Weapon: Fist - Janet is a street brawler and is not afraid to fight dirty. Any advantage in a pinch could decide the outcome. Her technique is not graceful but effective. Her experience comes from her former life in an environment where if you don't fight, you die. Melee (Dual Weapon) - The Vial Blade, aside from being a terrible pun, is a blade that forms from the magic water contained inside a small round vial. It is exceptionally sharp but not as rigid as other blades. Impacts can deform the sword relatively easily. What it lacks in impact resistance it makes up for in being able to rapidly reform and change shape. The form it takes is limited by the amount of water held in the vial, so no giant weapons. Still it is versatile though limited by her own knowledge of weaponry.
Power: Tentacles - Thanks to her new patron, when transformed Janet's legs are replaced with tentacles made of water. Normally only used for movement she can control a single one to stretch out and grab things. Its reach is as far as Janet has water to do so, meaning she can draw from other parts of her body to extend it further. Despite looking like jellyfish tentacles they are not poisonous in any way.
Perks:
Combat:
Enhanced Weapon - Her strikes are swift and precise beyond even her own experience. This allows her to compete with foes who may be physically stronger by landing solids hits more often. Healing Artifact - A Mermaid Pendant she keeps in her Big Backpack. The gem in the center must be placed against the target for healing. She uses this sparingly for obvious reasons. Dual Weapon (Gold Coin) - Gains the melee weapon Vial Blade. It comes in the form of a vial that holds magic water and forms into a weapon. She is able to manipulate its shape. Gifted (Gold Coin) - Ever Mist. Able to disperse water vapor into the air she can create a thick mist to hide and confuse those around her. It is called Even Mist because it is difficult to be blown or burned away. Being held in place by her gift it has a limited ten yard radius and will move with her. She is aware of those in the mist. Enhanced Transformation: (Patron) - Now being a monster girl this allows her a higher stat count when disguised and she has an easy time holding her disguise whenever she wants. She doesn't even change back when asleep or unconscious.
Support:
Incognito - People tend to miss that she is even there. This is helpful for sneaking up on an enemy or slipping out of her parent's place unnoticed. And given her past could be seen as somewhat of a blessing. She may be doing good, but she tries to fly under the radar when she can. Big Backpack - Holds the Vial Blade and her Healing Artifact. Comes with all the standard items outlined in the Perk's description. Still more space for other items. Absolute Direction - Able to inexplicably locate things so long as she has a solid concept of what it is.
Patron: Father
Patron Benefits:
Magical Overload: Justine has used Father's power to infuse Janet with overflowing magic, with the intention of transforming her. Minions: Father grants the use of bloodmares, red unicorns infused with magically potent blood. They emerge from black pools on the floor as servants for his daughters. Though they do not possess much power on their own, their presence can bolster their summoner's magical potential should she choose to drink from their veins. Marked: Janet bears Justine's mark upon her chest, marking her as the property of the Visceral house. Even larger monsters will flee in terror at the mark. Mana Font: Father is a font of foul magic, empowering Janet.
Patron Drawbacks:
Monstrous Form - As per Justine's planning, Janet has been transformed into one of the very monsters she once swore to hunt.
Amorphous - Janet's body completely turns into water. She is extremely flexible and able to deform her body in extreme ways. Thanks to her Enhanced Transformation she can actually stay disguised even when asleep or unconscious. Nonstandard Limbs - Her former jellyfish-esque appearance is further realized as it as her new natural form. Janet's legs become tentacles and a bell is now draped over her head. This is how she appears when not disguised as a normal girl. She can retract the bell though to prevent it from being in her way. Chaos Engine - Having been torn from her former patron her mental state took a hit. Where she once sought order under a single banner she now breeds chaos. Second Specialization - Her transformation into a monster girl has resulted in another specialization, Sound. She is a siren of the depths, possessing a powerful voice that she can use to enhance allies, weaken enemies, mislead and even lure.
Insomnia: Janet now belongs with the creatures of the dark, as befits a servant to the von Viscerals. Bane: Janet has a paralyzing weakness to impurity, more specifically the impurity of love; any intimate contact or words of love send agonizing pain through her body. Being hugged is like having spikes pushed to her sides, and a kiss to the lips is equivalent to tasting charring fire. Health Sapping: Justine has cursed Janet with a taste for blood; though minor in comparison to Justine and Caroline, she won't be satisfied with only water. And if she spends too long without tasting the red liquid, she will feel her vitality slowly draining.
Fighting Style: A fist and melee fighter. Her knowledge of improvised combat and just above average strength for her age makes her a feisty one. Transformed her strength and vitality jump significantly. Her new liquid form and sound manipulation makes her difficult to predict and restrain.
The ability to manipulate water combine with her weapon and power give her defensive and offensive capabilities. Able to fire jets of water she can push others away or off balance. With sweeping motions she can make standing water flow in any given direction. While it does not have much power to injure it is effective at distracting and disruption. Possessing a magical weapon of water and her new appendages make her a formidable individual that is difficult to fight up close. The tentacles being made up of water allow her quick switching and fine control of one at a time. Getting near her could result in getting grabbed and pulled into a punch, stab, or envelopment of water.
When faced with overwhelming odds or emergency circumstances she can release Ever Mist. Unlike before where Janet would simply hide in the mist, she is part of it and able to break down and reform anywhere inside the cloud as she pleases. In the mist her Incognito and Purification Artifact are particularly effective and making pinpointing her all the more difficult. The mist can also be used to hide others or as an escape technique.
Having a secondary specialization of Sound she is very acute to noises around her and can manipulate the vibrations to silence, redirect, or change sounds. While most of what she can do with sound is more subtle she does possess a sonic scream as a direct attack. Her singing voice can be hypnotic and can be used to soothe, anger, or lure those around her. Buffing and debuffing also come through her voice.
Personality: Through the mental meddling of Justine, Janet is a very different girl. For one she is now completely, mentally and physically, a girl and any attempts so tell her she was ever anything but a girl are dismissed. Despite being forcibly corrupted she has a much more cheery attitude almost constantly. Even when things aren't going her way she doesn't waver long from her positive attitude. This can be a little odd at times considering she may try and kill you with a happy smile on her face but oh well. She is fiercely loyal to Father and her sisters, particularly Justine, and will defend them and their plans with her life.
History: Once a monster in his own rite. Before becoming a magical girl the man was a criminal. And then came an unusual creature, something called a Beacon. Accepting the terms given to him he found his body twisting and shrinking as he was rapidly turned from an old man into a magical teenage girl. She became a bearer of light and justice under the banner of the Beacon.
All of that she now sees as lies. Believing that she had been stolen away and brainwashed, her original life and how she became a magical girl are nothing but false stories that had been planted by The Beacon. But thanks to Father and her sister Justine she is right again. Under their charge Janet seeks to carry out their will out of gratitude and respect. She has some memory of being tortured but thinks it was necessary to cleanse the Beacon's curse upon her.
Incantation: "May the rush of water wear down our enemies."
Additional Info:
Name: Janet Howell
Age: 14
Age (Before Magical Girl): 68
Gender: Female
Gender (Before Magical Girl): Male
Appearance:
Specialization: Water
Weapon: Fist - Janet is a street brawler and is not afraid to fight dirty. Any advantage in a pinch could decide the outcome. Her technique is not graceful but effective. Her experience comes from her former life in an environment where if you don't fight, you die. Melee (Dual Weapon) - The Vial Blade, aside from being a terrible pun, is a blade that forms from the magic water contained inside a small round vial. It is exceptionally sharp but not as rigid as other blades. Impacts can deform the sword relatively easily. What it lacks in impact resistance it makes up for in being able to rapidly reform and change shape. The form it takes is limited by the amount of water held in the vial, so no giant weapons. Still it is versatile whough limited by her own knowledge of weaponry.
Power: Tentacles - Forms with a jellyfish bell around her flowing dress she wears when transformed. Made of water they are thin jellyfish like strands are covered in tiny spines that can cling to surfaces. While not exceptionally long they can stretch out a few feet to trip and grab. Despite looking like jellyfish tentacles they are not poisonous in any way.
Perks:
Combat:
Enhanced Weapon - Her strikes are swift and precise beyond even her own experience. This allows her to compete with foes who may be physically stronger by landing solids hits more often. Healing Artifact - A Mermaid Pendant she keeps in her Big Backpack. The gem in the center must be placed against the target for healing. She uses this sparingly for obvious reasons. Dual Weapon (Gold Coin) - Gains the melee weapon Vial Blade. It comes in the form of a vial that holds magic water and forms into a weapon. She is able to manipulate its shape. Gifted (Gold Coin) - Ever Mist. Able to disperse water vapor into the air she can create a thick mist to hide and confuse those around her. It is called Even Mist because it is difficult to be blown or burned away. Being held in place by her gift it has a limited ten yard radius and will move with her. She is aware of those in the mist.
Support:
Incognito - People tend to miss that she is even there. This is helpful for sneaking up on an enemy or slipping out of her parent's place unnoticed. And given her past could be seen as somewhat of a blessing. She may be doing good, but she tries to fly under the radar when she can. Big Backpack - Holds the Vial Blade and her Healing Artifact. Comes with all the standard items outlined in the Perk's description. Still more space for other items. Absolute Direction - Able to inexplicably locate things so long as she has a solid concept of what it is. Fake Parents (from Patron) - Robert and Heather Howell. Janet finds being treated like a child uncomfortable but she's not really able to do much about it. They are however leagues better than her former parents.
Patron: The Beacon
Patron Benefits:
Perfect Life - Pretty self explanatory, but this new life is like a dream come true. Well, aside from becoming a little girl. But that's a small price to pay. Spark - Empowered to resist attempts to alter her mind or body. Genki Girl - A ball of energy. She doesn't tire like normal people which is a big deal when you're a physical fighter. Janet does find it somewhat cumbersome though, not really able to sit still for extended periods of time.
Patron Drawbacks:
Vow - She has taken a vow of charity. Excommunication - She cannot kill other Beacon girls, cooperate with Horrors, among other things. Breaking the rules means that her standing declines and could potentially be a target and even lose her benefits.
Fighting Style: A fist and melee fighter. Her knowledge of improvised combat and just above average strength for her age makes her a feisty one even normally. Transformed her strength and vitality jump significantly and her near tireless energy allow her to physically fight for extended periods so long as her body can keep up.
The ability to manipulate water combine with her weapon and power give her defensive and offensive capabilities. Able to fire jets of water she can push others away or off balance. With sweeping motions she can make standing water flow in any given direction. While it does not have much power to injure it is effective at distracting and disruption. Possessing a magical weapon of water and her power to form tentacles make her a formidable individual that is difficult to fight up close. The tentacles being made up of water allow her quick switching and fine control of one at a time. Getting near her could result in getting grabbed and pulled into a punch or stab.
When faced with overwhelming odds or emergency circumstances she can release Ever Mist to hide and move about. In the mist her Incognito is particularly effective and allows her to move freely with most having difficulty locating her. The mist can also be used to hide others or as an escape technique.
Personality: Her personality is greatly affected by her new life and abilities. An endless source of energy, her youth drives her to act very differently to how she would before. Taking on a positive outlook on life she tends to think the best of others and will go out of her way to help when able. Advanced in years though she isn't ignorant. She understands the value of friends and allies and will strive to build those bonds. Behind the jovial exterior is a calculative mind. Once used to harm others her mental faculties are now focused on protecting humanity and her fellow magical girls. Unsurprisingly she can be a real tomboy what with her background and all.
History: Once a monster in his own rite. Before becoming a magical girl the man was a criminal. Theft, aggravated assault, and murder were three things on a list of crimes he committed. Sentenced to a lifetime in prison his days of freedom looked to be over. Forced to learn to survive in a constantly dangerous where alliances mean everything and friends may stab you in the back. Regret would not begin to describe the feeling that weighed on his shoulders. Having spent more than thirty years behind bars he resolved to make the best of the situation and be a model prisoner. The years have not been kind to him but he persisted nonetheless.
And then came an unusual creature, something called a Beacon. Visiting the cell he had been noticed for his genuine turn in life. However what good does that good will do locked up? Offering to make a contract the man was given a chance to make a real difference in the world. Taking the offer without needing much thought the details did not really matter. He was given some coins and then everything changed. Finding his body twisting and shrinking he was rapidly turned from an old man into a teenage girl.
Incantation: "Let the water than gives life and wears down mountains be my strength."
Additional Info: Having a real hard time adjusting to the change. Tends to forget she is a she and appears much younger to everyone.
Name: Shannon Bron
Age: 8
Age (Before Magical Girl): 14
Gender: Female
Gender (Before Magical Girl): Male
Appearance:
Specialization: Stone
Weapon: Mystic (2 Bronze Coins) - A stone staff that she uses to more effectively channel her magic. The staff allows her to quickly change targets and combo offensive and defensive moves. Only having short to medium range does mean that she won't be sniping anybody though. The staff takes the form of an umbrella when untransformed.
Power: Power of Friendship - Shannon thrives in social settings. Being able to sense when others are sad and generally know how to fix it benefits her greatly. While it does not pack punch or offensive power in any way she has been able to utilize it to garner friends and defuse situations. Effectively a friend to all she only attacks those truely deserving of it. Her inherent likability can makes her less hatable even to those with a vendetta. She's just too nice.
Perks:
Combat:
Blood Magic - Having an overabundance of vitality Shannon can pump that into her magic and to significantly boost her magic capability. Those unfamiliar with her ventures may be caught off guard as she appears to be averagely magically inclined. Awareness - Her connection to the earth and rock allows her to sense the rocks around her and those on the ground. This is accomplished through her staff which she has on her at all times. While this does make those who are not on the ground less tracable, Shannon is also quite observant with her five ordinary senses. Purification Artifact - Utilized to repel or deter monsters. Sometimes you don't really need to fight head on to accomplish a goal. This is most often used to herd monsters away from people or put them off their game in a fight. Enhanced Weapon - Stone is often seen as strong and slow, wearing down an opponent through persistence. Shannon breaks that mold slightly by being able to quickly cast spells to manipulate and shape the earth around her. Her casts surprisingly quick which helps keep others off balance. Enhanced Sustenance - Not needing to eat or sleep like your normal magical girl is a testament to her fortitude. It also suits her nomadic lifestyle. Enhanced Transformation (Gold Coin) - Able to transform in a moments notice means that she can get the jump on her opponents or lend a hand in a pinch.
Support:
Training - Given that her specialization is Stone she chose to have knowledge in geology. This allows her to understand the ins and outs of the element she has control over as well as the local geological makeup of the known world. Get out of Jail - Despite her resilience she is not unbeatable, but thankfully she can on occasion bail from a sticky situation. Overcity Shift (Gold Coin) - When reason cannot prevail and the public is in danger Shannon will take the fight to the Overcity to prevent unneeded injury and collateral damage. Usually left face to face with an opponent she will attempt to find a peaceful resolution. Should that fail though she need not worry about opening up and crushing her enemy.
Patron: Puchuu
Patron Benefits:
Emergency Reinforcements - Calling all friends! Thanks to her ever broadening connection to magical girls and guys she can often count on her Puchuu to send for help when things get hairy. Job Satisfaction - Rather self explanatory. Having been doing this for a long time for a magical girl she's steeped in her job and loves it. Mystic Might - Yet another layer on her mystic abilities. Gives a boost to her casting abilities. Mana Font - Moving the earth take a significant amount of mana given it's strength and weight. To compensate Shannon has access to extra mana from her patron.
Patron Drawbacks:
Expendable - To her Puchuu, Shannon is just another magical girl and will do whatever it takes to see an enemy defeated. Luckily for Shannon she is particularly tough, likable, and can sometimes escape making her adept at surviving. Cagey - Getting the bare minimum of information can be frustrating at times. But it's something one gets used to after a while. Empty Pockets: - Her Puchuu has to split any resources between two in his service. So the two get less each.
Fighting Style: A mid-range non-close combat fighter. While she can still fight up close she does not possess the physical strength to fend them off, instead having to use her spells to protect herself or push them back. With those that outrange her she has to close the gap to get to them. That said she is as tough as her element and can even take a hit from high caliber rounds and keep on fighting.
Using her casting abilities Shannon can attack in as many ways as the earth can be manipulated. Hurling sizable rocks at fairly high speeds, cause the rocks or the ground to explode like a hand grenade, softening the ground like quicksand, filling the air with whipping grains of dust. Defensively she can move earth and stone in the way of attacks, push herself out of the way by moving the ground under her, or use similar to move push an opponent.
Her real magic potential doesn't come out until she pours some of her vitality into her magic pool. It's at this point that she can begin doing some pretty astounding things. Feet thick earthen walls can be drawn from the earth and pushed like a moving truck, columns or rock bursting from the ground and flung like javelin, compressing rock into dense pellets and shooting them like small bullets, or even opening small fissures to swallow opponents. Though a particular favorite of hers is to take large stones and cluster them together to form a 9 foot rock golem around herself. Being both offensive and defensive it acts like armor that can fling parts of itself at opponents. She is much slower in this armor but it is effective. All of these more advanced techniques are only achievable by taking a hit to her resilience. While she has ample to go around it does mean that she becomes easier to injure.
Personality: A social creature, Shannon is bubbly and loving. Even against enemies ahe will go out of her way in an attempt to get them to change their ways and befriend them. She's not stupid though and her power allows her to spot a lost cause when she sees one. She is playful but not in a disrespectful way to those she's fighting. When it's time to get serious she buckles down and will do her best to mercilessly beat down her opponant and crush them.
History: Having been a magical girl for three years, Shannon doesn't really talk much about her formar life. However word on the grape vine does have a little information. Supposedly SHE used to be a HE and was accidentally chosen during an emergency. The Puchuu had actually intended to recruit his older sister but in the haste of the moment grabbed the wrong member of the family. That mistake has since been corrected but by that point it was too late for the boy as the transformation had already taken place.
All that is water under the bridge though. Since that time Shannon was found to take well to being a magical girl. Receiving training and assistance she's risen in popularity in the magical girl community. Treating her task of protector as a career she's abandoned any form of home to be a full time defender of the innocent. While her excessively fogiving nature and willingness to compromise has put her at odds with many patrons, including the Beacon, she's managed to stay on good terms with most and off the Beacon's hit list for the time being. Of her many friends the late Victoria Reales was one of them. Word of her passing has finally made its way to Shannon and has prompted her to pack up and head to Penrose.
Incantation: "May the power of friendship be our rock."
Additional Info: Shannon is fairly well known. Long time patrons and magical girls and boys may have heard of her and her exploits.
Type: Puchuu
Name: Paree
Patron Benefits:
Emergency Reinforcements Job Satisfaction Mystic Might Mana Font
Patron Drawbacks:
Expendable Cagey Empty Pockets:
Personality: Somewhat cynical, is is usual with Puchuu. To some extent this has been softened by Shannon's positivity and heart winning personality and power. Still the task at hand is more important than building a relationship with his magical girls.
History: The past is the past. But for things pertaining to Shannon this is the story. His previous magical girl was KIA and the danger at hand prompted Paree to hastily select a new human to patron. He missed his mark and ended up transforming the wrong human, the younger brother of his intended target. No matter, the new magic girl turned out not to be a total loss and later Paree contracted the sister as well.
Resources: Paree has two magical gir-, er, one magical girl and a magical boy in his service. The two are brother and sister, though one is off elsewhere at this time. Given this the resources they get are split between them so they don't get a lot.
Weapon: Fist - Janet is a street brawler and is not afraid to fight dirty. Any advantage in a pinch could decide the outcome. Her technique is not graceful but effective. Her experience comes from her former life in an environment where if you don't fight, you die. Melee (Dual Weapon) - The Vial Blade, aside from being a terrible pun, is a blade that forms from the magic water contained inside a small round vial. It is exceptionally sharp but not as rigid as other blades. Impacts can deform the sword relatively easily. What it lacks in impact resistance it makes up for in being able to rapidly reform and change shape. The form it takes is limited by the amount of water held in the vial, so no giant weapons. Still it is versatile whough limited by her own knowledge of weaponry.
Power: Tentacles - Forms with a jellyfish bell around her flowing dress she wears when transformed. Made of water they are thin jellyfish like strands are covered in tiny spines that can cling to surfaces. While not exceptionally long they can stretch out a few feet to trip and grab. Despite looking like jellyfish tentacles they are not poisonous in any way.
Perks:
Combat:
Enhanced Weapon - Her strikes are swift and precise beyond even her own experience. This allows her to compete with foes who may be physically stronger by landing solids hits more often. Healing Artifact - A Mermaid Pendant she keeps in her Big Backpack. The gem in the center must be placed against the target for healing. She uses this sparingly for obvious reasons. Dual Weapon (Gold Coin) - Gains the melee weapon Vial Blade. It comes in the form of a vial that holds magic water and forms into a weapon. She is able to manipulate its shape. Gifted (Gold Coin) - Ever Mist. Able to disperse water vapor into the air she can create a thick mist to hide and confuse those around her. It is called Even Mist because it is difficult to be blown or burned away. Being held in place by her gift it has a limited ten yard radius and will move with her. She is aware of those in the mist.
Support:
Incognito - People tend to miss that she is even there. This is helpful for sneaking up on an enemy or slipping out of her parent's place unnoticed. And given her past could be seen as somewhat of a blessing. She may be doing good, but she tries to fly under the radar when she can. Big Backpack - Holds the Vial Blade and her Healing Artifact. Comes with all the standard items outlined in the Perk's description. Still more space for other items. Absolute Direction - Able to inexplicably locate things so long as she has a solid concept of what it is. Fake Parents (from Patron) - Robert and Heather Howell. Janet finds being treated like a child uncomfortable but she's not really able to do much about it. They are however leagues better than her former parents.
Patron: The Beacon
Patron Benefits:
Perfect Life - Pretty self explanatory, but this new life is like a dream come true. Well, aside from becoming a little girl. But that's a small price to pay. Spark - Empowered to resist attempts to alter her mind or body. Genki Girl - A ball of energy. She doesn't tire like normal people which is a big deal when you're a physical fighter. Janet does find it somewhat cumbersome though, not really able to sit still for extended periods of time.
Patron Drawbacks:
Vow - She has taken a vow of charity. Excommunication - She cannot kill other Beacon girls, cooperate with Horrors, among other things. Breaking the rules means that her standing declines and could potentially be a target and even lose her benefits.
Fighting Style: A fist and melee fighter. Her knowledge of improvised combat and just above average strength for her age makes her a feisty one even normally. Transformed her strength and vitality jump significantly and her near tireless energy allow her to physically fight for extended periods so long as her body can keep up.
The ability to manipulate water combine with her weapon and power give her defensive and offensive capabilities. Able to fire jets of water she can push others away or off balance. With sweeping motions she can make standing water flow in any given direction. While it does not have much power to injure it is effective at distracting and disruption. Possessing a magical weapon of water and her power to form tentacles make her a formidable individual that is difficult to fight up close. The tentacles being made up of water allow her quick switching and fine control of one at a time. Getting near her could result in getting grabbed and pulled into a punch or stab.
When faced with overwhelming odds or emergency circumstances she can release Ever Mist to hide and move about. In the mist her Incognito is particularly effective and allows her to move freely with most having difficulty locating her. The mist can also be used to hide others or as an escape technique.
Personality: Her personality is greatly affected by her new life and abilities. An endless source of energy, her youth drives her to act very differently to how she would before. Taking on a positive outlook on life she tends to think the best of others and will go out of her way to help when able. Advanced in years though she isn't ignorant. She understands the value of friends and allies and will strive to build those bonds. Behind the jovial exterior is a calculative mind. Once used to harm others her mental faculties are now focused on protecting humanity and her fellow magical girls. Unsurprisingly she can be a real tomboy what with her background and all.
History: Once a monster in his own rite. Before becoming a magical girl the man was a criminal. Theft, aggravated assault, and murder were three things on a list of crimes he committed. Sentenced to a lifetime in prison his days of freedom looked to be over. Forced to learn to survive in a constantly dangerous where alliances mean everything and friends may stab you in the back. Regret would not begin to describe the feeling that weighed on his shoulders. Having spent more than thirty years behind bars he resolved to make the best of the situation and be a model prisoner. The years have not been kind to him but he persisted nonetheless.
And then came an unusual creature, something called a Beacon. Visiting the cell he had been noticed for his genuine turn in life. However what good does that good will do locked up? Offering to make a contract the man was given a chance to make a real difference in the world. Taking the offer without needing much thought the details did not really matter. He was given some coins and then everything changed. Finding his body twisting and shrinking he was rapidly turned from an old man into a teenage girl.
Incantation: "Let the water than gives life and wears down mountains be my strength."
Additional Info: Having a real hard time adjusting to the change. Tends to forget she is a she and appears much younger to everyone.
Name: Shannon Bron
Age: 8
Age (Before Magical Girl): 14
Gender: Female
Gender (Before Magical Girl): Male
Appearance:
Specialization: Stone
Weapon: Mystic (2 Bronze Coins) - A stone staff that she uses to more effectively channel her magic. The staff allows her to quickly change targets and combo offensive and defensive moves. Only having short to medium range does mean that she won't be sniping anybody though. The staff takes the form of an umbrella when untransformed.
Power: Power of Friendship - Shannon thrives in social settings. Being able to sense when others are sad and generally know how to fix it benefits her greatly. While it does not pack punch or offensive power in any way she has been able to utilize it to garner friends and defuse situations. Effectively a friend to all she only attacks those truely deserving of it. Her inherent likability can makes her less hatable even to those with a vendetta. She's just too nice.
Perks:
Combat:
Blood Magic - Having an overabundance of vitality Shannon can pump that into her magic and to significantly boost her magic capability. Those unfamiliar with her ventures may be caught off guard as she appears to be averagely magically inclined. Awareness - Her connection to the earth and rock allows her to sense the rocks around her and those on the ground. This is accomplished through her staff which she has on her at all times. While this does make those who are not on the ground less tracable, Shannon is also quite observant with her five ordinary senses. Purification Artifact - Utilized to repel or deter monsters. Sometimes you don't really need to fight head on to accomplish a goal. This is most often used to herd monsters away from people or put them off their game in a fight. Enhanced Weapon - Stone is often seen as strong and slow, wearing down an opponent through persistence. Shannon breaks that mold slightly by being able to quickly cast spells to manipulate and shape the earth around her. Her casts surprisingly quick which helps keep others off balance. Enhanced Sustenance - Not needing to eat or sleep like your normal magical girl is a testament to her fortitude. It also suits her nomadic lifestyle. Enhanced Transformation (Gold Coin) - Able to transform in a moments notice means that she can get the jump on her opponents or lend a hand in a pinch.
Support:
Training - Given that her specialization is Stone she chose to have knowledge in geology. This allows her to understand the ins and outs of the element she has control over as well as the local geological makeup of the known world. Get out of Jail - Despite her resilience she is not unbeatable, but thankfully she can on occasion bail from a sticky situation. Overcity Shift (Gold Coin) - When reason cannot prevail and the public is in danger Shannon will take the fight to the Overcity to prevent unneeded injury and collateral damage. Usually left face to face with an opponent she will attempt to find a peaceful resolution. Should that fail though she need not worry about opening up and crushing her enemy.
Patron: Puchuu
Patron Benefits:
Emergency Reinforcements - Calling all friends! Thanks to her ever broadening connection to magical girls and guys she can often count on her Puchuu to send for help when things get hairy. Job Satisfaction - Rather self explanatory. Having been doing this for a long time for a magical girl she's steeped in her job and loves it. Mystic Might - Yet another layer on her mystic abilities. Gives a boost to her casting abilities. Mana Font - Moving the earth take a significant amount of mana given it's strength and weight. To compensate Shannon has access to extra mana from her patron.
Patron Drawbacks:
Expendable - To her Puchuu, Shannon is just another magical girl and will do whatever it takes to see an enemy defeated. Luckily for Shannon she is particularly tough, likable, and can sometimes escape making her adept at surviving. Cagey - Getting the bare minimum of information can be frustrating at times. But it's something one gets used to after a while. Empty Pockets: - Her Puchuu has to split any resources between two in his service. So the two get less each.
Fighting Style: A mid-range non-close combat fighter. While she can still fight up close she does not possess the physical strength to fend them off, instead having to use her spells to protect herself or push them back. With those that outrange her she has to close the gap to get to them. That said she is as tough as her element and can even take a hit from high caliber rounds and keep on fighting.
Using her casting abilities Shannon can attack in as many ways as the earth can be manipulated. Hurling sizable rocks at fairly high speeds, cause the rocks or the ground to explode like a hand grenade, softening the ground like quicksand, filling the air with whipping grains of dust. Defensively she can move earth and stone in the way of attacks, push herself out of the way by moving the ground under her, or use similar to move push an opponent.
Her real magic potential doesn't come out until she pours some of her vitality into her magic pool. It's at this point that she can begin doing some pretty astounding things. Feet thick earthen walls can be drawn from the earth and pushed like a moving truck, columns or rock bursting from the ground and flung like javelin, compressing rock into dense pellets and shooting them like small bullets, or even opening small fissures to swallow opponents. Though a particular favorite of hers is to take large stones and cluster them together to form a 9 foot rock golem around herself. Being both offensive and defensive it acts like armor that can fling parts of itself at opponents. She is much slower in this armor but it is effective. All of these more advanced techniques are only achievable by taking a hit to her resilience. While she has ample to go around it does mean that she becomes easier to injure.
Personality: A social creature, Shannon is bubbly and loving. Even against enemies ahe will go out of her way in an attempt to get them to change their ways and befriend them. She's not stupid though and her power allows her to spot a lost cause when she sees one. She is playful but not in a disrespectful way to those she's fighting. When it's time to get serious she buckles down and will do her best to mercilessly beat down her opponant and crush them.
History: Having been a magical girl for three years, Shannon doesn't really talk much about her formar life. However word on the grape vine does have a little information. Supposedly SHE used to be a HE and was accidentally chosen during an emergency. The Puchuu had actually intended to recruit his older sister but in the haste of the moment grabbed the wrong member of the family. That mistake has since been corrected but by that point it was too late for the boy as the transformation had already taken place.
All that is water under the bridge though. Since that time Shannon was found to take well to being a magical girl. Receiving training and assistance she's risen in popularity in the magical girl community. Treating her task of protector as a career she's abandoned any form of home to be a full time defender of the innocent. While her excessively fogiving nature and willingness to compromise has put her at odds with many patrons, including the Beacon, she's managed to stay on good terms with most and off the Beacon's hit list for the time being. Of her many friends the late Victoria Reales was one of them. Word of her passing has finally made its way to Shannon and has prompted her to pack up and head to Penrose.
Incantation: "May the power of friendship be our rock."
Additional Info: Shannon is fairly well known. Long time patrons and magical girls and boys may have heard of her and her exploits.
Type: Puchuu
Name: Paree
Patron Benefits:
Emergency Reinforcements Job Satisfaction Mystic Might Mana Font
Patron Drawbacks:
Expendable Cagey Empty Pockets:
Personality: Somewhat cynical, is is usual with Puchuu. To some extent this has been softened by Shannon's positivity and heart winning personality and power. Still the task at hand is more important than building a relationship with his magical girls.
History: The past is the past. But for things pertaining to Shannon this is the story. His previous magical girl was KIA and the danger at hand prompted Paree to hastily select a new human to patron. He missed his mark and ended up transforming the wrong human, the younger brother of his intended target. No matter, the new magic girl turned out not to be a total loss and later Paree contracted the sister as well.
Resources: Paree has two magical gir-, er, one magical girl and a magical boy in his service. The two are brother and sister, though one is off elsewhere at this time. Given this the resources they get are split between them so they don't get a lot.
@BlackPanther Also Estella doesn't really affect other people's minds under normal circumstances, only communicates with her telepathy. So she wouldn't really be able to meddle with Cole's mind anyhow, just talk that way.
Walking in as Mimic was giving his lecture she paused at the door and waited for him to finish. She'd missed what exactly happened but it sounded like the students didn't do all that well. Kagerou could only assume what happened but apparently everyone didn't cooperate with their partner. He was being pretty hard on the students but they didn't listen apparently.
Once they were dismissed Kagerou cleared her throat. Some of the students from the previous year would recognize her, having seen her around from time to time. Still she had an odd way of popping in and out of the academy. "Looks like I arrived just in time. I'll reintroduce myself another time but for now I need one of last years students to accompany one of your returning peers." Looking back she had to motion someone over. A purple haired, purple eyed girl stepped forward slowly. She didn't make eye contact with anyone, keeping her gaze down toward the floor. I'm sure some of you remember Estella. She's doing much better and I need someone to help her get back into things here. Anyone?"
Anyone familiar with Estella might remember her for her rather intrusive telepathic communication. Her appearance was fairly striking though considering that her hair and eyes appeared to be their natural color. Her hair was much shorter than her last appearance at the academy and she seemed to be ever so slightly older from her ordeal. She actually had to be taken away when she had started to lose her mind and started attacking everything that moved. Not the most flattering impression to leave. But it explained why she was acting so shy right now. There was no telling how they might see her now.