I have now been alive for 20 years. How in the fuck.
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6 mos ago
would've loved to explore the concept of a Marshmallow Marshlands.
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6 mos ago
The only time I've shown interest in a Nation RP was something based off Candyland of all things, but it was dead in the water before all of us were able to submit CSes. A shame too,
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Bio
Current Haunts: Symphony on High - Finn/Timekeeper (Co-GM)
...Yes that's it. Literally in nothing else atm, sue me.
So, since the year is almost over, I decided to take the time to say-
Uh...
uH, YOU'RE ALL BYOUTIFUL PEOPLE. IM NOT GOOD AT ENGRISH, BUT THANK YOU FOR TOLERATING ME, HELPING ME GROW AS A WRITER EVEN THOUGH IM STILL LACKLUSTER COMPARED TO YOU GUYS. I'D MAKE A LIST OF MENTIONS BUT THAT'LL TAKE TOO LONG FOR ME. MAYBE WHEN THE YEAR ACTUALLY ENDS I'LL MAKE SOMETHING LIGHT-HEARTED.
ANYWAYS, YOU GUYS ARE DA BEST, EVEN IF ONE OF YOUS LOW-KEY HATES ME. THAT'S FINE. I HATE ME TOO.
Weapon: Melee: Briar Rose Finn's trusty cane-sword. It has a subtle rose motif on the sheath and blade.
Power: Power of Friendship: Alot of people like him for some reason. If anyone can get even the most obscure allies, it's Finn.
Regeneration: Well, it's not the Immortal perk, but he's still hard to kill. Not only does his mana recharge faster than most, but he can persist through almost any injury. Decapitation of the head? Not so much...
Perks: Disguise Artifact: A matching brooch to his magical boy uniform. Perfect for infiltrations, given they take no more than two hours.
Enhanced Transformation: Ain't nobody got time for drawn out transformation sequences!
Big Damn Hero: One person, one place. If either one is given a token, Finn can be aware of anything that is or will be in danger, and arrive there just in time to sort things out.
Masculinity: He gets to retain his manhood, lucky bastard.
Overcity Shift: How big even is the Overcity? Does it span across different universes?? Questions aside, he's able to head in and out of the Overcity...given he doesn't stray too far and end up in a different place entirely.
Flexibility: Guess those gymnastics classes payed off.
Hammerspace Handbag: Finn mostly uses this to store smaller, mundane weapons like handguns.
Ouju-Sama: He's got a butler too. His name is Laplace.
Snowbun: A pet Snowbun, can be summoned anywhere and anytime!
Patron: Maura Natalie (Crimson Cradle)
Patron Benefits: Cradle Supply - Got somethin' that might interest ya! Heheh! Paradiso & Inferno - A pair of twin blades, made from the vengeful, restless spirit of a Monster King. Lightweight, sharp and agile as they are, their wielder can feel the same bloodlust the spirit once had. They gain the warrior mental mutation so long as they have it equipped.
Connected - You know the drill. Magicoms, red halo, I don't need to say it twice.
Physical Prowess - Gotta balance these stats somehow.
Encore - Finn's been around for a long, long while, ever since Maura kept him from dying. With the current situation in Penrose, he's been called back to help get things back in order.
Patron Drawbacks: Exposed - Your thoughts aren't safe anymore.
Mercy - Maura. Stop being a mother hen for five minutes. Please.
Solo Performance - He refuses to explain further, but since growing a distain for betrayals and tragedies, Finn prefers to be alone for the most part. Not that he'd complain if anyone approached him, but he won't bother people unless it's needed.
Fighting Style: Finn tends to take his time durning combat. He likes to make the most of his abilities, from taking some hits with his Regeneration, to borrowing aspects of animals with his Beast spec. Oddly enough, he rarely uses his animals themselves. Save a flock of ravens or crows.
He and Oliver tend to work on par with each other, bouncing strategies off each other to eliminate their target easily, or overwhelm them. Finn acts as offense, Oliver acts as support. If paired up with other teammates; separately or otherwise, they both switch to a more supportive role until the situation calls for them to intervene.
Personality: At first glance, Finn can come off as intimidating. A clean suit, stoic expression paired with sharp eyes belonging to nothing short of a professional. He's often blunt, but willing to hear others out. Stubborn, with a low tolerance for mindless bullshit.
He's actually a pretty chill person, usually outside of work. Due to how long he's been around, Finn acts as an older brother type of friend around those he knows. His Power of Friendship ability does help with this, and he always looks for a compromise. He's also quite a curious person with a thirst for knowledge, especially when it comes to the magical world. If a topic comes up around Finn that catches his interest, you can expect him to be all ears for a while.
He's also an easily excitable dork, but he wouldn't admit it outright.
History: A researcher and investigator in his past life, Finn always had a sixth sense for the paranormal and such. He was always aware of the existance of magic, and those who possess it. However, he got too ambitious dealing with things he shouldn't have. And in the end, it costed him his life.
Almost costed him his life.
See, Death had taken notice of him. For some reason she; who he'd soon know as Maura, felt a strange remorse for him. Neither of them knew why, but Maura felt that he didn't deserve that kind of fate. So she used some of her magic to make him into a magical boy.
About a month passed as he got used to his newfound powers, when he ran into Maura again. But something seemed off. The poor woman appeared shaken by something. Once she explained what happened between her and her coven over his circumstance, Finn suggested to her about becoming a patron from what he had gathered about being a magical boy, get more manpower if her sisters decided to retaliate. Though he also told her to choose carefully, as some people could take advantage of such power, and Maura herself to some extent.
It took awhile, but they did convince several people to become magical girls (and boys, of course). Maura even revived a ghost into a monster boy so they'd have an advantage against a monster attack. This would be Finn's old friend and current partner-in-crime, Oliver.
Over all, life carried on as they worked. Conflicts arose; both magical and mundane, changes big and small occured, and relations were made. Though for the far latter, some relations were...not so good. As disorienting as it all was, Finn grew used to it, eventually not bothering with other people asides his teammates. Asides from Oliver, or Maura.
Incantation: "Memento Mori."
Additional Info: - No one really knows how long Finn's been a magical boy, but assuming the remaining Witches have been around for centuries, it's estimated to be around the Victorian Era. - He used to give some of his earned coins to newer recruits under Maura, to give them some support. - 5 Silver, 2 Bronze spent on Ouju-Sama - Gained the Snowbun Perk from winning the Wacky Downhill Race
Age (Before Magical Boy): He's been dead for a long time.
Gender: Male
Gender (Before Magical Boy): Male
Appearance:
Specialization: Oddball: Chemicals, Spirit
Weapon: Ranged/Melee: Rememdium Oliver's rifle. He's made it to where it was chemical-proof, just in case. Looks a bit old.
Power: Duplication: Can't be a true haunting with only one ghost!
Perks: Dual Weapon: Oliver's rifle has a bayonet knife attached to it. Nothing that eye-catching.
Ally: As much as I tried to avoid this perk, looks like Finn and Oliver are stuck with each other.
Big Backpack: Oliver carries a satchel, with all the necessities of a usual big backpack. He also uses it to store chemistry books, for his magic.
Masculinity: Him? A girl?? Over his dead body!
Blood Magic: Somehow he can use some of his own vitality to cast spells. Overdoing it won't end well, makes him nauseous.
Enhanced Sustenance: Does he even need to sleep? Well regardless, he's able to persist without eating much or breathing. The latter's a bit weird, concidering his circumstances.
Awareness: Oliver's harder to sneak up on. Better know what you're doing before you try attacking him.
True Sight: Any environmental blinders that affect normal magicals don't work on him and his enhanced sight.
Phylactery: No one else knows, but he stays by Finn for a reason. If he dies, Oliver goes down with him. They can be separate from each other, so long as they reunite once a year. Maybe it's that mental mutation keeping him from straying too far...
Possession: One of the hallmarks of ghosts. With a bit of willpower, Oliver can take control of another person's body, even if it's for a minute. If the person he's possessing dies, he's supposed to die too. But with the intervention of a phylactery, who knows?
Intangibility: Another of the hallmarks of ghosts. Oliver can phase through objects to travel or avoid attacks. Not too much though, it gets disorientating otherwise.
Sixth Sense: Just cause he's more alive than before, doesn't mean he can't mess with other souls stuck here! With some concentration, he can touch the other spirits, and those astral projecting. And maybe allow them to poke back. Just don't get too touchy.
Patron: Maura Natalie (Crimson Cradle)
Patron Benefits: Cradle Supply - Well, Oliver doesn't have an artifact so... Lil' Slugger (Melee/Mystic) - A strange monochrome baseball bat, salvaged from an abandoned universe equally strange. It's most effective against corrupt enemies, and can even hit hard against the unliving. However over time, it'll start to attract more vicious monsters.
Connected - Cause normal telepathy's too easy.
??? - ????
Magical Overload - It took alot to bring him back from the dead. A whole lot.
Patron Drawbacks: Exposed - Maura doesn't really like proding her agents for information, but that doesn't mean your thoughts are safe.
Mercy - Genocide is overrated.
??? - ????
Monstrous Form - Something might have gone wrong with his revival. Oliver became a revenant.
Fighting Style: Oliver's approach to battle is a bit more complex. With his Spirit specialization and Duplication power, he's able to provide alot of back-up for his teammates. Though complicated, his chemical specialization can be used to hinder the target, if not set them on fire. (A usual strategy Oliver uses, that he's aware of.) It's hard to sneak up on him. It's even harder to blind his vision.
And of course, he can always possess them. But is it worth the risk?
Finn and him tend to work on par with each other, bouncing strategies off each other to eliminate their target easily, or overwhelm them. Finn acts as offense, while Oliver acts as support. If paired up with other teammates; separately or otherwise, they both switch to a more supportive role until the situation calls for them to intervene.
Personality: If Finn's the left brain, Oliver is the right. He's more upbeat and laidback than his partner, and alot more mischevious. He can be smug at times, whether it's taunting his enemies or teasing his friends, but he's usually the one to break up any fights between the latter. Oliver can get bored pretty easily, and he's willing to improvise; Much to his dismay of getting an Oddball specialization.
Though as much of a little shit as he is, Oliver does know when it isn't the time to joke around. As his Mental Mutation suggests, he's especially protective of his friends, putting them first before him. He does try not to get too protective of them. It'd turn weird.
History: A some point in Maura's past history as a patron, the town they resided in at the time was attacked. Apparently a Monster King had been driven over the edge, and was admant on killing everyone and everything in sight. Of course Maura's chosen few were among those who decided to fend him off, but he and his cronies proved to be quite the challenge. They had to get back-up.
Maura managed to get a couple of people contracted, but most went to other patrons before she could do anything. Then her first recruit, Finn Vanhorn, had an idea.
He had an old friend, one Oliver Kyle, who worked with him until his sudden death few years back. (well, few years at that time.) Something Finn wanted to know is "Can a patron forge a contract with the dead?" He and Maura went to Oliver's final resting place to test that theory.
They did manage to revive Oliver, but not only did it take alot out of Maura, but he became a monster boy. Not to mention he was still a ghost in a way. But in the end, the Monster King was put down. Maura had to be out of commission for awhile after to regain her strength.
What they didn't realize at the time was that to keep Oliver grounded to reality, Finn was made into his Phylactery. Once they caught onto it they made sure not to let anyone else know, and the two decided to stick together, just as they did once in the past.
Life went on. And in the now, it seems things have changed again. In response to the trouble brewing in Penrose, the duo were called in to help keep things in check. And definetly not to help Maura get used to running an official organization.
Monstrous Mutations: Noncorporeal: Well, he is undead.
Sentinel: They've been hurt too much. Why can those jackasses leave scot-free while those he cares about are left scarred and broken? Why should he stand by and do nothing about it while they keep getting hurt? No. He cares too much to let this slide. He'll keep his friends safe.
Broken Incarnation: Of course, there had to be a drawback to his circumstance. If he ends up dead (double dead??), his reincarnation's a bit...wonky. It may take awhile to get him back completely.
Weapon: Fist/Mystic: Aion's Light A pair of metal gautlets, made from the purest silver and gold. Clocks appear carved into the back of the palms.
Melee/Mystic: Shattered Heaven Once a normal two-handed sword, now enchanted from Eliza's reincarnation. Can be summoned to her at any time while transformed. Still pretty heavy though.
Powers: Scrying: Eliza can see short distances into the past and future, allowing her to predict attacks and ambushes, and know what has and will happen. Though it's hard to predict an ever-changing future. This power also allows her to see portals to the Overcity.
Perks: Gifted - Spellweaving: Maybe it's a side-effect of her reincarnation, but Eliza's use of her magic is unlike anyone else's. She can combine all three of her specializations for more powerful attacks.
Mystic Artifact: A pocketwatch that can give her glimpses into the past, present, or future.
Fated: Fate seems to have something in store for Eliza. What it could be, no one knows, but fights are easier for her, and she has no chance of dying in her untransformed state.
Familiar: Luckily her owl familiar, Theresa, gets to stick around longer.
Snapshots: A strange camera, capable of giving Eliza information on any being she takes a picture of. Places and things might be a different story though.
Dual Weapon: Eliza's weapons double as conductors for her magic.
Soul Jar: As part of her deal with Cindy Ford, Elizabeth's soul has been transfered into a soul gem and placed under the queen's care.
Patrons: Vermilion Veronica and Maura Natalie (Crimson Cradle/Lesser Force)
Patron Benefits: Cradle Supply - If needed, Eliza can request for a change of equipment. Given that she takes good care of whatever she borrowed, of course. Witches’ brew (Power artifact) - A vial tray that always has a few bubbling potions in it. Formerly belonged to a magical girl with a “chemist” specialization. The potions have a variety of effects, but ultimately boil down to simple transformation effects like turning into toads, rodents, or orcs. In addition to transformations, the potions are quite volatile and will explode when thrown or struck with enough force. Best not to get hit while holding them.
Connected - Like with Maura's linked telepathy, Eliza is always connected with other cradle agents, able to distinguish them from other magical girl by a red halo over their heads.
Unitary State - Maura has joined Crimson Cradle, enabling her to continue helping Eliza. She can also make use of Cradle benefits such as “cradle supply” and “connected”. Eliza also has access to a piece of Cradle Gear.
Hidden Death - Even if Maura gets killed, she doesn't stay dead forever. Her connections with death allow her to reincarnate each time, though due to it being a slow process, Eliza will be left to her own accord till she returns.
Subtle - Eliza's magic isn't as flashy as it once was, now being easier to evade attention, and harder for others to notice. Replaces the Payment benefit.
Mental Link - Maura can keep tabs on Eliza and any others with linked telepathy.
Transportation (Universal) - Maura always has a motorcycle ready for Eliza to use when needed.
Gifted Item (Universal) - The butterfly mask Eliza wears is actually a disguise artifact gifted to her by Veronica.
Patron Drawbacks: Exposed - Eliza doesn't really have much privacy now, song references aside.
Pennace - Best to make yourself useful, right?
Communism - As an agent, Maura belongs to everyone. She will be expected to help all of the cradle agents and won’t be exclusively helping Eliza all the time. The payment benefit has also been suppressed as she is no longer responsible for paying Eliza.
Rival Force - Being a renegade mage, Maura's always bidding her time before someone tries to hunt her down.
Limited - Maura's only a mage, not to mention just one person. Unlike deities or horrors, she doesn't have much resources to spare. Oh yeah, and she can actually get murdered. So that's fun.
Alien Mind - Well, she's no wise shaman, that's pretty sure. Even now Maura still has difficulty understanding certain things, and for others to understand her sometimes.
Fighting Style: Adapt, that's the best Elizabeth can do. Before battle, she can take a quick photo of the adversary with her camera for some information. With her new scrying ability, and perfect timing, she can evade and counter enemy attacks. Light magic is her main form of attacks, weapons aside. She uses her time magic for defense often, and Dark magic for a more stealthy approach; paired with her disguise artefact can prove useful for missions.
With her spellweaving ability, Elizabeth can use more than one specialization at once. From forming blades of darkness, to creating a barrier that slows time.
Personality: The mental stress Elizabeth has went through made her a more capable leader than before. She still has fragments of her old personality; her adventurous spirit and somewhat introverted nature, but now she doesn't tolerate nonsense, and has a bit of a temper. Still, she's a kind person, no longer a coward, and a monster girl at heart.
History: Elizabeth remembers everything her past incarnations went through. She had lived a normal life out of state, until a strange fog had covered her hometown, bringing monsters with it. Her friends were unfortunate enough to be killed during the attack, but having accidentally murdered a magical girl of all things sealed the deal. To atone for it, Eliza had agreed to replace the girl, training under her first patron, Maura Natalie.
Just happens that her second patron, the Ebon Mint had taken interest in the witch, striking a deal with her. But by Maura's wishes, she didn't use her black coin at first, hiding it and keeping her affilation with the Mint a secret.
Few months had passed since then. With things settled in back home, Elizabeth had been informed by Maura that there was a hotspot for both monsters and magical girls alike. So climbing onto her motorcycle, she made her way to Penrose. Already, she had been thrown into a battle against a monster boy, bloodicorns, a deranged time-user, and then a revolution against a vampire monster girl named Justine. She had teamed up with a strange veteran spirit girl named Anaya in fighting the vampire, but in the end, they were separated from each other.
In the middle of battle, Eliza had no choice but to use the black coin she was hiding from the others, and became a monster girl herself. An angel of light, but an agent of darkness.
Having become an agent for the mint, already Eliza was given a mission...much to her dismay that the target was rather tricky. But she couldn't give up, even with her familiar and other patron helping. Unfortunately, she was ambushed by a dragon-monster girl, Katelyn, which turned into a full-on fight against the past bates twins, and their brainwashed beacon buddies. The witch came out of the fight rather worse for wear. But luckily, a certain android girl helped her off the road. Eliza and Penny managed to catch up a bit once the witch woke up, and she managed to find a way to help Maura out with regaining her real form. She went back to working on her mission, fighting a bunch of wicked witches on the side. Only for her to get dragged into a vacation she didn't ask for.
Maybe it was her monster blood talking, or not wanting to get murdered for failing the mint, but she distanced herself from everyone else to not end up destroying the whole place. But after awhile, they all were free to go.
Yet they were gone for far too long.
Elizabeth was forced to stay low while the other agents of darkness and the beacon of light battle against one another, unsure of who to side with. So she stuck with the people she knew, trying to figure out a way to end things before something bad happened. She was fortunate to meet with Cindy, and even more fortunate to get to join the Crimson Cradle. Though the strain of being torn between light and dark was evident, even with the Mint giving her a chance to redeem herself. So, she turned that pain into power, for the sake of making things right.
Incantation: "Let the crimson of this battle give way to a new dawn!"
Additional Info: - Spent Platinum coin on stat boost. - Spent first Ruby coin to keep Dual Weapon perk. - Spent second Ruby coin for an additional specialization, Darkness. - Spent 2 Gold 4 Silver, and 5 Bronze for the Mystic Dress, Heavy Sword, and Meditation Stone. - Spent 6 Silver and 2 Bronze for the Thornwitch Blade.
Type: Lesser Force, affiliated with the Crimson Cradle
Name: Maura Natalie, Mistress of the Styx
Personality: Formal and noble, Maura can be compared to a knight in personality and a doll in appearance. Although she can get intimidating at times, she doesnt harm others, only when a situation calls for it. She tends to keep an eye on her magical girls when possible, and she keeps a clear head when in combat, unfazing.
History: Maura's past is vague, only those she knows well enough would know about it. She fled to Penrose after a close encounter with a mercenary sent to kill her, after she had been deemed a traitor by her old coven, and started to recruit magical girls along with other Lesser forces. What she had done to end up a renegade is still unknown.
Resources: Since regaining her true form, Maura has recruited more girls under her wing, and is always looking for more to help prevent the war of dark and light from going out of hand. Though she is now unable to pay them, now working for the Crimson Cradle herself.
Additional Info: Maura seems to have more advanced magic that bears similarites to normal magical specializations, but overall uses a form of necromancy.
Power: Regeneration: Regenerating mana faster, Anaya can survive any near-fatal injury, even ones that have her limbs chopped clean off. Although her neck is a considered weak point now.
Third Eye: Being no longer corrupted, Anaya has lost the ability to find other magical girls' weaknesses. Luckily she still has the normal abilities that come with her third eye, from piercing through illusions to predicting spells attacks.
Perks: Enhanced Sustenance: Anaya doesn't need to sleep much, can suppress her hunger longer, and doesn't even need to breathe.
Disguise Artifact: A small ring with a morganite cut into a teardrop shape, Anaya can use the ring to disguise herself as another person for a short time, down to the voice.
Soul Jar: Adding more to her ironic theme of specters, Anaya's soul has been transferred to a small lantern-like soul jar, usually kept around her neck as a necklace.
Interdimentional Home: Self explanatory, Anaya can warp to an apartment building in what seems to be another dimension. She can bring five other people to her apartment, if she wished.
Closure: To forgive is to forget. Once Anaya became a magical girl, everything that proved her past self's existence was erased.
Mystic Artifact: A mysterious antique music box. When Anaya winds it up, she can see what's happening in either the past, present, or future, but only once a week for some reason.
Fake Parents: She finally has parents!
Patron: Beacon
Patron Benefits: Perfect Life: A home, friends, and family even. Things Anaya never really had until now. Her friends and family are always protected by Beacon from monster attacks.
Shine Spark: Once the spark was a weak shield to help resist alterations to mind and body, albeit with a bit of willpower. Now it grants complete immunity, as well as a way to counterattack.
Mana Font: Anaya has more mana than the normal magical girl.
Patron Drawbacks: Vow of Courage: All who work under Beacon are to take a vow so they may preserve their humanity. For her determination to protect others at the cost of her own life, Anaya has taken the vow of courage.
Excomunication: Even if she was once a dark magical girl herself, Anaya cannot cooperate with those she once worked with in darkness. And she cannot kill another beacon girl, or she will be deemed a traitor and to be killed on sight.
Fighting Style: Not having a set style, Anaya relies on speed, distance, strategy, and adaption to fight.
Personality: Tending to speak as little as possible, Anaya is a soft-spoken introvert who gets to her points quick. Her cute demeanor is a guise, hiding her mischevous nature. Since being purified by a white coin, Anaya has been opening up to others more often, and has been able to focus more as the voices in her head were finally silenced.
History: For as long as she can remember, Anaya had been in the hospital for most of her life, sickly and weak. One night, when she was 24, her patron, Avalon Browen, visted her in hopes of getting a new recruit. Apparently, her mother was a very powerful magical girl, before chosing her father over fighting monsters. Not wanting to stay in the hospital anymore due to cabin fever, she accepted, a coin being placed in her hand before she became a kid again.
The first two months were hard, as she had a rough time fighting monsters with what she had, even from her patrons. So she finally used her black coin, and got a second power. But only for a debt, and becoming a dark magical girl.
A quick visit to the local magic hotspot, Penrose, led to her and her temporary partner Eliza to revolt with a few others against a monster girl named Justine. But Anaya seemed to dissapear before the castle the battle took place in collapsed. For the most part, she just went back to work with her patrons. Yet a premonition from her music box proved that her time in Penrose wasn't over.
So when the call of death reached out to her, she answered, and returned to fight.
Just happens that her screw-up after the fight against the Endsinger had led her right into the hands of the Ascendancy. Anaya didn't understand why they would spare someone like her; A corrupted girl working under both Mint and Horror. But joining Beacon beats having to deal with an angry demon and demented coin broker. It was probably what her mother would have wanted, after all.
Incantation: "Kin of corruption, I shall make your purification swift."
Additional Info: Her and Celia are in cahoots.
Patron Goals: Low Priority: Protected normal magical girls from harm Medium Priority: Purified/killed corrupted foe High Priority: Disrupt a Horror's Ritual
Der we go. If I add Anaya back, I'll probably let Ari NPC Celia. I'll update Maura more when I can!
Name: Eliza Winters
Age (Magical Girl): 12
Age (Before Magical Girl): 25
Gender: Female
Gender (Before Magical Girl): Female (No Difference)
Appearance:
Specializations: Illusion - Not much of an offensive special, Scout makes up for it by creating realistic yet incorporeal mimicry that distracts opponents, and when trained enough, can manipulate others' senses. She still thinks its cool though.
Light - As part of her new form, Scout can manipulate light at will. Along with being able to see through deceptions, cleanse others of corruption, breaking curses, and maybe can force others to tell any secret they know.
However, now Scout's weak against sound-based magical girls.
Weapon: Ranged/Melee, Sniper Rifle/Scythe Soprono's Cipher - Scout's trusty clockwork sniper rifle with runes etched into its main body, the runes themselves glowing a briliant blue with magic. It can also shift into a normal rifle along with its wielder. The rifle in it's transformed state can turn into a scythe for close combat.
Powers: Tentacles - Replacing her tree-like vines, Scout's "tentacles" are now ribbons, each one a different color.
Focused Assault (Gold) - When Scout can concentrate on her shot enough, she can deal great damage with every bullet. Depletes mana though.
Perks: Dual Weapon - Scout's rifle can now transform into a scythe, powered up with her light magic.
Healing Artifact - A dragon's breath opal necklace that can heal anyone who holds in in their hand.
Big Backpack - A big cat backpack that contains the normal items included with any other magical girls' backpacks, a tome of magic spells, and a matching cat plush.
Familiar - Scout's familiar is an owl named Theresa, who trains herself to stay in her human form longer, but only gets up to an hour before having to revert back.
Wings: With her new monster girl form, Scout has a pair of angel wings stuck on her back.
Patron: Maura Natalie (Lesser Force) and Ebon Mint
Patron Benefits: Hidden Death - Despite being vulnerable to death, Maura made it to where she doesnt stay dead forever. Leaving Scout to her own accord till she returns.
Payment - Maura undertands that mortals need currency to get by, so she regularly pays Scout every saturday.
Mental Link - In order to keep tabs with Scout, Maura used a spell so they can comunicate via telepathy.
Transportation (Universal) - Maura always has a motorcycle ready for Scout to use when needed.
Black Coin - With her working for the Ebon Mint, Scout has been given a black coin to use at any time. She used it to become a monster girl.
Non-Exclusivity: Maura can still be one of Scout's patrons, thanks to the Ebon Mint.
Magical Overload: Scout has a bit too much magic...
Patron Drawbacks: Rival Force - A longtime grudge held, Maura tries to avoid any contact with a rival force out to hunt her down.
Limited - Marua isnt a god nor eternal, she can die, and has to call on Scout to fight what's fatally weakened her before she's killed.
Alien Mind - It's hard to decrypt and understand Maura's requests from time to time.
Debt: Now that Scout has used her black coin, she has alot of work ahead of her.
Betrayal: The Mint still can't be trusted, as they can backstab Scout at any moment.
Monstrous Form: Scout's a monster girl now. A fallen angel, to be specific.
Mind Mutations: Chaos Engine: There's nothing wrong with having a little fun messing with others, right?
Fighting Style: Scout always keeps her distance in combat, using her tentacles to climb up buildings. From there she uses a focused assault to attack the enemy and/or its weak points, depending on how quiet the area is.
She wont hesitate to fight with close combat though, as she can use her tentacle to battle, but not as strong as her sniper rifle, thus used only in emergencies. When a teammate gets hurt, Scout has to jump down from her post to give them her necklace so they can heal, then climb back up. Her outfit makes Scout a human shield, able to fend off attacks and allow others to flee or recover.
Personality: Adventurous yet a little cowardly, Scout is a confident young woman who isnt afraid to take charge as a leader. She doesnt do well with crouds and enjoys solitude from time to time. That being said, she has a short temper, and doesnt hesitate to punch someone in the face. Besides that, she's a good friend and ally.
History: Originally from North Dakota, a young Eliza lived a normal life with her parents and two brothers. They lived in an apartment building turned orphanage where her dad worked. Years passed as she was trained to uses guns for hunting and combat, and moved out at the age of 25. One day, she and her friends went out to hunt as fog covered the town.
They gaved each other nicknames as they walked around the forest, agreeing to involuntarily call Eliza 'Scout' before spliting up and leaving her alone. She suddenly heard them scream in terror, followed by roaring, and dead silence. She found their dead bodies and was struck with paranoia, holding her sniper rifle close. She hear footsteps and shot the source of the noise, a magical girl. Falling to her knees by the corspe of the child, Maura approached Eliza, reasuring and explaining to her about magical girls, and that she needed to replace the dead girl.
Taking a deep breath, Eliza stood up and shook Maura's hand, accepting the consequences.
Few months had passed since then. With things settled in North Dakota, Scout had been informed by Maura that there was a hotspot for both monsters and magical girls alike. So climbing onto her motorcycle, she made her way to Penrose. Already, Scout had been thrown into a battle against a monster boy, and then a revolution against a vampire monster girl named Justine. She had teamed up with a strange veteran spirit girl named Anaya in fighting the monster girl, but in the end, they were separated from each other.
In the middle of battle, Scout had no choice but to use the black coin she was hiding from the others, and became a monster girl herself. An angel of light, but an agent of darkness.
Having become a agent for the mint, already Eliza was given a mission...much to her dismay that the target was rather tricky. But she couldn't give up, even with her familiar and other patron helping. Unfortunately, she was ambushed by a dragon-monster girl, Katelyn, which turned into a full-on fight against the past bates twins, and their brainwashed beacon buddies. The witch came out of the fight rather worse for wear. Luckily, a certain android girl helped her off the road. Eliza and Penny managed to catch up a bit once the witch woke up, and she managed to find a way to help Maura out with regaining her real form. She went back to working on her mission, fighting a bunch of wicked witches on the side. Only for her to get dragged into a vacation she didn't ask for.
Maybe it was her monster blood talking, or not wanting to get murdered for failing the mint, but she distanced herself from everyone else to not end up destroying the whole place. But after awhile, they all were free to go.
Yet they were gone for far too long.
Now Eliza is forced to stay low while the other agents of darkness and the beacon of light battle against one another, unsure of who to side with. Will she seek help from Beacon, remain a monster, or with her ruby coin, become someone else?
Additional Info: Though she has wings, Eliza still likes to wander across rooftops. She's unsure what to with her ruby coin now... Her Main Theme
Type: Lesser Force
Name: Maura Natalie; Mistress of the Styx
Personality: Formal and noble, Maura can be compared to a knight in personality and a doll in appearance. Although she can get intimidating at times, she doesnt harm others, only when a situation calls for it. She checks on her magical girls once a week, due to her supposed carring nature, and she keeps a clear head when in combat, unfazing.
History: Maura's past is vague, only those she knows well enough would know about it. She arrived at Penrose after a close encounter with a hunter sent to kill her, and started to recruit magical girls along with other Lesser forces. She still tries to keep her distance, not knowing who wanted her dead.
Resources: Maura always has five magical girls at a time, including Scout, and usually pays them with money her assistant secretly collects. Besides the benifits her magical girls gain, she sometimes assists them in battle when death seems imminent.
Additional Info: Maura seems to have time and darkness powers reminicent to the specialities magical girls have.
Name: Celia Simmons
Age (Magical Girl): 7
Age (Before Magical Girl): 18
Gender: Female
Gender (Before Magical Girl): Female
Appearance:
Specialization:
Empathic: Celia can absorb the emotions of anyone in the area, and use it for her own spells. It's a strange power, as it can rival others abilities at offence and defense, as long as she's using the right energy. She can drain her opponents of emotions, but those strong-willed are resistant, and there's a limit to how much energy Celia can store. When she's not in her magical girl form, she can tell how someone's really feeling, and is quite an influential speaker.
Weapon:
Ranged (Crossbow), Shiro Akuma: A silver, victorian styled crossbow, decorated with small gems. One thing to note is that the gems seem to glow a certain color, depending on which type of emotion-based magic Celia is using.
Power:
Regeneration: Celia can heal and regenerate mana faster than normal magical girls, and if it doesn't one-shot her, survive any injury. She can even reattached any severed limbs, and use mana to speed up the process. Out of costume, her stamina and recovery speed is increased, yet her rate of healing is reduced greatly.
Perks:
Awareness: Harder to ambush, Celia is much more aware of what her senses are telling her.
Enhanced Transformation: It's quicker for her to transform, as she only needs to think of her incantation, and is invulnerable during the three seconds.
Soul Jar: Celia's soul has been transferred into a blue teardrop necklace. She can't be anywhere without it, as the longer the distance between her and the necklace is, the more she loses control of her body. It's also her weak spot, as destroying it can kill her.
Absolute Direction: As long as she has a mental image of the place (and really, if it even exists), Celia always knows where to go.
Healing Artifact: An aquamarine broach Celia always keeps on her hat. Usually heals her on it's own, but can heal anyone around her, as long as she has the mana for it.
Blood Magic: In a pinch, Celia can use her own health to fuel her magic. But as a last resort, as using this ability can kill her.
Monstrous Metamorphosis: When angered enough, Celia takes on a monstrous form. with crystal wings growing from her back, stained glass replacing parts of her skin, and her eyes turning glassy, pupils turning diamond shaped.
Patron: Solo
Patron Benefits:
Free Agent: Without a patron, Celia can work for anyone, without gaining the benifits however.
Mana Font: Well, whoever was supposed to be her patron seemed to have channeled more mana into her.
Patron Drawbacks:
Alone: Celia's by herself. No one to help, no one to back her up, she's on her own.
Fighting Style: Celia's fighting style always depends on the type of battle she is thrown into. Sometime she'd take the defensive roll, and other times offensive or support. She tends to manipulate her opponents' emotions to get the right energy, and sometimes raises morale for her allies. Overall, she depends on strategy, and thinks as she leaps.
Personality: Celia...doesn't really talk much. No one really knows if it's due to some anxiety she may have, or if she just doesn't have much to say. Despite that, she's a caring person, always looking over others like they're her siblings. She can't help but pick on her allies if she finds out a little secret they want to keep, or toy with them if it's something much bigger. Celia tries not to get mad easily, as being driven to the edge triggers her monstrous metamorphosis, and doesn't give up, even when she's one of the last ones standing. She's secretly a bit of a smug bitch, but would never admit it.
History: Celia doesn't really remember much of her life before she became a magical girl, usually excusing it as her not thinking back more often, other than it being her amnesia. What she can remember is that her hometown had been infested with monsters, and that the magical girls there were at a disadvantage. So she was one of the chosen girls to help them out. Yet something went wrong. More than one patron tried to make grabs at her, and she ended up alone.
Since then, she had mostly been doing odd jobs for magical girls (and boys) both dark and light. She had joined the others on their vacation, but didn't really do much there. But now that another war has come, Celia will do her best to help out either side as much as she could.
Magical Coins: Gold: 1, Silver: 2, Ruby: 1
Incantation: "May my soul guide me through this fight."
Additional Info: Celia will be willing to part with her Ruby coin, if for a good reason.
[Center][i][b]Current Haunts:[/b]
Symphony on High - [color=7F2A3C]Finn[/color]/[color=goldenrod]Timekeeper[/color] (Co-GM)[/i]
...Yes that's it. Literally in nothing else atm, sue me.[/center]
<div style="white-space:pre-wrap;"><div class="bb-center"><span class="bb-i"><span class="bb-b">Current Haunts:</span><br>Symphony on High - <font color="#7f2a3c">Finn</font>/<font color="goldenrod">Timekeeper</font> (Co-GM)</span><br><br>...Yes that's it. Literally in nothing else atm, sue me.</div></div>