)
AGI: +13 (1 Platinum, 1 Reinforcement, 1 Light, 1 Ranged, 1 Enhanced Weapon, 1 Gifted, -1 3rd Spec)
VIT: +16 (1 Silver, 1 Bronze, 1 Overdeveloped, 2 Light, 1 Healing Artifact, 1 #&$*?!?, 1 Stalwart, -1 3rd Spec) + (16 Silver)
MAG: +20 (2 Silver, 1 Bronze, 1 Reinforcement, 2 Psychic 1 Light, 1 Enhanced Transformation, 1 Ally) + (4 Gold, 4 Silver)
LCK: +6 (1 Reinforcement, 2 Psychic, 1 Gifted, 1 Fated, -3 2nd Power)
Stats (Arcane):
STR: +8 (2 Bronze, 1 Reinforcement, 1 Martial Training, 1 Gifted, -2 3rd Spec) + (4 Silver)
AGI: +13 (1 Platinum, 1 Reinforcement, 1 Light, 1 Ranged, 1 Enhanced Weapon, 1 Gifted, -1 3rd Spec)
VIT: +16 (1 Silver, 1 Bronze, 1 Overdeveloped, 2 Light, 1 Healing Artifact, 1 #&$*?!?, 1 Stalwart, -1 3rd Spec) + (16 Silver)
MAG: +24 (2 Silver, 1 Bronze, 1 Reinforcement, 2 Psychic, 1 Light, 1 Enhanced Transformation, 1 Ally, 4 Arcane Activation) + (4 Gold, 4 Silver)
LCK: +8 (1 Reinforcement, 2 Psychic, 1 Gifted, 1 Fated, 2 Arcane Activation, -3 2nd Power)
Personality: It is sometimes hard to tell how much of Kayli is her own and how much are facets of others. She operates with a pragmatic optimism that she uses to lift the spirits of those around her and resolve conflict where it arises. Her confidence does not quite reach the level of arrogant and is open to others thoughts and opinions when making decisions. Rarely appearing sad or angry, she is seemingly fueled by the light within that keeps her lively and upbeat. Helping the weak and downtrodden comes with the territory as does defending them. This particularly extends to those that are afflicted by debilitating or unwanted mutations. Despite being able to purify others almost at a whim she very strictly keeps to a code of consent. Perhaps the one exception would be to prevent someone from becoming a full monster. She has a cautious approach to working with patrons, preferring to more directly work with the individuals under them.
Her combination of magic makes it extremely difficult to lie to her. This extends beyond simply being able tell that someone is not being truthful. A blend of Power of Friendship, Light, Reinforcement, and Psychic makes Kayli appear almost inexplicably trustworthy. Being open and honest with her is extremely easy to fall into unless there is some direct conflict going on. Best hope she doesn't try and pry the information out of you by more active means using the same magic. Most often though she values those that confide in her and will do her best to keep things she's been told a secret unless it threatens direct harm toward others. She has her own goals to work toward.
Speaking of her goals, she is passively persuasive. Under most circumstances she tries to stifle this outside of de-escalation. There does seem to be some exceptions to this rule though. While she does not actively crusade to purify others as some would in Beacon, her magic inherently works to guide her and others in the direction of choosing purification and cleansing. This effect she is either unaware of or fully complicit in to the point of disregard. As such it makes it hard to tell that this may be an intent.
Untransformed Kayli is unarguably more up to date. More closely appearing as and acting the part of a rebellious teen. She speaks normally for the times and is much more relaxed. Still rather self-reliant though.
History: (See Character Archives for Janet and Co.'s previous exploits)
Kayli is the result of the right wish at the wrong time. Fed up with the Djinn Sister's leniency and work around to negate one of the wishes that turned them into magical djinn twins, Ilum resolved to remind them who was truly in charge of their granting power. Following Violet and Sakura being rejoined to become Ruby, the next wish would come with heavy cost. Not to the Djinn girl, but to others she valued. Most of them had already used up their wishes or didn't intend to use them. Thus Ilum led Ruby to Janet and Jenna, the two that had helped free the girl's friends named Mariette and Eli. A test of a purifying weapon having just failed yet spurred on by a friend, the Beacon twins were still resolved to find a way to bridge the gap. And on a short leash they could easily be thrown under the bus.
So it was that they were offered the chance at another wish. Seeing as the first two hadn't resulted in significant negative results beyond being foolish with what they were given, they took the chance at redeeming the failed experiment. Jenna provided the wish. "I wish for a weapon that can purify on contact." Thus the deal was struck. Channeled through Ruby, the magic engulphed Janet and Jenna in light as Ilum manipulated the words and turned the girls into the weapon so desired. Though her soul was joined back together neither Janet, Jenna, or Cindy would truly remain as their personalities were cleared away by the surge in purification. Magic shifted as the wish came to fruition in the reimagined magical girl. Retooled with the purpose of purification.
With so much positive magic rolled into one it shouldn't have been a surprise that this supposed weapon, Kayli, did not turn out like a mindless warrior bent on purifying everything in sight. The seeming betrayal did the job though, as the girl didn't want to continue interacting with Ruby. Not for now anyway. The memories of the three purged girls remained, information to sow distrust of patrons, their designs, and of Ruby herself. A good amount of strife had come from the wishes having been granted even if not directly intended. A message was also sent to the Djinn girl. "Do as I command, you aren't the only one I can reach to hurt you."
This of course left Kayli and her new allies stuck in these new forms. Without a home of a patron to turn to. There was a powerful desire to keep the peace though. Seeing as though the traditional methods were only marginally effective, the Keeper of the Keys set her eyes on a much loftier plan.
Incantation:
"Peace held captive by zealously, wickedness, and greed. Unlock your heart, so says the Keeper of the Keys."
Coinage: 1G 7S 18B
Theme:
Additional Info: Third Eye users can very clearly identify the purification magic that has taken hold of Kayli.
Name: Rose and Iris Silva - Keeper's Guard
Age: 15
Age (Before Magical Girl): 27
Gender: Female
Gender (Before Magical Girl): Female
Appearance:
Specialization: Spirit
Weapon: Melee - Rose and Iris have matching blades that they can infuse with spirits they summon in order to grant various physical effects. Elemental spirits give the blades the corresponding elemental effect as a burst of magic on a strike. Spirits that are more physically strong in nature allow them to hit harder while faster spirits grant swifter strikes. More unique spirits can potentially grant other effects outside the aforementioned. They can only use one spirit at a time in this manor.
Power:
Perks:
Patron: Solo
Patron Benefits:
Patron Drawbacks:
Fighting Style: The winged girls are finesse fighters. Their blades are better crafted for thrusting than cleaving. As such they weave in and out with quick jabs to whittle down an opponent. Their wings it help with their maneuverability to a degree as well as travel. They can summon lesser spirits around them to attack and scout. Primarily though they will enchant their weapons with a spirit in order to grant the weapon different effects. Much as before Iris makes use of teleportation to move around and will often take her sister with her. While they don't pack super hard hitting attacks they are more effective together.
Personality: Rose is essentially Hilde in a new form. Elders are mentors to be held to high regard. This kindness extends to the spirits that she may employ when using her magic. Generally open and friendly she can sit and listen for quite a while after others would have become disinterested. Mind like a steel trap she can be counted on to be the one to remember things to the smallest detail.
Iris on the other hand is much more serious. She takes protecting Kayli as a job and is always looking out for the girl. She sometimes has to reign in her sister as well who tends to bumble around and try to befriend everyone. She's certainly the more aggressive of the two and will stay quiet most of the time.
History: Still a short but tumultuous history as she, or they, seemingly are still magically connected to their ally in some way. Initially created by another set of twins dabbling with weird magical science and some patron intervention, a girl later named Hilde Bell was formed. Having difficulty finding her place in Penrose she mostly went about gathering information as her patron requested while assisting her Beacon allies when the time called for it. This situation did not last long however.
The when the Beacon girl was transformed into Kayli, Hilde tried to save her ally and found part of herself shift as well. Some parts remained as they were, keeping pieces of herself the same as other aspects reacted in unexpected ways. The most obvious being that the magical bond use to put her together failed and she split into two girls. Their magic and appearance seemed to reflect some aspects of their previous while changing to reflect aspects of their new ally. They took on a more angelic appearance and were pulled free of their patron. Kayli's purpose guided them in a way. In turn this solidified them as the Keeper's Guard. Unlike Kayli though Hilde's personality remained mostly intact along with her memories. These stayed with Rose while Iris was essentially a new girl.
Incantation:
"Blade and wing at the ready. Behold the Keeper's Guard."
"Blade and wing at the ready. Behold the Keeper's Guard."
Coinage: 1G 4S
Additional Info:
Age: 15
Age (Before Magical Girl): 27
Gender: Female
Gender (Before Magical Girl): Female
Appearance:
Specialization: Spirit
Weapon: Melee - Rose and Iris have matching blades that they can infuse with spirits they summon in order to grant various physical effects. Elemental spirits give the blades the corresponding elemental effect as a burst of magic on a strike. Spirits that are more physically strong in nature allow them to hit harder while faster spirits grant swifter strikes. More unique spirits can potentially grant other effects outside the aforementioned. They can only use one spirit at a time in this manor.
Power:
Rose:
Twinned Soul - Whatever soul bond used to artificially create Hilde apparently did not hold up to the stress of a Red Coin. Once again divided during the process of changing her self she gained a sister.
Iris:Teleportation - The new twin seemed to retain the power of the original girl. She is able to teleport herself between two points so long as she is able to see the destination. The longer the distance teleported the more time it takes to initiate the jump. Shorter teleportation is more likely to be used but doing it too often is disorienting so she tries not to rely on it if she can.
Perks:
Combat:
Disguise Artifact - A violet gemmed pendant that they can use to transform their appearance. Rose usually keeps keeps hold of this artifact.
Mystic Artifact - A blue and red heart pendant that they can use to do some scrying based on a query. Iris usually keeps hold of this artifact.
Wings - Something left of her former avian magic or influences of their ally. The two girls each possess a pair of wings that evoke an angelic appearance. They use these to glide or fly when the need arises.
Fated - Caught up in the magic that created Kayli, their fates have been intertwined. Part of a larger scheme, they have become advocates and defenders of their ally. Together the three seek out their goals and wishes to a brighter future.
Cradle:Mystic Artifact - A blue and red heart pendant that they can use to do some scrying based on a query. Iris usually keeps hold of this artifact.
Wings - Something left of her former avian magic or influences of their ally. The two girls each possess a pair of wings that evoke an angelic appearance. They use these to glide or fly when the need arises.
Fated - Caught up in the magic that created Kayli, their fates have been intertwined. Part of a larger scheme, they have become advocates and defenders of their ally. Together the three seek out their goals and wishes to a brighter future.
Mana Channel - Much like they can infuse their blades with a spirit's magic, they can do the same with others to temporarily give them some minor magical effects based on the spirit. Spirits that match with the recipients magic are more effective and more of an infusion of power.
Patron: Solo
Patron Benefits:
Free Agent: Prompted by her ally's parting ways with her patron, Rose and Iris were drawn away from their patrons. Generally they work with Kayli to assist in her efforts, but they can choose to operate with whomever they like.
Mystic Might: Some additional magic for the girls to utilize.
Mystic Might: Some additional magic for the girls to utilize.
Patron Drawbacks:
Alone: The two do not have anyone officially supporting them.
Fighting Style: The winged girls are finesse fighters. Their blades are better crafted for thrusting than cleaving. As such they weave in and out with quick jabs to whittle down an opponent. Their wings it help with their maneuverability to a degree as well as travel. They can summon lesser spirits around them to attack and scout. Primarily though they will enchant their weapons with a spirit in order to grant the weapon different effects. Much as before Iris makes use of teleportation to move around and will often take her sister with her. While they don't pack super hard hitting attacks they are more effective together.
Stats (Untransformed):
STR: +3
AGI: +4 (1 Average)
VIT: +3
MAG: +3
LCK: +4 (1 Fated)
Stats (Transformed):
STR: +4 (1 Melee)
AGI: +6 (1 Average, 1 Wings) + (4 Silver)
VIT: +6 (1 Melee, 1 Disguise Artifact) + (1 Gold)
MAG: +14 (3 Spirit, 1 Mystic Might, 1 Elaborate, 1 Mystic Artifact, 1 Mana Channel, 1 Silver, 3 Bronze)
LCK: +4 (1 Fated)
STR: +3
AGI: +4 (1 Average)
VIT: +3
MAG: +3
LCK: +4 (1 Fated)
Stats (Transformed):
STR: +4 (1 Melee)
AGI: +6 (1 Average, 1 Wings) + (4 Silver)
VIT: +6 (1 Melee, 1 Disguise Artifact) + (1 Gold)
MAG: +14 (3 Spirit, 1 Mystic Might, 1 Elaborate, 1 Mystic Artifact, 1 Mana Channel, 1 Silver, 3 Bronze)
LCK: +4 (1 Fated)
Stats (Untransformed):
STR: +3
AGI: +4 (1 Average)
VIT: +3
MAG: +3
LCK: +4 (1 Fated)
Stats (Transformed):
STR: +4 (1 Melee)
AGI: +6 (1 Average, 1 Wings) + (4 Silver)
VIT: +6 (1 Melee, 1 Disguise Artifact) + (1 Gold)
MAG: +14 (3 Spirit, 1 Mystic Might, 1 Elaborate, 1 Mystic Artifact, 1 Mana Channel, 1 Silver, 3 Bronze)
LCK: +4 (1 Fated)
STR: +3
AGI: +4 (1 Average)
VIT: +3
MAG: +3
LCK: +4 (1 Fated)
Stats (Transformed):
STR: +4 (1 Melee)
AGI: +6 (1 Average, 1 Wings) + (4 Silver)
VIT: +6 (1 Melee, 1 Disguise Artifact) + (1 Gold)
MAG: +14 (3 Spirit, 1 Mystic Might, 1 Elaborate, 1 Mystic Artifact, 1 Mana Channel, 1 Silver, 3 Bronze)
LCK: +4 (1 Fated)
Personality: Rose is essentially Hilde in a new form. Elders are mentors to be held to high regard. This kindness extends to the spirits that she may employ when using her magic. Generally open and friendly she can sit and listen for quite a while after others would have become disinterested. Mind like a steel trap she can be counted on to be the one to remember things to the smallest detail.
Iris on the other hand is much more serious. She takes protecting Kayli as a job and is always looking out for the girl. She sometimes has to reign in her sister as well who tends to bumble around and try to befriend everyone. She's certainly the more aggressive of the two and will stay quiet most of the time.
History: Still a short but tumultuous history as she, or they, seemingly are still magically connected to their ally in some way. Initially created by another set of twins dabbling with weird magical science and some patron intervention, a girl later named Hilde Bell was formed. Having difficulty finding her place in Penrose she mostly went about gathering information as her patron requested while assisting her Beacon allies when the time called for it. This situation did not last long however.
The when the Beacon girl was transformed into Kayli, Hilde tried to save her ally and found part of herself shift as well. Some parts remained as they were, keeping pieces of herself the same as other aspects reacted in unexpected ways. The most obvious being that the magical bond use to put her together failed and she split into two girls. Their magic and appearance seemed to reflect some aspects of their previous while changing to reflect aspects of their new ally. They took on a more angelic appearance and were pulled free of their patron. Kayli's purpose guided them in a way. In turn this solidified them as the Keeper's Guard. Unlike Kayli though Hilde's personality remained mostly intact along with her memories. These stayed with Rose while Iris was essentially a new girl.
Incantation:
"Blade and wing at the ready. Behold the Keeper's Guard."
"Blade and wing at the ready. Behold the Keeper's Guard."
Coinage: 1G 4S
Additional Info:
Name: Melisa "Marionette" Reese
Age: 13
Age (Before Magical Girl): 28
Gender: Female
Gender (Before Magical Girl): Female
Appearance: Being joined with and inhabiting the artifact that turned her into a monster girl, Melisa is absolutely diminutive standing a whole two feet tall. Because of this her disguise is that of an infant as no other form even comes close to fitting.
Specialization: Spirit and Metal
Weapon: Ranged - Two cannons, which look a whole lot less intimidating considering they are the size of toys. They fire metal rounds infused with her spirit magic. Not only does it make it harder for other Metal specs to manipulate, but the metal itself is technically alive. It can embed itself in a target and shift around to cause intense pain and potential internal damage, but more often it will seek out metal objects and pass on it's magical payload. Items that consist of mostly metal that come in contact with her magical ammunition will become semi-sentient and begin acting on Melisa's behalf. Necklaces, lamps, a manhole cover, your toaster. An area can very quickly become the haunt's playground. A single shot can effect a mass roughly the size of a trashcan.
Power: Tentacles - She can manipulate metal that has been infused with her spirit magic. Some of which she keeps stored in her hollow body and can take the form of whips, chains, chains, or what have you. She prefers to pass the magic off to other metals though as she doesn't have a lot of extra places to carry things.
Perks:
Patron: Lesser Force
Patron Benefits:
Patron Drawbacks:
Fighting Style: Having a fairly even spread of magic, Melisa is not much of a powerhouse when it comes to combat. Left to her own devices her primary tactic is to fire at and animate other metals around her. In the absence of that she will pelt her enemies with rounds that can move around and attack in any number of ways, almost becoming like a liquid. Her small size makes her a harder target to hit while able to get into places that normal magical girls could never fit in. Really though the best option is for her to get her "friends" to fight. It isn't a one way street though, as she will help along side them and even give them some level of a boost with her Inheritance. Keeping in good standing with others is in her best interest.
Personality: As far as anyone can tell, including even Melisa, she just wants to have friends to play with. She comes across as that idealized happy that a child would imagine when playing with their toys. You could probably kick her clear across the room and she'd still be in a good mood. Even her sulking is strangely understated. Being as she's extremely clingy she has a childish jealous streak when people come between her and her friends. Pretty much the only times she gets irritable outside of that is when she hasn't been able to get a hold of any of those sweet, sweet dreams for too long. While conflict is not exactly Melisa's thing, she will vehemently fight for those she deems as friends.
History: TBD IC
Incantation: "Would you like to be my friend?"
Theme:
Additional Info:
Age: 13
Age (Before Magical Girl): 28
Gender: Female
Gender (Before Magical Girl): Female
Appearance: Being joined with and inhabiting the artifact that turned her into a monster girl, Melisa is absolutely diminutive standing a whole two feet tall. Because of this her disguise is that of an infant as no other form even comes close to fitting.
Specialization: Spirit and Metal
Weapon: Ranged - Two cannons, which look a whole lot less intimidating considering they are the size of toys. They fire metal rounds infused with her spirit magic. Not only does it make it harder for other Metal specs to manipulate, but the metal itself is technically alive. It can embed itself in a target and shift around to cause intense pain and potential internal damage, but more often it will seek out metal objects and pass on it's magical payload. Items that consist of mostly metal that come in contact with her magical ammunition will become semi-sentient and begin acting on Melisa's behalf. Necklaces, lamps, a manhole cover, your toaster. An area can very quickly become the haunt's playground. A single shot can effect a mass roughly the size of a trashcan.
Power: Tentacles - She can manipulate metal that has been infused with her spirit magic. Some of which she keeps stored in her hollow body and can take the form of whips, chains, chains, or what have you. She prefers to pass the magic off to other metals though as she doesn't have a lot of extra places to carry things.
Perks:
Automation - Being a doll her body is jointed and can be pulled apart and put back together. Seeing as she's metal if a part is lost entirely she can always form a new one from salvaged metal.
Lure (Gold) - Despite the fact that she is a creepy abomination of a child's toy, her doll like features makes her strangely desirable and unassuming to other girls. As such she has an easy time being accepted by others or even outright taken and brought home. This effect apparently does not always translate very well to boys unless they just like playing with dolls.
Enter Sandman (Gold) - Melisa can enter into the dreams of others and is the primary drive for attracting others to her. By consuming the dreams she replenishes her magical stores for later. More importantly though this covers her tracks. For even though her presence tends to disrupt the normal flow of the dream, her merely being there makes subtle changes to the dreamer. Bit by bit and night by night she can slowly gain influence over the dreamer and making them more likely to follow her suggestion. Being as it takes time to build it is difficult for the target to recognize that they are being manipulated. The subversive effect can even slip by some Psychics as even Melisa is unaware she is causing this change. However, the greater influence she has the higher the chance that someone will notice that they're being controlled. When found out the control begins to wane and revert. Thus consistent consumption of dreams are needed to maintain control.
Communion (Nighttime) - People tend to sleep at night so her magic is most effective then. If undisguised at during that time she is unable to hide her monster form as she would usually until dawn.
Inheritance - Cursed as she is, the artifact that is her body can trigger Monstrous Metamorphosis in fleshlings upon landing a blow. It is not guaranteed to work with unwilling targets, so she usually saves it for those that are compromised or otherwise under her sway. This can even be applied to those that ordinarily do not have access to Monstrous Metamorphosis.
Prey of Choice - For whatever reason Melisa has become a bit fixated on Psychics. Perhaps she sees them as rivals who seek to steal her friends or maybe she unwittingly enjoys the challenge of pulling the same trick on them without them even realizing. Either way her magic is uniquely geared to hurting mentalists.
Invisibility - A neat little trick she can use to drop off the radar. It doesn't last long but it helpful in tight situations. It likely gets more use outside combat though where she can use it to hide or slip away.
Purification Artifact - This was added to the doll in order to try and suppress its monster tenancies. It helps with that to an extent even though it is a nuisance. It is something that Melisa's old self appreciates at least.
Lure (Gold) - Despite the fact that she is a creepy abomination of a child's toy, her doll like features makes her strangely desirable and unassuming to other girls. As such she has an easy time being accepted by others or even outright taken and brought home. This effect apparently does not always translate very well to boys unless they just like playing with dolls.
Enter Sandman (Gold) - Melisa can enter into the dreams of others and is the primary drive for attracting others to her. By consuming the dreams she replenishes her magical stores for later. More importantly though this covers her tracks. For even though her presence tends to disrupt the normal flow of the dream, her merely being there makes subtle changes to the dreamer. Bit by bit and night by night she can slowly gain influence over the dreamer and making them more likely to follow her suggestion. Being as it takes time to build it is difficult for the target to recognize that they are being manipulated. The subversive effect can even slip by some Psychics as even Melisa is unaware she is causing this change. However, the greater influence she has the higher the chance that someone will notice that they're being controlled. When found out the control begins to wane and revert. Thus consistent consumption of dreams are needed to maintain control.
Communion (Nighttime) - People tend to sleep at night so her magic is most effective then. If undisguised at during that time she is unable to hide her monster form as she would usually until dawn.
Inheritance - Cursed as she is, the artifact that is her body can trigger Monstrous Metamorphosis in fleshlings upon landing a blow. It is not guaranteed to work with unwilling targets, so she usually saves it for those that are compromised or otherwise under her sway. This can even be applied to those that ordinarily do not have access to Monstrous Metamorphosis.
Prey of Choice - For whatever reason Melisa has become a bit fixated on Psychics. Perhaps she sees them as rivals who seek to steal her friends or maybe she unwittingly enjoys the challenge of pulling the same trick on them without them even realizing. Either way her magic is uniquely geared to hurting mentalists.
Invisibility - A neat little trick she can use to drop off the radar. It doesn't last long but it helpful in tight situations. It likely gets more use outside combat though where she can use it to hide or slip away.
Purification Artifact - This was added to the doll in order to try and suppress its monster tenancies. It helps with that to an extent even though it is a nuisance. It is something that Melisa's old self appreciates at least.
Patron: Lesser Force
Patron Benefits:
Focused - The artifact that Melisa finds herself bound to was crafted just for wielding Spirit and Metal. Making use of her specializations is a relatively easy task and less costly.
Mental Link - Constant communication is given to try and direct Melisa's actions. It's also why much of her behavior is skewed so heavily in one direction and lacking balance.
Retrieval - A lot of time and effort went into making this doll. It's been dormant for a long time, but now that it's free she will not see her lost again.
Magical Overload - The additional magic is what has sustained the doll for several hundred years. It is now Melisa's time to use it.
Mental Link - Constant communication is given to try and direct Melisa's actions. It's also why much of her behavior is skewed so heavily in one direction and lacking balance.
Retrieval - A lot of time and effort went into making this doll. It's been dormant for a long time, but now that it's free she will not see her lost again.
Magical Overload - The additional magic is what has sustained the doll for several hundred years. It is now Melisa's time to use it.
Patron Drawbacks:
Limited - Whatever it is that made the cursed doll apparently does not have a lot of additional resources to call in or lend. Rather unfortunate in the beginning until Melisa can forge her own way.
Alien Mind - An unsurprising trait considering the being created a doll in order to lure in magical girls and whittle away at their wills. Why? To what end? Melisa is not sure, she just knows she has to have friends.
Clueless - Her patron doesn't care much about the goings on of other magical beings. This doll is her sole focus.
Monstrous Form - If it isn't obvious by now, she is a doll.
Alien Mind - An unsurprising trait considering the being created a doll in order to lure in magical girls and whittle away at their wills. Why? To what end? Melisa is not sure, she just knows she has to have friends.
Clueless - Her patron doesn't care much about the goings on of other magical beings. This doll is her sole focus.
Monstrous Form - If it isn't obvious by now, she is a doll.
Thick Skin - Despite her size the metal that she is made of is quite sturdy.
Dominator - This may not come out in large overblown schemes, but Melisa needs to have and control people around her. She lovingly calls them "friends" while her magic subtly manipulates them to her side.
Devourer - Dreams are tasty things. Others might not think so, but when your a soul trapped in the body of a hollow doll then your usual consumables don't cut it.
Second Specialization - Gains the second specialization of Metal. Plays a pretty big part in allowing her to be animated.
Dominator - This may not come out in large overblown schemes, but Melisa needs to have and control people around her. She lovingly calls them "friends" while her magic subtly manipulates them to her side.
Devourer - Dreams are tasty things. Others might not think so, but when your a soul trapped in the body of a hollow doll then your usual consumables don't cut it.
Second Specialization - Gains the second specialization of Metal. Plays a pretty big part in allowing her to be animated.
Fighting Style: Having a fairly even spread of magic, Melisa is not much of a powerhouse when it comes to combat. Left to her own devices her primary tactic is to fire at and animate other metals around her. In the absence of that she will pelt her enemies with rounds that can move around and attack in any number of ways, almost becoming like a liquid. Her small size makes her a harder target to hit while able to get into places that normal magical girls could never fit in. Really though the best option is for her to get her "friends" to fight. It isn't a one way street though, as she will help along side them and even give them some level of a boost with her Inheritance. Keeping in good standing with others is in her best interest.
Stats (Disguised):
STR: 3
AGI: 3
VIT: 3
MAG: 3
LCK: 4 (1 Underdeveloped)
Stats (Undisguised):
STR: 8 (3 Metal, 1 Thick Skin)
AGI: 8 (1 Ranged, 1 Skimpy, 2 Silver, -2 Thick Skin)
VIT: 9 (1 Automation, 1 Inheritance, 3 Thick Skin)
MAG: 11 (2 Spirit, 1 Communion, 1 Prey of Choice, 1 Enter Sandman, 2 Bronze)
LCK: 8 (1 Underdeveloped, 1 Spirit, 1 Invisibility, 1 Lure)
STR: 3
AGI: 3
VIT: 3
MAG: 3
LCK: 4 (1 Underdeveloped)
Stats (Undisguised):
STR: 8 (3 Metal, 1 Thick Skin)
AGI: 8 (1 Ranged, 1 Skimpy, 2 Silver, -2 Thick Skin)
VIT: 9 (1 Automation, 1 Inheritance, 3 Thick Skin)
MAG: 11 (2 Spirit, 1 Communion, 1 Prey of Choice, 1 Enter Sandman, 2 Bronze)
LCK: 8 (1 Underdeveloped, 1 Spirit, 1 Invisibility, 1 Lure)
Personality: As far as anyone can tell, including even Melisa, she just wants to have friends to play with. She comes across as that idealized happy that a child would imagine when playing with their toys. You could probably kick her clear across the room and she'd still be in a good mood. Even her sulking is strangely understated. Being as she's extremely clingy she has a childish jealous streak when people come between her and her friends. Pretty much the only times she gets irritable outside of that is when she hasn't been able to get a hold of any of those sweet, sweet dreams for too long. While conflict is not exactly Melisa's thing, she will vehemently fight for those she deems as friends.
History: TBD IC
Incantation: "Would you like to be my friend?"
Theme:
Additional Info:
Type: Lesser Force
Name: Lil Puppeteer
Patron Benefits:
Focused
Mental Link
Retrieval
Magical Overload
Mental Link
Retrieval
Magical Overload
Patron Drawbacks:
Limited
Alien Mind
Clueless
Monstrous Form
Alien Mind
Clueless
Monstrous Form
Personality: Seemingly a young girl that simply wants to play with her dolls. Being mentally linked with Melisa her behavior is very similar. However she is the one orchestrating the monster girl's actions so she does show a greater capacity for feeling and expression.
History: Presumably she once had greater power and controlled many more entities. A great amount of effort was put forth to confine her influence to a singular cursed doll. Over time she has exerted her magic in order to begin reaching out through the dreams of others. It is not a perfect method but it will suffice until she finds way to once again pull the strings.
Resources: Mostly just the doll at this point. She has remained disconnected from the world for some time.
NPCs
Name: Ashley "Ruby"
Age (Magical Girl): 13
Age (Before Magical Girl): 16
Gender: Female
Gender (Before Magical Girl): Female
Appearance:
Specialization: OddBall (Wish) - Ruby has effectively become mini-Djinn. There are several rules that must be followed but she refuse to divulge what they are directly. One can expect the usual rules at the very least to apply with the maximum of three wishes. It should also be noted that they do not have to grant every wish. However the more reasonable the wish the more likely they are to grant it. If you want something big you better be willing to earn it.
And while she can grant some rather impressive wishes she doesn't always opt for the most grand or costly option. She is limited in the amount of mana she can expend before needing to rest after all. So if she finds a loophole or cut a corner or two then she's just being smart about it. Those three were taken which resulted in her transformation. Outside of costume: Djinn always stack the odds in their favor, in any traditional games of chance such as coin flips or drawing lots then Ruby wins.
Weapon:
Ranged
Power: Hammerspace and Third Eye
Perks:
Enhanced sustenance - Due to her new found Djinn nature, up keep of her physical body is no longer as difficult as it used to be. Eating can be mostly done for pleasure and a nap will sustain her for the day.
Enhanced Weapon - Wishes are potent things thus the weapons granted by her tend to be idealized things.
Fated - Fantastic cosmic power tends to carry a burden of some kind. She doesn't have the itty bitty living space, so instead she is tasked with some greater purpose. Whether she wanted it or not. Part of the terms she is now under, she must grant a wish every three days. What wish and how she accomplishes it does not matter.
Absolute Direction - The trick that Djinn have used for ages to find people to grant wishes for. Also helps for finding lost keys and making sure you don't get trapped in the middle of the desert.
Gifted - Were it not for her intuitive grasp of magic she would not have been capable of utilizing Wish magic. And despite her mortal standing she is surprisingly adept at wielding Wish magic, not to the same degree as a Djinn but better then one would have expected.
Flexibility - Thankfully the she doesn't have to live in a Lamp, but her body is still mostly Djinn like. She can't turn in too smoke but her spine and joints seem to be made out of rubber.
Closure - None of Ashly's wishes were poised to protect who she was. So, since she was a brat, Ilum removed the chance of her going back to her prior life. She wouldn't have been able to stay for long any way, fate has a plan for her after all.
Dimensional Home - A place to crash and hide they were able to get with a wish. This place is specially made to be unfindable and completely disconnected from the rest of reality. The only ones able to get in are those they allow access.
Patron: Lesser Force - Ilum Djinn
Patron Benefits:
Focused - Effectively transformed into Mini-Djinn, Ruby wields similar power to her patron. While not able to reach the same scale of wish granting, the direct guidance given assists her in not totally screwing up when attempting to grant a wish.
Payment - Having potentially limitless wealth, the girl receives coins rather easily as she performs her duties. So long as a wish is fulfilled is to her patron's liking.
Mental Link - Seeing as her patron usually stays in his vessel she doesn't often see him. That doesn't mean that she doesn't hear from him though.
Mana Font - Actually granting wishes is costly in the mana department. Thankfully she is given some excess to get the job reasonably done.
Patron Drawbacks:
Limited - Djinn are no gods. There are limits to their power and influence is usually local in scale.
Alien Mind - As is customary, their patron's reasoning and goals are difficult to pin down. Usually more focused on individuals, there is no discernible end or target. Even with the mental link a Djinn's fickle nature confounds even the twins.
Big Brother - Their patron keeps a close eye on those under him. They are after all drawing upon his power. And in some ways they are representatives carrying out his will.
Fighting Style: Fighting isn't one of the girl's talents, besides her magic tends to make others wary about fighting them as harming them is a good way to guarantee that any wishes granted with be as malicious as they can make them. Nevertheless there are some that will try to harm her. In those situations she fights more akin to dancer then anything.
Ruby prefers to keep her distance with her paired chakram letting them act as a steel wind to keep foes at bay. Due to her inhuman luck she can pull of feats flawlessly that would otherwise seem impossible.
Stats:
Personality: Ruby is the cheerful teasing type. Having been split for so long when she came back together her teen girl like ways returned. She isn't going to be a total jerk though. That's what got her in this mess to begin with. She is a djinn though so it's hard to tell just how she'll act.
History: Ashley was the popular girl in school. A spoiled know-it-all, she didn't really regard others very highly. In her rebel stage she had a tendency to break the rules and during a field-trip to the museum she slipped into the back. Some new artifacts had been brought in. Not that Ashley cared much for that boring stuff, but while back there she knocked over a vase. The object didn't break but the carelessness awoke a sleeping being within. Suddenly confronted by a Djinn giving her a lecture she told him off. Like most people she didn't believe in magical beings. This was some kind of trick and she made sure that the thing in front of her knew it. Ticked off by the arrogant young girl the lesser force told Ashley that, in exchange for some service, she would be given three wishes. Rolling her eyes the girl dismissed the thing as a joke, accepting absently. Sufficient as an answer, the Djinn intended to make the girl regret her flippant attitude. Three wishes followed which were unsurprising for what little thought was put into them. 1. Power, 2. Servants, and 3.More wishes.
Both knew that the wishes wouldn't really happen, at least not the way the girl hoped. Having just foolishly agreed on a contract each wish was granted in turn. In typical Djinn fashion though the wishes were turned on their head. For the first wish she was granted the power she desired as she was transformed into a magical girl For the second wish of servants, the Djinn split her soul, fulfilling the plurality of the wish and turning them into his servants. And for the third wish, the Djinn's own power to grant wishes was given to them, thus they would get more wishes as requests rather than being able to use them themselves. In failing to define the terms of service the newly minted twins were now subject to the Djinn's whim indefinitely. Since becoming magical girls the two have built an interesting following. Who wouldn't when you go around granting wishes? Due to the caliber and open ended nature of the Djinn Sisters' magic their reputation proceeds them. Choosing to stay neutral everyone wants their assistance, but knows that dabbling with them may not turn out as intended. Once someone has used up their three wishes the girls tend to lose interest. Penrose being a hotbed of activity the allure of potential wish opportunities were too great to ignore.
This has pretty much been the way of things for decades. That was they granted a wish for a mechanical monster girl named Penny. Apparently she could mimic their wish magic to a degree after having one used on her. Offered to receive a wish they skeptically wished to be rejoined as one girl. Much to their surprise the circumstances were just right for Penny to pull off the wish. Violet and Sakura came back together to form Ruby. While still looking very djinn like there are obvious influences to her appearance that Penny imparted from her own preference.
Incantation: "Tell me what it is you wish."
Additional Info:
Age (Magical Girl): 13
Age (Before Magical Girl): 16
Gender: Female
Gender (Before Magical Girl): Female
Appearance:
Specialization: OddBall (Wish) - Ruby has effectively become mini-Djinn. There are several rules that must be followed but she refuse to divulge what they are directly. One can expect the usual rules at the very least to apply with the maximum of three wishes. It should also be noted that they do not have to grant every wish. However the more reasonable the wish the more likely they are to grant it. If you want something big you better be willing to earn it.
And while she can grant some rather impressive wishes she doesn't always opt for the most grand or costly option. She is limited in the amount of mana she can expend before needing to rest after all. So if she finds a loophole or cut a corner or two then she's just being smart about it. Those three were taken which resulted in her transformation. Outside of costume: Djinn always stack the odds in their favor, in any traditional games of chance such as coin flips or drawing lots then Ruby wins.
Weapon:
Ranged
Dual rings of enchanted, ornate steel. Razor sharp around their outer edges, these spinning blades return to her hand when reached for. If obstructed by an object they will navigate around assuming they can't cut through.
Power: Hammerspace and Third Eye
Perks:
Enhanced sustenance - Due to her new found Djinn nature, up keep of her physical body is no longer as difficult as it used to be. Eating can be mostly done for pleasure and a nap will sustain her for the day.
Enhanced Weapon - Wishes are potent things thus the weapons granted by her tend to be idealized things.
Fated - Fantastic cosmic power tends to carry a burden of some kind. She doesn't have the itty bitty living space, so instead she is tasked with some greater purpose. Whether she wanted it or not. Part of the terms she is now under, she must grant a wish every three days. What wish and how she accomplishes it does not matter.
Absolute Direction - The trick that Djinn have used for ages to find people to grant wishes for. Also helps for finding lost keys and making sure you don't get trapped in the middle of the desert.
Gifted - Were it not for her intuitive grasp of magic she would not have been capable of utilizing Wish magic. And despite her mortal standing she is surprisingly adept at wielding Wish magic, not to the same degree as a Djinn but better then one would have expected.
Flexibility - Thankfully the she doesn't have to live in a Lamp, but her body is still mostly Djinn like. She can't turn in too smoke but her spine and joints seem to be made out of rubber.
Closure - None of Ashly's wishes were poised to protect who she was. So, since she was a brat, Ilum removed the chance of her going back to her prior life. She wouldn't have been able to stay for long any way, fate has a plan for her after all.
Dimensional Home - A place to crash and hide they were able to get with a wish. This place is specially made to be unfindable and completely disconnected from the rest of reality. The only ones able to get in are those they allow access.
Patron: Lesser Force - Ilum Djinn
Patron Benefits:
Focused - Effectively transformed into Mini-Djinn, Ruby wields similar power to her patron. While not able to reach the same scale of wish granting, the direct guidance given assists her in not totally screwing up when attempting to grant a wish.
Payment - Having potentially limitless wealth, the girl receives coins rather easily as she performs her duties. So long as a wish is fulfilled is to her patron's liking.
Mental Link - Seeing as her patron usually stays in his vessel she doesn't often see him. That doesn't mean that she doesn't hear from him though.
Mana Font - Actually granting wishes is costly in the mana department. Thankfully she is given some excess to get the job reasonably done.
Patron Drawbacks:
Limited - Djinn are no gods. There are limits to their power and influence is usually local in scale.
Alien Mind - As is customary, their patron's reasoning and goals are difficult to pin down. Usually more focused on individuals, there is no discernible end or target. Even with the mental link a Djinn's fickle nature confounds even the twins.
Big Brother - Their patron keeps a close eye on those under him. They are after all drawing upon his power. And in some ways they are representatives carrying out his will.
Fighting Style: Fighting isn't one of the girl's talents, besides her magic tends to make others wary about fighting them as harming them is a good way to guarantee that any wishes granted with be as malicious as they can make them. Nevertheless there are some that will try to harm her. In those situations she fights more akin to dancer then anything.
Ruby prefers to keep her distance with her paired chakram letting them act as a steel wind to keep foes at bay. Due to her inhuman luck she can pull of feats flawlessly that would otherwise seem impossible.
Stats:
Stats (Untransformed):
STR: 3
AGI: 3
VIT: 3
MAG: 3
LCK: 4
Stats (Transformed):
STR: 6
AGI: 6
VIT: 6
MAG: 6
LCK: 19
STR: 3
AGI: 3
VIT: 3
MAG: 3
LCK: 4
Stats (Transformed):
STR: 6
AGI: 6
VIT: 6
MAG: 6
LCK: 19
Personality: Ruby is the cheerful teasing type. Having been split for so long when she came back together her teen girl like ways returned. She isn't going to be a total jerk though. That's what got her in this mess to begin with. She is a djinn though so it's hard to tell just how she'll act.
History: Ashley was the popular girl in school. A spoiled know-it-all, she didn't really regard others very highly. In her rebel stage she had a tendency to break the rules and during a field-trip to the museum she slipped into the back. Some new artifacts had been brought in. Not that Ashley cared much for that boring stuff, but while back there she knocked over a vase. The object didn't break but the carelessness awoke a sleeping being within. Suddenly confronted by a Djinn giving her a lecture she told him off. Like most people she didn't believe in magical beings. This was some kind of trick and she made sure that the thing in front of her knew it. Ticked off by the arrogant young girl the lesser force told Ashley that, in exchange for some service, she would be given three wishes. Rolling her eyes the girl dismissed the thing as a joke, accepting absently. Sufficient as an answer, the Djinn intended to make the girl regret her flippant attitude. Three wishes followed which were unsurprising for what little thought was put into them. 1. Power, 2. Servants, and 3.More wishes.
Both knew that the wishes wouldn't really happen, at least not the way the girl hoped. Having just foolishly agreed on a contract each wish was granted in turn. In typical Djinn fashion though the wishes were turned on their head. For the first wish she was granted the power she desired as she was transformed into a magical girl For the second wish of servants, the Djinn split her soul, fulfilling the plurality of the wish and turning them into his servants. And for the third wish, the Djinn's own power to grant wishes was given to them, thus they would get more wishes as requests rather than being able to use them themselves. In failing to define the terms of service the newly minted twins were now subject to the Djinn's whim indefinitely. Since becoming magical girls the two have built an interesting following. Who wouldn't when you go around granting wishes? Due to the caliber and open ended nature of the Djinn Sisters' magic their reputation proceeds them. Choosing to stay neutral everyone wants their assistance, but knows that dabbling with them may not turn out as intended. Once someone has used up their three wishes the girls tend to lose interest. Penrose being a hotbed of activity the allure of potential wish opportunities were too great to ignore.
This has pretty much been the way of things for decades. That was they granted a wish for a mechanical monster girl named Penny. Apparently she could mimic their wish magic to a degree after having one used on her. Offered to receive a wish they skeptically wished to be rejoined as one girl. Much to their surprise the circumstances were just right for Penny to pull off the wish. Violet and Sakura came back together to form Ruby. While still looking very djinn like there are obvious influences to her appearance that Penny imparted from her own preference.
Incantation: "Tell me what it is you wish."
Additional Info:
Type: Lesser Force
Name: Ilum Djinn
Personality: Ilum is a man of many faces. He has been alive long enough to have reached a point where he can choose how he feel like acting in any and all regards. That being said he is very shrewd and loves to use peoples words against them mainly through twisting of the wishes he grants. He feels he is deserving of respect from everyone and anyone he meets, he is borderline arrogant in that aspect.
History: He is a Djinn, no one really knows much about them other then they have the power to grant wishes and like all the other Djinn out there Ilum isn't doing anything to enlighten the curios. If anything he goes out of his way to is making it harder to answer where he came from.
Resources: It's a Djinn, what kind of resources do you think it has access too? That being said, he doesn't have many girls under it's command, with Ruby being the most prominent.
Additional Info: Anything else you want to mention?
Name: Ilum Djinn
Personality: Ilum is a man of many faces. He has been alive long enough to have reached a point where he can choose how he feel like acting in any and all regards. That being said he is very shrewd and loves to use peoples words against them mainly through twisting of the wishes he grants. He feels he is deserving of respect from everyone and anyone he meets, he is borderline arrogant in that aspect.
History: He is a Djinn, no one really knows much about them other then they have the power to grant wishes and like all the other Djinn out there Ilum isn't doing anything to enlighten the curios. If anything he goes out of his way to is making it harder to answer where he came from.
Resources: It's a Djinn, what kind of resources do you think it has access too? That being said, he doesn't have many girls under it's command, with Ruby being the most prominent.
Additional Info: Anything else you want to mention?
Character Archives
Name: Janet Howell/Cindy Ford and Jenna Howell
Age: 15
Age (Before Magical Girl): 68
Gender: Female
Gender (Before Magical Girl): Male
Appearance: Janet/Cindy <-> Jenna
Cindy has gone out of her way to make her self look different from her host.
Her outfit affords her all the same benefits as Janet's regardless.
Specialization:
Weapon:
Power:
Perks:
Patron: Beacon
Patron Benefits:
Patron Drawbacks:
Fighting Style: What they have historically lacked in offensive magic they make up for in physical prowess. The lance gives them that extra reach to both strike and keep opponents at bay. Jenna's pistol does afford a little extra range though that Janet alone never had. Their knowledge of improvised combat and just above average strength for her age makes her a feisty one even normally while transformed their strength and vitality jump significantly. While not constantly in contact their psychic power gives them an additional method of communication and coordination. Under Metamorphosis their tenacity makes them difficult to predict and restrain, having both strength and magic to power through attacks at expense of their rational.
Their persona is expressed by more than their attitude and appearance. In tandem their specializations exude an aura of fortitude. Banners unfurled they are the moral, medic, shield and blade of the battlefield.
With the addition of Cindy Ford, the new mind saw fit to remedy what she viewed as a glaring flaw in the Janet's arsenal. By spending the girl's Ruby Coin she got back her Lightning specialization, all their other coins they'd been saving went to bolster their magical capabilities. With this one of the twins can wield electricity along with her more defensive options. She can also send it through her weapons to add that extra bite to her attacks. Unsurprisingly Cindy is the most adept at manipulating electrical energies. Her vast knowledge of magic also expresses itself apart from the twins in her more frequent use of wards, rune, and magic circles to more uniquely apply her magic.
Personality: Having been reforged into new magical girls, Janet and Jenna have found a new identity as knights. Honor and bravery being interwoven into them they will fiercely defend the innocent. Their loyalty to their friends is nearly unbreakable. Even out of costume they often fall into the roll of servitude, assisting those less fortunate. That is not to say they go around blindly doing what people ask of them. But their hearts beat to better others, even if the benefactor may not entirely align with their more altruistic outlook on the world.
Cindy Ford carries a much more headstrong and mightier than thou mentality. To some extent she takes advantage of the girl's energy and efforts. Old habits die hard. However she's come to admire the twin's commitment, even if she does not share their optimistic view of everyone else. She will fiercely defend those she calls her own. Having been cut down by someone she thought an ally she has become increasingly less trustful of others. Cross her at you own risk.
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. She became a bearer of light and justice under the banner of the Beacon.
Since that time Janet has gone through a lot. Captured, corrupted, and transformed into a monster girl by Justine von Visceral; Purified, vindicated, and allowed to rejoin Beacon thanks to her friend Alicia Hayden; Tested by leadership, reforged and split into twins by a Red Coin; and finally becoming crafters of magic, helping forge the White Coin after making a wish with on Djinn Sisters. Upon returning from the hijacked vacation wish they were allowed to return to their work forging White Coins to protect their sisters and purify more corrupted girls.
During an encounter at Penrose Park, their attempts at diplomacy with Cindy Ford failed miserably. Ambushed several found themselves ambushed and poisoned by the Mint. Immobile and restricted in her effectiveness, Janet turned to her psychic capabilities and focused on drawing out information from a waning Cindy. Her efforts, while not entirely for not, were attempted at the very moments that Cindy's life was extinguished. The backlash from being so deeply rooted resulted in Janet and Cindy's consciousnesses being placed on a level playing field for control of one body. While they do not outright compete under most circumstances, the full dynamic of how they will coexist has yet to be explored.
Incantation:
"May the oppressed and broken find shelter beneath our banner."
"May the oppressed and broken find shelter beneath our banner."
"May the oppressed and broken find shelter beneath our banner."
Additional Info:
Age: 15
Age (Before Magical Girl): 68
Gender: Female
Gender (Before Magical Girl): Male
Appearance: Janet/Cindy <-> Jenna
Cindy has gone out of her way to make her self look different from her host.
Her outfit affords her all the same benefits as Janet's regardless.
Specialization:
Janet/Cindy
Jenna
Reinforcement, Psychic, and Lightning (Ruby Coin)
Jenna
Reinforcement and Psychic
Weapon:
Fist (Janet)- Outfitted with gauntlets, 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.
Ranged (Jenna) - A full stock flintlock pistol that Jenna likes to call Huxley. Despite not being a modern weapon it still packs a punch even at longer ranges. The smaller size though makes it much more effective at close to medium range. For those that lack the fortitude to ward off bullets, the magical slugs fired by Huxley have a lingering effect that dissipates after ten seconds. During that time one can feel the slug lodged in their body which can vary between annoying to painful based on vitality.
Melee (Dual Weapon. Janet/Jenna) - Janet wields Millicent while Sanguine is in the hands of Jenna. Both lances are effectively the same other than appearance. Sturdy with an effective reach the lance is considered by some to be the weapon of choice in the ancient world. Now in the hands of a magical girl it finds new life in defense of others. The bulk of their Reinforcement magic is channeled through the banners they bare.
Ranged (Jenna) - A full stock flintlock pistol that Jenna likes to call Huxley. Despite not being a modern weapon it still packs a punch even at longer ranges. The smaller size though makes it much more effective at close to medium range. For those that lack the fortitude to ward off bullets, the magical slugs fired by Huxley have a lingering effect that dissipates after ten seconds. During that time one can feel the slug lodged in their body which can vary between annoying to painful based on vitality.
Melee (Dual Weapon. Janet/Jenna) - Janet wields Millicent while Sanguine is in the hands of Jenna. Both lances are effectively the same other than appearance. Sturdy with an effective reach the lance is considered by some to be the weapon of choice in the ancient world. Now in the hands of a magical girl it finds new life in defense of others. The bulk of their Reinforcement magic is channeled through the banners they bare.
Power:
Janet
Jenna
Twinned Soul - The Red coin rearranging Janet's magic, her power shifted and her soul split creating Jenna.
Jenna
Copycat - A result of the Red coin, Jenna has the ability to copy another magical girl or boys power after seeing it once. This ability is only able to be used once during a battle.
Third Eye (Ruby Coin) - To aid in battle and their research, Jenna chose to take a stat penalty to take this as a second power. Being able to see the flow of magic thus far has proved to be far more helpful than initially anticipated.
Third Eye (Ruby Coin) - To aid in battle and their research, Jenna chose to take a stat penalty to take this as a second power. Being able to see the flow of magic thus far has proved to be far more helpful than initially anticipated.
Perks:
Combat:
Enhanced Weapon - Their strikes are swift and precise beyond even their own experience. This allows them to compete with foes who may be physically stronger by landing solids hits more often.
Healing Artifact - A Holy Relic 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) - Both twins now carry a lance into battle. Janet gains the melee weapon Sanguine while Jenna gets Millicent.
Gifted (Gold Coin) - Rally Cry! Banners shine as magic washes across the battlefield. Each twin is able to level their Reinforcement and Psychic specializations to give a healing, magical and mental boost to all nearby allies for five minutes. While their rally cries do not stack, the other could activate their own to extend the duration of the buff.
Monstrous Metamorphosis: Due to the application of a magical artifact, Janet has been purified of her corruption. However the wish cannot take away Magical Overload. As a result the magic that ordinarily would force her to be a Monster Girls has shifted into metamorphosis when they are under intense pressure. Jenna also inherited this effect.
Enhanced Transformation - Another leftover due to the wished artifact. Janet and Jenna can transform much quicker than your average magical girl even without saying their incantation. As with Monstrous Metamorphosis the magical effects normally afforded to Monster Girls still apply in that they have a higher stat cap when untransformed. She also can remain transformed when knocked out or sleeping.
Ally - Hilde Bell.
Healing Artifact - A Holy Relic 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) - Both twins now carry a lance into battle. Janet gains the melee weapon Sanguine while Jenna gets Millicent.
Gifted (Gold Coin) - Rally Cry! Banners shine as magic washes across the battlefield. Each twin is able to level their Reinforcement and Psychic specializations to give a healing, magical and mental boost to all nearby allies for five minutes. While their rally cries do not stack, the other could activate their own to extend the duration of the buff.
Monstrous Metamorphosis: Due to the application of a magical artifact, Janet has been purified of her corruption. However the wish cannot take away Magical Overload. As a result the magic that ordinarily would force her to be a Monster Girls has shifted into metamorphosis when they are under intense pressure. Jenna also inherited this effect.
Enhanced Transformation - Another leftover due to the wished artifact. Janet and Jenna can transform much quicker than your average magical girl even without saying their incantation. As with Monstrous Metamorphosis the magical effects normally afforded to Monster Girls still apply in that they have a higher stat cap when untransformed. She also can remain transformed when knocked out or sleeping.
Ally - Hilde Bell.
Support:
Incognito - People tend to miss that they are 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 her Healing Artifact. Comes with all the standard items outlined in the Perk's description. Still more space for other items.
Defender - Thanks to the Red Coin the girls have access to this new perk. Their bravery can crystallize into a barrier that can absorb the brunt on an attack when defending an ally.
Fake Parents: As a part of Beacon Janet is provided fake parents. This is quite helpful especially considering the amount of changes she has undergone.
Big Backpack - Holds her Healing Artifact. Comes with all the standard items outlined in the Perk's description. Still more space for other items.
Defender - Thanks to the Red Coin the girls have access to this new perk. Their bravery can crystallize into a barrier that can absorb the brunt on an attack when defending an ally.
Fake Parents: As a part of Beacon Janet is provided fake parents. This is quite helpful especially considering the amount of changes she has undergone.
Patron: Beacon
Patron Benefits:
Perfect life: A home, friends, and family. A nice set of things to have after a long days work as a magical girl.
Spark: With a little effort the two can resist attempts to alter their mind and 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 and Jenna does find it somewhat cumbersome though, not really able to sit still for extended periods of time.
Magical Overload: A holdover from being overcharged with magic by Justine. It allows her to have a second Specialization even without being a Monster Girl. In this case it is Psychic.
Spark: With a little effort the two can resist attempts to alter their mind and 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 and Jenna does find it somewhat cumbersome though, not really able to sit still for extended periods of time.
Magical Overload: A holdover from being overcharged with magic by Justine. It allows her to have a second Specialization even without being a Monster Girl. In this case it is Psychic.
Patron Drawbacks:
Vow - She has taken a vow of charity. They sometimes use this to push the line of Beacon's rules but thus far they have avoided repericutions.
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.
Monstrous Form - No longer applicable, but detailed below as the magical implications still linger. This now takes the form as Monstrous Metamorphosis.
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.
Monstrous Form - No longer applicable, but detailed below as the magical implications still linger. This now takes the form as Monstrous Metamorphosis.
Thick Skin - Janet's body has completely turned into water. She is extremely flexible and able to deform her body in extreme ways.
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.
Broken Reincarnation - After so many magical alterations the process to reincarnate has become rather unstable. Given this isn't from her patron it is a little hard to say what is needed just yet.
Second Specialization - Holdover from being a monster girl, both Janet and Jenna have the secondary specialization of Psychic after using the Red Coin. Perhaps a manifestation to fight off mental manipulation after Justine?
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.
Broken Reincarnation - After so many magical alterations the process to reincarnate has become rather unstable. Given this isn't from her patron it is a little hard to say what is needed just yet.
Second Specialization - Holdover from being a monster girl, both Janet and Jenna have the secondary specialization of Psychic after using the Red Coin. Perhaps a manifestation to fight off mental manipulation after Justine?
Fighting Style: What they have historically lacked in offensive magic they make up for in physical prowess. The lance gives them that extra reach to both strike and keep opponents at bay. Jenna's pistol does afford a little extra range though that Janet alone never had. Their knowledge of improvised combat and just above average strength for her age makes her a feisty one even normally while transformed their strength and vitality jump significantly. While not constantly in contact their psychic power gives them an additional method of communication and coordination. Under Metamorphosis their tenacity makes them difficult to predict and restrain, having both strength and magic to power through attacks at expense of their rational.
Their persona is expressed by more than their attitude and appearance. In tandem their specializations exude an aura of fortitude. Banners unfurled they are the moral, medic, shield and blade of the battlefield.
With the addition of Cindy Ford, the new mind saw fit to remedy what she viewed as a glaring flaw in the Janet's arsenal. By spending the girl's Ruby Coin she got back her Lightning specialization, all their other coins they'd been saving went to bolster their magical capabilities. With this one of the twins can wield electricity along with her more defensive options. She can also send it through her weapons to add that extra bite to her attacks. Unsurprisingly Cindy is the most adept at manipulating electrical energies. Her vast knowledge of magic also expresses itself apart from the twins in her more frequent use of wards, rune, and magic circles to more uniquely apply her magic.
Stats (Untransformed):
STR: +6 (1 Gifted)
AGI: +6 (1 Lightning, 1 Gifted)
VIT: +6 (1 Overdeveloped)
MAG: +6
LCK: +6 (1 Gifted)
Stats (Transformed):
STR: +13 (2 Bronze, 1 Reinforcement, 1 Lightning, 2 Fist, 1 Melee, 2 Dual Weapon, 2 Enhanced Weapon, 1 Gifted, -2 3rd Spec)
AGI: +12 (1 Platinum, 1 Reinforcement, 2 Lightning, 1 Uniform, 1 Gifted, 1 Incognito, -1 3rd Spec)
VIT: +13 (1 Silver, 1 Bronze, 1 Overdeveloped, 1 Melee, 1 Enhanced Weapon, 1 Healing Artifact, 1 Defender, -1 3rd Spec) + (16 Silver)
MAG: +17 (2 Silver, 1 Bronze, 1 Reinforcement, 2 Psychic, 1 Enhanced Transformation, 1 Ally) + (4 Gold, 8 Silver)
LCK: +9 (1 Reinforcement, 2 Psychic, 1 Gifted, 1 Big Backpack, 1 Fake Parents)
Stats (Metamorphosis):
STR: +16 (2 Bronze, 1 Reinforcement, 1 Lightning, 2 Fist, 1 Melee, 2 Dual Weapon, 2 Enhanced Weapon, 1 Gifted, 2 Metamorphosis, 1 Thick Skin, -2 3rd Spec)
AGI: +12 (1 Platinum, 1 Reinforcement, 2 Lightning, 1 Uniform, 1 Gifted, 1 Incognito, 2 Metamorphosis, -2 Thick Skin, -1 3rd Spec)
VIT: +18 (1 Silver, 1 Bronze, 1 Overdeveloped, 1 Melee, 1 Enhanced Weapon, 1 Healing Artifact, 1 Defender, 2 Metamorphosis, 3 Thick Skin, -1 3rd Spec) + (16 Silver)
MAG: +17 (2 Silver, 1 Bronze, 1 Reinforcement, 2 Psychic, 1 Enhanced Transformation, 1 Ally) + (4 Gold, 8 Silver)
LCK: +9 (1 Reinforcement, 2 Psychic, 1 Gifted, 1 Big Backpack, 1 Fake Parents)
STR: +6 (1 Gifted)
AGI: +6 (1 Lightning, 1 Gifted)
VIT: +6 (1 Overdeveloped)
MAG: +6
LCK: +6 (1 Gifted)
Stats (Transformed):
STR: +13 (2 Bronze, 1 Reinforcement, 1 Lightning, 2 Fist, 1 Melee, 2 Dual Weapon, 2 Enhanced Weapon, 1 Gifted, -2 3rd Spec)
AGI: +12 (1 Platinum, 1 Reinforcement, 2 Lightning, 1 Uniform, 1 Gifted, 1 Incognito, -1 3rd Spec)
VIT: +13 (1 Silver, 1 Bronze, 1 Overdeveloped, 1 Melee, 1 Enhanced Weapon, 1 Healing Artifact, 1 Defender, -1 3rd Spec) + (16 Silver)
MAG: +17 (2 Silver, 1 Bronze, 1 Reinforcement, 2 Psychic, 1 Enhanced Transformation, 1 Ally) + (4 Gold, 8 Silver)
LCK: +9 (1 Reinforcement, 2 Psychic, 1 Gifted, 1 Big Backpack, 1 Fake Parents)
Stats (Metamorphosis):
STR: +16 (2 Bronze, 1 Reinforcement, 1 Lightning, 2 Fist, 1 Melee, 2 Dual Weapon, 2 Enhanced Weapon, 1 Gifted, 2 Metamorphosis, 1 Thick Skin, -2 3rd Spec)
AGI: +12 (1 Platinum, 1 Reinforcement, 2 Lightning, 1 Uniform, 1 Gifted, 1 Incognito, 2 Metamorphosis, -2 Thick Skin, -1 3rd Spec)
VIT: +18 (1 Silver, 1 Bronze, 1 Overdeveloped, 1 Melee, 1 Enhanced Weapon, 1 Healing Artifact, 1 Defender, 2 Metamorphosis, 3 Thick Skin, -1 3rd Spec) + (16 Silver)
MAG: +17 (2 Silver, 1 Bronze, 1 Reinforcement, 2 Psychic, 1 Enhanced Transformation, 1 Ally) + (4 Gold, 8 Silver)
LCK: +9 (1 Reinforcement, 2 Psychic, 1 Gifted, 1 Big Backpack, 1 Fake Parents)
Stats (Untransformed):
STR: +6 (Gifted)
AGI: +6
VIT: +6 (Average)
MAG: +6
LCK: +6 (1 Gifted)
Stats (Transformed):
STR: +10 (2 Bronze, 1 Reinforcement, 1 Melee, 1 Dual Weapon, 1 Enhanced Weapon, 1 Gifted)
AGI: +13 (1 Platinum, 1 Reinforcement, 1 Ranged, 1 Uniform, 1 Dual Weapon, 1 Enhanced Weapon, 1 Incognito)
VIT: +14 (1 Silver, 1 Bronze, 1 Overdeveloped, 1 Melee, 1 Enhanced Weapon, 1 Healing Artifact, 1 Defender) + (16 Silver)
MAG: +17 (2 Silver, 1 Bronze, 1 Reinforcement, 2 Psychic, 1 Enhanced Transformation, 1 Ally) + (4 Gold, 8 Silver)
LCK: +6 (1 Reinforcement, 2 Psychic, 1 Gifted, 1 Big Backpack, 1 Fake Parents, -3 2nd Power)
Stats (Metamorphosis):
STR: +13 (2 Bronze, 1 Reinforcement, 1 Melee, 1 Dual Weapon, 1 Enhanced Weapon, 1 Gifted, 2 Metamorphosis, 1 Thick Skin)
AGI: +13 (1 Platinum, 1 Reinforcement, 1 Ranged, 1 Uniform, 1 Dual Weapon, 1 Enhanced Weapon, 1 Incognito, 2 Metamorphosis, -2 Thick Skin)
VIT: +18 (1 Silver, 1 Bronze, 1 Overdeveloped, 1 Melee, 1 Enhanced Weapon, 1 Healing Artifact, 1 Defender, 2 Metamorphosis, 3 Thick Skin) + (16 Silver)
MAG: +17 (2 Silver, 1 Bronze, 1 Reinforcement, 2 Psychic, 1 Enhanced Transformation, 1 Ally) + (4 Gold, 8 Silver)
LCK: +6 (1 Reinforcement, 2 Psychic, 1 Gifted, 1 Big Backpack, 1 Fake Parents, -3 2nd Power)
STR: +6 (Gifted)
AGI: +6
VIT: +6 (Average)
MAG: +6
LCK: +6 (1 Gifted)
Stats (Transformed):
STR: +10 (2 Bronze, 1 Reinforcement, 1 Melee, 1 Dual Weapon, 1 Enhanced Weapon, 1 Gifted)
AGI: +13 (1 Platinum, 1 Reinforcement, 1 Ranged, 1 Uniform, 1 Dual Weapon, 1 Enhanced Weapon, 1 Incognito)
VIT: +14 (1 Silver, 1 Bronze, 1 Overdeveloped, 1 Melee, 1 Enhanced Weapon, 1 Healing Artifact, 1 Defender) + (16 Silver)
MAG: +17 (2 Silver, 1 Bronze, 1 Reinforcement, 2 Psychic, 1 Enhanced Transformation, 1 Ally) + (4 Gold, 8 Silver)
LCK: +6 (1 Reinforcement, 2 Psychic, 1 Gifted, 1 Big Backpack, 1 Fake Parents, -3 2nd Power)
Stats (Metamorphosis):
STR: +13 (2 Bronze, 1 Reinforcement, 1 Melee, 1 Dual Weapon, 1 Enhanced Weapon, 1 Gifted, 2 Metamorphosis, 1 Thick Skin)
AGI: +13 (1 Platinum, 1 Reinforcement, 1 Ranged, 1 Uniform, 1 Dual Weapon, 1 Enhanced Weapon, 1 Incognito, 2 Metamorphosis, -2 Thick Skin)
VIT: +18 (1 Silver, 1 Bronze, 1 Overdeveloped, 1 Melee, 1 Enhanced Weapon, 1 Healing Artifact, 1 Defender, 2 Metamorphosis, 3 Thick Skin) + (16 Silver)
MAG: +17 (2 Silver, 1 Bronze, 1 Reinforcement, 2 Psychic, 1 Enhanced Transformation, 1 Ally) + (4 Gold, 8 Silver)
LCK: +6 (1 Reinforcement, 2 Psychic, 1 Gifted, 1 Big Backpack, 1 Fake Parents, -3 2nd Power)
Personality: Having been reforged into new magical girls, Janet and Jenna have found a new identity as knights. Honor and bravery being interwoven into them they will fiercely defend the innocent. Their loyalty to their friends is nearly unbreakable. Even out of costume they often fall into the roll of servitude, assisting those less fortunate. That is not to say they go around blindly doing what people ask of them. But their hearts beat to better others, even if the benefactor may not entirely align with their more altruistic outlook on the world.
Cindy Ford carries a much more headstrong and mightier than thou mentality. To some extent she takes advantage of the girl's energy and efforts. Old habits die hard. However she's come to admire the twin's commitment, even if she does not share their optimistic view of everyone else. She will fiercely defend those she calls her own. Having been cut down by someone she thought an ally she has become increasingly less trustful of others. Cross her at you own risk.
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. She became a bearer of light and justice under the banner of the Beacon.
Since that time Janet has gone through a lot. Captured, corrupted, and transformed into a monster girl by Justine von Visceral; Purified, vindicated, and allowed to rejoin Beacon thanks to her friend Alicia Hayden; Tested by leadership, reforged and split into twins by a Red Coin; and finally becoming crafters of magic, helping forge the White Coin after making a wish with on Djinn Sisters. Upon returning from the hijacked vacation wish they were allowed to return to their work forging White Coins to protect their sisters and purify more corrupted girls.
During an encounter at Penrose Park, their attempts at diplomacy with Cindy Ford failed miserably. Ambushed several found themselves ambushed and poisoned by the Mint. Immobile and restricted in her effectiveness, Janet turned to her psychic capabilities and focused on drawing out information from a waning Cindy. Her efforts, while not entirely for not, were attempted at the very moments that Cindy's life was extinguished. The backlash from being so deeply rooted resulted in Janet and Cindy's consciousnesses being placed on a level playing field for control of one body. While they do not outright compete under most circumstances, the full dynamic of how they will coexist has yet to be explored.
Incantation:
"May the oppressed and broken find shelter beneath our banner."
"May the oppressed and broken find shelter beneath our banner."
"May the oppressed and broken find shelter beneath our banner."
Additional Info: