Discord Annihilation Theory (Magical Burst RP)

OP

Crow

Falling is a Pleasure. Regardless of its Fate
"Once there was a maiden

With hope in her heart she fought the oncoming tide

She fought the rushing wind and the fiery storm.

Singing her hope for the future through bloodied lips, she sung until the stars were no more"


Discord Annihilation Theory


Odaka is on the cuspid of the new era. The old mixes with the new, warring for dominance over one another. the great labyrinthine backstreets contrasting against the immense skyscrapers raised in testament to the economic boon that has swept the nation in recent years.

Greatest of all, the Ueki Corporation headquarters, as if to stake its claim upon the metropolis, is positioned in the very heart of the city, the shining epitome of the very best and brightest that the world has to offer.

Great campuses and colleges were constantly constructed and expanded until they consumed great swaths of their terrain, with highways and neon signs signifying the business focus of the city. Save for a few exceptions, the crime rate is relatively low in most districts. Sponsored by the Ueki Group, Social Security and various other ambitious projects are in progress. Some would say it's becoming the new capital of the nation and that it was a privilege to live in such a city.

But you know that not everything is smiles and flowers.

Youma.

Monsters that lurk in the shadows. Just a step beyond the mundane, normal life, preying upon passersby unlucky enough to enter their territory.

They spread hate and feed on humanity's dark urges; many suicides and disappearances—largely unexplained tragedies—are caused by Youma.

Hallucinations and chaos have recently gripped the populace as people have reported they can hear a sad aria being sung high above. From the corner of their eyes, they see a girl dressed in white, unbelievably beautiful, and possessed of an ethereal charm. Those affected are said to be compelled to wander around seemingly at random, and sadly some are lured into the nests of Youma who are savvy enough to take advantage of their confusion.

This generates fear and rumors. In hopes of staving the fear away, people tend to talk, talk, and talk, and even forget the reality that caused their fear. Rumors abound about great beasts lurking in the night, murders happening when the mist is high, and a thousand tales more.

Thankfully all is not lost, for you are here. You made a contract to obtain great power in exchange for fighting against these abominations.

You are a magical girl, at the end of your path lies a wish; whether born from selfishness or altruistic desires, you are a warrior of humanity.

Now, what tales will they tell of you?


Magical Burst ReWrite is a 'dark magical girl RPG', taking inspirations from the classics, like Nanoha and Cardcaptor Sakura, and the darker settings, like the world of Puella Magi Madoka Magica. We´ll be accepting 8 players for now, applications will be judged by their quality so take your time to deliver the best application you can!

Take into account player characters can die, in such case those not accepted initially do have a chance to enter the game.

My Co-GMs this time are @Divider and @justinkal , if you have any questions feel free to ask either of us.

Next you will find anything you need to build your character but I suggest you read the rules for the mechanics of the game.
Name: Self-explanatory.

Magical Girl Name: This is optional, but if you want to have an alias for use while on the job, feel free to make one.
Age: You can be anywhere from 10-18.

What kind of girl are you? Decide on a personality and such for your Magical Girl.

What drove you to make a Pact? What made you decide to become a Magical Girl? The power? The wish? A desire to save others? Or something else?

What is your wish? Assuming you survive long enough to get 13 seeds, what will you use them for?

Magical Element: This determines what types of Sorcery will be easier for you, as well as flavor. It can be anything from 'Fire' to 'Time' to 'Ribbons', but keep in mind how those elements can be applied.

Magical Power: A free power granted by your contract! This shouldn't be something that can be used in a fight, but if super-strength would reallyfit well with your character, we can discuss it. Cake-summoning, x-ray vision, enhanced senses, it's all good.

Costume: What you look like as a Magical Girl. You can use text or images. Feel free to throw in a picture of you when you're not hunting youma, but it's not required.

Weapon: Your weapon of choice as a Magical Girl! You can be as creative as you'd like with this one.

Normal Attributes: These determine your mundane skills. The three attributes are Physical, Finesse, and Social. Physical is raw strength, speed, and endurance. Finesse is your ability to notice things, avoid detection, and generally applies to more dexterous tasks like dancing or somesuch. Social determines how well you can handle other people and yourself in social situations, and thus affects your lying skills as well as your ability to make friends. You have 16 points to use as you please, but remember that no Normal Attribute can be below three or above seven at chargen.

Magical Attributes: Your skill as a Magical Girl! The three attributes this time are Magic, Heart, and Fury. Magic is raw magical skill, Heart is determination and positive emotions, Fury is anger and hatred. Keep in mind that these don't determine your Magical Girl's personality - she could be burning with rage when fighting youma, but still gentle when dealing with family. You have 18 points for these, and none may be below 3 or above 8 at chargen.

Talents: Talents represent particular nonmagical knacks or skills that a Magical Girl possesses. Each Magical Girl starts with 4 talents two 'major' and two 'minor' talents. Major talents give a +2 bonus on applicable Normal Challenges, while minor talents give a +1 bonus. There is no premade list of talents to select from, instead you should create talents appropriate to your particular Magical Girl.

However, there are a few rules that you need to follow when thinking of a Talent. The first is that a Talent can't always add to any specific Normal Action. 'Reading people' is too broad of a talent (as it would always apply to Read a Person), but something more specific like 'Comforting friends' could be appropriate. The second rule is that talents should be useful. If you can't think of any situation where you'd make a roll using that Talent, you probably shouldn't take it. It might even be worth it to think about the kind of situations you could use that talent in. The final rule is that Talents have to be something you can do without magic.

Archetype: Here's where the mechanics come along. Basically, an Archetype is something like your 'class' as a Magical Girl. The types are:

Strikers: The damage-dealers. They get a +1 damage with any Magical Attack, and can use their Overwhelm ability to reroll 1s on Overcharge dice incurred by an attack. These guys focus on bringing down youma hard and fast.

Guardians: Tanks. They get a +2 to base Resolve (HP), a +1 to all Resist challenges, and their passive defense is +6, not +4. They do what tanks do best; take hits and draw aggro.

Tacticians: The supports. They get a +1 to Support challenges, which means an easier time of weaving spells in a fight. In addition, they can choose an extra Signature Attack at chargen and can use their Integrity Scan ability to check the condition of their opponents.

Note that Archetypes will also determine what Archetype-specific Magical Effects you can choose. Magical Effects are unique abilities your Magical Girl can learn as she levels up and gains experience. They're less versatile than Sorcery in that their effects are locked, but more reliable in that you don't need to roll for their effects.

Magical Effects: Speak of the devil! Choose one from the General Effects list and one from your Archetype's list.

Signature Attacks: Your finishing move! These are your most powerful attacks, and can be very effective when used correctly. You can choose a name and describe the fluff for the attack on your own. For example, 'Burning Heart' - A giant fireball in the shape of a heart soars towards the target and explodes in a brilliant variety of colors. However, the effects of the attack are determined by the type:

Grand Barrage attacks can target a group or be focused on a single individual. Simple, effective, and hard to defend against.

Arcane Prison attacks trap the enemy in a cage of your manifested element. If they fail to resist, they are immobilized, and are incapable of attacking or weaving spells.

Disrupting Assault attacks throw your enemy off their game - they hit for an extra d6 points of damage, and upon hitting the enemy, they weaken them temporarily.

Sundering Blow attacks can't be stopped - if it's a clean hit, they do an extra d6 points of damage, but even if they miss they do half the damage of a normal attack.

Final Impact attacks are top-class for damage - if they hit, they get an extra 1d6+3 points of damage.

Master Strike attacks are hard to dodge - they get a boost to hit chance, and an extra d6 points of damage.

Will of the Protector finishers can be used in one of two ways - they can be used to make reviving a downed Magical Girl easier and restore more of their Resolve, or they can be used to heal the entire group and boost their defenses.

Riposte attacks are activated in response to an enemy's attack - they use the enemy's attack roll as the DC, and upon success halve the damage taken and deal 2 points of damage to the enemy. For every point you beat the DC by, up to 3, reduce damage taken by one and deal another point of damage to the enemy.

You should also think of a Crisis your Magical Girl is dealing with at the start of the game. It can be something personal - the growing distance between you and your family as you dedicate yourself to hunting youma - something magical -a particularly strong Youma is hunting you- anything you can think of that can be a source of conflict for your character!
Here are the magical effects lists.
Healing Light
(Normal Action, 2/Battle, 1 Overcharge)

Restore 1d6+2 Resolve to an ally of your choice. A Magical Girl may only benefit from one use of Healing Light per round.

Cleansing Light
Primary: (Normal Action, 1 Overcharge, 1/Battle)
Remove one condition from an ally of your choice.

Secondary: (Normal Action, 1/Battle)
Make a Normal Attack or a Multiple Target Attack, using Support instead of Attack. If you hit, your enemy takes a -1 penalty to hit and damage until the end of its next turn.

Energy Storage
Primary: (Free Action, 1/Battle)
You may add a free voluntary Overcharge die to any Magical Challenge. This die may not generate Involuntary Overcharge by rolling a '6'.

Secondary: (Free Action, 1/Battle)
Reduce the Overcharge cost of activating any ability by 1.

Special:
This effect may not be used on Signature Attacks. This effect may be used out of combat once per session.

Aegis
(Reaction, 2/Battle)
Activate this ability as a reaction to a Magical Attack aimed at an ally. When rolling the Defense challenge, the Magical Girl in question gains a +1 bonus, and may roll an extra 1d6 and drop the lowest die. This may be performed after seeing the results of the roll, as long as it has not been fully resolved yet.

Impact
(Free Action, 1 Overcharge [Attack])
Activate this ability while rolling damage on a Magical Attack. Increase the attack's damage by 1, and roll an extra 1d6 and drop the lowest die. This may be performed after seeing the damage roll.

Resilience
Primary: (Free Action, 1/Battle)
Activate this ability when you're hit by a Magical Attack. Make a TN 12 Physical challenge. On a success, you may either reduce the damage dealt by the attack by 2 (for a total of 3 with the secondary ability) or you may ignore all effects of the attack other than the damage it deals (for example, if an enemy used an
ability to apply a condition on hit, you could ignore the condition.) However, you may not ignore effects that are inherent to a Signature Attack.

Secondary: (Passive)
Reduce the damage taken from all sources by 1.

Regeneration
Primary: (Passive)
At the start of each turn you regain one point of Resolve.

Secondary: (Free Action, 1/Battle)
Activate this ability when an enemy rolls damage against you. The enemy must roll an extra 1d6 and drop the highest die. This may be performed after seeing the damage roll.

Strength From Adversity
Primary: (Reaction, 1/Battle)
Activate this ability as a reaction to any ability or attack that reduces you to 0 Resolve. Make a Normal Attack on any target of your choice.

Secondary: (Passive)
You gain a +1 bonus to hit and damage while at or under one third of your maximum resolve (round up).

Nothing Ventured, Nothing Gained
Primary: (Free Action, 1/Battle)
You may take up to 6 voluntary Overcharge dice on a single Magical Challenge, instead of the normal 3.

Secondary: (Free Action, 2/Battle, 2 Resolve)
Activate this ability to reroll any one Involuntary Overcharge die. You must take the second roll.

Knight's Shield
(Free Action, 1/Battle)

Activate this ability to gain a shield until the end of your next turn. This shield grants you a +1 bonus to hit and damage, as well as reducing all damage dealt to you by 2 points.

Assassinate
Primary: (1/Battle, Normal Action)
You may perform the Assassinate attack action. Roll an attack with a +1 bonus to hit. Your enemies may not use Reactions or Special Actions to defend against this attack or the damage dealt by it.

Secondary: (Passive)
Your first Normal or Multiple Target attack per battle gains a +2 bonus to hit and a +1 bonus to damage.

Scaling Defiance
Primary: (Passive)
Any time you would take 9 or more damage (before damage reduction) from any one source, reduce the damage taken by two.

Secondary: (Free Action, 1/Battle):
Activate this ability to gain a bonus on any opposed Magical Challenge equal to 1+your enemy's current raises.

Overburn
(Reaction, 1/Battle, 3 Resolve)
Activate this ability as a reaction to missing a Magical Attack or failing a Clash. You instead deal damage equal to 2 plus double the amount of Overcharge dice taken on the attack. Maximum 8 Damage.

Vampiric Weapon
(Passive)

You deal +2 damage with all Magical Attacks. However, your weapon thirsts for blood and yours will suffice if it can't claim the enemy's. Every time you miss on a Magical Attack, you lose 1 Resolve.

Twin Strike
(Normal Action, 1/Battle)
You may perform the Twin Strike Attack action. Roll and resolve two unclashable attacks against a single target, opposed by Defense as normal. If both attacks hit, instead of rolling full damage for both, pick one of the attacks and roll damage for it, with a +3 bonus. For the purposes of other abilities, Twin Strike is
considered one attack, and is only considered to have missed if both attacks miss.

Defy Fate
(Free Action, 1/Battle)

Activate this ability after seeing the result of any ally's Magical Challenge. Replace the 2d6 roll for this challenge with a result of 7, removing any Involuntary Overcharge (both the dice and the Overcharge) that had been generated.

Backlash Curse
(Normal Action, 1/Battle)

Choose an enemy and make a Support vs Support challenge. On a success, the target has the 'BacklashCurse' (Resist: TN 16 Support) condition placed upon it. If the target succeeds on a Magical Attack while under the effects of this condition, the condition ends and the attacker takes damage equal to the initial damage of the attack -3 (minimum 3).

Barrier
(Normal Action, 2/Battle, 1 Overcharge)

Activate this ability to place a barrier around an ally. This barrier grants a +3 to all Defense challenges made to defend against Magical Attacks. If the attack hits despite this, then the attacker must roll an additional 1d6 for damage and drop the highest die. This barrier disappears the first time the recipient succeeds on a Defense challenge with less than one raise. You may not use this ability a second time until the first barrier has expired.

Taunt
Primary: (Normal Action, 1/Battle)

Activate this ability to trick or otherwise force an enemy into attacking you. Pick an enemy and roll opposed Finesse or Support. If you succeed, the target must use its next available action to make an attack on you.

This attack may not include any targets other than you, but may otherwise be anything the target desires. If you succeed on the opposed challenge with at least 1 raise, you may use the secondary ability.

Secondary: (Reaction, Special)
Activate this ability as a reaction to a successfully taunted enemy attacking you. Gain a +2 bonus to Defense against that attack.
Lightning Strike
(Free Action, 1/Battle)
Make a Normal Attack or a Multiple Target Attack with a +1 bonus to hit and damage. You may not use this effect if you have already attacked or Clashed this round, and if you use this effect you may not attack or Clash for the rest of the round.

Final Strike
Primary: (Passive)
Whenever you use a Signature Attack, it gains a free voluntary Overcharge die. This die may not generate Involuntary Overcharge by rolling a '6'.

Secondary: (Free Action, 1/Battle)
You may choose to enhance any non-Signature attack before rolling. This gives you a +1 bonus to hit, as well as allowing you to roll an extra 1d6 and drop the lowest die.

Follow Up
(Reaction, 1/Battle, *1 Overcharge)

You may activate this ability as a reaction to missing a Magical Attack. If you incurred Overcharge for any reason on the missed attack, you may instead activate this ability for free. You may immediately make another attack on the enemy that the first attack failed to hit. This may be a Normal or Multiple Target attack with a bonus of +2 to hit, or an unmodified Signature Attack.

Interception
(Special Action, 1/Battle)

Activate this ability when an enemy declares an action other than Revive or makes a Defense Challenge. This ability may be used after the initial roll has been seen, as long as the action has not been fully resolved yet. Make an unclashable, uncoverable Normal Attack on the enemy with a +2 bonus to damage. If this attack is successful and deals damage, the enemy takes a -3 penalty to the action it was trying to perform.

Draining Assault
(Normal Action, 1/Battle)

Activate this ability to make a special Normal Attack with a +2 bonus to hit. If the attack hits, you recover Resolve equal to half the final damage dealt.

Combo
(Requires Tier 2+)
Primary: (Reaction, 1/Battle)

You may activate this ability as a reaction after you succeed on any Magical Attack, as long as it does not reduce the target to 0 Resolve. Make a Normal Attack against the same target with a +2 bonus to hit and damage. After the damage bonus is applied, halve the attack's final damage.

Secondary: (Passive)
Whenever you successfully hit an enemy with a magical attack, you gain a +1 bonus to hit on any any
Magical Attacks (other than the above primary ability) against that enemy until the end of your next turn.

Twin Style
(Special)
(Requires Tier 2+)

At the beginning of the battle and each of your turns, you may choose to be in one of the two following stances. The effects of the stance persist until you change it:

Focus Stance: You may add a +2 bonus to any Attack challenge where the initial 2d6 (before modifiers, but after +1d6 drop lowest effects like Full Drive) are equal to or lower than 8.

Counter Stance: You take 1 less damage from all sources. In addition, whenever you are hit by a magical attack, the enemy takes 3 damage as you swiftly counterattack.

Full Drive
(Requires Tier 2+)
(Free Action, 1/Battle)

At any time, you may choose to enter Full Drive mode. While in Full Drive mode, you gain a +2 bonus to all Magical Challenges, a +1 bonus to damage, and must roll an additional 1d6 on every Magical Challenge, dropping the lowest die. However, whenever you gain Overcharge by rolling a 6 on a Magical Challenge, you lose 2 Resolve. You may end Full Drive mode at the beginning of any of your turns.
I Shall Never Fall
Primary: (Free Action, 1/Battle)
Activate this ability upon being reduced to 0 Resolve. You do not revert to normal form until the end of your next turn. Anything that would recover Resolve does not function while you are in this state, including Revive.

Secondary: (Free Action, 1/Battle)
Activate this ability when you make a Defense or Support challenge. Ignore all penalties to that challenge and gain a +2 bonus to it.

Praetorian
(Passive)
On any successful Cover challenge, reduce the damage you take by 1, plus one for each raise. You gain a +1 bonus to Cover and Clash challenges.

Hero's Will
(Requires Physical 5+)
Primary: (Free Action, 1/Battle, Cost Special)

Activate this ability when you are rolling a Magical Challenge and are at least one point under the TN or enemy's roll. You may then choose to lose up to your Physical in Resolve, and add that much to your result. This ability may only bring you to one point above the TN or enemy's roll, no matter how much Resolve is sacrificed. If this ability is used to enhance a Signature Attack, the final cost in Resolve doubles. If this ability reduces you to 0 Resolve, you revert to normal form once the challenge is resolved.

Secondary: (Passive)
You gain a +2 bonus to your Base Resolve.

Rapid Counter
(Reaction, 1/Battle)

Activate this ability to perform a special Clash that does not count as your one Clash for the battle. You may perform this Clash even after Defense has been rolled your Attack roll replaces the Defense roll, then resolve the challenge as if you had Clashed normally. If successful, you only deal half final damage (rounded down).

Defensive Conversion
(Reaction, 1/Battle)

Activate this ability when an ally takes damage from a Magical Attack. Reduce the damage taken by 2, +1 for each Overcharge die taken on the Defense challenge. Additionally, the recipient of this ability gains a +2 bonus to her next Defense challenge.

Brave Style
(Requires Tier 2+)
Primary: (Passive)

You deal an additional point of damage with Magical Attacks, and additionally recover a point of Resolve on every successful Magical Attack or Clash.

Secondary: (Special, 1/Battle)
You may Guard and Attack in the same turn: You may use Guard as a Reaction if you have already attacked, or you may Attack on your turn despite already having used Guard.

Crusader's Aura
(Requires Tier 2+)
(Free Action, 1/Battle, *2 Overcharge)

You may take 2 Overcharge at the start of your turn to activate this ability or you may activate it for free if you do not attack in the same turn. Once this ability is active, if you take damage from an enemy's attack, you may immediately end this ability as a Reaction to make the attacker take damage equal to the initial damage of the attack -2 (minimum 4).

Auto-Heal
(Reaction)
(Requires Healing Light, Tier 2+)

After taking damage from an enemy, you may activate Healing Light as a Reaction, however it must be targeted on yourself. If the attack reduces you to 0 Resolve, you may not use this ability. This application of Healing Light restores 1d3+3 Resolve, instead of the normal amount.
Arcane Analysis
Primary: (Free Action, 1/Battle)
Activate this ability to analyze all enemies on the battlefield. Treat this as the Read an Enemy action: roll once, choose what effects you wish and then apply them to every enemy in the current battle.

Secondary: (Passive)
Whenever you perform the Read an Enemy action (including via the above primary ability), you may choose an additional option. This applies even if you fail the challenge.

Feint
(Reaction, 1/Battle)
Activate this ability after you succeed or fail on a non-Signature attack (or successful Clash). That attack was merely an elaborate distraction. Reduce the Overcharge taken on the attack by 1. You are now considered free to act, as if you had not attacked. However, pulling off such a move does not leave you with enough time to execute a Signature Attack that turn. If the attack was successful, it deals half final damage (rounded up), but you may force your target into a disadvantageous position, giving it a -2 penalty to attack one ally of your choice until the beginning of your next turn.

Adaptability
Primary: (Free Action, 2/Battle)
Activate this ability to change what Magical Attributes are assigned to either your or an ally's Attack, Defense and Support as a free action. You may do this even while resolving a Magical Challenge, as long as you have not yet accumulated any Overcharge during that challenge. If you have accumulated Overcharge during that challenge, you may instead move one point of that Overcharge to a different attribute.

Secondary: (Free Action, 1/Battle)
While you are declaring your magical attributes for the round, you may activate this ability to raise any of your Magical Attributes by 2. This increase lasts until the end of the round. However, any Signature Attacks performed that round instead use your original attribute.

Power Seal
(Normal Action, 1/Battle, 1 Overcharge)

Activate this ability to apply the 'Power Seal' condition to an enemy. This reduces the total amount of extra dice due to Overcharge or Power Points that the enemy can gain on Attack challenges by 2 (almost always from 3 to 1). This also applies to any abilities the enemy uses that cause opposed Support challenges. Lasts until the end of the enemy's next turn.

Rapid Boost
(Requires Tier 2+)
(Reaction, 1/Battle)

Activate this ability to Assist as a Reaction. This special Assist grants a +1 bonus over and above what Assist would normally grant, and may be used on your own rolls if so desired.

Divine Light
(Requires Healing Light or Cleansing Light, Tier 2+)
Primary: (Free Action, 1/Battle)

You may use Healing Light or Cleansing Light's primary option as a free action at the start of your turn.

Secondary: (Passive)
Your Healing Light restores 1d6+3 points of resolve instead of 1d6+2, and you may reroll any roll of '1' until they are no longer 1.

Arcane Rend
(Requires Tier 2+)
(Normal Action, 1/Battle)

Pick a target and make a Support vs Support challenge. On a success, the target loses 1d6+(half your Support attribute, rounded down) Resolve, and an ally of your choice recovers half of that number (round down) in Resolve. Additionally, the target loses 1 Power Point (or suffers a -2 penalty to their next action, if they do not use Power Points), and you gain the ability to add one free Voluntary Overcharge die to any one of your Magical Challenges, until the end of the battle.

Efficient Casting
(Requires Tier 2+)
Primary: (Reaction, 1/Battle)

Activate this ability when an ally takes Overcharge as a result of an action. Reduce the Overcharge taken by half (round down). This ability may not be used on any roll that has had 4 or more voluntary Overcharge dice added to it.

Secondary: (Free Action, 1/Battle)
You may reroll any roll of '6' on any Magical Challenge (meaning you do not generate an Involuntary Overcharge die), but must take the second result.
If you have any questions feel free to PM us. once you have your final draft just drop it here in the thread.

Current Players:

Dramatis Personae:
Reine Murasame: Certified Genius and acting nurse in Odaka´s campus. Her thesises in the medical field-specially in prosthetic advancements- are lauded by many. Heavily liked in the school she has her own fanclub thanks to her witticism and entertaining personality.

An addicted to Coffee, the bags on her eyes are naturally enhanced as proof of her hard work in getting to where she is today.

She has claimed that she has not slept for 30 years. Something that very few are willing to contest.
 
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Hm. May have to wait until tomorrow before formulating a decision, but seems interesting
 
Hm... Reuse the Arcuied expy who keeps popping through time, or throw together something about Justice...

Or maybe I could pander to the GM and send Basically Nobu?
 
It's been a while! I'm somewhat new to the whole PM thing in SV, but I am very much interested.

I'm not sure what my general 'guca is going to be like, but I'm angling for either swordinator or gunslinger for my primary weapon. As for magical theme, I'm thinking of time, fire, ice, or ravens.
 
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Hmm... You have my interest.

Now... To use an oldie or to come with something else, that is the question. Is there a deadline for summiting sheets, @Crow?
 
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Okay, so I've narrowed it down to a shape-shifting gunslinger, a punchy string-user, and The Weeb.

*begins banging head against table* I like them all equally! Why is choosing one of them so hard! gaah!
 
By the way, @Crow

You don't have any reference to Relationships in the OP. Are those still a thing?
They exist! I just totally forgot to include that and some other mechanics in the OP and when I realized it was too cluttered.

I'll throw up the post of the rest of the mechanics once I get to my laptop!
Theoretical question: can I submit a Puri Puri Prisoner expy under the aegis of being a magical girl? :V
If you mean a punch frilly meguca then yes.
If you mean something more please specify and I would like to remind you to take the rp at least a little seriously.
 
Character: Eucliwood Hellscythe
They exist! I just totally forgot to include that and some other mechanics in the OP and when I realized it was too cluttered.

I'll throw up the post of the rest of the mechanics once I get to my laptop!

If you mean a punch frilly meguca then yes.
If you mean something more please specify and I would like to remind you to take the rp at least a little seriously.

Ignoring setting details and fluff, is the system essentially the same as City of Flowers (Or just a direct copy of it)?

Is this PbP? (Very important, to me anyway)

How are you on Custom Magical Effects? (Because I had one for the character I'm considering that Divider approved, but I don't want to make assumptions.)

The sheet in question should probably be obvious.

Name: Tachikawa Ayumu

Magical Girl Name: Mahou Gakuen: Kunoichi Ayu

Age: 15

What kind of girl are you? Ayu was born mute, unable to make the slightest sound. Her parents were happy just that she was born, and had only minor troubles acclimating to their child's disability. Her parents drew in all the closer during her baby years, leaving her to grow up definitely feeling loved, but a bit crowded as her parents kept close to make sure they noticed when she needed something.

It was just a bit stifling once she turned ten, and by twelve she was beginning to think she wouldn't get any space at all in her life. She retreated from her family, even as they continued to struggle with being close to her. She knows her parents love her, but due to her disability, she didn't make many friends due to others not hearing her or being able to understand her.

What drove you to make a Pact: The tsukaima appeared before her, offering her a hope.

"If you become a Magical Girl, and gather the Oblivion Seeds, a new future could be opened to you."

What is your wish? A voice of my own.

Magical Element: Stationary Supplies

Magical Power: Conjuring notebooks, signs, or notes marked with whatever she wants.

Normal Appearance:

(This is pretty close to the image I have in mind.)

Costume:
The image above is the base, but with more ruffles around the sleeves, and the vest becomes more corset-like. Her hair is secured with a large, dark blue bow.

Weapon: A variety of common stationary and school supplies, warped to be more combat viable. Pencils can be anything from throwing spikes to lances, protractors and rulers reshaped more akin to kunai and shuriken, T-squares weilded like hammers or axes, etc.

These items can be pulled or dropped from any fold, shadow, or crease in her outfit, without a visible source.

Normal Attributes:
Attribute Score XP Bonus Total
Physical 6   6
Finesse 7   7
Social 3   3
Magical Attributes
Attribute Score XP Bonus Total Overcharge
Magic 8   8  
Heart 4   4  
Fury 6   6  
Good Listener: (Major) Because she is mute, and unable to speak, Ayumu has an easier time really listening to things around her. When people speak to her, she finds it easier to hear what they are really trying to say...

Easily Overlooked: (Major) ...Unfortunately, due to this same cirumstances, she finds it harder to approach people, and make her presence known. If you aren't paying attention directly to her, Ayumu kind of fades into the background, and while she hates that it also gives her breathing room when she's feeling overwhelmed and crowded.

Masterful Calligraphy: (Minor) Ayumu learned to write at a young age, that being the only viable form of communication that was readily available. As a result, she has been writing since she could hold a pen/brush/crayon and knows how to use them well.

Origami Skillz: (Minor) Sometimes to get a note noticed, you have to make it beautiful, and sometimes you have to wing it at their head. Ayumu can fold her notes to do either or both.

Enhanced Offense: You deal +1 damage with Magical Attacks.
Overwhelm: When rolling Overcharge dice on any Attack challenge, you may reroll any 1s once, but must take the second roll.

Magical Effects:
Primary: (1/Battle, Normal Action)
You may perform the Assassinate attack action. Roll an attack with a +1 bonus to hit. Your enemies may not use Reactions or Special Actions to defend against this attack or the damage dealt by it.

Primary: (Passive)
Whenever you use a Signature Attack, it gains a free voluntary Overcharge die. This die may not generate Involuntary Overcharge by rolling a '6'.
Secondary: (Free Action, 1/Battle)
You may choose to enhance any non-Signature attack before rolling. This gives you a +1 bonus to hit, as well as allowing you to roll an extra 1d6 and drop the lowest die.

Primary: (Passive)
+1 Damage to all Magical Attacks

Secondary: (Reaction, 1/Battle)
Activate this ability in response to dealing damage
Triggering attack gets +3 damage

Signature Attacks:
(Final Strike) Ayumu draws forth a massive pencil drill, revs it, and stabs the enemy with it. The enemy then explodes for no readily apparent reason. Her glasses become inexplicably more epic the stronger the attack becomes.

Crisis: Ayumu is mute from birth. She is unable to speak, and can only make the weakest of audible sounds with her mouth. Good whistler, though.

Changes:

Your aura has become destabilized, making your "presence" periodically slip away. When this happens, people simply lose the ability to perceive you, even your best friends, unless you do something really extreme to catch their attention, and even then you'll quickly slip out of their perception.

Ando Yukiko "Ando-sensei" (Mentor Lvl3) Ando-sensei taught Ayumu how to write, how to make origami, and many things during Ayumu's childhood. A private tutor for her beginning years when it was clear to her parents that her disability would hold her back without special attention. Now that Ayumu has managed to convince her parents into normal school, she still maintains their close friendship

Tachikawa's "Mama/Papa" (Mentor Lvl1) Ayumu's overbearingly loving parents. Unfortunately, the harder they try to hold on, the more Ayumu is slipping from their grasp. She still loves them though.

Saneda Mitsuki "Micchan" (Friend Lvl2) Her first ever actual real life friend, Ayumu met her when she was taken to her first park. They've always held onto that park as their special place, because Ayumu was Micchan's first friend too.

Advancement Tracker:

Experienced:
+4XP
+3 O. Seeds
+1 Change (Weak Aura)


XP Usage:

-1XP +1 Magic
-1XP +1 Fury
-1XP General Magical Effect (Piercing Blades)
-1XP +1 Social
 
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Ignoring setting details and fluff, is the system essentially the same as City of Flowers (Or just a direct copy of it)?

Is this PbP? (Very important, to me anyway)

How are you on Custom Magical Effects? (Because I had one for the character I'm considering that Divider approved, but I don't want to make assumptions.)

The sheet in question should probably be obvious.
Yes to the first two. Was the custom effect Piercing Blades? Crow will have to field that one.
 
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