Hm, Suppose I should just drop Oralie into the guild hall since she should be there. She won't be going with the others to the island though. Given when she wouldn't want anything to do with dragons.
For those that may have missed Janet's updated CS.
Name: Janet Howell
Age: 14
Age (Before Magical Girl): 68
Gender: Female
Gender (Before Magical Girl): Male
Appearance:
Specialization: Water and Sound
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.
Accepting the hug without any objection she returned it as well. Going to respond to celebrating, Regina cut the option short with a rather decent suggestion. "We could always do both. I could make us something back at the hotel." Transforming to her civilian appearance she turned toward the street. "We can take the bus to that side of town."
Taking a trip to the hotel Shannon couldn't help but feel that she'd missed something important. Time would tell though. She also had to make contact with the Beacon again and get any info they might have on the threat. Keeping any magical talk off the table until they arrived the three just appeared to be a trio of kids headed home.
Getting a hotel room without a parent could be tricky at times. Thankfully the earth mover had enough connection to usually get someone to take care of the transaction. Having picked a room on the fifth (top) floor they had access to the roof as needed which was usually a good escape route. While she hadn't really planned for anyone staying over she did get a room with space for visitors. There was a single bed, a couple armchairs, love seat, coffee table, and a dresser with a TV. Not that much room for anything else without making the place cluttered. It should work for their needs at least. And if seened they could probably work something out to get a extra mattress. "Here we are. Make yourself at home." Shannon hopped up and sat down at the foot of the bed.
Ethel being a tad shorter, Ariel glanced down at the girl. She didn't look familiar at all. Shaking her head to Nolan's question she answered. "Never met to my knowledge." She glanced at the front door again as if still expecting someone to come through looking for the girl in front of her. But so far no one seemed to have come for her.
Leaning down slightly she leveled her eyes with Ethel's "I couldn't help but notice you looking around earlier. Are you trying to find someone or something?" Sighing slightly she dropped her head for a moment. "Sorry, I should probably introduce myself first. It's been a crazy day. My name is Ariel Gratas. What is your name?" Offering a hand to shake she patiently waited for an answer as she smiled softly.
Well, the children proved human after all. Everyone was occupied fighting their own foes which mad things difficult to coordinate at all with pretty much anyone. Other than the children looking possessed there wasn't much indication with just who she should be siding with. The sound of shattered class caught her attention.
The clatter of shards reminded her of an incident she had caused with her powers. It was early on, a time when she had been more experimental with her powers and less cautious. Overloading herself at the time the resulting surge had busted the window on the room and fried ever electronic nearby. Everyone was lucky the place hadn't caught fire and no one else got hurt.
Her little day dream ended as she watched casually four children carrying off another. It took her a moment to process Liz's protest to what was going on. It seemed reasonable that the kids were the aggressors here, stealing away other's family. Eyes darting to two of the kids that were almost upon her. As the children dove at her Lydia ducked and ran toward Curtis. While the scaly humanoid was doing his best to beat down the one's attacking him she figured he could use help. Whether the fists would land or not the electric woman intended to assist. That was without entirely ignoring the ones after her already who were hot on her heels. Grabbing Kurt's massive arm she tried to guide him toward a light pole. "Come, you will be safe!"