‘… Playful Pokémon in the halls, huh…’ the man said, sighing out a bit. ‘We release different Pokémon into the park, hoping to give our students a variety, but some occasionally stray. We really should do something about that…’ he continued. Then, Amelia mentioned that it was the second time she had disturbed him, and he blinked a bit and then examined her a bit closer for a couple of seconds as she continued to talk. Then, he breathed out, pulled one of the chairs students would sit on and sat down.
‘… From that time, I guess. So I suppose you're simply one who is comfortable at night. Very well. I'll retract my comment about that you shouldn't be out at this hour. What do you wish to talk about?’ he asked, in a really tired tone first, but then his tone for the last question also clearly shifted to one of someone experienced with talking to children.
The ghosts still surround the room, just staying out of sight.
‘Mt. Strength? Isn’t that where Fighting-types are- oh. Right.’ Diana answered, looking a bit unsure if that was actually a place she wanted to go to or not as Claire swooped away.
Afterwards, the bird fight!
Before Ralia could get off another Double Team, Fletchling managed to get in a Quick Attack, which did Critical Hit to her, reducing her health considerably! Yet, there she then managed another Double Team, and now Doduo had trouble hitting her with the next Fury Attack!
Tez got working on Psywaving Doduo, doing his mildly minute damage as Ralia made herself harder and harder to hit. Now, and two turns ahead, their enemies had trouble hitting her! Finally, when Ralia went back to doing Confusions, did they do enough damage and Doduo fainted!
That’s when Fletchling got a Peck Critical Hit and almost fainted Ralia. Still, for simplicity, let’s say Fletchling missed all other attacks and eventually fainted.
Tez grew to Level 17!
Claire is victorious! Claire gained 675 P for winning!
‘Ow!’ Emmie made a call as if in physical pain.
‘Okay! Bird Tamer quota met! Off with you!’ Darius grinned as he backed off with his gathered fainted Pokémon and Claire was free to head on.
Then, versus Hughes!
Tez VS Bronzor! … Tez is higher level. Tez got off Imprison first. Hughes calls cheating as Bronzor can’t do anything but Struggle. Hughes immediately switches Pokémon to Solosis. This switch meant Solosis was immediately hit by Confuse Ray. Solosis still managed to set up Reflect, after which Tez failed to put the opponent asleep. Then Solosis hit itself in Confusion instead of using Rollout, something Reflect really didn’t protect against. Solosis then rolled into a steel wall, doing minimal damage to Tez. … Tez fails to Hypnosis Solosis for the third time in a row. Then Solosis manages to hit itself in confusion rather than continuing the Rollout. NOW Tez succeeds with Hypnosis, doesn’t Reflect fade away around here? Regardless, Solosis sleeps for four rounds, plenty of time for Tez to tackle the opponent into pieces.
Hughes then sent out Kadabra, so Laurel VS Kadabra, the GM supposes. The stats have been checked. Laurel needs 2 Bites to take out Kadabra, Kadabra needs 3 Confusions to take out Laurel. They trade Sandstorm with Confusion, which really rather works in Kadabra’s favour, even if he’s buffeted by some damage. Kadabra uses Confusion again, being way faster… and gets a Critical Hit! Laurel fainted! Ow.
Ralia VS Kadabra! They have a Teleport-off! … Except, at the end of the day, Ralia’s the one with Disarming Voice, a move that isn’t ineffective against the opponent! It looks bad when first Kadabra somehow manages another Critical Hit on Ralia before Double Team, but then he proceeds to miss three times in a row while Ralia can leisurely Disarming Voice him to fainting! And so he did, Kadabra fainted!
Ralia grew to Level 18!
Tez VS Bronzor again. Tez used Imprison. Bronzor used Struggle. Tez used Confuse Ray. Bronzor hurts itself regardless if it succeeds with Struggle or not. … … … Tez wins!
Tez grew to Level 18!
Claire is victorious! Claire gained 97 P for winning!
‘Agh!’ Hughes recoiled. ‘W-well, I guess evolution isn’t everything! They need to be trained even harder from there!’ So he told himself, before heading on.
With that, Claire could remain on Route 8…
Route 8
To the west, there’s the massive mountain chain that links Mt. Chill and Mt. Strength. To the east, the ground makes a sudden nosedive down a couple of cliffs leading to the waters of Route 16 and/or 17. The area between is a flat, windy grassland, with plenty of bugs and plenty of birds preying on the bugs. Route 8 is a slightly leaning route that starts at the top of a hill by Freecape Town and ends up at the bottom Route 6, but it’s decently hilly on the way as well. The route is most well known for its birds, with Taillows, Staryus and Fletchlings flying about the place and Doduo’s running, but it’s also a place inhabited by curious mammals like Sentret and Bidoof. That, and bunches of Bird Tamers from Freecape Town!
On the west side of the route is the Tunnel. A dark cave that leads straight through the mountain to Cooldome City, a place where the toughest of trainers gather to battle it out in the Battle Dome. It is said that trainers who cannot overcome either the Tunnel or the Frozen Cave have no place in Cooldom City. On a lighter note, on top of one of these hills stands the Hall of Celebration, a place mostly known for the de-facto go-to place for marriages in Isson, both for people AND for Pokémon that like one another very much. Aside from getting married, it is also a place for bonding with your Pokémon and becoming closer than ever, the place holding a certain sway over potential evolutions that rely on friendship… but that aside!
1. Find Pokémon. Can be specified what kind of Pokémon is being searched for, and how you search. 2. Train Pokémon. With this command, we can jump ahead in time and skip posting about grinding. 3. Seek trainers. Plenty of Bird Tamers from Freecape on Route 8! 4. Talk. People can be chatted with. 5. Move along. Move along normally, letting any events that may come happen naturally. 6. Hurry along. Intentionally avoid confrontations and try to get safely to the next destination. 7. Specify. If you specify what you want to do, the GM will take it into account and tell the result. 8. Trigger random event. Force the GM to use his imagination to make a scenario for you. 9. Hall of Celebration. Famous spot for bonding, between people, Pokémon or between both. Also famous marriage spot.
Connected areas: Route 10. The psychic farmlands await north before reaching Worldedge City. Route 6. The vast plains of wilderness await south before reaching Raremine Town. Freecape Town. The hanging town of birds and nobles, it’s also home to the Freecape Ferrymen. Tunnel. A hole in the mountain. Those unable to overcome it are unworthy of reaching Cooldome City.
Also known as the Vast Plains, it is not hard to understand how Route 6 gained such a name. Seemingly endless, green plains spread in every direction, only stopped by the natural borders that are the cliffs down into the ocean and the mountain range of Mt. Chill. Natural hills have formed, rolling up and down like giant, stationary green waves in this ocean of grass. These hills are also the only form of cover that you will ever get on this plain. Due to the abundance of wild Pokémon eating or battling the grass around here it never grows above the height of your feet. There is nowhere to hide here…!
This goes double. The Pokémon of Route 6 have nowhere to hide. They survive using speed, strength or both. Intimidation is key, in these plains of wilderness. In addition, there is a lot of them. You’re not able to look in a single direction where there aren’t wild Pokémon, to the degree that it is ridiculous. There is no Pokémon, not even rare ones, on Route 6 that you cannot find out exists here with just a number of steps over the route. This, however, means most Pokémon on the route are tempered for battle, it is among the wildest routes of Isson. There are reasons why the unprepared tend to avoid this route.
However, for potentially setting astride a large Pokémon, running across large fields of grass under a blue sky, feeling the fresh air blow past as you thunder on with nothing to stop you? There is no better place.
So, among the population here are burning horses, the smaller ones hurrying to catch up to their parents, while occasionally there are the smaller ones on their own walking about or the larger ones dashing past like flaming arrows at top speed…
Pokédex Entry #77 – Ponyta, the Fire Horse Pokémon. After birth it can barely stand, but chasing after its parent day after day makes it stronger and stronger. Their hooves are allegedly harder than diamond, and they’re known to jump unfathomable heights. Its fiery mane grows shortly after birth, giving it an impressive appearance.
Pokédex Entry #78 – Rapidash, the Fire Horse Pokémon. Can usually be found cantering plains or fields. It is very competitive about speed, loving to run at full speed, around 150 mph. At great speed, its flames blaze ferociously, enhancing its appearance. It only slows down to let its children catch up to it.
There are two-headed birds dashing about like there is nothing better to do, with three-headed ones watching over them or just minding their own business.
Pokédex Entry #84 – Doduo, the Twin Bird Pokémon. While having identical brains, the two heads have different identities. They take turns sleeping, communicate seemingly telepathically and cooperate to their goals. Better at running than flying, it’s found racing grassy plains with powerful strides up to 60 mph.
Pokédex Entry #85 – Dodrio, the Triple Bird Pokémon. It uses three brains to execute complex plans. It has three hearts, three sets of lungs but only one stomach. The three heads are no longer identical, representing joy, sorrow and anger each, occasionally squabbling with different opinions. They’re largely aggressive and should be approached with caution for pecks.
The most famous inhabitants of the are the violent bulls running across the plains, attacking each other and charging aimlessly across the fields. All the other inhabitants have to be suitable for avoiding these, or they will be bashed up beyond recognition.
Pokédex Entry #128 – Tauros, the Wild Bull Pokémon. Famous for their violent nature, Tauros are known to rampage endlessly. When charging, it whips itself with its three tails to fuel its anger. They fight among one another constantly by locking horns. The leader of the herd will have battle-scarred horns, that it’s very proud of.
The exception perhaps being the large kangaroo-like Pokémon with powerful limbs capable of defending themselves, and even the Tauros knows better than to try to mess with their kids, or at least they very quickly learn the lesson.
Pokédex Entry #115 – Kangaskhan, the Parent Pokémon. The child lives in its mother’s pouch until three years old, when it rapidly grows and gains a child of its own. The young is allowed out to play and collect berries if the area is safe. Fiercely protective, the mother sleeps standing to protect its child and will fly into a violent rage if the child is endangered.
In the midst of it all, calm cows wander, eating of the grass. One can perhaps wonder how these friendly Pokémon survive on these wild plains, and one can perhaps stop wondering the first time one sees them rolling as a massive ball of destruction against an offender.
Pokédex Entry #241 – Miltank, the Milk Cow Pokémon. It produces five gallons of milk on a daily basis. Its milk is highly nutritious and seem to help combat sickness. While healthy, it is high in calories and should be accompanied by healthy exercise. It is naturally calm and prefer not to fight, but is known to violently roll at enemies if endangered.
Flocks of noisy birds fly across, avoiding the bigger Pokémon while preying on the bugs hiding in the grass that remains, flying back and forth and occasionally hiding by the mountainside.
Pokédex Entry #396 – Starly, the Starling Pokémon. They flock in great numbers around mountains and fields as they’re weak on their own. Though this is the case, their wings hold a great amount of power. As their singing is famously noisy and annoying, they tend to be chased away from towns.
Larger birds also flock together, more prepared for aggressive actions as they fly looking for prey. Sometimes the flocks meet, and a massive battle of bird VS bird ensures, one of many kinds of battles happening on this plain.
Pokédex Entry #397 – Staravia, the Starling Pokémon. They live in huge flocks in forests and fields, flying to search for bugs. They have considerable attachment to their flocks, and upon meeting another flock of Staravia a huge scuffle between the flocks may occur. If alone, a Staravia cries noisily to be noticed and picked up by a nearby flock.
Occasionally, a lone bird can be seen taking on a massive opponent, a Bouffalant or Tauros or other. Often emerging victorious.
Pokédex Entry #398 – Staraptor, the Predator Pokémon. When it evolves it leaves the flock to live alone. It is savage in nature, constantly challenging foes way bigger than itself. It is known for its will, and will continue to attack even if injured. It constantly fusses about the appearance of its comb.
Larger, lonelier and tougher than the Tauros, occasionally there is a Bouffalant glaring angrily at all nearby Pokémon, more than ready to start headbutting anything that comes too close.
Pokédex Entry #626 – Bouffalant, the Bash Buffalo Pokémon. They’re fiercely territorial and are known to headbutt anything that comes close to it. Their fluffy fur on their head absorbs damage for them when headbutting, while appearing like a wall to enemies. It’s said to be strong enough to derail a train.
The one exception to the vast field of green is the occasional burrows. While the bunnies that inhabit them are primarily nocturnal, one or two can still occasionally be seen dashing across the field, usually from burrow to burrow.
Pokédex Entry #659 – Bunnelby, the Digging Pokémon. Its ears are solid and serve as shovels which it uses to dig large burrows in which it lives. It is mainly nocturnal, and will dig throughout the night. Over the years the ears become stronger, and it becomes able to sever thick roots easily.
Here and there are smaller, red birds. They chirp beautifully, yet fiercely attacks those who wander too closely. And in the midst of it, there’s one of them with a gold-colored belly that sticks out, but only to the perceptive or lucky.This is the only hidden message yet, I promise.
Pokédex Entry #661 – Fletchling, the Tiny Robin Pokémon. Its widely praised for having a beautiful chirp which it uses to communicate, it’s a merciless creature that claws and pecks at those who enter its territory. When captured, though, it becomes friendly and easy to train. When excited or agitated it doubles in temperature, so surprise-poking it is a good way to get your fingers burned.
Occasionally, there’s a larger one, flying across an area before shooting flames down into the grass below it, before swooping in to pick at the prey it had startled with its fire.
Pokédex Entry #662 – Fletchinder, the Ember Pokémon. A territorial Pokémon that will hunt other Fletchinders off if too close. It’s very fast, its acceleration from takeoff is famously high, though can only reach max speed when its flame sack’s gotten warm enough. When feeding it sets grass on fire from its beak, and then feeds on the bugs jumping out in fright.
Far, far above circles the rare large red bird, and with that the smaller birds need to beware. For when it comes, they don’t see it coming until it is far too late and FAR too hot.
Pokédex Entry #663 – Talonflame, the Scorching Pokémon. Its diet is mostly built of smaller birds. It flies high, then swoops down at speeds of over 300 mph to catch its prey. Flames fill the gap between its feathers as it flies. If excited in battle, it fans its own flames to scatter fire in splendor. Its sturdy feathers have been used to make fireproof clothes.
Of course, with so many herbivore pieces of meat around, there are some predators. The Pyroar prides roam around, with cubs playing all around. Here and there are Litleo out on their own, or female Pyroars hunting for food, but trainers should be relatively safe from them.
Pokédex Entry #667 – Litleo, the Lion Cub Pokémon. When young they live in a pride, but eventually leave to become stronger or are thrown out when old enough. They’re curious and hot-blooded, quick to investigate and quick to challenge enemies way out of their league. The stronger the enemy, the hotter the fire in its mane grows.
Pokédex Entry #668 – Pyroar, the Royal Pokémon. The male with the largest mane leads the pride. They breathe powerful fiery blasts to threaten any challenger. While the females protect the cubs and hunt the males are usually lazy, but when they’re threatened they will protect its pride with no regard to its own safety.
Quite a few of these Pokémon could potentially be dangerous. A trainer should mention what steps they take to be safe as they’re crossing Route 6.
However, notably, Claire is on the eastern side of Route 6. It doesn’t qualify as “crossing” Route 6. Here there’s a road, connecting Route 8 with Raremine Town as well as Stalford’s Ferry, that is largely left alone by the wild Pokémon. The truly wild part of Route 6 is west.
1. Find Pokémon. Can be specified what kind of Pokémon is being searched for, and how you search. 2. Train Pokémon. With this command, we can jump ahead in time and skip posting about grinding. 3. Seek trainers. There are travellers traveling on the eastern side of Route 6, heading to and from Raremine Town from north. Few go west and fewer go east.. 4. Talk. There are travellers to talk to, potentially.. 5. Move along. Move along normally, letting any events that may come happen naturally. 6. Hurry along. Intentionally avoid confrontations and try to get safely to the next destination. 7. Specify. If you specify what you want to do, the GM will take it into account and tell the result. 8. Trigger random event. Force the GM to use his imagination to make a scenario for you. 9. Area Specific; Rapidash Rapid Delivery. Eastern side, by the entrance of Raremine Town.
Connected areas: More Route 6. West is a vast plain that seem to stretch on endlessly, locked between the mountains of Mt. Chill and the cliffs of the southern sea. Eventually leads to Lakewatch Town. Route 8. In the north lies a comparatively pleasant cliffside walkway with hilly terrain and wondrous view, leading to Freecape Town. Stalford’s Ferry. North-east, to take a ferry across Route 16 towards Witchpeak City. The only pleasant way across Route 16 is onboard a ferry, but even then… Raremine Town. A town of miners and researchers that study what the miners find. Also a stop for those who want to travel the desert!
Or, like, maybe Claire wants to go directly to town, in which case, sure.
Raremine Town
no cat-eared girls here, sorry
Raremine Town is a moderately large, bright town on the edge of the only desert in Isson. By some twist, the largest mineral deposits in the land is located right under the desert, making it an attractive place to build mines. From that, Raremine Town naturally sprung into being as a merchant town on the edge of habitability from where the mineral could then be delivered to the rest of Isson. The temperature is hot, sun blazing down on this land where plains slowly become desert, the atmosphere dry and unfriendly… yet, life and trees blossoms among the buildings of Raremine Town.
The ground is still the grass from the Vast Plains, with buildings on top of them. The modern houses stand tall with plenty of architectural skill put into them, tools for building and living sold inside the houses. Everywhere, one can see workers walking about, but they’re happy workers, with their families living close at hand in the town and with the finest equipment available. Oh, and of course, plenty of Pokémon that assist with the finding of ores and such! The trees, which appear to have been planted and grown all over town by the residents themselves, gives plenty of homes for local Pokémon to live.
Overall, it’s busy, with people walking and talking all over, an active town indeed.
Looking at and around the trees, there’s actually a fair amount of bugs around.
Pokédex Entry #664 – Scatterbug, the Scatterdust Pokémon. Using a dust which covers its body and regulates its body-temperature, it can live in any region or climate. If attacked, it can release a poisonous black powder which paralyzes upon contact.
Pokédex Entry #290 – Nincada, the Trainee Pokémon. It is usually found underground, using its antennae to sense its surroundings. It gains nourishment my tapping into the roots of trees with its claws as it await evolution. Nincadas are nearly blind, and avoid sunlight due to inability to withstand it.
Also, it seems the natural pet of choice in Raremine Town is Drilburs, a common sight following kids or just playing around, looking pretty happy.
Pokédex Entry #529 – Drilbur, the Mole Pokémon. They and Excadrills dig out maze like nests underground in which they live. Drilbur is known for being able to travel very fast through soil, able to reach 30 mph by putting its claws together and spinning rapidly, drilling through earth. They’re known to be rather friendly around people.
… So. What here?
1. Find Pokémon. Can still search for Pokémon in cities~ 2. Talk. In cities, there are considerably more people one can talk to. Talking can give you info on local rumors and such. 3. Exit. Exit the town to any of the connected areas. 4. Specify. If you specify what you want to do, the GM will take it into account and tell the result. 5. Trigger random event. Force the GM to use his imagination to make a scenario for you. 6. Notable Places. Visit any of the places in the city! 6.1. Pokémon Center. Heal all your Pokémon. 6.2. PokéMart. Go to a store and buy things. 6.3. Pokémon Gym. ??? 6.4. Desert Miner’s Hangout. The workers of the Desert Mine live around here. They can give tips about the desert! 6.5. Research Lab. For archaeologists, those who want to talk to Dunstan and those who want to resurrect fossils. 6.6. Stone Store. Where all the stones of the Desert Mines or Frozen Cave eventually end up! Lots of evolutionary and other kinds of stones! 6.7. Bug Garden. A garden within which bugs thrive. Vivillons can be hired here for tracking down the Mythic Oasis! 6.8. Warehouses. Because the things they mine here needs somewhere to be stored. This includes Ancient Pokémon, apparently, as some of the warehouses are pens.
Connected areas: Route 6. The Vast Plains open up to the north of Raremine. The shorter paths lead to Route 8 and 16, while west far enough leads to Lakewatch Town. Route 7. The single rocky desert of Isson, it connects to the Desert Mines, the Old Tombs and to the Mythic Oasis.
No, they’re really hunting you because they’ve been commanded to do so by the Trial Master.
Nuzleaf really just smirked at her as he continued to play, unconcerned at Eryn’s worries. They didn’t react to the apology about having been shooting Ember, merely kept staring at her intently until she ran. Now, while the Murkrow stayed back and gave a crowing noise that sounded a lot like laughter when Eryn started to run, she found herself dodging huge shapes of Sableyes casting Night Shade at her and her Pokémon as she ran. They were still some distance away so it was likely she could dodge those huge shades passing through, but they WERE attacking. However, Sableye is not particularly fast and could be left behind by jogging, though some faster Murkrows still kept their eyes on her…
And then something leapt and landed in front of her, gazing at her where it stood in the way. Its fur was dark, but around its body were bright, yellow rings that felt like they glowed in the moonlight shining down from above where it, very intentionally, blocked the way.
Pokédex Entry #197 – Umbreon, the Moonlight Pokémon. The light of the moon changed Eevee’s genetic structure, now it lurks in the darkness for prey. When it’s dark and the moon shines, the rings on Umbreon’s body glows, striking fear into the hearts of anyone nearby. When it’s prey is quivering, it leaps to attack. When agitated, it protects itself by spraying poisonous sweat from its pores, apparently.
Aaaaaand behind her Arbok came closer, slithering in with what almost looked like a grin on the snake’s lips as the cobra Pokémon hunted what it had decided was its prey for the evening, assumingly. Its Pokédex entry did say. When an Arbok has decided to chase something, it does not stop.
Umbreon in the front and Arbok behind. What does Eryn do?
Dawkin grabs the Moon Stone. Because why not? And he also picked the Zygarde Cell that had been floating about, which was quickly absorbed into the Zygarde Cube.
Dawkin obtained Moon Stone
Dawkin obtained Zygarde Cell! That’s 1/100!
‘W-well done collecting the Zygarde Cell. But, um. Are we, just, like, not going to talk about the scene we just saw…?’ Florrie asked, looking a bit uncomfortable as she gazed around the decently beautiful Mystic Oasis. Meanwhile Alec had already forgotten and was currently in the process of playing with an Espurr by the side.
So, Wooper swims down under the water. Most the wild Pokémon down here were decently friendly, so it was safe to swim. Wailmers and Alomomolas parted to allow Wooper to examine the bottom… and there’s an underwater ruin here. There’s writing on it that Wooper obviously cannot read, and there’s an entrance to a place in the underwater ruin that is not flooded, a building that can actually be entered and walked in on. Going further would require a human to enter the ruin.
However, there’s something else down here, resting at the bottom, which was the big thing that could partly be seen from the surface. Noticing Wooper swim close, the creature blinked at her, before moving. Suddenly the serpent twirled its tail and swam up, a rocket heading towards the oasis above giving Dawkin time to see it and move before it arrived, and then broke up the surface with an enormous splash as the sea serpent arrived above the water in all its glory, the water it had launched around it creating a slight rainbow in the desert sun before it turned the tip of its head to look down upon Dawkin. The creature was… a sight to behold.
Pokédex Entry #350 – Milotic, the Tender Pokémon. Said to be the most beautiful of all Pokémon, it’s been described as rainbow-coloured, changing colours depending on the angle. It’s said to live at the bottom of lakes, and it’s said when bickering happens this Pokémon rises to the surface and releases a wave of energy that soothes restless spirits and becalms emotions of anger and hostility.
… Apparently excepting the bickering that was the trainer before chasing Cresselia.
Except for that, a couple other fishes also looked up alongside Milotic. A couple ugly fishes that undoubtedly had absolutely no form of connection to the very beautiful serpentine Pokémon next to them.
Pokédex Entry #349 – Feebas, the Fish Pokémon. Its fins are ragged and tattered even from birth. It’s a hardy and tenacious Pokémon able to live basically anywhere there is even a little water, able to eat anything and live through any pollution. Due to its shabby appearance and dimwitted nature, few trainers become interested in raising it.
Sooooo. Big water serpent had been awoken by Wooper. Florrie and Alec are astounded. What now?
Mythic Oasis
As the sandstorm stills, you find the eye of the storm to be eerily calm. Before you, the sands splits open and leads down to the calmest spring of water imaginable. Luscious plants grow freely around the spring, water flows freely out of cracks in the rocks surrounding it, and live Pokémon stir in the waters as well as on top of it. There’s some unnatural effect going on, with water Pokémon able to swim deep under the surface, yet humans and ground-based Pokémon can walk in the spring like it was merely ankle-deep. Fairies and water-Pokémon and not-desert Pokémon inhabit these springs freely, frolicing and enjoying their time in the water. This truly is what one would imagine when the words that present the place is “Mythic Oasis”. Such a peaceful place.
1. Find Pokémon. Can be specified what kind of Pokémon is being searched for, and how you search. 2. Train Pokémon. With this command, we can jump ahead in time and skip posting about grinding. 3. Seek trainers. … There really are none, but you can still look. 4. Talk. People can be chatted with. 5. Move along. Move along normally, letting any events that may come happen naturally. 6. Hurry along. Intentionally avoid confrontations and try to get safely to the next destination. 7. Specify. If you specify what you want to do, the GM will take it into account and tell the result. 8. Trigger random event. Force the GM to use his imagination to make a scenario for you. 9. Dive into the oasis. Requires a Pokémon that can dive. There’s a shadow down there, what can it be?
Connected areas: Route 7. Right back into the sandstorm is the only way back.
Unfortunately, being this close actually made it easier to avoid, not harder. The danger-area was smaller, and as such Beedrill simply had to fly around Celebrity, avoiding to ever be placed right in front of the puff-ball. This didn’t mean Beedrill was entirely unaffected, he wavered here and there looking like he was about to fall asleep, but he endured and flew around and delivered another-
and he did not, because he rolls a 1 on a 100 sided die and completely misses Celebrity. In fact, because Celebrity only missed with a 6 out of a 100 while Beedrill rolls a critical fail, Celebrity dodged out of the way of the Poison Sting and then rears up to catch the fumbling bee with a Sing attack as Beedrill is still trying to regain balance after missing, and was caught right in the midst of Celebrity’s Sing, and so promptly fell asleep.
‘Oh,’ Lorette said, slightly surprised. ‘C’mon, Beedrill! Lots of treats if you manage to wake up and take out the sleeping fairy~!’ Lorette tried, but quite alike Smiley, the bee was exceedingly asleep with no sign of waking up.
Mariette sat in a chair inside her dimensional mansion home, staring through a couple portals at varying points within the city of Penrose. She was exceptionally comfortable, watching the battles going on, multiple ones in addition to the one in the graveyard. To her right, Eli stood, inspecting curiously…
It’s funny. Since Mariette no longer had the pressure upon herself to achieve Asengav’s dreams, probably to Lea’s great pleasure, she felt freer. More able to just roll with her whims. She needed to find Cindy and prove to her that Mariette was a capable defender of the city… and what is it that arrives before her?
A party of liches. She could practically taste Asengav’s thirst. And who’s hunting them?
Amaryllis. Isn’t that just grand? Talk about taking out three birds with one stone. Sure, the metaphorical stone here was a battle to the death with an extremely magically powerful creature with the capability to resurrect the dead, but it was still quite a deal. There was just one problem. Trying to hunt said liches would make the Ascendancy as well as all of Penrose aware of Mariette’s continued existence.
It stood as a great barrier before her. Coming into the light? After having hid in the darkness for so long? The safe, cozy darkness that ensured she could keep serving her master for eons to come? Endangering that in a completely optional battle would be-
Her phone rang. Mariette blinked in surprise as she looked down at it. Yes, she has a phone now, Jelena had made a whole power point presentation on all the advantages of making sure the whole team carried phones and as such a number could be given to Mariette’s allies such as Amaryllis, still, it had to be the first time Mariette’s phone actually rung since her allies had been scattered. Mariette slowly picked it up, gazed on the screen for the name of the one calling, and then looked down through the portal at the chase currently going on.
Amaryllis… was calling her?
‘… Heh,’ Mariette gave the mildest of a smile as she stood up. Well, if that’s how it’s going to be…
‘Mistress?’ Eli asked.
‘Come with me, Eli,’ Mariette said, as her grip on her stuffed bunny tightened and she walked forward. Eli nodded with an optimistic smile, the darkness slime-harpy happy to see Mariette engaged in something.
‘Yes, mistress,’ she simply responded.
To Billy, as well as to Amaryllis who was chasing after Billy and listening to the beeps of her phone call directed towards Mariette, space suddenly spread open into a portal ahead of the direction Billy was heading. There, walking to stand in Billy’s way albeit on a decent distance, Mariette strode out to stand on a portal in mid-air while the portal behind her closed, a stuffed bunny in one hand and the phone in the other. Eli jumped through the portal to stand next to her mistress on top of another portal, waving her wings a bit to gain balance before facing the flying enemy. First after they both had appeared in the sights of both individuals did the portal girl answer, bringing the phone to her ear.
‘Do you find yourself in need of aid, Knight of the Rose?’ was Mariette’s only statement, having placed herself right in the way the enemy was heading. She was quite prepared, charging magic to open portals counter-attack an enemy blast or reposition herself. In fact, she could just fall through the one she was currently standing on if need be.
She couldn’t just disappoint Amaryllis the very first time she requested some form of help, now, could she? That’d not be the way for creating a workable bond of sorts…!
@ERode[@Whoever is controlling Billy][@Whoever else responded to the call]
This place was unfamiliar to Deni, yet also familiar, somehow. Not that it was the checkerboard patterned world of the Overcity, it was also the location itself, a shoreline with a… not-palace on the other side, and the way down. And, there was her own reflection in the water, confirming what she had only been able to see on her hands previously. She could actually see her face. A human girl’s face. Yeah, she looked 7 years old instead of what her age before becoming a Magical Girl, which she’d really prefered, but eh! She was used to being this age, now! She just grinned happily and gave herself a thumbs up!
‘Yepp! Looking good~!’
Sooo, with that, Deni could turn her attention to the new girl over there. Valkyrie-like, made Deni think of Beacon, honestly. But, since she looked like this, Deni shouldn’t be any trouble for Beacon~!
‘Hello there, good stranger!’ Deni called happily as she hurried over to where the girl was hitting down a sign for the palace. ‘I’m a wayward Magical Girl that somehow ended up in the Overcity,’ which’s really technically true, ‘What are you up to? Oh, and do you think it’d be possible if I rode back to the city with you? I need to get to a place called “Penrose”, if you’ve ever heard of it!’ There totally might be happy coincidences going on. Deni was going to push her luck.
Shion wouldn’t be left waiting too long. Be this mere minutes from when Shion didn’t receive a Platinum Coin, or perhaps even later, whatever the intended meeting-time Mariette would soon have known that Shion were there and waiting and would have been quick to send a message. Now, on account of that Suzette, too, had ended up in the beach dimension she also had been displaced through time and space, but there still had been some time to waltz back and forth through her usual dimensions in order to get the magic she wanted. And now…
‘Hello~! Sorry if I’m, heh, “late”, like in months late…’
Suzette appeared with a backpack on her, walking with a bit smile up to where Shion was, and promptly took off the bag and handed it over. Just as promised, whatever number of gems had been given to Suzette would have been properly filled with magic.
‘That’s them! You didn’t have any specific desires for what to fill them with, so I varied myself a bunch and gave you a bit of everything!’
Aaaaaaand that’s just about all that was on Suzette’s to-do list, wasn’t it? With that done, unless there was more that was needed of her, Suzette could simply make a saluting gesture with her hand wrapped in purple cloth and say her part before leaving.
‘And that’s that! Hope you’re satisfied! If you’d like to do further business after having seen what we’re capable of, we’re all for it! Just, heh, don’t need us to sponsor too many coins, was the thing. We can go all-in on the magic, but the coins is a bit harder, our patron is pretty stingy~! As in, he gives us no coins whatsoever~!’ Suzette said with a sneaky little smile, before she could be on her way. This post probably doesn’t actually need a reply to, this is merely an acknowledgement that Suzette will honour her part of the deal. Yupp.
Unable to do anything to help the situation as it looked now, Dawkin simply hid and used his Pokédex to make a memory of the event. I don’t actually know about giving the Pokédex the ability to record video. Pictures we know it can do, we know it can do sounds, but video? Hm. Regardless…
The battle before them reigned some more time. Eventually, the trainer started throwing Ultra Balls. It took numerous of them, this was a Legendary Pokémon, after all. It took around 20 or so Ultra Balls, but eventually the ball stopped shaking. Cresselia was caught.
‘Brilliantly done,’ the trainer said to Hoopa, before walking up to the Pokéball lying in the pool and picking it up for himself, the Pokémon floating at his side. ‘With that, that makes the clear winners of the battle of the Old Tombs, fought between the ghosts of the tomb and Team Virtue… Team Amethyst, who didn’t even partake the battle. Oh, and that bloke that got Darkrai. Cheers,’ the trainer said, making some form of mock greeting with the Pokéball, before putting it away.
‘Still, this is not the Pokémon I was to find, either. Now, where could they be hiding?’ … He shrugged eventually, and just waved forward. ‘Eh. We’re on the road again, my friend!’ And with that, Hoopa gave a happy call and a portal was opened. The trainer walked through, Bronzong floating after before it closed.
It was, with all likelihood, still silent and tense for numerous seconds after the man had left.
‘Oh, we’re fine,’ Florrie remarked in amazement, as if this was a complete surprise to her.
‘S-stealth segment, complete…!’ the ninja boy, Alec, happily remarked with a grin, albeit with fright in his voice.
And then… slowly but surely, Pokémon started coming back to the oasis. Under the waters varying water-Pokémon swam up to the surface to look around. Several fairy-types started floating up into the air, to scatter around the oasis. Specific cat-Pokémon walked about on the water, investigating the mystic properties. It was returning to be the Mythic Oasis which people commonly came here to see, which primarily served as a scenic view for people to see, and as a place for trainers to catch some specific rare Pokémon, perhaps.
Under the water, some heart-shaped fishes peeked out, at the very least causing Florrie to look at them with a bit of admiration. They were just the smallest fishes. The lesser whale-Pokémon somehow fit under the waters, along with a… significantly larger yet also heart-shaped fish-Pokémon. Not it’s evolution, though. No siree.
Pokédex Entry #370 – Luvdisc, the Rendezvous Pokémon. It lives in warm seas. During the spawning season, countless Luvdisc congregate at coral reefs, turning the waters pink. It is said that a couple finding this Pokémon is blessed with eternal love, and giving a Luvdisc to someone is still seen as a way of proclaiming your love to them.
Pokédex Entry #320 – Wailmer, the Ball Whale Pokémon. While it usually lives in the sea, it can fill itself with water to transform into a ball with surprising elasticity, capable of bouncing around on land, often to play. The water it has stored can then be blasted out forcefully through the nostrils, located above its eyes. It eats a ton of food per day, allegedly.
Pokédex Entry #594 – Alomomola, the Caring Pokémon. Typically found floating on the open sea, they’re enveloped by a special membrane with a special mucus that heals wounds. If they find an injured Pokémon or person, it will hug them, heal them and bring them to shore if they’re a land-based life-form. Very gentle in its nature.
Yes, this is a freshwater oasis. Why do you ask?
In addition to that, there were some cat-like creatures walking about on top of the water, and a chinchilla one, and at least one occasion of a pink ball of a fairy with tiny wings walking on top of the rocks above the oasis, just enjoying itself.
Pokédex Entry #677 – Espurr, the Restraint Pokémon. The organ that emits its intense psychic power is sheltered by its ears to keep power from leaking out. It typically keeps it restrained, which is a good thing because it has enough psychic energy to blast everything within 300 feet of itself with no control other than the little locked ears.
Pokédex Entry #572 – Minccino, the Chinchilla Pokémon. It likes to keep wherever it lives clean and tidy, using its tail as a broom for sweeping and dusting. If it finds shiny but dirty items, it usually cleans them. When Minccino’s greet one another they do so through thorough grooming of the other using their tails.
Pokédex Entry #35 – Clefairy, the Fairy Pokémon. It’s adorable nature and magical appeal has made this Pokémon highly popular. However, thought to live only on quiet mountains, it is extremely rare. However, come the night of the full moon, the Clefairy come out and play, before returning home at dawn to rest. When charged with moonlight, this Pokémon can fly.
Finally, there some strange bird-like or cotton-like fairies floating about the area, for no discernable reason, just enjoying life.
Pokédex Entry #682 – Spritzee, the Perfume Pokémon. It emits a scent that enraptures those who smell it. This fragrance changes depending on what it has eaten. In the past, rather than using perfume, royal ladies carried a Spritzee that would waft a fragrance they liked.
Pokédex Entry #684 – Swirlix, the Cotton Candy Pokémon. To entangle its opponents in battle, it extrudes white threads as sweet and sticky as cotton candy. Because it eats nothing but sweets, its fur is as sticky sweet as cotton candy. Despite this strange diet, they somehow still appear wild.
Vivillon’s just going to go sit in the water for a bit, drinking. Florrie’s looking very curiously at varying fairies, probably with Pokémon Training of some form in mind. Ninja Boy Alec is also looking over the Pokémon around here, but… yeah. The dramatism of what just happened is keeping either of them from acting immediately. That was intense.
So, except for interacting with all the Pokémon, there’s actually not a lot to do at Mythic Oasis. But it’s quite a sight, isn’t it? That is, except… … … There may or may not have been a shadow of unknown origin deep inside the Mythic Oasis… but you’d have to be able to dive in order to check this further.
Oh, and there’s a random Moonstone here, just lying about on a rock not too far from the leisuring Clefairy. Dawkin can take it, if he likes. Oh, and…
An Alomomola came up to the surface, her fins embracing something. She let it go, and…
The Zygarde cell floated up to the surface of the water, just where Dawkin had seen it previously. He’s free to collect it.
What will Dawkin do here?
Mythic Oasis
As the sandstorm stills, you find the eye of the storm to be eerily calm. Before you, the sands splits open and leads down to the calmest spring of water imaginable. Luscious plants grow freely around the spring, water flows freely out of cracks in the rocks surrounding it, and live Pokémon stir in the waters as well as on top of it. There’s some unnatural effect going on, with water Pokémon able to swim deep under the surface, yet humans and ground-based Pokémon can walk in the spring like it was merely ankle-deep. Fairies and water-Pokémon and not-desert Pokémon inhabit these springs freely, frolicing and enjoying their time in the water. This truly is what one would imagine when the words that present the place is “Mythic Oasis”. Such a peaceful place.
1. Find Pokémon. Can be specified what kind of Pokémon is being searched for, and how you search. 2. Train Pokémon. With this command, we can jump ahead in time and skip posting about grinding. 3. Seek trainers. … There really are none, but you can still look. 4. Talk. People can be chatted with. 5. Move along. Move along normally, letting any events that may come happen naturally. 6. Hurry along. Intentionally avoid confrontations and try to get safely to the next destination. 7. Specify. If you specify what you want to do, the GM will take it into account and tell the result. 8. Trigger random event. Force the GM to use his imagination to make a scenario for you. 9. Dive into the oasis. Requires a Pokémon that can dive. There’s a shadow down there, what can it be? 10. Random Moonstone. Right by the leisuring Clefairy. Want to grab it? 11. Dawkin specific: Grab Zygarde Cell. Can easily be done along with other actions, it’s just a simple pick-up.
Connected areas: Route 7. Right back into the sandstorm is the only way back.
Zeal VS Vanillite! This looks like a considerably easy match for Zeal as he zooms forth and attempts to punch the Vanillite… only to completely and utterly miss the first attack as Vanillite just moved aside! this was an rng thing, you rolled literally the lowest possible number
Vanillite started with shooting out an Icy Wind, which did little damage but hampered his Speed, allowing Vanillite to get the next hit first. Because, she started an Uproar, causing considerable damage due to the sound-move’s surprising amount of power and-
And Zeal misses the next attack too. You rolled poorly today.
Vanillite Uproars again, doing more than half Zeal’s health total! After this, Zeal FINALLY managed to bludgeon Vanillite’s face with a Power-Up Punch, the ice-cream cone drifting away in pain. A last Uproar was still inflicted upon Zeal, but he took it and then rammed down the cone for an ultimate victory, though he was heavily damaged… but also twice as powerful!
Diglett was exceedingly faster than Zeal and Mud-Slaps his face immediately after the GM realizes Mud-Slap is just a Sand Attack that does damage. Zeal is now heavily damaged, and his accuracy is further reduced. In return… Zeal proves that last rounds misses were a fluke as he promptly whack-a-moles the Diglett with his fist. And with these power-boosts? He 1HKO’s the little mole in a single blow.
Makuhita starts with Fake Out, and the impact makes it look like he’s taken out Zeal’s last bit of health, the monkey stumbling back… but his Focus Band tightens, filling him with determination! Even hit with Icy Wind, there’s no way he’s slower than a Makuhita! Zeal slams his fist into Makuhita, and with a +3 strength modifier? Makuhita flies away and Diana’s barely able to call him back into his Pokéball before he’s sent tumbling off the cliffside!
Zeal grew to Level 17!
Claire is victorious! Claire gained 215 P for winning!
‘Woah…!’ Diana said, wide-eyed as her whole team had been handled by Zeal alone. She blinked impressed at Zeal, looking just a bit timid, and… ‘Hey, where did you catch one of those? I’ve been wanting a Fire type, but…’
Then against the Bird Tamer duo, Emmie and Darius!
Laurel and Tez VS Doduo and Doduo! Rock and Steel VS Flying and Flying… So, to nobody’s surprise, the double Doduos were faster, and both got off Growls, lowering the attacks of both Laurel and Tez. Laurel was far more affected, but still raised a Sandstorm before heading on to Bite on Emmie’s Doduo. Amusingly enough, despite only Laurel being affected by the Growls, he still had more firepower than Tez due to Tez’s naturally low attack… Or, he would have, if Tez wasn’t three levels higher.
Regardless! This fight went over easily, as no matter how many Pecks or Fury Attacks their opponents got on Laurel, that they decided to target, they really didn’t do much damage. Emmie’s Doduo would be the first to faint, from Bites and Confusions and buffeting Sandstorms.
With Swablu coming and shooting Disarming Voice at Laurel, the smaller rock-Pokémon was taking more damage now. More Sandstorm, Confusion and Bites targeted the Swablu, but the compounded attacks on Laurel solidified the fact that his defensive stats aren’t actually all that great, yet. His health was the one that ran out first, unfortunately. Laurel fainted. However, he got some good experience for it!
Laurel grew to Level 14! Laurel learned Chip Away!
Then Ralia came in to finish the job. Though, the birds saw this as an opportunity; a not rock-hard opponent for them to peck had appeared! However, Double Team ensured at least Swablu’s Peck missed, though she still took Doduo’s Fury Attack because Tez wasn’t nearly fast enough to stop Doduo just running around him to poke at Ralia. Still, them double Confusion on Swablu meant the bird wasn’t long for this fight, and Swablu fainted. Doduo still managed to Fury Attack Ralia again, though.
Because unfairness in Double Battles and Emmie’s Pokémon all fainted, this meant Darius felt that it was fine that he sent out his second Pokémon, too! Here comes Fletchling! It was now Ralia and Tez VS Fletchling and Doduo, Claire VS Darius!
Past this, description of potential battle plans wanes. What will Claire and Pokémon do?
‘’ Emmie
‘’ Darius
Then against Hughes.
Tez VS Bronzor! … Tez is higher level. Tez got off Imprison first. Hughes calls cheating as Bronzor can’t do anything but Struggle. Hughes immediately switches Pokémon to Solosis. This switch meant Solosis was immediately hit by Confuse Ray. Solosis still managed to set up Reflect, after which Tez failed to put the opponent asleep. Then Solosis hit itself in Confusion instead of using Rollout, something Reflect really didn’t protect against. Solosis then rolled into a steel wall, doing minimal damage to Tez. … Tez fails to Hypnosis Solosis for the third time in a row. Then Solosis manages to hit itself in confusion rather than continuing the Rollout. NOW Tez succeeds with Hypnosis, doesn’t Reflect fade away around here? Regardless, Solosis sleeps for four rounds, plenty of time for Tez to tackle the opponent into pieces.
Hughes then sent out Kadabra, so Laurel VS Kadabra, the GM supposes. The stats have been checked. Laurel needs 2 Bites to take out Kadabra, Kadabra needs 3 Confusions to take out Laurel. They trade Sandstorm with Confusion, which really rather works in Kadabra’s favour, even if he’s buffeted by some damage. Kadabra uses Confusion again, being way faster… and gets a Critical Hit! Laurel fainted! Ow.
Ralia VS Kadabra! They have a Teleport-off! … Except, at the end of the day, Ralia’s the one with Disarming Voice, a move that isn’t ineffective against the opponent! It looks bad when first Kadabra somehow manages another Critical Hit on Ralia before Double Team, but then he proceeds to miss three times in a row while Ralia can leisurely Disarming Voice him to fainting! And so he did, Kadabra fainted!
Tez VS Bronzor again. Tez used Imprison. Bronzor used Struggle. Tez used Confuse Ray. Bronzor hurts itself regardless if it succeeds with Struggle or not. … … … Tez wins!
//levels and gained money here
‘Agh!’ Hughes recoiled. ‘W-well, I guess evolution isn’t everything! They need to be trained even harder from there!’ So he told himself, before heading on.
Route 8
To the west, there’s the massive mountain chain that links Mt. Chill and Mt. Strength. To the east, the ground makes a sudden nosedive down a couple of cliffs leading to the waters of Route 16 and/or 17. The area between is a flat, windy grassland, with plenty of bugs and plenty of birds preying on the bugs. Route 8 is a slightly leaning route that starts at the top of a hill by Freecape Town and ends up at the bottom Route 6, but it’s decently hilly on the way as well. The route is most well known for its birds, with Taillows, Staryus and Fletchlings flying about the place and Doduo’s running, but it’s also a place inhabited by curious mammals like Sentret and Bidoof. That, and bunches of Bird Tamers from Freecape Town!
On the west side of the route is the Tunnel. A dark cave that leads straight through the mountain to Cooldome City, a place where the toughest of trainers gather to battle it out in the Battle Dome. It is said that trainers who cannot overcome either the Tunnel or the Frozen Cave have no place in Cooldom City. On a lighter note, on top of one of these hills stands the Hall of Celebration, a place mostly known for the de-facto go-to place for marriages in Isson, both for people AND for Pokémon that like one another very much. Aside from getting married, it is also a place for bonding with your Pokémon and becoming closer than ever, the place holding a certain sway over potential evolutions that rely on friendship… but that aside!
1. Find Pokémon. Can be specified what kind of Pokémon is being searched for, and how you search. 2. Train Pokémon. With this command, we can jump ahead in time and skip posting about grinding. 3. Seek trainers. There are people around, travellers going along Route 10 towards Freecape or Raremine, or just the farmers exists too. 4. Talk. People can be chatted with. 5. Move along. Move along normally, letting any events that may come happen naturally. 6. Hurry along. Intentionally avoid confrontations and try to get safely to the next destination. 7. Specify. If you specify what you want to do, the GM will take it into account and tell the result. 8. Trigger random event. Force the GM to use his imagination to make a scenario for you. 9. Hall of Celebration. Famous spot for bonding, between people, Pokémon or between both. Also famous marriage spot.
Connected areas: Route 10. The psychic farmlands await north before reaching Worldedge City. Route 6. The vast plains of wilderness await south before reaching Raremine Town. Freecape Town. The hanging town of birds and nobles, it’s also home to the Freecape Ferrymen. Tunnel. A hole in the mountain. Those unable to overcome it are unworthy of reaching Cooldome City.
So it actually does turn out that Arbok doesn’t really have a counter against a huge rock-snake coming barrelling towards it. Still, the snake was quick enough to just briefly get a mildly alarmed expression and then jump out of the way when Peri broke through and laid waste to a couple more trees on the way. This was enough time for Eryn and co to run past as Peri returned to her Pokéball and they ran towards the sound.
Eventually, they came across a grove from where the flute music was coming. There, at the base of a tree, like some bard from parts unknown luring in the prey with his music, sat Nuzleaf blowing into his leaf-flute to create sounds. It wasn’t a normal flute-sound, however. As Nuzleaf’s Pokédex entry told, the closer she and her Pokémon would be inflicted with uncertainty, because that’s apparently what the flute does. And that’s not all.
Gathering on trees around them were more and more Murkrows, staring down as if considering if to strike. Sableyes were also daring to come closer, some of the Pokémon hiding behind trees decently close. Seems like following towards the flute was a bit of a trap. Oh, and behind them, a decently annoyed Arbok that had barely avoided the falling weight of a whole baby Onix slithered after them, not about to let them get away that easily.
So, what will Eryn do now?
Aaaaaaaaaaand if she waits too long, a couple Murkrows are going to fly down to harass her and her Pokémon with some Pecks. Nuzleaf continues blowing his flute, keeping wary eyes open on the trainer that had arrived.
The moon still shone down from above… and… was that some form of light, that came from between the trees? It was difficult to tell what exactly it was, but some form of light… was, but some form of light…
Celebrity started to sing, and…! … Beedrill dodged aside! Because, for some reason Sing is a single-target move, so that means it’s more of a string of sound in a single direction, and apparently Beedrill knew enough this and was fast enough to simply dodge!
Beedrill was remarkably faster than Celebrity, and took a detour and swung in for a on-point Poison Sting! Celebrity was stung… fortunately, despite being Super Effective, Poison Sting is one weak move, and it didn’t even poison her. However, this meant Celebrity has an angry giant bee all up her face! He was going to Poison Sting again!
‘Keep it up, Beedrill~’ Lorette called, sitting down again on the other side.
Amelia simply breached through the falling books to get closer to the ghost outside. As she did, however, the tugging on her leg grew more desperate. Still, Amelia managed to reach the window, opening the curtains…
And that’s when she felt a powerful chilling wind. This one felt different, because it felt like she was about to be attacked. Litwick had turned in time, because something small, fast and cold was coming in at high speed and-
‘DRRRRRREEEEEEEEEEEEEEEEEAAAAAAAAAAAAAAAAAA…!’
… came a loud, shrieking cry from behind the window. Now, most people would probably have gone out of their minds from hearing such a cry. But, well, we’ll see about Amelia.
After that… no attack actually came from the little shape Litwick had seen, and whatever had been tugging at Amelia’s leg let go. Then… the ghost drifted through the wall, trying to time it with Amelia poking her head through the window if possible so that the first time she’d see it would be when looking inside the room again.
Pokédex Entry #200 – Misdreavus, the Screech Pokémon. A mischievous Pokémon that scares people in the midst of nights. Its red spheres takes fear from people and turns it into nutrition for the Pokémon, but all evidence points that it scares people for enjoyment more than food. It gives off a creepy, sobbing cry or gives shrieklike wails in the midst of the night.
Misdreavus gave Amelia a little smile and a wink, before she drifted down to the floor… ‘Mis, misdreavus!’ she called, and a black little shape emerged from behind a table, and a green shape appeared out of nowhere. The formed had been the one to cause the cold, and the latter was the one that’d been tripping Amelia and pushing books at her…
Pokédex Entry #215 – Sneasel, the Sharp Claw Pokémon. It scales trees and ice by punching its hooked claws into surfaces. Naturally vicious, it gangs up and cooperates to lure away the parents while another steals the eggs, which they then eat, though frequently betray their packmates if they can get the food for itself. It uses the shroud of night to conceal its actions.
Pokédex Entry #352 – Kecleon, the Color Swap Pokémon. It alters its body coloration to blend in with its surroundings, allowing it to sneak up on its prey unnoticed. Then it lashes out with its long, stretchy tongue to instantly ensnare the unsuspecting target. There is one exception—this Pokémon can’t change the zigzag pattern on its belly.
Amelia or her Pokémon had been unable to see the Kecleon trying to trip her despite the exceedingly obvious zigzag pattern for the same reason Kecleon is able to stop the player from progressing with no sign it is there in Pokémon Ruby/Sapphire. Misdreavus spun around to smile at Amelia to smile at her, while Sneasel crossed his arms and looked edgy while Kecleon did not look like he had an expression.
So, apparently, Amelia had been playing with a trio, of which only 1/3rd were ghosts.
‘Misdreavus~!’ Misdreavus happily called. So, seems like she was able to have fun after all.
Here’s a moment for Amelia to potentially say something. However, they would not be left alone for long. Amelia had felt ghosts on the top floor earlier. They’d moved now. They were coming closer. In fact, they were-
Pokédex Entry #353 – Shuppet, the Puppet Pokémon. It senses the emotions of others, and feeds on dark emotions like jealousy, malice, anger and sadness through its horn. They’re very active at night, and search cities for the houses of vengeful people. They like to gather under eaves.
A bunch of Shuppets suddenly came into the room, mostly from the other end of the room when assumed the classroom had two exists and Amelia was mostly at the right one and the bookshelves on that end. They were all exceedingly curious of Amelia for some reason. It’s not the same Shuppets as last time because Valen escorted those Shuppets to a ghost-house yet here were Shuppets. All swarming about around Amelia and being supremely curious for some reason.
… And then they promptly scattered. As did Misdreavus, quickly fleeing to behind the closest wall, Sneasel Quick-Attacked faster than the eye could see out of sight and Kecleon camouflage himself. She’d seen this phenomenon before.
The door on the opposite side of the classroom slammed open.
‘What’s this ruckus this late at night?’ … A man stood, staring into the classroom with exceedingly tired eyes, his posture fighting against lectures that once had been pounded inside him. A black outfit of a class that didn’t feel it really belonged in this age, his lightly brown skin and bleach-colored hair not entirely fitting together… Amelia had seen him before.
His eyes went to Amelia… ‘… You’re not one of my students… This is no hour for Pokémon hunting for someone your age…’ … He doesn’t recognize her. Perhaps that’s to be expected. Still.
If Amelia doesn’t intentionally keep him here, he’s going to depart next round, just say his point and then leave, and Amelia can address Misdreavus as soon as he has left if she wants. See, she’s right on the other side of the wall over there, she hasn’t left.
So, what does Amelia say or do?
1. Pokémon School Park. There’s a small park of grass in here. What kind of Pokémon might be in it? 2. Talk. Plenty of students and teachers. This is a wellspring of knowledge, someone must know something. 3. Challenge. Work your way up the leaderboard! Specify the level of opponent. 4. Specify. If you specify what you want to do, the GM will take it into account and tell the result. 5. Trigger random event. Force the GM to use his imagination to make a scenario for you. 6. Study. You want to know something? Feel free to learn about it here! 6.1. Pokémon Habitats. Learn where you might find a specific kind of Pokémon! 6.2. Isson Geography. Learn more about the different places in Isson! 6.3. Names to Remember. Learn about Gym Leaders, Elite Four, or the like! 6.4. Local Legends. Learn about different tales from around Isson! 6.5. Pokémon Breeding. That’s also a subject. 6.6. Battling Basics. You likely know them already. 6.7. Specify. Tell what you want to learn and we’ll see if we have a course! 7. Amelia Specific: Investigate the any of the seven mysteries…?
1. A chilling hunter that attacks students who wanders the school at night! The temperature will decrease before the strikes! Students have reported being poked and startled and sometimes frozen by some invisible being, be careful!
2. An eerie cry sometimes fills the halls at night. It’s usually from the science room. It’s a shivering cry that echoes down your very bones… and those who goes to examine it are found knocked out on the floor the day after! Spooky!
3. The basement is occasionally spontaneously filled with smoke! People just go down there to grab something, when all of a sudden it’s all smokey and they have to run and fire alarms ring! Extremely suspicious!
4. A beautiful figure has occasionally been sighted in the window of the teacher’s lounge! No, not THAT beautiful figure, an unknown one! They say it has dark hair, white clothing and an indiscernible face… but upon examining the room, it’s empty!? Is this… a ghost!?
5. They say on certain nights, and only on certain nights, something comes out to play on the school roof. What could it be? What is the requirements for their appearance? What are they? All those who have seen them are entranced. What could it mean?
6. Someone reported that they opened the D-classroom door at night, and there was a dark hole in reality, just hanging there. Scared, he ran. Ever since then, that classroom has been locked at night. Why is that? Is something going on…?
7.
8. Familiar Faces: Daisy. She’s still around somewhere. ???. This guy’s still here.
Connected areas: Pureplain City. All around, of course.
Complete darkness. Mariette squirmed, but couldn’t force her way out. She couldn’t open a portal, that power had been taken from her. Fear. Fear surged through her veins. She could beg for mercy, but the effort would be wasted on the one who would hear them. An attack ran straight through her soul. She cried out in unspeakable pain. Her limbs trashed against the restraints. Darkness traveled across her veins from the place she’d been wounded, causing pain wherever it touched, and all she could do was scream in pain and terror…!
————-
Mariette sat, breathing heavily, staring at the floor of her mansion. She sat alone at the great table where they’d had their meetings, turned sideways and just stared down into the floor, her hands shaking at the memory. She could still feel it in her soul, the punishment she had endured…
Asengav had lost his patience for her. She’d taken a team of his finest agents, and gone off on a vacation, thereby missing the deadline. Nevermind that it was an unsolicited vacation in a closed-off dimension. That just meant that Mariette had failed. Failed to stay focused on the goal by letting herself get kidnapped. Only because Asengav was understanding enough of the fact that Mariette hadn’t been able to do anything against the power of a Patron was she still here at all…
The mansion was mostly empty. The majority of the forces Asengav had spared for her had been sent on other missions that had become more critical during the time that Mariette and co had spent inoperable. Mariette had lost manpower. She had made deals which she had to follow up on, to Cindy Ford and to others, yet here she was, no longer at her strongest. She had been told by Lea that she still could borrow forces when needed, but she’d be limited to three at a time…
‘Mistress…’ Eli, her dark slime-harpy called for her, carrying a tray with tea and sandwiches for her. The distress was clear in her voice. Only Mariette had been punished, but that didn’t mean Eli didn’t feel it as well. Her voice made Mariette snap back into reality.
‘… What’s done is done,’ Mariette said, turning to the table and gesturing for Eli to come over. Eli did so, and placed the tray of food in front of Mariette. ‘We’ll overcome our future obstacles despite our setbacks. Thank you very much, Eli. I’m glad you’re here,’ Mariette said, in a tone that honestly shocked Eli. Had Mariette ever actually said something like that to her, with that kind of tone?
‘We need to get back to our meetings with Cindy and Shion. We must make sure Violet and Sakura are fine, too. This “Ascendancy” is a problem, we’ll need to watch their movements. Oh, and I suppose a visit to Amaryllis would solidify our relationship…’ Mariette said as she sipped on her tea.
‘…’ It hurt Eli, seeing Mariette like this. It wasn’t long ago that Eli had lost her sister, Deni, and that pain still echoed within her. Before that, Deni and Eli had always giggled and joked about the future. Yet, since her passing, everything had been doom and gloom around here, without Deni to lighten things up…
And now, Mariette was taking on this monumental task before her, and it felt more and more likely that Mariette, too, would one day find herself taking on more than she could chew, and that would be the end of them both…
Eli could but wish that some form of miracle would happen that would make everything right in the future.
Ko couldn't believe her luck. She'd just finished meeting with some older Puchuu when one of them gave her a Platinum Coin! She quickly put it in her bag, a small pouch that she carried around on her back, careful to not put it in her hammerspace bag for fear of losing it and ran off to find the nearest exit from the Overcity.
However, as she ran, one of her bags got caught on a corner. Thinking it was her hammerspace bag and therefor totally fine with a small rip, she simply pulled it until it came loose. Unbeknownst to her, as she got closer to the exit, the Platinum Coin she was so excited about fell out of her bag alongside a new ID she meant to give to Shion. Finally, after about half an hour she reached the exit and prepared to go find her charge in Penrose.
The Platinum Coin, bound with Ko’s power, fell on its edge rolled on over the eternal checker-patterned floor of the Overcity. It rolled, and as it did the rules changed. Did it roll for seconds? Hours? Days? Meters or miles? Straight on a plane or through multiple dimensions? None could say, but it suddenly hit the foot of a Gorelion and came to a sudden stop.
The Gorelion looked down curiously at the coin for a moment. Then it was about to lean down, bite it and release the power to itself… when a Sphinx slammed down its paw at the cheek of the Gorelion, and the two giant monsters growled at each other, both wanting the Platinum Coin. The two slammed into one another, not noticing that the force of their impact had caused the coin to fly off on another journey.
The coin flew and hit a Witch, who stared at it as she held it with bony fingers, before taking it with her as she flew off on her broom to a witch-meeting at her hut. She showed off the coin to the other Witches, and they were ecstatic about what could be done with the magic in it. They dropped the coin into a potion and watched as it bubbled… and then the cauldron promptly exploded, sending the coin flying out the window as the Witches cowered.
A Monster Girl wandering the Overcity was suddenly hit in the head by a Platinum Coin. She grabbed it, and blinked at it a couple of times. A Platinum Coin! She couldn’t believe her luck! … Exactly, she didn’t. Something so lucky would never happen to her. If she were to use it, there was no telling what curses and terrible fates were to be inflicted on her. Disappointed, she sighed and threw the Platinum Coin into the abyss of the Overcity.
The coin fell into a highway of mana, a current used by some patron to create an infinite swirl of mana directly into its mouth. It was a nice, gentle flow, which the giant leisurely drank of, and then the Platinum Coin was pulled along the flow into said mouth… The coin had more power than the Lesser Force could handle at once and the giant promptly threw up a giant explosion of mana, sending the coin flying once again.
It fell into water, water in the Overcity. It sunk to the bottom, where the coin lay undisturbed for a long period of time. How long did it lie there? Unknown. But eventually, a monster fish sensed its power, and swam in to get a bite out of it. Unfortunately for the fish, the coin was tougher than it could chew through, so the fish merely swam up to the surface again and spat it out. Once again, the Platinum Coin was in motion.
So the Platinum Coin, brimming with power, skipped and scuffled through the Overcity, until it came across a puddle. An unremarkable puddle which had been lying there for who knows how long. There, the coin hit down hard on its edge. It was slowed from the resistance of the puddle and fell over into the middle, a small splash announcing that it had reach the end of its journey through the checkerboard lands of the Overcity. And there…
It dissolved into the puddle.
…
…
…
There was green path, and she wandered it. There were trees around, men worked the fields for crops, and she was protecting them. Ah, this was life. But then, she saw them. Foes, servants of neighboring warlord, crossing the road from the other side like they owned the place, sizing it up for their invasion. She didn’t hesitate, and walked straight for them. She passed them, and they noticed. Hands went to swords. She swung around, her sword suddenly drawn. She was faster. They fell, their swords never drawn, as she sheathed her sword and smirked at their fallen bodies. Too bad, this place is under my charge~
…
No, wait, this is a dream.
She opened her eyes in the darkness.
Still dark.
She was… nothing?
This didn’t seem like anything.
That’s no fun, she was bored already.
She could just close her eyes, and-
No, wait. She’d done that before. That’s what triggered the dream.
She was locked in a series of perpetual dreams.
How long had she been here?
Impossible to tell.
She remembered, she remembered she-
Ow!
Something hit her head?
She could feel pain here?
Something… something had landed on top of her.
It felt like it asked her a question.
Huff, she thought, feeling smug.
What kind of question was that?
Of course she could handle it!
The thing that hit her head withered away into nothingness.
She didn’t really understand, but-
Oh. It was cold.
She could feel?
That was-
‘Wha-!’
She made a noise and sat up with a start.
Her confused eyes darted over the featureless landscape.
… Huh, wait.
She was… in the Overcity? What on Earth was she doing-
Wait.
That’s right.
She had been… inside someone else. Fighting…
She had been hoping to lose, for she fought someone she loved.
Her loved one had won, and they had shared final words.
Oh. She realized with a start.
She had died.
But then, what was-
By sheer coincidence, she lifted her right hand to pull her hair out of her face. Her eyes widened. Hold up. Hooooooooooooooold up. Something was very, very off. Her hand wandered to her forehead, then down to her face, feeling the shapes and the texture. Her left hand moved to join it, only to hit something on her side which made a metallic noise. She looked down to see what it was, but instead her eyes fixed on her own hand.
It was a hand. The colour of skin.
The Horror’s Darkness… no longer coated her. He had… abandoned her? Cut the connection. To avoid having his darkness consumed… No patron was connected to her. Yet… here she was.
Alone. … In a human body, dressed in clothes, no longer a monster, and with a sheathed physical sword at her side. She had to feel around a bit more to ensure there wasn’t a gigantic mistake.
Wait. That was impossible. Without a backer, she couldn’t have gotten these powers. Without a patron, she shouldn’t have…
…
…
‘You know what?’ Deni asked out loud. She gripped the sword, placing one foot and the bottom of the sword sheath on the checker-patterned floor of the Overcity to support her, and stood up straight and proud.
‘I’m not gonna think too hard on it! Whatever happened, happened, and I’m not gonna dwell on it!’ So she announced, lifting out a fist of determination and a smile, with the emptiness of the Overcity as her only audience.
‘…’ Her brow furrowed a bit as she thought this through. Eli’s still connected to Asengav. And… as she knew now, somehow… he mind-bent his minions so they had no choice. Eli was serving a monster against her free will, and with all likelihood so was Mariette and the other champions.
‘Whelp, sounds like I have my work cut out for me, and this one’s gonna be a tough cookie to crack. With all honesty, I have no idea what to do,’ she said. Nobody replied. Eli wasn’t here. Deni smirked in amusement anyways.
‘Well! Nothing’s gonna solve itself by me just standing around here! Guess I got to find the way out. Now where am I…?’ So Deni asked, before she started her search of the Overcity for a way back home…
Name: Deni. Denise Walton.
Age (Magical Girl): 7
Age (Before Magical Girl): 15
Gender: Girl
Gender (Before Magical Girl): Girl
Appearance: Deni’s a seven year old little girl, currently when transformed gets a flowing blue and white outfit reminiscent of that which is archetypical of the samurai to wear, though Deni’s more of a tiny ronin. She wears sandals on her feet and has tied her long black hair back into a ponytail. She retains her orange eyes, and carries at her side a long blade with purple handle and a blue sheath.
Untransformed, well.
She’s the same as she was before. Black hair, tiny body, likes little dresses and running barefoot. Regains her normal blue eyes despite them being perpetually orange since becoming a Magical Girl.
Specialization: Reinforcement. Deni’s naturally a Reinforcement specialist, capable of boosting the performance of herself and others around her. She can also form small barriers to block what she cannot dodge, heal small wounds and slowly cleanse an area of curses or negative energies. That’s what she does.
Weapon: Melee. The sword, formed from who knows what, is a long straight blade which is constantly reinforced by Deni’s reinforcement specialization and will match enemies with considerable sharpness. Thanks to Martial Training, Deni wields it with magnificent skill, too.
Power: Twin Soul. Eli still exists out there, that magic has still been taken out of Deni’s soul, somewhat weakening her. She doesn’t see this as a weakness, however. No way that she’d see Eli as a weakness. With her recklessness, she has put her sister through such terrible things. She’s got to find her and comfort her…!
Perks: Martial Training: Her one advantage over others is that her mind is filled with the proper usage of the sword she carries, and advanced techniques to stay alive on a battlefield. Flexibility: One way or another, bending out of the way as if she was still made out of jelly still comes naturally to Deni~ Fated: Deni didn’t survive for nothing. She wasn’t revived for nothing. Something’s looking out for her, almost like the universe itself didn’t want her to stay dead. Get out of Jail: Deni’s days of having her hands tied are DONE. She found a shortcut in Reinforcement magic that actually allows her to teleport, but only if she’s backed into a corner. Big Damn Heroes: Her token still lies with her sister. She can feel it. It’s her connection. If Eli’s ever in danger, Deni will sense it.
Patron: Solo
Patron Benefits: Free Agent: Deni’s free! She can work for whoever she wants! Genki Girl: Deni’s always been an inexhaustible girl, she basically cannot get tired.
Patron Drawbacks: Alone: Having lost her backer, Deni has nobody but herself to rely on now.
Fighting Style: Deni’s not the strongest, not the most agile, not the toughest, and certainly not the most magically powerful. What she does have, however, is skill. Like the little ronin she has somehow become, Deni does her best to use her Martial Training and Flexibility to their best to dodge and attack back, using simple but effective skill and a really, really sharp blade to determine the winner of her battles. Deni will be more skilled than any girl or boy that has no form of Training perk dedicated to their ability in combat, even if they can be far faster and stronger than her. This skill is what she’ll be relying on.
That said, thanks to Reinforcement magic, Deni’s physical performance is often higher than her stats would imply, and if she gets wounded she can but take a pause and heal herself. She can block attacks with barriers if she realizes she cannot dodge, and that’s just another bit to add to the skill she hopes to outperform the enemy with. Creating small barriers in mid-air for her to use as platforms helps her maneuverability, using the bare minimum of mana to overcome her opponent. That said, she’ll often be fighting as the underdog, and as such will avoid fighting those way stronger than her and seek out circumstances where she might be the most effective.
Personality: Deni’s an excited person who wants to head out and do things. She’s mischievous, playful and all-around happy. She likes to tease and look good, and there’s a certain style to her current appearance that she really likes. However, now, after dying and being separated from Asengav, she has a mission. She has to make sure nothing horrible happens to her sister, who’s in a far, FAR worse position right now! The determination burns within her! Let’s see what could happen!
History: Denise Walton was born with two personalities within her, the other being named Elizabeth for simplicity. They enjoyed one another but struggled to live in the same body. They prayed that something would separate them… and Asengav answered, splitting them up while also making them monster-girls fighting under his command. They had no idea their minds were being bent to follow his orders as they headed off with Mariette as her underlings. So it continued… until Deni was consumed by Caroline von Visceral, drained from reality and abandoned by Asengav.
Not wanting his essence consumed by the blood-soaked Father, Asengav disconnected himself from the doomed Magical Girl. … Except, after he pulled away, an unknown Platinum Coin was spent, one Asengav had not given. A similar one had been given to Eli, and if spent, Asengav would regain control of Deni. However, that was not the coin that was spent. Instead, the coin was one (accidentally) given by the caring Puchuu Kousai, the refreshing power enough to restore the young girl back to her original, intended shape. While very surprised at first, Deni was quick to adapt to her new form and embark, intending to reclaim her sister, one way or another.
So, technically, Deni had a backer for a moment, that being Kousai the Puchuu. Except, Kousai doesn’t even know it, and as such Deni went straight to becoming a Solo girl right after receiving the coin. Yupp.
Incantation:Harmony and courage, take a stand, support me as I head to where my life gains meaning! Deni! Here I go!
Additional Info: Deni likes to visit parks and school playgrounds to play with the children around there because it’s fun, enjoying perplexing teachers as she’s not one of theirs.
Deni still possesses the ability to change her body-shape at will from that time when she made a wish to the Djinn sisters. She’s not able to fight when in a different shape, this change is purely for the sake of style and appearance, though she can make herself look like an adult or a stranger to avoid people looking for her. She has to be transformed for it to work. In order to fight, she has to revert to her base appearance, though she could possibly use it for ambushing or so. She likes being adult occasionally, so it’s mostly for that.
Origin: SMUG
Age: 7 Underdeveloped: +1 Mag. Specialization: Reinforcement. +1 Str, +1 Agi, +1 Mag, +1 Lck, +1 Vit out of costume. Weapon: Melee. +1 Str, +1 Vit. Costume: Flowing. +1 Str. Power: Twin Soul. (-1 to all stats) Perks: Martial Training: +1 Str. Flexibility: +1 Agi. Fated: +1 Lck. Get out of Jail Big Damn Hero
As she's more cautious now, she could probably be more ready next time it happened. Amelia continued hunting after the ghost, and the chill disappeared. The movements became a little bit more unsure, yet still the ghost lured Amelia somewhere. Coming close again, the ghost led her into one of the classrooms... and something just pushed down a whole section of books stacked onto a table at her. Of course, assuming Amelia was alright after that, there was nothing there to have pushed the books if she or her Pokémon looked in the direction. Yet, there was as if there was the faintest of sounds... and then something tried to trip her again. She may be more ready this time. The ghost, as she could feel it, was on the other side of the wall outside, hiding right by the window, it was not the ghost that was trying to trip her. Failing, the tripper let go, and then there was no trace of it... was there? Litwick's still feeding off slight life-force from something.
Oh, the ghost moved constantly. In fact, it seemed to become aware of her location, and made efforts to keep Amelia at a certain distance. It also appeared to be aware she wasn’t very familiar with the building, repeatedly placing itself in places where she’d have to try to go through walls in order to get to it. It seemed to enjoy playing this little game of chase with her.
Then the temperature decreased again as she got closer. The ghost was not running anymore. It was immediately on the other side of a wall, and there was a chill going through the air, Litwick’s flame burned just a little bit brighter…
And then something grabbed Amelia’s foot and tried to trip her.
Whatever it was that grabbed her foot, it was both not giving off any ghostly energy, and it was also invisible to her eyes. But something had definitely grabbed her, and it wasn’t there anymore… was it?
How would Amelia respond to this? It’s still a bit chilly here.
1. Pokémon School Park. There’s a small park of grass in here. What kind of Pokémon might be in it? 2. Talk. Plenty of students and teachers. This is a wellspring of knowledge, someone must know something. 3. Challenge. Work your way up the leaderboard! Specify the level of opponent. 4. Specify. If you specify what you want to do, the GM will take it into account and tell the result. 5. Trigger random event. Force the GM to use his imagination to make a scenario for you. 6. Study. You want to know something? Feel free to learn about it here! 6.1. Pokémon Habitats. Learn where you might find a specific kind of Pokémon! 6.2. Isson Geography. Learn more about the different places in Isson! 6.3. Names to Remember. Learn about Gym Leaders, Elite Four, or the like! 6.4. Local Legends. Learn about different tales from around Isson! 6.5. Pokémon Breeding. That’s also a subject. 6.6. Battling Basics. You likely know them already. 6.7. Specify. Tell what you want to learn and we’ll see if we have a course! 7. Amelia Specific: Investigate the any of the seven mysteries…?
1. A chilling hunter that attacks students who wanders the school at night! The temperature will decrease before the strikes! Students have reported being poked and startled and sometimes frozen by some invisible being, be careful!
2. An eerie cry sometimes fills the halls at night. It’s usually from the science room. It’s a shivering cry that echoes down your very bones… and those who goes to examine it are found knocked out on the floor the day after! Spooky!
3. The basement is occasionally spontaneously filled with smoke! People just go down there to grab something, when all of a sudden it’s all smokey and they have to run and fire alarms ring! Extremely suspicious!
4. A beautiful figure has occasionally been sighted in the window of the teacher’s lounge! No, not THAT beautiful figure, an unknown one! They say it has dark hair, white clothing and an indiscernible face… but upon examining the room, it’s empty!? Is this… a ghost!?
5. They say on certain nights, and only on certain nights, something comes out to play on the school roof. What could it be? What is the requirements for their appearance? What are they? All those who have seen them are entranced. What could it mean?
6. Someone reported that they opened the D-classroom door at night, and there was a dark hole in reality, just hanging there. Scared, he ran. Ever since then, that classroom has been locked at night. Why is that? Is something going on…?
7.
8. Familiar Faces: Daisy. Yeah, she’s still in front of you.
Connected areas: Pureplain City. All around, of course.
‘That’s ab-about it, yeah,’ Connor said. ‘Very well! T-take care!’ he then called after her as Claire left in all haste.
Route 13 up first, huh.
Claire cycled her way straight out of Worldedge City and towards the Route directly west of the city! She cycled on a decently regular road, seeing some lightning strike in the distance, and the route itself seemed bright in the day and so. If there had been a night in Worldedge, then it was day again now-!
Or was it?
Everything suddenly got all dark.
She’d just suddenly entered night.
Was this because some unnaturally powerful being that was capable of instantly turning everything into night had come to mess with her?
Nope. It’s just how it is on…
Route 13
No cat people, sorry.
Route 13 is the route between Worldedge City and Bigfjord City, it is known as the route on which it is always night. Why, exactly, is it always night? The reason escapes proper explanation, but it is as if the very energy of the sun is being sucked away when it enters this area. Instead there are dark clouds, which all habitually strike at the Power Station located in the north-east of the route. The result is that this grassy plain of otherwise unremarkable characteristics is masked by a constant shroud of darkness that is never going away, and it is charged with the electricity of the many wind turbines spread across the route as well as the Power Station itself.
The route has numerous darkness-dwelling birds, Hoothoot and Murkrow being the most common. There’s also Bunnelbys and Meowths, stalking around. However, inspired by the electricity around, some electric Pokémon have been drawn to these plains, even during the night, like Electrike and Shinx. As mentioned, the Power Station lies mildly ominously to the north-east, lightning strikes blasting it through the darkness with unnerving frequency, but in the south on a cliff lifted by the beginning of Mt. Strength also carries the Private Palace, owned by perhaps the richest man in Isson. If you’d have a reason not to just be dismissed immediately, that’d be where to go.
So, Claire’s going to train, is she? Well. Okay, then.
Pokédex Entry #163 – Hoothoot, the Owl Pokémon. It always stands on one leg, and changes leg so fast it’s rarely seen. It’s big, red eyes see clearly in the dark. They have an internal organ that keeps track of the planet’s rotation, allowing them to perfectly tell time. By giving them instructions, people have long been using them as alarm clocks before clocks existed.
Pokédex Entry #198 – Murkrow, the Darkness Pokémon. Commonly found near forests when it’s dark, they’re feared as alleged bearer of ill fortune upon those who see it. If spotted, it will attempt to lure the chaser onto mountain trials or forests where they’d get lost. It shows strong interest in anything that sparkles, and will attempt stealing it.
Pokédex Entry #52 – Meowth, the Scratch Cat Pokémon. During the night Meowth are known to sneak around stealthily in search of prey and shiny objects which it adores with a passion. During the day, Meowth is known to laze around all day. In the dark, its eyes glow.
Pokédex Entry #659 – Bunnelby, the Digging Pokémon. Its ears are solid and serve as shovels which it uses to dig large burrows in which it lives. It is mainly nocturnal, and will dig throughout the night. Over the years the ears become stronger, and it becomes able to sever thick roots easily.
Pokédex Entry #309 – Electrike, the Lightning Pokémon. It runs faster than the human eye can follow. When running, the friction is converted into electricity, which is then stored in its fur. This electricity stimulates its muscles and can also be unleashed in violent discharges. It gives off sparks when a storm is approaching.
Pokédex Entry #403 – Shinx, the Flash Pokémon. When its muscles extend or contract, it generates electricity. When it senses danger, a Shinx will let the electricity run through it, causing it to glow. If threatened, it uses its muscles to flash a bright light to blind the predator while it flees.
Ralia’s on high enough level for now, thank you very much. Gained some experience, but not enough to level.
Laurel’s Rock/Ground type worked excellently against the birds, normal types and electric types of the route, even though he didn’t have a rock or ground-type move to attack with. He could train well here.
Laurel grew to Level 13!
Lure had more problems, on account of being flying against birds and electric types.
Lure grew to Level 16!
Zeal, likewise, had some trouble with the local birds on account of his new Fighting-type. Still, there were plenty of Normal-types here, too, and it’s not like he was weak to electric!
Zeal grew to Level 16! Zeal learned Fury Swipes!
and a good way to 17.
Pip also needed to avoid the birds, but electric enemies couldn’t get off effective attacks against her. Some experience can be gained here!
Pip grew to Level 15!
So, do I call this one Bronzor or Tez? Still, Tez did fine. Birds can’t poke holes in him and normal types ran into similar problems. Experience gained.
Bronzor grew to Level 16!
… And that’s about that, there, right?
Moving south.
Route 10
Route 10 is a route dedicated to the sustenance of the largest city in Isson, as well as in large part the other nearby larger cities. Throughout the route, depths of wet farmland stretch under an uncertain sky, where crops grow with unprecedented strength, supported by the might of Pokémon. The air is moist, the plants grow well, and the farmers walk around under the influence of Psychic powers. The roads in Route 10 lead in all directions, the Crossing over the waters beside Worldedge City to the Northern Landmass, through the Mountain Valley to Stillwood Village, or simply west or south to reach the farther areas.
The Pokémon walking about the fields are Drowzees, yet the air has quite a few birds. There are Spearows and Taillows gliding about feasting on the bugs these farmlands naturally attract. Digletts are used to tilt the earth to create the optimal environment for farming, Bronzongs float about causing the occasional shower of water, with Bronzors being trained to eventually evolve and join their number. Here and there walks a happy Mr. Mime or a Mime Jr., the older ones creating shields around the crops and the younger ones trying to mimic them and failing. It's quite clear from the mystical air that this is very much considered quite close to Worldedge City still.
There were a bunch of farmers in the fields as well, looking over the Pokémon and the potential threats.
Route 8
To the west, there’s the massive mountain chain that links Mt. Chill and Mt. Strength. To the east, the ground makes a sudden nosedive down a couple of cliffs leading to the waters of Route 16 and/or 17. The area between is a flat, windy grassland, with plenty of bugs and plenty of birds preying on the bugs. Route 8 is a slightly leaning route that starts at the top of a hill by Freecape Town and ends up at the bottom Route 6, but it’s decently hilly on the way as well. The route is most well known for its birds, with Taillows, Staryus and Fletchlings flying about the place and Doduo’s running, but it’s also a place inhabited by curious mammals like Sentret and Bidoof. That, and bunches of Bird Tamers from Freecape Town!
On the west side of the route is the Tunnel. A dark cave that leads straight through the mountain to Cooldome City, a place where the toughest of trainers gather to battle it out in the Battle Dome. It is said that trainers who cannot overcome either the Tunnel or the Frozen Cave have no place in Cooldom City. On a lighter note, on top of one of these hills stands the Hall of Celebration, a place mostly known for the de-facto go-to place for marriages in Isson, both for people AND for Pokémon that like one another very much. Aside from getting married, it is also a place for bonding with your Pokémon and becoming closer than ever, the place holding a certain sway over potential evolutions that rely on friendship… but that aside!
Cycling through Route 8, Claire found herself on a slope downwards! However, she also stopped to challenge an eager young Lass.
‘I just got through the Tunnel by the skin of my teeth and caught a new ice-type Pokémon! Wanna see!?’ the lass told, eagerly.
Lass Diana would like to fight!
Pokédex Entry #582 – Vanillite, the Fresh Snow Pokémon. Born from icicles bathed in morning sunlight, they can use their cold breath to create snow crystals and make it lightly snow around them. They’re pleasantly cool to be around, so they’re commonly kept around indoors when it’s hot to keep it cool.
Icy Wind go-to best move. Has Uproar and Astonish if otherwise needed. Snow Cloak would raise evasion in a hailstorm.
Pokédex Entry #50 – Diglett, the Mole Pokémon. They live underground and spend most of their time submerged. It’s weak to light, and will only pop up where shielded or in caves. They often exist a mere yard underground eating roots. They’re often raised on farms, because soil dug through by Digletts is left perfectly tilled for growing healthy crops.
Will start with Sand Attack. Mud-Slap is a ground-type move. Also knows Scratch and Astonish. Sand Veil would up evasion in a sandstorm.
Pokédex Entry #296 – Makuhita, the Guts Pokémon. Its body has a specific makeup that gains energy from being hit. Each time it’s struck down, it rises using the energy from the hit and stores some of the energy for eventual evolution. It loves to toughen its body above all else, happily undertaking harsh training.
Will start with Fake Out, then Force Palm is the strongest it has. Also knows Tackle if it somehow is more effective than Force Palm. Guts Pokémon has Guts, ups attack if status conditioned.
Then, as she cycled down… Claire might suddenly realize she was being raced. On her left and right, two Bird Tamers both riding Doduos chased after her, each as eager to defeat her. Regardless of how that ended, they’d afterwards smirk at her together. They were going to take her on at the same time!
‘You didn’t think you could ride through Route 8…’
‘ … without contending with the local Bird Tamers, did you!? ’
Bird Tamers Emmie and Darius would like to battle!
Pokédex Entry #84 – Doduo, the Twin Bird Pokémon. While having identical brains, the two heads have different identities. They take turns sleeping, communicate seemingly telepathically and cooperate to their goals. Better at running than flying, it’s found racing grassy plains with powerful strides up to 60 mph.
They start with double Doduo, and they start with double Growl to reduce attack! After that, Emmie prefers Peck, while Darius prefers Fury Attack! Mostly towards the same Pokémon! Emmie’s Doduo has Tangled Feet, raising evasion if it gets confused, while Darius has Run Away, which it isn’t going to!
Pokédex Entry #333 – Swablu, the Cotton Bird Pokémon. Swablu has light and fluffy wings that are like cottony clouds. This Pokémon is not frightened of people. It lands on the heads of people and sits there like a cotton-fluff hat. As it cannot relax in dirty places it will clean any dirt it finds with its wings and then clean them in a stream.
Emmie’s second Pokémon! She will use either Peck or Disarming Voice, whichever is the most effective! If in a pinch, she knows Sing, too! Natural Cure will not become relevant.
Pokédex Entry #661 – Fletchling, the Tiny Robin Pokémon. Its widely praised for having a beautiful chirp which it uses to communicate, it’s a merciless creature that claws and pecks at those who enter its territory. When captured, though, it becomes friendly and easy to train. When excited or agitated it doubles in temperature, so surprise-poking it is a good way to get your fingers burned.
Darius’ second Pokémon! Will start with Agility, making it super-fast, and then Peck for the life of it! Big Pecks prevents lowering its Defense!
Then, as Claire was approaching Route 6… a young man stepped forward, grinning with a Pokéball floating about him. He was going to challenge her, regardless if she wanted him to or not.
‘Hahahaha…’ said a boy with a mildly sinister smile. ‘My Abra just evolved from training on Route 6. His might will be tested on you! … After my other Pokémon have softened you up a bit!’
Psychic Hughes would like to battle!
Pokédex Entry #436 – Bronzor, the Bronze Pokémon. They were found in ancient tombs, and implements shaped like them are too. Ancient people seem to believe the pattern on their back had mysterious powers. They are closely related to mirrors in ancient writing, yet no surface of it is properly reflective. X-raying it, there’s nothing inside.
Bronzor will attempt Hypnosis, and then Confuse Ray, and THEN Confusion! Also has Tackle if enemy resists Psychic! Levitate makes it immune to Ground-type!
Pokédex Entry #577 – Solosis, the Cell Pokémon. Their bodies are surrounded by a special liquid that protects them from any environment, no matter how dirty. When among its own kind it communicates telepathically, and should it be endangered it drives attackers away using strong psychic attacks.
Solosis will use Reflect, and then Rollout! … Or Psywave if Rollout is somehow ineffective! Magic Guard defends from any non-direct-attack damage!
Pokédex Entry #64 – Kadabra, the Psi Pokémon. It emits special alpha waves from its body that can cause headaches from just being close to one. It has a peculiar attribute that while using its powers, machines around it are caused to malfunction in odd ways, like clocks going backwards. The spoon amplifies its power, if it is dropped Kadabra can only use around half its power.
Teleport and Confusion! … Is literally the only moves it knows, so it’s gonna spam them! Inner Focus prevents flinching!
Stuck here until done with battles. And here’s in case she wants to stay, hah.
1. Find Pokémon. Can be specified what kind of Pokémon is being searched for, and how you search. 2. Train Pokémon. With this command, we can jump ahead in time and skip posting about grinding. 3. Seek trainers. There are people around, travellers going along Route 10 towards Freecape or Raremine, or just the farmers exists too. 4. Talk. People can be chatted with. 5. Move along. Move along normally, letting any events that may come happen naturally. 6. Hurry along. Intentionally avoid confrontations and try to get safely to the next destination. 7. Specify. If you specify what you want to do, the GM will take it into account and tell the result. 8. Trigger random event. Force the GM to use his imagination to make a scenario for you. 9. Hall of Celebration. Famous spot for bonding, between people, Pokémon or between both. Also famous marriage spot.
Connected areas: Route 10. The psychic farmlands await north before reaching Worldedge City. Route 6. The vast plains of wilderness await south before reaching Raremine Town. Freecape Town. The hanging town of birds and nobles, it’s also home to the Freecape Ferrymen. Tunnel. A hole in the mountain. Those unable to overcome it are unworthy of reaching Cooldome City.
Skylar called back Smiley, and started shaking him to wake up, but unfortunately Smiley stayed exceedingly asleep for now. Meanwhile, Celebrity jumped in and took that U-Turn! Fairy-type resisted the Bug-type attack, but after that Butterfree went back to her Pokéball. Lorette smiled a bit at Celebrity.
‘Something that doesn’t have wings of some sort, huh,’ Lorette commented, before throwing out her next Pokémon. The counterpart of the previous being, a huge, buzzing bee with two giant lances for stingers took form…!
Pokédex Entry #15 – Beedrill, the Poison Bee Pokémon. Extremely territorial, should someone intrude on their grounds they attack in furious swarms. They fly at high speed and attack with their venomous stingers. A poisoned prey is then taken back to the nest to feed on.
‘Alright, Beedrill! That one’s Fairy, so Poison Sting!’ Lorette commanded, and Beedrill surged forward at full speed at Celebrity!
‘The challenge now is to take care of something fast with high attack, heh,’ Lorette added on the end.
Straight forward it was! Dei shot the fireball straight forward (diagonally?) to illuminate the path, and they rushed to get through the forest…! … Which turned out to be the wrong way, because a mere just ten meters forward they almost ran into the resting place of an Arbok. Said Arbok had clearly been woken up by the fireball that flew over it, and the cobra Pokémon raised itself high and pointed the “face” upon its body towards Eryn and co, and it was decently creepy indeed when it was in motion. Regardless, an Arbok had fixed its sight on them, and if Kylie threw a Fairy Wind… well, it did next to nothing.
Arbok hissed and slithered forward towards them.
There’s still the flute in the background, and the moon gazing down on them, and Sableye eyes from around here.
1. Establish Presence. You can't achieve your goal without a base. Increase your staying power, be it by making allies, increasing public opinion, successfully keeping yourself entirely hidden or by making yourself stronger by any means. 2. Disrupt Enemies. There are far too many possible threats to the plan milling about. Keep them distracted, fighting one another, thinking you're not a threat, or otherwise simply utterly destroying them, leaving nothing behind. 3. Contribute to the Empire. Give what you do not need so girls in other worlds can do their job easier. This involves sacrificing captured monsters, magic items and magical girls to Asengav, opening a special portal and see Asengav's tentacles dragging it into the void...
Name: Mariette Pedersen
Name (Before Magical Girl): Lina Herring
Age (Magical Girl): 15
Age (Before Magical Girl): 4 (Horror doesn’t care.)
Gender: Female
Gender (Before Magical Girl): Female
Appearance: Mariette is a tall girl of slender but otherwise average frame. Her hair is long and white straight when transformed, blonde wavy when untransformed. She typically has a calm expression on her face. She tends to dress somewhat extravagantly, her transformed state wears elaborate black dresses while her untransformed self typically also endorsed herself with accessories. She’s often seen squeezing a large stuffed animal in the shape of a rabbit. Her right eye is constantly under an eyepatch, but she hasn’t actually lost it. There is a reason behind this.
Untransformed, she looks like a very regular blonde 15-year old, wearing glasses and regularly overdressing herself in hats and coats as well as generally gazing off into the vast distance with no purpose.
Specialization: Oddball: Portals. Mariette is a master of using portals. She’s immensely powerful with them, too. She can create them in mid-air, in varying sizes, around enemies and in varying kinds of movement. With as high magical power as she has, she can create her portals anywhere within her sight, but she has much greater fine-control of their movement the closer they were created to her. The portals are circular and flat, and lead to another portal of the same size she also has created within her range. The edges of the portals are solid and can be broken to destroy the portals.
With extended focus, she can also create portals to places much further away assuming she knows the location, and with greater use she can even enter alternative pocket-dimensions. She has no desire to leave this world behind, however. Also, if others flees through teleportation or to different worlds, Mariette may be able to follow them. Using a mirror as the base of the portal greatly amplifies the effect and makes rituals for more extreme portalling much easier. There are some major rituals which she can conduct using big mirrors for the sake of Asengav’s goals.
Second Specialization: Light. Mariette uses Light-magic to supplement her otherwise lacking offensive ability with something a bit more direct. She likes the speed and range of light-blasts, and the fact it flies straight without error allows her to open multiple portals precisely ahead of the blast to direct exactly where she wants the blast to go, making one shot of light feel like a hailstorm. It felt like a suitable offensive power for a high-magic girl like Mariette to bring down her enemies. Besides… the ability to cast spells to see through deception, detecting and dispelling illusions plus becoming aware if someone lies to her is more than welcome. Combines well with Eli’s Third Eye ability to detect if such means are being used to begin with.
Weapon: Mystic mirror. It’s a simple hand-mirror that she can seemingly summon from nowhere into her hand. It helps creating portals around the area, and Mariette channels her magic through it.
Power: Tentacles. These are sentient tentacles sprouting from anywhere within a certain range around Mariette. These are a blessing given directly from Asengav, and they look pretty much like darkness given form. They’re powerful, regrow if they’re blasted into pieces and are Mariette’s main defense if the enemy tries to strike her in close combat. Herself, she has no ability in the close.
Perks: Gifted - The reason Asengav chose her in the first place. She can do things with her portals that other people perhaps would not be able to. She’s an expert at this. Interdimensional Home - Using her portals, she has set up her own little dimension that she can go to. It’s a nice place to hide, and she can feel comfortable there. There’s food and a view, but she does prefer Joe’s place. Blood Magic - Among other things, she was granted the ability to expand her own life as magic. Mariette will use this if the situation turns deadly. Overcity Shift - If she wants to, she can displace the entire area to a different dimension in the Overcity. There the battle can be conducted without destruction and so. Interdimensional Tourist - It’s Joe. Joe’s an average man with normal job, a stressful life and a licence as an interdimensional tourist. He helps Mariette and the twins out with food and give them a place to stay, for now. He just felt sad for Mariette once, and now he has three girls living off of him… Huh.
(now Emergency, +2 Combat Perks) Hammerspace Handbag - Which actually is a portal of hers. She just reaches into the portal, and she has everything she needs there. Good to have. Allies - Along with her transformation, Asengav saw fit to provide Mariette with two allies that should come in handy. A set of two twinned-souls monster-girls. However, one has died, leaving only Eli. (Now Gold coin for extra +2 Perks) Awareness - You’d think a girl with one eye would see worse, wouldn’t you? Wrong. There’s something about Mariette that makes her excessively perceptive of things around her, and she just knows. Even when ambushed she seems to be able to block the attacks. Absolute Direction - With destination or object in mind assuming she knows about it in detail, Mariette knows which direction it is. … REALLY useful for a girl that can open long-range portals with enough focus. Bad at finding concepts or nonspecific things.
Patron: A Horror named Asengav. Not really his name, but as best and easiest we can pronounce it.
Patron Benefits: Creeping Doom - Cannot attract extreme attention. He has a carefully laid out plan, and it’s going to be executed, one step at a time. They’re less likely to be lethal and uncompletable for Mariette and her minions. Reasonable - As disturbingly horrifying as he is, Asengav is reasonable. He has been watching humans and magical girls for a long time. He knows how to blend in. He can even take the form of a human to hold a simple conversation. He does not intend on destroying the world, thank god, because he probably could. Minions - They’re shaped like men and look like they’ve been drawn with ink, and they’re strong and can lash out at unexpected ranges with stretchy arms. They’re weaker than magical girls, but they can take one by surprise. They can be summoned through Mariette’s portals when Asengav has been kind enough to put them at Mariette’s disposal. Retrieval - Asengav has no intention of losing his chosen champion. If Mariette is in trouble and he has a moment to, he’ll strike open a portal and retrieve her before she’s done for. Mystic Might - Asengav has provided Mariette with a bit of extra magical might, and... Mana Font - … he has also given her a small portal in her heart to a great reserve of mana, for her to use as she sees fit.
Patron Drawbacks: Quick-Tempered - Asengav’s only reasonable up to a certain point. Mess up a single part in his carefully laid-out plan… and watch the nightmares overcome you. Mind-Bent - Mariette is completely unable to not follow the orders of her patron. The very idea of opposing her chief causes an immediate major dose of terror and pain. If she ever left Asengav’s care, she’d be left a quivering mess in her bed, forever unable to move unless someone bent back her mind. Also, there has been a SERIOUS impact to her personality. Insomnia - Can’t sleep, won’t sleep. She clutches her favorite bunny every night trying to sleep, and she absolutely can’t sleep a wink without it. Bane - Something as simple as a lit wax candle. A lit candle symbolises the hope in the darkness, and it sends Asengav scurrying. Similarly, unlit candles make Mariette uneasy, but lit ones can effectively burn her skin up close. But, they must be kind of small. People holding wax candles will be unaffected by her portals. Also, broken mirrors. A broken mirror repels Mariette’s portal-sense that keeps track of the positions of her existing portals, where it feels like needles having been inserted into her painfully when she gets close to them. She cannot keep active portals going around them, as they pierce her with pain from proximity. Health Sapping - So much power is poured into Mariette, with the tentacles, minions, and so, that her movements and physical efforts are somewhat blocked.
Fighting Style: First things first. That eye-patch? That’s to ensure her enemies don’t realize her right eye is constantly looking through numerous portals. She switches the location and number of these portals as she needs to, inspecting the battlefield from varying points, gathering information from a bird’s eye view. It’s imperative that a portal-girl is constantly aware of the positions of everyone, after all, and this allows her to widen the range of where she can open portals quickly as she needs vision to open them. The portals are so tiny, you’d never usually detect it, even with awareness. … Someone with the Third Eye likely would, though.
Mariette does not fight in close combat. She keeps enemies at range by relocating herself with portals or placing minions/allies in the way. From there, she can support allies and hamper enemies in an excessive amount of ways with her portals. She can create them as shields that then redirect the attacks at her enemies. She can slap a portal onto someone and send them into compromising situations or place them really far away. She can open portals for her attacks to come from unexpected directions, like when she fires her Light-attacks.
For actual fighting, Mariette uses her tentacles. They’re strong tendrils of darkness that constantly surround her in battle. They’re strong with plenty of range, but the average magical girl would be able to keep them at bay. … Which is why Mariette often sends them through portals to attack from unexpected angles and from longer range than expected. Portals make no sound as they’re created, after all. She makes them squeeze and crush enemies from afar. In close combat she can also use better fine-control of portals to trap limbs and halt an enemy’s progress. That’s her last defense.
For pure offense, she has her Light-magic. It’s decently straight-forward, she holds a weapon forward and blasts a destructive beam of light, which pass through multiple portals Mariette has strewn across the battlefield before properly hitting the target. When all else fails, she likes to stand on a portal to fall through in case an attack heads for her. She likes to team up with Eli to make her shoot into the skies through her portals or send her into combat supported by portals. But, she’s not fast. Mariette sometimes also risks that enemies try to use her own portals to fire upon her. She simply has to ensure that doesn’t happen. Those are her tactics.
Personality: Mariette carries herself like an extremely calm older girl, her expression remaining neutral and her force remaining intentful. She’s determined to achieve her goals, and may come across as rather arrogant. She’s playful around official matters but merciless in action. She often acts in a creepy way that seems to tell that not everything is all there. However, that isn’t all there is to her. She finds any small animals or stuffed such animal mind-bogglingly adorable. She wants to try every new experience she can notice, from singing to roller-coasters to arcade machines, wearing accessories and going to school, such. She rarely has the money to try anything, however. But, so it is.
Also, good luck trying to scare her. She’s been in contact with Asengav so often, she won’t even react to what the regular public might think is scary or repulsing. Like someone’s sudden death, or so.
History: There was an emergency. Except, the emergency wasn’t really one which four year old Lina Herring could do anything about. See, she had an abusive father, and she could see the incoming signs the moment she heard him enter the house and start yelling at her mother. So, she fled. Somehow, she managed to escape without father noticing. She fled, and never wanted to return. On that route, she came across an emergency. That is, an emergency for her.
An unspeakable horror dived onto her, enveloping her. Her magical potential must have appealed to him, and with that he took her over and transformed her into the kind of girl he wanted her to be. As far as anyone else knows, Lina Herring either died or was kidnapped that day. It took quite some time, a number of years as the horror was reconstructing her to suit his needs, but one day a girl walked out into the world again. A Magical Girl, significantly older than Lina had been, this one known as Mariette Pedersen. A fake name, of course, but as it is that’s how it goes.
Lunacy of Love: In the previous season, Mariette got into a deal with Justine von Visceral to kidnap girls for her in exchange for assistance with her own goals. Mariette knew that Justine would eventually be an enemy, so she warned Lily Hanson and Alexander Shields in hope they’d prepare. In the deal with Justine, Mariette obtained firepower, but in the heat of the exchange, Justine’s sister Caroline attacked and killed her servant Deni when the slime-girl tried to protect her mistress. After that, Justine declared Mariette to have outlived her usefulness by blowing up her interdimensional apartment, and their battle started. Mariette flew to Alicia of Beacon and proposed a deal.
Mariette ferried the good guys into the Overcity to challenge Justine. She and Eli got into a battle with Caroline, managing to defeat her by the edge of their teeth, though in the midst of sacrificing her she was kidnapped by another being. Mariette then went into the dungeon and “rescued” the magical girls she had kidnapped for Justine, the mentally drained girls believing her. She then walked in on Justine’s treasury, emptying it into a portal before moving on. She spied Justine’s defeat, but was then taken back to the Interdimensional Apartment to see it had been renovated with a whole gothic mansion. Asengav was pleased with Mariette, and she was now informed the time was approaching for the next step…
Beyond the Looking Glass: Mariette got teamed up with her companions to prepare Penrose for the master plan. She made friends with Amaryllis, I think. Made a deal with Shion that was only seen behind the scenes. Came to the beach dimension with everyone else, was lost on what to do. Absolutely did not use the Platinum Coin on-screen, she did something that looked a lot like using the Platinum Coin on-screen, I’m still the Co-GM of last season, you can’t take this from me. … But, in the end, her group did a whole lot of nothing and probably won’t be relevant this season. Still unsure what I’ll have her do now. Oh, well.
Incantation: In a world without meaning, exists a purpose with destination, and I will see it to its end. The gate is open.
Additional Info: As said before, mirrors help amplify her portal might. This is actually why she wears glasses in her untransformed state. She can, without rousing suspicion, easily make portals in her glasses to look at something from a great distance.
Also, friendly tip. Mariette’s usually really calm, and won’t even bat an eye if you decapitate someone in front of her. But, if you really want to kick a puppy, or harm any small adorable animal, don’t do it in front of Mariette. Hell feels bad for those who do.
For her services last season, Mariette has received a Platinum Coin. She has yet to decide what to do with it.
Magical Coins: A lot. She looted Justine von Visceral’s magical treasury. Ask the GMs. 1 Ruby Coin?
Received from lich fight, supposedly: 1 gold, 4 silver, 6 bronze. Received after rave event: 1 gold, 2 silver. Purchased Super Map for Eli: -2 gold, -2 silver
Total: 4 Silver, 6 Bronze, 1 Ruby.
Name: Eli.
Name (Before Magical Girls): Elizabeth Walton
Age (Magical Girl): 7
Age (Before Magical Girl): 15
Gender: Female
Gender (Before Magical Girl): Female
Appearance: Underdeveloped/Skimpy She’s an amorphous harpy. She’s small and slim, except for all the slime she has a body one would expect at that age. She finds pleasure in ornaments, wearing them in hair and clothing. Her body is largely composed of black jelly, her arms are typically shaped like wings, her eyes looking very creepy and unnatural. … It should also be noted that the jelly is partly see-through and skin-tight, so one can kinda see the shape of her gelatinous body through, which is why it qualifies as skimpy.
When untransformed, Eli wears a uniform fit her age to blend in and wears a pair of glasses to further hide herself. She looks considerably normal for their age.
Specialization: Reinforcement and Darkness.
Reinforcement means Eli can block attacks with barriers, enhance the items or bodies of others as well as heal wounds. She can remove curses and other negative energies, and in addition her disguised human form is a bit tough and her words of encouragement have an intoxicating effect.
Darkness means the Eli can shield herself from detection as she uses her wings to glide through the night. She can see in the dark, and make herself temporarily intangible as well as warp herself short distances between shadows. She can also place minor curses and negative effects on areas and people.
Weapon: Melee/Ranged. That is, Eli doesn’t actually carry weapons. However, she can combine her magic with her amorphous body to suddenly form swords, pikes, axes, sharp feathers, guns and similar things, the ranged weapons powered by her own magic to fire. These weapons are not powerful, but the weapons she can produce this way can be really adaptable to what is needed at that moment, and can emerge from any part of her body.
Power: Third Eye. Eli has a special sight called the Third Eye, allowing her to see the flow of magic, straight through illusions and see traces of past magic having been used in areas. Eli was originally created by the Twin Soul power of her sister.
Perks: Dual Weapon - Eli have mastered the art of making ranged weapons out of her amorphous body as well as firing these with her mana as ammunition. Wings - She’s a fluid harpy. Somehow. Eli can’t actually fly as well as birds, but she sure can climb, jump and glide around. Martial Training - Eli’s accomplished in a very wide variety of weapons to go with her ability to form weapons on the go. She’s also quite tactically gifted and could handle commanding armies. Flexibility - Eli’s fluid and adaptable, amorphous. While she normally looks like she’s supported by bones, she can suddenly curve in impossible ways when the current amount of flexibility just didn’t cut it. Super Map - A map that shows surrounding areas, features and topography, as well as the positions of allies and enemies, changing as the situation changes. Can be used in the Overcity, with unpredictable and confusing results. Cannot detect portals, gateways in and out of the Overcity, or other kinds of warp-points.
Monster Girls: To summarize, Eli’s an amorphous harpy that have wings instead of arms, yet is much more a slime-creature than a harpy. She makes use of this every way she can. Nonstandard Limbs - Her limbs are slimy harpy things. Though, given that her wings are slime, they can still hold things. Devourers - There’s a certain hunger within Eli, which could make her attack humans if not properly fed with meat. Mariette ensures to always keep a significant amount of meat in her Hammerspace Handbag just in case. Amorphous Body - She’s a liquid harpy. Eli’s form is difficult to injure, her fluids can make her bodies contort when it doesn’t feel like looking like it does, and so on. There’s a ton of consequences. Second Specialization - Aside from natural Reinforcement, Asengav gave Eli and her sister the gift of Darkness to add to their magical arsenals. The two were very efficient spies, because of this.
Patron: Asengav, Horror.
Patron Benefits: Creeping Doom - Cannot attract extreme attention. He has a carefully laid out plan, and it’s going to be executed, one step at a time. They’re less likely to be lethal and uncompletable for Mariette and her minions. Reasonable - As disturbingly horrifying as he is, Asengav is reasonable. He has been watching humans and magical girls for a long time. He knows how to blend in. He can even take the form of a human to hold a simple conversation. He does not intend on destroying the world, thank god, because he probably could. Takes One To Know One - There are two parts of Asengav’s power. The portals and the darkness. Eli is literally dripping with the darkness to her cores, and this has consequences. She feels the same energy if exposed to it in others. This allows Eli to see through the disguises of monsters and detect Horror champions should they touch or meet eye-to-eye. If they have a bane, she also gets a rough idea of what it might be. A better idea the longer she looks them in the eyes. Retrieval - As with Mariette, should Eli end up in mortal danger and Asengav has the time to spare, her Patron might reach out through a portal and save her. Might. It’s a multidimensional being with plenty of other things on its mind. Saving underlings is significantly less important than saving champions. If she’s lucky, with other words. Magical Overload - Eli’s an amorphous harpies.
Patron Drawbacks: Quick-Tempered - Asengav’s only reasonable up to a certain point. Mess up a single part in his carefully laid-out plan… and watch the nightmares overcome you. Insomnia - With a horror as their patron, the monster girl doesn’t have an easy time falling asleep. Something’s always clawing at her mind, whispering horrendous nothings, giving her terrible dreams when she does fall asleep. Eli does rarely ever want to go to sleep, staying up playing games or stalking targets outside instead, and this is a large part of that. But eventually, she has to… Mind-Bent - Eli is as mind-manipulated as Mariette. She thinks she’s following Mariette out of her own free will, but she’s really not. Her mind has a compulsion to follow Asengav and her current leader, Mariette, and although Eli can disagree with commands she can never even consider going against the cause. Any notion of such will send a pang of pain through her head, punishing her for even thinking the thought. Should she ever fall out of favour with their horror overlord, Eli will find herself a quivering wreck huddling forever in fear unless someone bends her mind back. Bane - While Mariette is affected by both lit wax candles and cracked mirrors, Eli is more or less immune to the cracked mirrors. This is because she has no portal or dimension-travelling abilities of her own, which the cracked mirror bane is linked to. However, a lit wax candle is the bane of the darkness of Asengav, which Eli is the personification of. The slightest light of such a candle or the smell of wax in her noses will cause burning pain, forcing Eli to flee. Being locked inside a room with lit wax candles will burn her alive and cause her amorphous body to melt. A much more extreme reaction than that which Mariette experiences. Monstrous Form - Eli’s an amorphous harpy.
Fighting Style: As stated before, Eli’s an amorphous harpy. Compared to other magical girls, Eli isn’t very powerful, but she’s got considerable adaptability. Her wings and her fluid body allows her to swirl around, and her ability to form hard melee blades or ranged weapons that can shoot out of her body can very easily take an enemy by surprise. Being fluid, Eli’s difficult to hurt and is quite flexible. She dances on the battlefield and take out enemies one at a time.
Eli doesn’t necessarily belong on the battlefield alone, though. With Darkness magic, she makes sneaky attacks that the enemy don’t see coming as she’s hidden herself, and with Reinforcement she can power herself up to match stronger enemies or heal damage. She removes curses from herself with Reinforcement and then puts curses on her enemies with Darkness up close. But, the typical magical girl should be able to fight her off, she’s not that strong.
When she REALLY become deadly is when she’s matched up with Mariette, with portals on her side. Then Eli can dive through portals, shoot through portals or be defended by portals, greatly amplifying her effectiveness. Yupp.
Personality: Eli’s a naturally shy person, although she has lately been getting a bit more confident. She used to only be able to speak confidently in the word-games she played with her sister, but ever since the climactic battle with Caroline Eli’s found a source of confidence within her, a desire that allows her to act to accomplish Mariette’s goals. She can even be a touch playful, but otherwise she’s as serious as they come, if a bit more whimsical and likely to get scared than her mistress. However, regardless of how at peace she is with having defeated Caroline for Deni, Eli will forever mourn her departed sister.
History: Something went very wrong when Denise Walton was born. Because, somehow, she was born with two consciousnesses in her mind, which switched often. To make things easier, the other personality was called Elizabeth. They were two personalities in one body. Not unheard of, but they were constantly messing up for one another as one was shier than the other. The years went by, and there didn’t seem to be any way to solve this. The two girls in the same body felt panicked, and prayed to the heavens out of stress that something would come and solve their predicament. Unfortunately, something heard them.
Asengav approached them, feeling that the two personalities had been caused by a considerable base of mana. He offered them a way out, and they agreed. Deni and Eli were then formed, split in two and given half the age of each, and they’ve been trained to follow Asengav’s commands and then follow Mariette on her mission. So they did, until the day Deni was slain by Caroline von Visceral. Now Eli alone, who originally didn’t even have a body of her own, follows Mariette to accomplish the goals. She’s fairly lonely.
Incantation: Love and passion, squander my life, make me fight for meaningless ambitions! Eli! Here I go!
Additional Info: Eli can sometimes be seen in arcades owning the heck out of anyone challenging her or her high-score, and she’s totally calm and cool about it, too. She privately wants to make it big as a competitive gamer or an author. She’ll then remember that Deni used to always happily remind her that becoming famous in their condition would be a terrible idea. Eli then gets depressed.
Eli has received a Platinum Coin for her services last season. She thinks of what it can do and clutches it close at all times…
Type: Horror
Name: Unpronounceable, but we call him Asengav.
Personality: Asengav’s a perfectionist horror. It has a master-plan in place, and it will follow it to the letter. As for the rest… who really knows. He’s very calm for a monstrosity that can drive you insane with his mere presence. When he peeks at the world, he often does so through mirrors. They somehow work well with his dimensional magic. So if you glimpse something that really, REALLY shouldn’t be there in the mirror, but look again and it isn’t there… it is quite possible Asengav might have been watching you.
History: For all we know, this horror simply was. One might claim it was somehow formed when countless dark sorcerers from a hundred billion realities committed the same atrocious dark ritual in the same location in many universes, sending all the magical energy spiraling into one location in the multiverse and bringing a horrific entity to life… but that’d just be theorizing, because nobody knows. What we do know, is that its name is unpronounceable. We know it can travel through dimensions at will, and is investing into monsters and girls in many, many different alternate versions of the same reality, influencing each in a tiny way to tip them all away from one another and then watch to see what happens.
As for what he wants with this reality… … … … … Who really knows…?
Resources: An important thing to note about Asengav is that he has invested in many different dimensions, throughout multiple different possible realities. While in the world which Mariette wanders she and her two allies were his only agents, across the multiverse he has many, many more monsters and minions doing his work.
And, um. Asengav does have coins, but you’re expected to work for him because you’ll die if you don’t. You know the skill, Absolute Direction? Yeah. Asengav… has that. Across multiverses. You do not escape Asengav if he has decided to hunt you. And, honestly, he can do much worse things than simply kill you. Muuuuuuuch worse.
One thing he does provide is giant mirrors for the sake of some of the rituals that he wants his followers to conduct for him. They greatly amplify his power, after all.
Additional Info: On the banes. These two are composed of two different parts. One is the portal magic, the other is the darkness magic. They have two different banes. The portal magic’s bane is a cracked mirror, with such a nearby the portals won’t form properly and send pain through any user of such magic, including Asengav himself. Then, there’s the darkness magic which he uses to slide about undetected and murder those he needs to. The bane of that is a lit wax candle, which banishes Asengav’s darkness. However, it should be noted that the other kind of magic can be used in the other’s bane. Portals can be formed around candles, darkness can be used around cracked mirrors. Though, those with candles will be unaffected by portals, due to it partially taking them into the Asengav’s dimension, where he doesn’t want them, ever.
Mariette has both Darkness and Portal magic within her. She uses Darkness when commanding minions, having excellent awareness and her tentacles of sheer darkness. This means she’s affected by both Asengav’s banes. Eli is touched by Asengav’s darkness to the very core, much more deeply than Mariette, but doesn’t have any portals in her. This means a lit candle will affect her way worse than it will Mariette, to the point that long enough exposure will cause her to melt and dissipate. She is, however, completely unaffected by cracked mirrors, something Mariette is way worse affected by.
Recruited through Emergency.
Rolls 19. 15 years old. Rolls 12. Average body. +1 AGI. Rolls 20. Oddball. Eventually decided on +2 MAG, +1 LCK. Rolls 15. Mystic. +1 MAG. Rolls 14. Elaborate. +1 MAG. Rolls 20. Tentacles. Wooh.
Combat Perks. Rolls 5. Gifted. +1 to an Oddball stat. MAG! Rolls 9. Blood Magic. +1 VIT
Support Perks. Rolls 5. Interdimensional Home. It was about here that I decided to make her speciality portals, and made it MAG and LCK because all the MAG I got earlier from Mystic and Elaborate. Rolls 5. Hah. 14, Overcity Shift.
Other Perk. Support Table. Rolls 5. Whelp. 1, Interdimensional Tourist.
10. Hammerspace Handbag - Picked with Emergency. 14. Allies - Picked with Emergency 19. Awareness - Picked with Gold 10. Absolute Direction - Picked with Gold
Rolls 18. Horror. Oh, dear. Benefits: Minions - Free Reasonable - Switched to from Marked, Free Retrieval - Extra Creeping Doom - Bought with Bane Mana Font - Bought with Mind-Bend Mystic Might (+1 MAG) - Bought with Health Sapping
Drawbacks: Quick-Tempered - Mandatory Insomnia - Mandatory Bane - Bought with Creeping Doom Mind-Bent - Bought with Mana Font Health Sapping (-1 AGI, -1 VIT) - Bought with Mystic Might
10 points to spread with 3 silvers and 4 bronze. Invest them all in MAG.
STR: 4. AGI: 4. VIT: 4. MAG: 20. LCK: 5
Now, I have an ally. Let’s roll for her.
Monster Girl Rolls 1. 7 years old. Rolls 4. Underdeveloped. +1 MAG. Rolls 5. Reinforcement. +1 STR, +1 AGI, +1 MAG, +1 LCK. +1 VIT out of costume. Rolls 3. Melee. +1 STR, +1 VIT. Rolls 3. Skimpy. +1 AGI. Rolls 6. Twinned Souls. -1 all stats, but there’s two of them. Need to roll weapon, costume and power for second girl.
Three combat perks. Rolls 1. Dual Weapon. +1 new weapon stat. … Ranged, +1 AGI. Rolls 17. Wings. Rolls 2. Martial Training. +1 STR. 6. Flexibility. +1 AGI. Gotten with Amorphous Body.
Rolls 20. Ebon Mint. … Rolls 17, Beacon. Decided that they’ll likely just get the same patron as the original character.
Monster girls. Body Mutation: Nonstandard Limbs. They’re harpies, since I rolled wings. Mind Mutation: Devourers. Eat some meat or eat men. Body Mutation: Amorphous Body. +2 VIT, Flexibility. They’re liquid harpies! Second Specialization: Rolls 10. Darkness. +2 MAG, +1 VIT. (gosh, Asengav would have become so different if they hadn’t rolled Darkness… XD)
Later decided they’d have their own drawbacks/benefits.
Benefits: Creeping Doom - Switched to from Minions, Free Reasonable - Switched to from Marked, Free Retrieval - Extra Takes One To Know One - Bought with Bane Genki Girl (only for Deni) - Bought with Mind-Bent (for both)
Drawbacks: Quick-Tempered - Mandatory Insomnia - Mandatory Bane - Bought with Takes One to Know One Mind-Bent (for both) - Bought with Genki Girl (only for Deni)
Because allied monster girls, no coins to spend on them.
Name: Deni. Denise Walton.
Age (Magical Girl): 7
Age (Before Magical Girl): 15
Gender: Girl
Gender (Before Magical Girl): Girl
Appearance: Deni’s a seven year old little girl, currently when transformed gets a flowing blue and white outfit reminiscent of that which is archetypical of the samurai to wear, though Deni’s more of a tiny ronin. She wears sandals on her feet and has tied her long black hair back into a ponytail. She retains her orange eyes, and carries at her side a long blade with purple handle and a blue sheath.
Untransformed, well.
She’s the same as she was before. Black hair, tiny body, likes little dresses and running barefoot. Regains her normal blue eyes despite them being perpetually orange since becoming a Magical Girl.
Specialization: Reinforcement. Deni’s naturally a Reinforcement specialist, capable of boosting the performance of herself and others around her. She can also form small barriers to block what she cannot dodge, heal small wounds and slowly cleanse an area of curses or negative energies. That’s what she does.
Weapon: Melee. The sword, formed from who knows what, is a long straight blade which is constantly reinforced by Deni’s reinforcement specialization and will match enemies with considerable sharpness. Thanks to Martial Training, Deni wields it with magnificent skill, too.
Power: Twin Soul. Eli still exists out there, that magic has still been taken out of Deni’s soul, somewhat weakening her. She doesn’t see this as a weakness, however. No way that she’d see Eli as a weakness. With her recklessness, she has put her sister through such terrible things. She’s got to find her and comfort her…!
Perks: Martial Training: Her one advantage over others is that her mind is filled with the proper usage of the sword she carries, and advanced techniques to stay alive on a battlefield. Flexibility: One way or another, bending out of the way as if she was still made out of jelly still comes naturally to Deni~ Fated: Deni didn’t survive for nothing. She wasn’t revived for nothing. Something’s looking out for her, almost like the universe itself didn’t want her to stay dead. Get out of Jail: Deni’s days of having her hands tied are DONE. She found a shortcut in Reinforcement magic that actually allows her to teleport, but only if she’s backed into a corner. Big Damn Heroes: Her token still lies with her sister. She can feel it. It’s her connection. If Eli’s ever in danger, Deni will sense it.
Patron: Solo
Patron Benefits: Free Agent: Deni’s free! She can work for whoever she wants! Genki Girl: Deni’s always been an inexhaustible girl, she basically cannot get tired.
Patron Drawbacks: Alone: Having lost her backer, Deni has nobody but herself to rely on now.
Fighting Style: Deni’s not the strongest, not the most agile, not the toughest, and certainly not the most magically powerful. What she does have, however, is skill. Like the little ronin she has somehow become, Deni does her best to use her Martial Training and Flexibility to their best to dodge and attack back, using simple but effective skill and a really, really sharp blade to determine the winner of her battles. Deni will be more skilled than any girl or boy that has no form of Training perk dedicated to their ability in combat, even if they can be far faster and stronger than her. This skill is what she’ll be relying on.
That said, thanks to Reinforcement magic, Deni’s physical performance is often higher than her stats would imply, and if she gets wounded she can but take a pause and heal herself. She can block attacks with barriers if she realizes she cannot dodge, and that’s just another bit to add to the skill she hopes to outperform the enemy with. Creating small barriers in mid-air for her to use as platforms helps her maneuverability, using the bare minimum of mana to overcome her opponent. That said, she’ll often be fighting as the underdog, and as such will avoid fighting those way stronger than her and seek out circumstances where she might be the most effective.
Personality: Deni’s an excited person who wants to head out and do things. She’s mischievous, playful and all-around happy. She likes to tease and look good, and there’s a certain style to her current appearance that she really likes. However, now, after dying and being separated from Asengav, she has a mission. She has to make sure nothing horrible happens to her sister, who’s in a far, FAR worse position right now! The determination burns within her! Let’s see what could happen!
History: Denise Walton was born with two personalities within her, the other being named Elizabeth for simplicity. They enjoyed one another but struggled to live in the same body. They prayed that something would separate them… and Asengav answered, splitting them up while also making them monster-girls fighting under his command. They had no idea their minds were being bent to follow his orders as they headed off with Mariette as her underlings. So it continued… until Deni was consumed by Caroline von Visceral, drained from reality and abandoned by Asengav.
Not wanting his essence consumed by the blood-soaked Father, Asengav disconnected himself from the doomed Magical Girl. … Except, after he pulled away, an unknown Platinum Coin was spent, one Asengav had not given. A similar one had been given to Eli, and if spent, Asengav would regain control of Deni. However, that was not the coin that was spent. Instead, the coin was one (accidentally) given by the caring Puchuu Kousai, the refreshing power enough to restore the young girl back to her original, intended shape. While very surprised at first, Deni was quick to adapt to her new form and embark, intending to reclaim her sister, one way or another.
So, technically, Deni had a backer for a moment, that being Kousai the Puchuu. Except, Kousai doesn’t even know it, and as such Deni went straight to becoming a Solo girl right after receiving the coin. Yupp.
Incantation:Harmony and courage, take a stand, support me as I head to where my life gains meaning! Deni! Here I go!
Coins and Items: Infiltrator - A device that detects and lets you infiltrate Interdimensional Homes when close to the entrance.
Currently owes Veronica 9 silvers. 2 silvers obtained from hunting goblins.
Additional Info: Deni likes to visit parks and school playgrounds to play with the children around there because it’s fun, enjoying perplexing teachers as she’s not one of theirs.
Deni still possesses the ability to change her body-shape at will from that time when she made a wish to the Djinn sisters. She’s not able to fight when in a different shape, this change is purely for the sake of style and appearance, though she can make herself look like an adult or a stranger to avoid people looking for her. She has to be transformed for it to work. In order to fight, she has to revert to her base appearance, though she could possibly use it for ambushing or so. She likes being adult occasionally, so it’s mostly for that.
Origin: SMUG
Age: 7 Underdeveloped: +1 Mag. Specialization: Reinforcement. +1 Str, +1 Agi, +1 Mag, +1 Lck, +1 Vit out of costume. Weapon: Melee. +1 Str, +1 Vit. Costume: Flowing. +1 Str. Power: Twin Soul. (-1 to all stats) Perks: Martial Training: +1 Str. Flexibility: +1 Agi. Fated: +1 Lck. Get out of Jail Big Damn Hero
2 silver and 3 bronze coins = 7 points. … 2 on Agi, 3 on Vit, 2 on Mag.
Str: 7 Agi: 7 Vit: 7 Mag: 7 Lck: 5
Other agents of Asengav. Remains existing because they were created while I was Co-GM, but as a Co-GM turned player I need to follow a unique version of the "only 3 combat NPCs" called "can only use 3 at a time". Hah.
Called from across Asengav's interdimensional empire to support Mariette on her quest. Their failure would not be taken lightly.
The spokeswoman of Asengav. A monster-girl with an elfin appearance, who is fiercely loyal to Asengav and jealous of the power he’s granted Mariette. A denizen of the Overcity, she has amassed a vast array of contacts over her immortal life.
Stats: STR: Not her thing AGI: Exceptional VIT: Decent MAG: Excellent LCK: Average
Freya Cameron
Age: 16 Specialization: Beast & Stone Weapon: Claws of the Were-Lamia (Fists) Power: Barrage Patron: Asengav
A monster girl from a world torn by a war for survival. While a level-headed and competent commander of Asengav, she is unfortunately plagued by an overpowering desire for the flesh of mortals. A chief physical enforcer for when the time of battle comes.
Age: 11. It should however be noted that her transformed form looks adult. She’s a tree with tree-manipulation powers, she’s not bound to one single appearance. Specialization: Wood Weapon: Her own body. (Fists) Power: Regeneration Patron: Asengav
A tree-monster bereft of what once made her human. Wordlessly and apathetically she lives, seeking to take control of whatever vegetation is around. In battle she roots herself in place, manipulating the terrain to her advantage. Her wood-body makes her very hard to hurt.
Strangely, animals seem to like her and settle down near or on her, and she cares for them in turn.
An energetic and bright girl that feels out-of-place among the minions of the Horror. She does her best to support those she feels needs it, which at the moment is Taihei, the Artificer. However, she has a specific duty that Asengav has prepared for her.
A pessimistic monster-girl within the ranks of Asengav’s troops. Above all, she is a creator of magical items and crafts, which can be very useful. However, her soul is constantly plagued by an infectious horrendous bad luck, causing misery to those around her.
One of Asengav’s primary monster-hunters. A cool-headed girl who is confident in her abilities. With her ice she constantly forms great icy beasts to do battle with her, leaving the battlefield and her enemies frozen in her wake.
One of Asengav’s primary monster-hunters. A hot-headed girl who hides her pessimism under a love for combat. Has had little contact with other humans throughout the years, and is rather excited at this chance to meet other Magical Girls.
Stats: STR: Exceptional AGI: Considerable VIT: Impressive MAG: No Slouch, Either LCK: Basic
An empath under the command of a horror able to traverse worlds. A sneaky woman who wants to enjoy life by acting how she never could. She can head back to a world filled with whatever emotions she needs, making her exceptionally dangerous and versatile.
Wouldn’t really go back to her disguised self when injured. Her spider-self IS her real self, if anything she’d go back to being a spider if hurt in her disguised self.
Age: 16 Specialization: Reinforcement & Psychic Weapon: Dark Silk (Fists/Mystic) Power: Killing Blow - Overwrite. A blow directly to the mind. Patron: Asengav
A monster-girl employed by Asengav. With Reinforced web and Psychic abilities, she’s the one deployed when Asengav wants someone captured and information extracted. A playful spider, she’s an exceptionally competent kidnapper and mental manipulator. An important pawn for Asengav. Not to be lost in pointless skirmishes.
Stats: STR: Impressive. AGI: No Slouch VIT: Not here either MAG: Magnificent LCK: Not Bad, Actually
Jelena Dias
Age: 7 Specialization: Metal Weapon: Metal Gauntlets (Fists) Power: Third Eye Patron: Asengav
A limbless girl who compensates with metal limbs. Preferring to be transformed over all else, she seeks combat and peace of mind. With the ability to manipulate even her own limbs, she becomes a versatile combatant spreading her traps across the battlefield.
A playful monster-girl new to the world of humans. So many sights to see, opponents to face and friends to make. The most chaotic and unpredictable of the troops, Mayra will often just do what occurs to her whims rather than what she might have been ordered to.
Stats: STR: All AGI: Are VIT: Pretty MAG: Awesome LCK: With an exception
"Mission Control". A girl so hidden you forget what she looks like when you look away. She keeps out of sight, helped immensely by her many perks working to keep her hidden, you might have seen her without knowing it. She gathers info for the team, keeps them updated, and is always just a phone-call away...
Appearance: A young 12 year old girl, with shoulder-length blonde hair, red eyes, white stockings. She wears a little blue/white dress that counts as elaborate, showing off her sides and shoulders a bit. On her body she wears small skull accessories, in her hair and a bigger one at her hip. A halo floats over her head, manifested along with her spirit powers, and behind her a couple wings have manifested. She’s an angel-monster girl, somehow, and her mind is suitably warped.
Specialization: Oddball: Magical Coins - Olivia is an expert at researching, breaking down and developing magical coins. She can apply her magic to generate new effects, understand existing ones and reconstruct it according to her will. Her work takes time to do and won’t work as smoothly unless she has the inherent power of magical coins to work with, but nevertheless she’s able to create entirely new coins with new effects the more she works. Out of costume, she’s never going to run out of spare change. & Spirit - Specifically, the power over five specific really powerful spirits. Fighting Styles describe it in detail.
Weapon: Mystic Menus - When Olivia works, menus manifest in front of her. Using them she can see what sort of effect anything she does has, it gives her status-updates and also allows her to select what to do next. Reading her Fighting Style should clarify a bit, but she also gets a crafting menu that remembers all she’s tried to do in the past when working on coins.
Power: Third Eye - It helps Olivia identify the magic she’s working with, having the sight.
Perks: Gifted - It wouldn’t make sense unless Olivia was good at what she does. Enhanced Sustenance - So Olivia can work all night if so needed. Training - Olivia knows everything about the development of magical coins. Get Out Of Jail - If she’s ever kidnapped, Olivia will slip out of the kidnapper’s grasp. Hammerspace Handbag - So she can store her things/coins somewhere. Wings - Earned from Wings Monster Girl thing.
Monster Girl: Devourer - Olivia will occasionally need to devour some flesh. Mariette provides it to her. Weakness: - Light. To ensure that Mariette can always subdue her. Second Specialization - Spirit. She can command souls to help her work. Wings - Just a couple wings. For appearances sake.
Patron: Asengav, Interdimensional Horror
Patron Benefits: Magical Overload - She became a monster girl. Supplier - In order to facilitate her work, Asengav provides her with money. Like all other Asengav girls, she has Creeping Doom, Reasonable, Retrieval and Mana Font.
Patron Drawbacks: Monstrous Form - She became a Monster Girl. Bane - Foreclosure notes. Notes of overdue bills. As a girl focused on wealth, her power doesn’t work well with proof of poverty. Like all other Asengav Girls, she has Quick-Tempered, Mind-Bent and Insomnia.
Fighting Style: A spectral unit of five characters appears before her. These are the archtypical five members of any team, the swords-wielding DPS, the magic-wielding DPS, the strong tank, the booster/healer and the quick thief/assassin-like character. Olivia controls them like she was playing an RPG, commanding the frontline fighters where to attack and the magic-wielders who to boost and heal, and all-in-all the five of them are much harder to destroy than regular spirits.
Olivia herself is exceedingly vulnerable, but count on these five protecting her at all costs, as far as Mag 20 will let them.
Personality: A girl made subservient, quiet and submissive, made to do nothing but focus on her work as a drone of Asengav’s production, not meant to rest or sleep for Enhanced Sustenance keeps her going. She’s a quiet girl that follows her orders, and that’s all Mariette needs her to be. She still has the material to become excited in there, it’s with honest curiosity that she continues her work on the coins, but otherwise she desires little else than to focus on her work. She’s an utter scaredy cat when it comes to actual danger.
History: Annie Marchand was a common Magical Girl, new and inexperienced, recruited by a distracted Puchuu in a small town. She’d grown up an orphan but gotten fake parents when she made her contract, and was defending her home with a Light-specialization. All-in-all, she was hopeful for her future as a Magical Girl. … Then Mariette kidnapped her out of nowhere, handed her over to Justine who brainwashed her, then Mariette took her back with some charismatic speech or something.
She was then embraced by Asengav, who properly mind-bent her. After that, Mariette required someone to make coins for her. As such, she ordered Annie to take a Red Coin, and to follow exceedingly strict orders for how to create herself afterwards. A new name was required in order to remove all attachment to her former identity as Annie Marchand… and as such, Olivia Giles was born.
Incantation:… She’s never untransformed, why would she need an incantation?
Additional Info: She is not ever meant to be in battle. Annie was a bit of an RPG nerd. She took a few artistic liberties with how her powers manifested, hence the RPG-like setup.
Smug. 14 years old Underdeveloped (+1 Mag) Oddball - Magical Coins (+2 Mag, +1 Vit) Mystic (+1 Mag) Elaborate (+1 Mag) Third Eye
Enhances Sustenance +1 Vit (so they can work all night) Gifted +1 Mag (good at coin development) Training +1 Vit (expert coin maker) Get Out Of Jail +1 Agi (so she can’t be kidnapped) Hammerspace Handbag +1 Lck (so she can carry what they made + supplies)
Extra Benefit +Magical Overload +Supplier
Removed Benefit -Minions (she doesn’t need them)
Monster Wings - Because the image has them. +1 Agi, then +1 Agi for the perk. Devourer - Need to eat stuff. Second Specialization - Spirit (+3 Mag). Also because of the image. Weakness. To keep her in check.