Character Creation (And Current Players)
Divider
Husky Fighter Novice
- Location
- Catarina
You used to think Amahara was a pretty clean city, all things considered.
Not like that meant much to the local cops - you still see loads of petty crimes, and the occasional more violent ones, but recently, murders have been at an all-time low. Loads of accidents, plenty of suicides, but no murders. It's been getting annoying how the Mayor has been pushing for lots of new safety measures and counseling for depressed individuals, but you've adjusted. Violence just isn't a common sight in Amahara these days, aside from delinquents. Even organized crime has died down, the various gangs that once plagued Amahara having gone eerily quiet.
Then you met the tsukaima.
Turns out, all those freak accidents and sudden suicides? They're the work of a group of monsters known as youma, monsters who feed off memories, emotions, and the lifeforce of humans. Ordinary people can't even see them, let alone fight them off - that's where the Magical Girls, your new comrades, come into play.
Magical Girls - young girls granted great power by the tsukaima, strange creatures that seek to destroy the youma for unknown reasons. Hunting youma might be a thankless job that never really ends, but you've got a hell of a paycheck waiting for you - gather 13 Oblivion Seeds from the corpses of defeated youma, and you can have a wish granted. All you have to do is survive bloodthirsty monsters, tsukaima with shady agendas, other Magical Girls, and the increasingly unstable magical powers you've been granted.
Easy, right?
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. I'll be takingnine twelve players, foolishly ignoring the advice given to me by the rulebook to limit it to five max. Applications are not first come, first serve, but the players of the old MB game receive priority over new players. That said, if they die, they're out of luck, and any player waiting to get in is accepted as a replacement. And I highly doubt the initial nine will survive the entire game.
You'll find everything you need for a character below! However, you may want to take a look at the rules to check out mechanics and such. Download the 'Drunken Brawling' edition of the rules, as that's what we're using.
Below are the Magical Effect lists.
I'm probably forgetting something, but oh well. If you have any questions, feel free to ask. If your questions are regarding your character sheet specifically, you should move it to PMs. Once you have your absolutely final draft, just drop it here in the thread.
Current players:
Not like that meant much to the local cops - you still see loads of petty crimes, and the occasional more violent ones, but recently, murders have been at an all-time low. Loads of accidents, plenty of suicides, but no murders. It's been getting annoying how the Mayor has been pushing for lots of new safety measures and counseling for depressed individuals, but you've adjusted. Violence just isn't a common sight in Amahara these days, aside from delinquents. Even organized crime has died down, the various gangs that once plagued Amahara having gone eerily quiet.
Then you met the tsukaima.
Turns out, all those freak accidents and sudden suicides? They're the work of a group of monsters known as youma, monsters who feed off memories, emotions, and the lifeforce of humans. Ordinary people can't even see them, let alone fight them off - that's where the Magical Girls, your new comrades, come into play.
Magical Girls - young girls granted great power by the tsukaima, strange creatures that seek to destroy the youma for unknown reasons. Hunting youma might be a thankless job that never really ends, but you've got a hell of a paycheck waiting for you - gather 13 Oblivion Seeds from the corpses of defeated youma, and you can have a wish granted. All you have to do is survive bloodthirsty monsters, tsukaima with shady agendas, other Magical Girls, and the increasingly unstable magical powers you've been granted.
Easy, right?
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. I'll be taking
You'll find everything you need for a character below! However, you may want to take a look at the rules to check out mechanics and such. Download the 'Drunken Brawling' edition of the rules, as that's what we're using.
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. 'Final Cure Ada', 'Truth-Seeker', 'Flutter', and 'Supersonic Sparrow Supreme Suzume' are some of the ones used last game.
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 really fit 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 -
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. 'Final Cure Ada', 'Truth-Seeker', 'Flutter', and 'Supersonic Sparrow Supreme Suzume' are some of the ones used last game.
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 really fit 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 -
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.
(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.
(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.
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.
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.
Current players:
Name: Chise Ueda
Magical Girl Name: Risen Bounty
Age: 15
What kind of girl are you?
I'm a laid back girl who's seen more than what' she's supposed to but that's okay! People have told me to be nonchalant at the wrong place at the wrong time with an unhealthy disregard for my safety but I suppose one would be able to label me as whimsical.
I try to be polite whenever I could and I don't really want any trouble. Trouble finds me most of the time which then causes me to... uhh... Pluck out some interfering weeds.
I like quiet places mostly. It gives me a peace of mind and some time to think.
That's what you get for being born in a rural town and spending most of your life there for nine years. I spent three years in Tokyo and got used to the noisy, smelly, and dirty city life eventually after my father got a job at a local company.
Two years later I transferred to Kyoto and that's where I made my pact with one of my new friends. That's when it all came tumbling down and forced me to move from place to place...
I want to go home...
What drove you to make a Pact?
A friend invited me. She was too scared to do it alone so I had to urge her seeing as she was spineless. I tried my best to help her. It didn't work out so well.
What is your wish?
To find Peace and to fulfill whatever purpose I have.
Magical Element: Sensory Interference
Magical Power: Illusion Manifestation
Costume:
{Appearance}:
{Magical Girl Form}
A red and black checkered dress with an elegant frilled skirt. Hair turns deep black while the eyes turn into a split color of blue and red, almost changing Chise's appearance completely from her normal form.
A tiny golden crown sits on top of her head.
Weapon: Red Tuning Fork Sword/Blue Rose Kite Shield
Normal Attributes:
Physical: 7
Finesse: 4
Social: 5
Magical Attributes:
Heart: 5: Support Overcharge: (?/10)
Fury: 8 Defense Overcharge: (?/10)
Magic: 5 Attack Overcharge: (?/10)
Crisis: Being a Rookie Magical Girl and contracting with a friend usually spelled trouble. The first youma hunt went horribly, horribly wrong and it involved a few people dying. This caused a few eyes from the other MGs from the area to give me strange looks as if I were the one behind the deaths of eight people. I didn't really do it and no one knew the whole story save for me. Honest.
Well the thing is there's a whole lot more to the story than someone going out of control and driving everyone within a fifty meter radius insane. Much more... And now people want my head on a pike because of it.
Still, I'm going to find out how and why. The thing is... I found out a whole lot of other nastier stuff while on my way...
Talent:
Conditioned to Accept Horror(Major): I've seen too much to be surprised anymore. All I could to is to keep on fighting and stay alive.
Facade (Major): I need to act otherwise my friends and family would know that something's wrong. I can't worry them. I can't burden them. This is my problem and ability. I can also improve my poker face this way and keep my cool.
Intuition (Minor): Gut instinct has played a major role in my life and helped me out of sticky situations like tests and such. It also helped me track down insurgents and the likes.
Adaptive Capability (Minor): Adapting to changes in the situation is crucial to being a magical girl when facing different Youma. This ability also helps when it comes to dealing with every day situations when you're put into a pinch.
Archetype: Guardian
Magical Effects:
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.
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.
Signature Attacks:
{Red Queen's Wrath} Type: Sundering Blow
-Generate a powerful concentration of magic upon your shield and sword to the point that the air roars with magic and red blue light. Slam the shield on the ground to create a shockwave which would stun your opponent before charging the opponent with an unstoppable crimson strike that would be strong enough to crush a battle tank.
Magical Girl Name: Risen Bounty
Age: 15
What kind of girl are you?
I'm a laid back girl who's seen more than what' she's supposed to but that's okay! People have told me to be nonchalant at the wrong place at the wrong time with an unhealthy disregard for my safety but I suppose one would be able to label me as whimsical.
I try to be polite whenever I could and I don't really want any trouble. Trouble finds me most of the time which then causes me to... uhh... Pluck out some interfering weeds.
I like quiet places mostly. It gives me a peace of mind and some time to think.
That's what you get for being born in a rural town and spending most of your life there for nine years. I spent three years in Tokyo and got used to the noisy, smelly, and dirty city life eventually after my father got a job at a local company.
Two years later I transferred to Kyoto and that's where I made my pact with one of my new friends. That's when it all came tumbling down and forced me to move from place to place...
I want to go home...
What drove you to make a Pact?
A friend invited me. She was too scared to do it alone so I had to urge her seeing as she was spineless. I tried my best to help her. It didn't work out so well.
What is your wish?
To find Peace and to fulfill whatever purpose I have.
Magical Element: Sensory Interference
Magical Power: Illusion Manifestation
Costume:
{Appearance}:
{Magical Girl Form}
A red and black checkered dress with an elegant frilled skirt. Hair turns deep black while the eyes turn into a split color of blue and red, almost changing Chise's appearance completely from her normal form.
A tiny golden crown sits on top of her head.
Weapon: Red Tuning Fork Sword/Blue Rose Kite Shield
Normal Attributes:
Physical: 7
Finesse: 4
Social: 5
Magical Attributes:
Heart: 5: Support Overcharge: (?/10)
Fury: 8 Defense Overcharge: (?/10)
Magic: 5 Attack Overcharge: (?/10)
Crisis: Being a Rookie Magical Girl and contracting with a friend usually spelled trouble. The first youma hunt went horribly, horribly wrong and it involved a few people dying. This caused a few eyes from the other MGs from the area to give me strange looks as if I were the one behind the deaths of eight people. I didn't really do it and no one knew the whole story save for me. Honest.
Well the thing is there's a whole lot more to the story than someone going out of control and driving everyone within a fifty meter radius insane. Much more... And now people want my head on a pike because of it.
Still, I'm going to find out how and why. The thing is... I found out a whole lot of other nastier stuff while on my way...
Talent:
Conditioned to Accept Horror(Major): I've seen too much to be surprised anymore. All I could to is to keep on fighting and stay alive.
Facade (Major): I need to act otherwise my friends and family would know that something's wrong. I can't worry them. I can't burden them. This is my problem and ability. I can also improve my poker face this way and keep my cool.
Intuition (Minor): Gut instinct has played a major role in my life and helped me out of sticky situations like tests and such. It also helped me track down insurgents and the likes.
Adaptive Capability (Minor): Adapting to changes in the situation is crucial to being a magical girl when facing different Youma. This ability also helps when it comes to dealing with every day situations when you're put into a pinch.
Archetype: Guardian
Magical Effects:
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.
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.
Signature Attacks:
{Red Queen's Wrath} Type: Sundering Blow
-Generate a powerful concentration of magic upon your shield and sword to the point that the air roars with magic and red blue light. Slam the shield on the ground to create a shockwave which would stun your opponent before charging the opponent with an unstoppable crimson strike that would be strong enough to crush a battle tank.
{Tomoko-san} Level 3: A caring cousin Chise talks to over the phone most of the time. Their calls last mostly an hour with Chise describing the kind of cities she visits on occasion while picking out souvenirs to deliver to her cousin whenever the heat dies down.
They're of the same age and Tomoko-san currently lived in with her busy parents and didn't have the time for traveling as Chise does. The two of them had been very close until Chise's recent move from Tomoko's city. The two cousins made sure to stay in touch.
{Aiko Nagayama(food lady)} Level 2: A ramen vendor on a nearby shopping district. Kind and in the middle of her thirties, she's a woman with a strong sense of justice and kindness that would have been in par with Mother Mary (according to Chise's mind). She met Chise as the girl wandered through the streets hungry for food and broke from her travels.
Aiko was kind enough to pick up the girl like a stray cat and found out that she was traveling with so little food and money. Knowing that this could not be right, Aiko took it upon herself to take care of Chise during her stay and made sure the girl's parents knew where she was. It's been two weeks since she took in the girl and they've been getting along splendidly with the girl helping out the store and bringing in customers whenever she goes.
{Food District Vendors} Level 1: A group of kind clerks and store owners that had grown used to Chise's presence at Mrs. Nagayama's shop. They've slowly gotten to grow fond of her as the girl seemed to naturally attract customers to their shops. These people were kind enough to toss up some discount or give things for free whenever Chise shops at the Food District.
They're of the same age and Tomoko-san currently lived in with her busy parents and didn't have the time for traveling as Chise does. The two of them had been very close until Chise's recent move from Tomoko's city. The two cousins made sure to stay in touch.
{Aiko Nagayama(food lady)} Level 2: A ramen vendor on a nearby shopping district. Kind and in the middle of her thirties, she's a woman with a strong sense of justice and kindness that would have been in par with Mother Mary (according to Chise's mind). She met Chise as the girl wandered through the streets hungry for food and broke from her travels.
Aiko was kind enough to pick up the girl like a stray cat and found out that she was traveling with so little food and money. Knowing that this could not be right, Aiko took it upon herself to take care of Chise during her stay and made sure the girl's parents knew where she was. It's been two weeks since she took in the girl and they've been getting along splendidly with the girl helping out the store and bringing in customers whenever she goes.
{Food District Vendors} Level 1: A group of kind clerks and store owners that had grown used to Chise's presence at Mrs. Nagayama's shop. They've slowly gotten to grow fond of her as the girl seemed to naturally attract customers to their shops. These people were kind enough to toss up some discount or give things for free whenever Chise shops at the Food District.
Name: Yukimura Shizuka (Last/First)
Magical Girl Name: Nil
Age: 13
What kind of girl are you?
Shizuka is a blind girl from birth, who has never known the ability to see. As such, she's always considered her ability to hear far more valuable than any sort of sight. She is an only child who has no mother, for she died in a car crash when Shizuka was quite young. She has passable grades in school, but not many friends.
She adores music and sounds, and loves creating them for herself. She is on very good terms with her father, and tries to help out around the house, despite her blindness making acts like cooking and cleaning difficult. She has a very good memory for patterns, especially in music, and can play several instruments, though she has a preference for stringed instruments, particularly the cello.
She has a fondness for small, fluffy animals, and adores petting them, and her favourite food is fish. She has no favourite colour, and indeed no concept of colour. Her favourite flower is the camellia, and her birthday is June the 3rd.
What drove you to make a Pact?
A moment of weakness coupled by a desire for strength.
What is your wish?
To give Mom back to Dad.
What is your Crisis?
Dad has Cancer, but he thinks I don't know. I'm not sure how long he has left…
Magical Element: Sound
Magical Power: The power to generate specific chords and sounds around her body, in a tune recogniseable as music.
Costume: When transformed her clothes take on that very close to a conductors, with a full white suit complete with a frilly half-skirt around her waist, and a white mask reminiscent of the Phantom of the Opera upon her face. Outside of her magical girl outfit she tends towards plain dresses.
Weapon: An axe that doubles as a cello.
Normal Attributes:
Physical: 4
Finesse: 7
Social: 5
Magical Attributes:
Magic: 8 -Overcharge: ?/10
Heart: 6 -Overcharge: ?/10
Fury: 4 -Overcharge: ?/10
Archetype:
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.
Magical Effects: Aegis, Power Seal
Signature Attacks: 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.
Sonic Prison
A localised scream that encases an enemy in a sphere of rebounding, high pitched sound waves that render concentration and higher brain function impossible as the target is forced to clutch their ears in agony, trying to escape the reverberating sound.
Grand Barrage attacks can target a group or be focused on a single individual. Simple, effective, and hard to defend against.
Thunderstruck!!!
An attack that utilises Shizuka's cello-axe as a rock guitar. By striking a rock star pose and sliding across the ground on her knees, she can unleash a loud wave of sound that quakes the earth around her.
Major Talents:
Once Heard, Twice Known
She has a keen ear for sounds. If she's heard it before, she can probably tell you exactly what a sound belonged to.
Blind Girl Needs Help
Being blind makes it very easy to convince others to help her when the task at hand is perceived to be one that requires sight.
Minor Talents:
QUIET!
Being the soft spoken one and often using kinder words makes it easier for Shizuka to intimidate everyone into silence when she's annoyed.
You're in my Bubble
Being blind does not mean that she is oblivious. Through a combination of hearing, smell, touch and a sixth sense, she can generally tell if someone is close enough for a whack with her cane or otherwise invading her personal space.
Magical Girl Name: Nil
Age: 13
What kind of girl are you?
Shizuka is a blind girl from birth, who has never known the ability to see. As such, she's always considered her ability to hear far more valuable than any sort of sight. She is an only child who has no mother, for she died in a car crash when Shizuka was quite young. She has passable grades in school, but not many friends.
She adores music and sounds, and loves creating them for herself. She is on very good terms with her father, and tries to help out around the house, despite her blindness making acts like cooking and cleaning difficult. She has a very good memory for patterns, especially in music, and can play several instruments, though she has a preference for stringed instruments, particularly the cello.
She has a fondness for small, fluffy animals, and adores petting them, and her favourite food is fish. She has no favourite colour, and indeed no concept of colour. Her favourite flower is the camellia, and her birthday is June the 3rd.
What drove you to make a Pact?
A moment of weakness coupled by a desire for strength.
What is your wish?
To give Mom back to Dad.
What is your Crisis?
Dad has Cancer, but he thinks I don't know. I'm not sure how long he has left…
Magical Element: Sound
Magical Power: The power to generate specific chords and sounds around her body, in a tune recogniseable as music.
Costume: When transformed her clothes take on that very close to a conductors, with a full white suit complete with a frilly half-skirt around her waist, and a white mask reminiscent of the Phantom of the Opera upon her face. Outside of her magical girl outfit she tends towards plain dresses.
Weapon: An axe that doubles as a cello.
Normal Attributes:
Physical: 4
Finesse: 7
Social: 5
Magical Attributes:
Magic: 8 -Overcharge: ?/10
Heart: 6 -Overcharge: ?/10
Fury: 4 -Overcharge: ?/10
Archetype:
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.
Magical Effects: Aegis, Power Seal
Signature Attacks: 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.
Sonic Prison
A localised scream that encases an enemy in a sphere of rebounding, high pitched sound waves that render concentration and higher brain function impossible as the target is forced to clutch their ears in agony, trying to escape the reverberating sound.
Grand Barrage attacks can target a group or be focused on a single individual. Simple, effective, and hard to defend against.
Thunderstruck!!!
An attack that utilises Shizuka's cello-axe as a rock guitar. By striking a rock star pose and sliding across the ground on her knees, she can unleash a loud wave of sound that quakes the earth around her.
Major Talents:
Once Heard, Twice Known
She has a keen ear for sounds. If she's heard it before, she can probably tell you exactly what a sound belonged to.
Blind Girl Needs Help
Being blind makes it very easy to convince others to help her when the task at hand is perceived to be one that requires sight.
Minor Talents:
QUIET!
Being the soft spoken one and often using kinder words makes it easier for Shizuka to intimidate everyone into silence when she's annoyed.
You're in my Bubble
Being blind does not mean that she is oblivious. Through a combination of hearing, smell, touch and a sixth sense, she can generally tell if someone is close enough for a whack with her cane or otherwise invading her personal space.
Name: Mika Williams
Magical Girl Name: Magical Everyone's Friend Mikata
Age: 10
What kind of girl are you? Energetic, cheerful, optimistic. Mika is always trying her best to achieve her dreams, and make those around her happy!
What drove you to make a Pact? Mika wishes to follow i the footsteps of her mentor and idol, Magical Chef Gouda. She intends to use her wish to give her the chance to sample all the dishes in the world and be a worthy successor!
What is your wish? To know all the recipes in the world!
Magical Element: Cooking.
Magical Power: The ability to reconstitute herself as her favorite food, jelly, and then to freely manipulate it!
Costume:
Weapon: A nearly indestructible frying pan, and the ability to summon additional cooking tools from thin air!
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.
Physical: 5
Finesse: 4
Social: 7
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.
Magic: 8 -Overcharge: ?/10
Heart: 5 -Overcharge: ?/10
Fury: 5 -Overcharge: ?/10
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.
Magical Chef (Major): The ability to deftly handle any and all ingredients to create a delicious meal so well it may as well be a magic all it's own. A skill Mika has made entirely her own courtesy of her mentor, Magical Chef Gouda.
Stubborn (Major): Mika is extraordinarily stubborn, and is unwilling to listen to arguments contrary to what she wants. Her sheer persistence is what has enabled her to get as far in life as she has, right down to her most meaningful relationship with her beloved Mentor. Very often written off as a spoiled immaturity by her peers.
Multitasking (Minor): A necessary skill as a chef, Mika is able to keep track of multiple actions simultaneously without a loss of efficiency in doing any of them.
Spatial Awareness (Minor): Mika is aware of everything in her kitchen, where it's placed and where it's located. This naturally extends to her immediate surroundings wherever she goes, and enables her to keep track of the status of her environment with total ease.
Archetype:
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.
Magical Effects:
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.
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.
Signature Attacks: Master Strike
Jelly Judgement!: Several dozen tendrils of jelly shoot out from Mikata, magically sharpened to be supernaturally sharp and dense, forming whips and spears, they approach the enemy from all directions, slashing and impaling it in an unstoppable storm of blows.
Magical Girl Name: Magical Everyone's Friend Mikata
Age: 10
What kind of girl are you? Energetic, cheerful, optimistic. Mika is always trying her best to achieve her dreams, and make those around her happy!
What drove you to make a Pact? Mika wishes to follow i the footsteps of her mentor and idol, Magical Chef Gouda. She intends to use her wish to give her the chance to sample all the dishes in the world and be a worthy successor!
What is your wish? To know all the recipes in the world!
Magical Element: Cooking.
Magical Power: The ability to reconstitute herself as her favorite food, jelly, and then to freely manipulate it!
Costume:
Weapon: A nearly indestructible frying pan, and the ability to summon additional cooking tools from thin air!
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.
Physical: 5
Finesse: 4
Social: 7
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.
Magic: 8 -Overcharge: ?/10
Heart: 5 -Overcharge: ?/10
Fury: 5 -Overcharge: ?/10
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.
Magical Chef (Major): The ability to deftly handle any and all ingredients to create a delicious meal so well it may as well be a magic all it's own. A skill Mika has made entirely her own courtesy of her mentor, Magical Chef Gouda.
Stubborn (Major): Mika is extraordinarily stubborn, and is unwilling to listen to arguments contrary to what she wants. Her sheer persistence is what has enabled her to get as far in life as she has, right down to her most meaningful relationship with her beloved Mentor. Very often written off as a spoiled immaturity by her peers.
Multitasking (Minor): A necessary skill as a chef, Mika is able to keep track of multiple actions simultaneously without a loss of efficiency in doing any of them.
Spatial Awareness (Minor): Mika is aware of everything in her kitchen, where it's placed and where it's located. This naturally extends to her immediate surroundings wherever she goes, and enables her to keep track of the status of her environment with total ease.
Archetype:
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.
Magical Effects:
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.
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.
Signature Attacks: Master Strike
Jelly Judgement!: Several dozen tendrils of jelly shoot out from Mikata, magically sharpened to be supernaturally sharp and dense, forming whips and spears, they approach the enemy from all directions, slashing and impaling it in an unstoppable storm of blows.
Name: Yuka Ashakura
MG Name: Amaterasu
Age: 16
Personality: A young miko at a local shrine, Yuka is upbeat and optimistic, and tries to help everyone get along, but she's also sensitive and her feelings are easily hurt, and is liable to sulk. Thus, she vacillates between being a social butterfly and being a hikkimori.
What drove you to make the pact?: As per the usual, Yuka got in a fight with her brother after he teased her too hard. Deviating from the usual, he was killed in a car crash before they could make up. Yuka later learned that the accident had been caused by a youma, and immediately agreed to become a magical girl to protect others
What is your wish?: To become a real goddess, to watch over and protect people
Element: Sun
Magical Power: Telekinesis
Normal Appearance:
Costume:
Weapon: A set of nine metal meditation balls
Normal Attributes:
Physical: 5
Finesse: 5
Social: 6
Magical Attributes:
Magic: 7 (Support) -Overcharge: ?/10
Heart: 8 (Attack) -Overcharge: ?/10
Fury: 3 (Defense) -Overcharge: ?/10
Talents:
Major:
Computer Use: Yuka's moonlighting as a hikkimori has lead to her knowing the ins and outs of the device that connects her to the only people that love her: the people of the internet
Resolving Differences: Her tendency to…overreact has lead to Yuka developing extensive experience at patching things up with people, regardless of who was at fault.
Minor:
Spatial Awareness: Being a telekinetic magical girl has pushed Yuka to learn how to be aware of her surroundings, and all the things in it she can throw at people.
Single-Minded Focus: The drive to win at Starcraft at any cost sustains Yuka in other areas of life, as she is able to give her efforts that little extra push by devoting all of her attention and energy to it, disregarding petty concerns like "food," and "sleep."
Archetype: Tactician
Arcane Mastery
Flexibility
Integrity Scan
Magical Effect:
Regeneration (Passive) (Free, 1/Battle)
Adaptability (Free, 2/Battle) (Free, 1/Battle)
Signature Attack:
Nine Suns (Grand Barrage): Yuka's nine meditation balls, infused with the power of the sun, strike her enemies like falling stars, searing them away to nothingness.
Morning Glory (Will of the Protector): Yuka glows like the sun rising from the east. Just as the sun returns to life each day at dawn, so does Yuka restore life and strength to her companions.
Relationships:
Parents (Mentor 2): Yuka's parents have run the shrine that is her home for years. Until recently, Yuka has always been able to go to them for advice, but as of late her secret activities as a magical girl have driven a wedge between them. Yuka hiding things from them has contributed to the looming revelation as they pry into Yuka's life.
Tsuku Yomi (Romantic 1): A boy who recently transferred in, whenever she sees him Yuka's heart starts to beat faster.
Acquaintances (Friends 1): Yuka gets along with people, and even if she can't remember their names off the top of her head she can still recognize most of her classmates, and give and expect to receive a friendly greeting in return.
Shizuko Aya (Ally 2): Yuka's long-time and long-suffering friend, Shizuko carries what seems like a perpetually bemused air after a lifetime of experience with Yuka's antics. She learned about Yuka's status as a magical girl when Yuka saved her from a youma; since then she has occasionally covered for Yuka with her parents and given her a place to rest if she feels she can't face her parents at the moment, but for the most part Yuka tries to keep Shizuko safely away from the dangers of a magical girl's life.
Crisis:
The strain of being a magical girl weighs on Yuka, though she bears up well enough. Still, the combination of her usual habits, the small signs of her strain, her brothers recent death, and the increased suicide rate as of late has her parents worried, and Yuka fears that they might soon start interfering with her life, threaten her secret of being a magical girl.
MG Name: Amaterasu
Age: 16
Personality: A young miko at a local shrine, Yuka is upbeat and optimistic, and tries to help everyone get along, but she's also sensitive and her feelings are easily hurt, and is liable to sulk. Thus, she vacillates between being a social butterfly and being a hikkimori.
What drove you to make the pact?: As per the usual, Yuka got in a fight with her brother after he teased her too hard. Deviating from the usual, he was killed in a car crash before they could make up. Yuka later learned that the accident had been caused by a youma, and immediately agreed to become a magical girl to protect others
What is your wish?: To become a real goddess, to watch over and protect people
Element: Sun
Magical Power: Telekinesis
Normal Appearance:
Costume:
Weapon: A set of nine metal meditation balls
Normal Attributes:
Physical: 5
Finesse: 5
Social: 6
Magical Attributes:
Magic: 7 (Support) -Overcharge: ?/10
Heart: 8 (Attack) -Overcharge: ?/10
Fury: 3 (Defense) -Overcharge: ?/10
Talents:
Major:
Computer Use: Yuka's moonlighting as a hikkimori has lead to her knowing the ins and outs of the device that connects her to the only people that love her: the people of the internet
Resolving Differences: Her tendency to…overreact has lead to Yuka developing extensive experience at patching things up with people, regardless of who was at fault.
Minor:
Spatial Awareness: Being a telekinetic magical girl has pushed Yuka to learn how to be aware of her surroundings, and all the things in it she can throw at people.
Single-Minded Focus: The drive to win at Starcraft at any cost sustains Yuka in other areas of life, as she is able to give her efforts that little extra push by devoting all of her attention and energy to it, disregarding petty concerns like "food," and "sleep."
Archetype: Tactician
Arcane Mastery
Flexibility
Integrity Scan
Magical Effect:
Regeneration (Passive) (Free, 1/Battle)
Adaptability (Free, 2/Battle) (Free, 1/Battle)
Signature Attack:
Nine Suns (Grand Barrage): Yuka's nine meditation balls, infused with the power of the sun, strike her enemies like falling stars, searing them away to nothingness.
Morning Glory (Will of the Protector): Yuka glows like the sun rising from the east. Just as the sun returns to life each day at dawn, so does Yuka restore life and strength to her companions.
Relationships:
Parents (Mentor 2): Yuka's parents have run the shrine that is her home for years. Until recently, Yuka has always been able to go to them for advice, but as of late her secret activities as a magical girl have driven a wedge between them. Yuka hiding things from them has contributed to the looming revelation as they pry into Yuka's life.
Tsuku Yomi (Romantic 1): A boy who recently transferred in, whenever she sees him Yuka's heart starts to beat faster.
Acquaintances (Friends 1): Yuka gets along with people, and even if she can't remember their names off the top of her head she can still recognize most of her classmates, and give and expect to receive a friendly greeting in return.
Shizuko Aya (Ally 2): Yuka's long-time and long-suffering friend, Shizuko carries what seems like a perpetually bemused air after a lifetime of experience with Yuka's antics. She learned about Yuka's status as a magical girl when Yuka saved her from a youma; since then she has occasionally covered for Yuka with her parents and given her a place to rest if she feels she can't face her parents at the moment, but for the most part Yuka tries to keep Shizuko safely away from the dangers of a magical girl's life.
Crisis:
The strain of being a magical girl weighs on Yuka, though she bears up well enough. Still, the combination of her usual habits, the small signs of her strain, her brothers recent death, and the increased suicide rate as of late has her parents worried, and Yuka fears that they might soon start interfering with her life, threaten her secret of being a magical girl.
Name: Himura Azami. (last, first)
Magical Girl Name: Falling Petal.
Age: 14.
Archetype: Tactician.
Resolve: 18.
What kind of girl are you?
A kind, lighthearted and bubbly girl, with what some might call an overactive imagination. I really like sports, and I play all that I can, rugby, soccer, basketball, volleyball, swimming. (I'm also a member of the Track and Field team.) I'm also good at gardening!
I have a mother, a father, and two older brothers.
What convinced you to make a pact?
It sounded awesome! Magical powers, exciting battles! Though of course, I'm aware of the danger…
What is your wish?
I haven't really thought about it. Maybe to make magic more common?
Magical Element: Plants.
Magical Weapon: A five foot long staff topped with blades on both ends. The handle is made of natural, uncarved wood in a spiral shape, the blades aren't metal, and they seem organic, but they're not quite wood (and definitely aren't bone). Bunches of flowers grow from the base of the blades.
Magical Power: Enchantment.
Appearance:
Costume:
+ This mask:
Normal Attributes:
Physical: 5
Finesse: 5
Social: 6
Magical Attributes:
Magic: 8
Heart: 5
Fury: 6
Signature Attack:
Emerald Grove Strike: (Sundering Blow) She points dramatically at her target and shouts the name of the attack, and a spectral tree, glowing green, appears from a magic circle in front of her hand and slams into the opponent.
Cherry Blossom Rally: (Will of The Protector) Raising her glaive above her head with a battlecry, pink cherry blossoms rain down onto her allies, bolstering and healing them.
Magical Effects:
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.
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.
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.
Talents:
Fast Runner. (Major): Plenty of practice on the track and in various other sports has resulted in Azami being very quick when she wants to be.
Indefatigable. (Major): Naturally very energetic, Azami's interest in sports has caused her to gain a great deal of stamina.
Infectious Enthusiasm. (Minor): Azami's bright attitude and optimism combined with her energetic personality makes it hard to be down around her.
Eternal Optimism. (Minor): Fighting nightmarish abominations beyond human ken is fun. But sort of heavy… Oh well!
Relationships:
Track and Field Team (Friend): 2.
Magical Girl Name: Falling Petal.
Age: 14.
Archetype: Tactician.
Resolve: 18.
What kind of girl are you?
A kind, lighthearted and bubbly girl, with what some might call an overactive imagination. I really like sports, and I play all that I can, rugby, soccer, basketball, volleyball, swimming. (I'm also a member of the Track and Field team.) I'm also good at gardening!
I have a mother, a father, and two older brothers.
What convinced you to make a pact?
It sounded awesome! Magical powers, exciting battles! Though of course, I'm aware of the danger…
What is your wish?
I haven't really thought about it. Maybe to make magic more common?
Magical Element: Plants.
Magical Weapon: A five foot long staff topped with blades on both ends. The handle is made of natural, uncarved wood in a spiral shape, the blades aren't metal, and they seem organic, but they're not quite wood (and definitely aren't bone). Bunches of flowers grow from the base of the blades.
Magical Power: Enchantment.
Appearance:
+ This mask:
Physical: 5
Finesse: 5
Social: 6
Magical Attributes:
Magic: 8
Heart: 5
Fury: 6
Signature Attack:
Emerald Grove Strike: (Sundering Blow) She points dramatically at her target and shouts the name of the attack, and a spectral tree, glowing green, appears from a magic circle in front of her hand and slams into the opponent.
Cherry Blossom Rally: (Will of The Protector) Raising her glaive above her head with a battlecry, pink cherry blossoms rain down onto her allies, bolstering and healing them.
Magical Effects:
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.
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.
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.
Talents:
Fast Runner. (Major): Plenty of practice on the track and in various other sports has resulted in Azami being very quick when she wants to be.
Indefatigable. (Major): Naturally very energetic, Azami's interest in sports has caused her to gain a great deal of stamina.
Infectious Enthusiasm. (Minor): Azami's bright attitude and optimism combined with her energetic personality makes it hard to be down around her.
Eternal Optimism. (Minor): Fighting nightmarish abominations beyond human ken is fun. But sort of heavy… Oh well!
Relationships:
Track and Field Team (Friend): 2.
- Kagurazaka Yoshiko.
- Hanazono Fuu.
- Matsubara Rina.
- Himura Komugi. (Mama)
- Azami's mother, a straightforward and energetic woman, no one wonders where Azami got her enthusiasm from. She is a lawyer in one of Amahara's law firms.
- Himura Hitoshi. (Papa)
- Azami's father, rather emotionally subdued, he is nonetheless a caring and gentle father who has been forced to attend numerous tea parties and sports meets alike. He is a marriage councilor, and if his laments to his wife are any indication, Amahara is in need of many more of them.
- Himura Akira. (Onii-san)
- The first of Azami's older brothers, kind and understanding, he is the source of Azami's interest in gardening, as she never would have settled down enough to appreciate it without his influence. He owns a flower shop.
- Himura Kaoru. (Onii-chan)
- The second of Azami's older brothers, rash and hotheaded, she calls him "onii-chan" because it annoys him, and the two have a history of egging each other on. He is in his second year of Highschool.
- Sasaki Takumi. (Romantic): 1.An underclassman at Azami's school, something about him captivates her, but they aren't very close. They talk occasionally, and greet each other in the halls of school or if they run into each other outside.
MG Name: Primal Aya, the Queen whose Rule Reaches to the Ends of the Earth
Age: 17
What kind of girl are you?
"You dare ask such a question of your obvious better? Your audacity is of the highest order! Very well, in recognition of your impressive will, I shall give some small consideration to your request.
"I was conceived through an affair between a high ranking official in the Ministry of Defense and one of his staff. My mother and I were a scandal waiting to happen, though my father saw to it that we were well cared for until she passed away. By then, he had entered into the private sector, and the stresses from it had driven his 'real' family apart. I was only ten years old at the time, when he took me into his empty home. I was showered in every luxury imaginable to my young mind, provided with the finest tutors available in any subject that caught my interest.
"After six years in that state of affairs, I had long since lost interest in anything but proving myself better than any presented opposition in whatever I cared to attempt. It was then that I made my Pact, a decision that I consider to this day the best I've ever made. Had I not done so, I never would have met her... The one person in all the world worthy of standing at my side. She longed desperately for the things I'd tossed aside, had never experienced the conveniences I'd come to take for granted... And yet, she was able to match me in anything we tried.
"But enough of this. I've spent too much time on this already, and though a mongrel like yourself may have the luxury of making idle chitchat, I have other matters to attend to."
What drove you to make a Pact?
"I stand head and shoulders above all others; the elimination of these monsters would not be an exception to that rule."
What is your wish?
"To grant myself immortal body, ensuring the longevity needed to lead humanity in an endless Golden Age."
Magical Element: Superiority
Magical Power: Resourceful Purse. The ability to pull virtually any object imaginable from Aya's bag, pocket, or any other place where one might expect to find her property.
Magical Weapon: A pair of golden short swords.
Normal Attributes
Magical Effects: Twin Strike, Final Strike
Signature Attack:
Enki (Final Impact): Aya's two swords are connected by their hilts, the blades folding back ever so slightly to take on the appearance of a bow as a string runs down to connect them by the tips. Aya goes through the motion of drawing the bow, forming a pillar of light as she pulls the string back before releasing a single devastating shot.
Crisis: My best friend, my partner and only equal, who I swore to stand by until the end of all things is dead, has been struck down by a foe stronger than any we have ever faced.
Relationships:
Age: 17
What kind of girl are you?
"You dare ask such a question of your obvious better? Your audacity is of the highest order! Very well, in recognition of your impressive will, I shall give some small consideration to your request.
"I was conceived through an affair between a high ranking official in the Ministry of Defense and one of his staff. My mother and I were a scandal waiting to happen, though my father saw to it that we were well cared for until she passed away. By then, he had entered into the private sector, and the stresses from it had driven his 'real' family apart. I was only ten years old at the time, when he took me into his empty home. I was showered in every luxury imaginable to my young mind, provided with the finest tutors available in any subject that caught my interest.
"After six years in that state of affairs, I had long since lost interest in anything but proving myself better than any presented opposition in whatever I cared to attempt. It was then that I made my Pact, a decision that I consider to this day the best I've ever made. Had I not done so, I never would have met her... The one person in all the world worthy of standing at my side. She longed desperately for the things I'd tossed aside, had never experienced the conveniences I'd come to take for granted... And yet, she was able to match me in anything we tried.
"But enough of this. I've spent too much time on this already, and though a mongrel like yourself may have the luxury of making idle chitchat, I have other matters to attend to."
What drove you to make a Pact?
"I stand head and shoulders above all others; the elimination of these monsters would not be an exception to that rule."
What is your wish?
"To grant myself immortal body, ensuring the longevity needed to lead humanity in an endless Golden Age."
Magical Element: Superiority
Magical Power: Resourceful Purse. The ability to pull virtually any object imaginable from Aya's bag, pocket, or any other place where one might expect to find her property.
Magical Weapon: A pair of golden short swords.
Normal Attributes
- Physical: 6
- Finesse: 6
- Social: 4
- Magic (Support): 5 -Overcharge: ?/10
- Heart (Defense): 5 -Overcharge: ?/10
- Fury (Attack): 8 -Overcharge: ?/10
- Voice of Authority (Major): A natural ability to maintain a posture and tone that leads others to take Aya's words as if they were the absolute truth of the world.
- Unyielding Spirit (Major): Aya's refusal to be cowed into submission by the circumstances around her.
- Money Talks (Minor): There are surprisingly few situations that can't be resolved by throwing around enough money. 'Enough' is an adequate description of the financial resources at Aya's disposal.
- Provocation (Minor): Aya has something of a talent and liking for getting under people's skin, for little apparent reason beyond personal amusement.
Magical Effects: Twin Strike, Final Strike
Signature Attack:
Enki (Final Impact): Aya's two swords are connected by their hilts, the blades folding back ever so slightly to take on the appearance of a bow as a string runs down to connect them by the tips. Aya goes through the motion of drawing the bow, forming a pillar of light as she pulls the string back before releasing a single devastating shot.
Crisis: My best friend, my partner and only equal, who I swore to stand by until the end of all things is dead, has been struck down by a foe stronger than any we have ever faced.
Relationships:
- Kureko Shojochi (Ally Equal): 4 (Broken)
- The one person in all the world worthy of standing by Aya's side, a recently deceased Magical Girl who lived with her in the Tsurugi mansion until her untimely demise.
- The Horde of Admirers (Friend Subject): 2
- The mostly faceless masses of the student body that have acknowledged their proper place.
- Kenzo Tsurugi (Mentor Adviser): 2
- Aya's father and legal guardian. Though distant, the few actual conversations between the two left a lasting impression on Aya regarding the responsibilities that come with power.
Name: Akagi Shimada
Magical Girl Name: The Restless Sleeper
Age: 16
What kind of girl are you?
I have been described as quiet and recluse. Truth be told, I don't mind the company. But, you know, nobody seems to understand me...All of them seem to call me weird, or strange, or more unsavory names. I admit I do have my moments -- I swear, I have no idea how the goat blood got into the sink! -- but I don't have them all the time.
What drove you to make a Pact?
My curiosity, mostly. The tsukaima came up to me one day, offering a contract. And all I have to do is battle unnatural beings beyond the scope of human imagination. Can't be that hard, right?
What is your wish? I... wish to know the unknown, to see the unseen. There are forces beyond what we see, hear, and understand.
Magical Element: Lovecraftian Sorcery
Magical Power: Rituals and Invocations.
Costume:
Weapon: French arbalest.
Normal Attributes:
Physical -- 4
Finesse -- 6
Social -- 6
Magical Attributes:
Heart -- 6 -Overcharge: ?/10
Fury -- 5 -Overcharge: ?/10
Magic -- 7 -Overcharge: ?/10
Talents:
Omniglot (Major) -- Akagi is fluent in almost all known languages -- and perhaps a few unknown ones as well. Latin and Sumerian come as easily to her as Japanese and English.
The Facsimile of Normality (Major) -- Despite her strange behavior at times, Akagi maintains a semblance of normality in her life. After all, it wouldn't do if nasty rumors are spread about (more so than usual, anyway). She goes to school, she casually speaks with acquaintances, and does her homework dutifully.
Occultist (Minor) -- Akagi is well-versed in the supernatural and the occult. Her bookcases are crammed full of dusty tomes and ancient texts, brimming with forbidden knowledge. As a result, she's aware of the numerous urban myths and legends in the city.
Dealing with the Strange (Minor) -- Whether they be the mentally unstable or deranged, Akagi has the knack of actually communicating with these people in a somewhat coherent manner. But usually, they have nothing of import to say -- mad rambling can only be so insightful, you know.
Archetype: Tactician
Magical Effects:
Mend Flesh (Healing Light)
Invocation: Grizwald the Many-Formed (Adaptability)
Signature Attacks:
Mortality, Clarified with a Singular Strike (Disrupting Assault) -- Akagi fires a crossbow bolt of eldritch energy, enfeebling and weakening her foes.
Lamentations of the Saint and the Sinner (Will of the Protector) -- Tapping into an unknowable power, Akagi forces the body to heal. Where Healing Light has been described as a warm and pleasant sensation, this spell is everything but. As it lacks the sophistication of the original, those affected by the spell experience the excruciating pain of repairing bones and mending flesh in full.
Crisis: Akagi has been having trouble sleeping. For the past few night, nightmares plague her dreams like a creeping stalker. Not only that, but they seem to affect her waking moments, too. The walls move and the shadows close in, whispering dark tales of conspiracy. Faint, distant beats of chanting resound at the corners of her hearing.
Magical Girl Name: The Restless Sleeper
Age: 16
What kind of girl are you?
I have been described as quiet and recluse. Truth be told, I don't mind the company. But, you know, nobody seems to understand me...All of them seem to call me weird, or strange, or more unsavory names. I admit I do have my moments -- I swear, I have no idea how the goat blood got into the sink! -- but I don't have them all the time.
What drove you to make a Pact?
My curiosity, mostly. The tsukaima came up to me one day, offering a contract. And all I have to do is battle unnatural beings beyond the scope of human imagination. Can't be that hard, right?
What is your wish? I... wish to know the unknown, to see the unseen. There are forces beyond what we see, hear, and understand.
Magical Element: Lovecraftian Sorcery
Magical Power: Rituals and Invocations.
Costume:
Weapon: French arbalest.
Normal Attributes:
Physical -- 4
Finesse -- 6
Social -- 6
Magical Attributes:
Heart -- 6 -Overcharge: ?/10
Fury -- 5 -Overcharge: ?/10
Magic -- 7 -Overcharge: ?/10
Talents:
Omniglot (Major) -- Akagi is fluent in almost all known languages -- and perhaps a few unknown ones as well. Latin and Sumerian come as easily to her as Japanese and English.
The Facsimile of Normality (Major) -- Despite her strange behavior at times, Akagi maintains a semblance of normality in her life. After all, it wouldn't do if nasty rumors are spread about (more so than usual, anyway). She goes to school, she casually speaks with acquaintances, and does her homework dutifully.
Occultist (Minor) -- Akagi is well-versed in the supernatural and the occult. Her bookcases are crammed full of dusty tomes and ancient texts, brimming with forbidden knowledge. As a result, she's aware of the numerous urban myths and legends in the city.
Dealing with the Strange (Minor) -- Whether they be the mentally unstable or deranged, Akagi has the knack of actually communicating with these people in a somewhat coherent manner. But usually, they have nothing of import to say -- mad rambling can only be so insightful, you know.
Archetype: Tactician
Magical Effects:
Mend Flesh (Healing Light)
Invocation: Grizwald the Many-Formed (Adaptability)
Signature Attacks:
Mortality, Clarified with a Singular Strike (Disrupting Assault) -- Akagi fires a crossbow bolt of eldritch energy, enfeebling and weakening her foes.
Lamentations of the Saint and the Sinner (Will of the Protector) -- Tapping into an unknowable power, Akagi forces the body to heal. Where Healing Light has been described as a warm and pleasant sensation, this spell is everything but. As it lacks the sophistication of the original, those affected by the spell experience the excruciating pain of repairing bones and mending flesh in full.
Crisis: Akagi has been having trouble sleeping. For the past few night, nightmares plague her dreams like a creeping stalker. Not only that, but they seem to affect her waking moments, too. The walls move and the shadows close in, whispering dark tales of conspiracy. Faint, distant beats of chanting resound at the corners of her hearing.
Name: Hasegawa Noriko (Last/First)
Magical Girl Name: Magical Cannoneer-chan
Age: 13
What kind of girl are you?
Noriko is an energetic and sociable girl with a love of pirates. Yes, this means she watches and loves One Piece, among others. She has two loving parents and a very smart but socially awkward older brother. She often has to help him meet new people and get him out of the house. She has good grades, and a wide circle of friends, including a number of older students from her brother's high school.
Though quite capable of getting top-flight grades, focus is always an issue. But when she does buckle down and focus, it leaves her teachers baffled at the wide spread of her scores, from just below par to nigh-perfect. Generally, though, it averages comfortably north of passing.
Loves anime, and has a rather eclectic taste due to finding anime through both her school friends and her brother's streaming accounts (He's very careful to make sure she knows where the objectionable stuff is and to not touch it). Still, One Piece is her first love, and her room is absolutely covered in One Piece memorabilia.
Oddly, detests seafood and gets motion sick easily.
What drove you to make a Pact?
Mostly a desire to save people from the monsters, though the prospect of a wish certainly doesn't hurt.
What is your wish?
To get rid of this darn motion sickness! It sucks!
Magical Element: Metal.
Magical Power: Enhanced eyesight. Noriko can see much farther and in greater detail than normal people, and can even see in the dark if there's any kind of light.
Magical Weapon: An ornate black-powder smoothbore cannon of the type normally found on ships. Short and with a relatively wide muzzle for its size.
Costume: Noriko is of average height for her age, a little on the skinny side, with short black hair cut just around her ears. Outfit is a black vest and pants, with a white button-down shirt with open, folded-back cuffs and the top button undone, fingerless gloves, sturdy boots, and a classic pirate tricorn hat.
Normal Attributes
Magical Attributes
Talents
Archetype: Striker.
Magical Effects
Signature Attacks:
Crisis:
Missed a recent birthday party for one of her friends due to a youma attack, and that seems to have been the proverbial last straw. Noriko is trying desperately to hold as many of her friendships together as possible, but it looks like she'll lose a few by the time this is over.
Magical Girl Name: Magical Cannoneer-chan
Age: 13
What kind of girl are you?
Noriko is an energetic and sociable girl with a love of pirates. Yes, this means she watches and loves One Piece, among others. She has two loving parents and a very smart but socially awkward older brother. She often has to help him meet new people and get him out of the house. She has good grades, and a wide circle of friends, including a number of older students from her brother's high school.
Though quite capable of getting top-flight grades, focus is always an issue. But when she does buckle down and focus, it leaves her teachers baffled at the wide spread of her scores, from just below par to nigh-perfect. Generally, though, it averages comfortably north of passing.
Loves anime, and has a rather eclectic taste due to finding anime through both her school friends and her brother's streaming accounts (He's very careful to make sure she knows where the objectionable stuff is and to not touch it). Still, One Piece is her first love, and her room is absolutely covered in One Piece memorabilia.
Oddly, detests seafood and gets motion sick easily.
What drove you to make a Pact?
Mostly a desire to save people from the monsters, though the prospect of a wish certainly doesn't hurt.
What is your wish?
To get rid of this darn motion sickness! It sucks!
Magical Element: Metal.
Magical Power: Enhanced eyesight. Noriko can see much farther and in greater detail than normal people, and can even see in the dark if there's any kind of light.
Magical Weapon: An ornate black-powder smoothbore cannon of the type normally found on ships. Short and with a relatively wide muzzle for its size.
Costume: Noriko is of average height for her age, a little on the skinny side, with short black hair cut just around her ears. Outfit is a black vest and pants, with a white button-down shirt with open, folded-back cuffs and the top button undone, fingerless gloves, sturdy boots, and a classic pirate tricorn hat.
Normal Attributes
- Physical: 4
- Finesse: 5
- Social: 7
Magical Attributes
- Magic: 6 -Overcharge: ?/10
- Heart: 7 -Overcharge: ?/10
- Fury: 5 -Overcharge: ?/10
Talents
- Persuasion (Major): Don't let this girl talk to you for too long, or she just might convince you that the sky is actually green. Noriko is very persuasive, and will sometimes prank somebody by convincing them of a ridiculous but plausibly fact.
- Memorization (Major): When Noriko bothers to put in the effort, she is really good at memorizing stuff. And it sticks, too. Especially good at remembering names and faces.
- Obscure trivia (minor): A consequence of this is that she's absorbed a vast number of useless facts over the years. Handy when playing Trivial Pursuit and impressing friends.
- Internet research (minor): The Google-fu is strong with this one.
Archetype: Striker.
Magical Effects
- Overburn (General)
- Final Strike
Signature Attacks:
- Blast Bomb (Grand Barrage): Fires an extra-large explosive cannonball that explodes with tremendous force and a lot of shrapnel for a large area of effect and massive damage.
Crisis:
Missed a recent birthday party for one of her friends due to a youma attack, and that seems to have been the proverbial last straw. Noriko is trying desperately to hold as many of her friendships together as possible, but it looks like she'll lose a few by the time this is over.
Name: Haundo Inu (Inu Haundo in Western Order)
Magical Girl Name: Cú Sídhe (Fairy Hound)
Age: 16
What kind of girl are you?: Inu is a very battle happy girl. Her father was a boxer, and often talked about the thrill of the fight. Inu herself learnt to fight, and found that she enjoyed it. At the same time, she can be charming when she wants to be- Her father always said that people are more likely to fight the polite warrior more then the bloodlusted berserker.
What drove you to make a Pact?: Seeking greater battles for greater thrill, Inu contracted to fight Youma.
What is your wish?: She doesn't really care. If she has the chance, she might wish for a world where she can always have a good fight, but she doesn't have to worry about that now.
Magical Element: Runes (Operating like mines. Place one on the ground or wall, the effect, like an explosion of fire or Ath nGabla, activates when someone gets close enough).
Magical Power: Geas. If Inu and another person both agree, they can forge a magically binding contract that both are obligated to following. Breaking the Geas is possible, if two different Geas's come into conflict, but results in the one who broke the Geas becoming extremely ill, while the other party is no longer bound to the Geas.
Magical Costume: Think Fate/Stay Night's Lancer, except female.
Magical Weapon: Spear
Normal Attributes:
Physical: 6
Finesse: 4
Social: 6
Magical Attributes:
Magic: 4 -Overcharge: ?/10
Heart: 7 -Overcharge: ?/10
Fury: 7 -Overcharge: ?/10
Talents:
Major: Boxing
Inu's father was a boxer. She loves to fight. Of course she knows how to box.
Major: First Aid
You don't get in a lot of fights without figuring out what to do if someone gets hurt in a fight.
Minor: Analysing Fighting Styles
Everyone fights differently. Even people with the exact same fighting style may favour uppercuts to jabs, or may move slightly faster, or be better at feints. Learning how a person fights is vital to victory.
Minor: Pain Resistance
While it's better to be able to avoid hits then it is to be able to take hits, that's not always a choice. Inu has taken her fair share of blows in her life, and as a result, ignoring the pain is easier for her.
Archetype: Guardian
Magical Effects: Strength from Adversity, I Shall Never Fall
Signature Attack:
Gae Bolg- A Final Impact attack. Inu takes aim and stabs her opponent. Should this attack penetrate the flesh of her opponent, and then thorns shall grow from the wound, spreading throughout the target's body.
Crisis: So, turns out, when a bunch of weaker Youma hang out in the Nightmare of a stronger one, killing the stronger one results in the weaker ones deciding to kill everyone you care about. Oops.
Magical Girl Name: Cú Sídhe (Fairy Hound)
Age: 16
What kind of girl are you?: Inu is a very battle happy girl. Her father was a boxer, and often talked about the thrill of the fight. Inu herself learnt to fight, and found that she enjoyed it. At the same time, she can be charming when she wants to be- Her father always said that people are more likely to fight the polite warrior more then the bloodlusted berserker.
What drove you to make a Pact?: Seeking greater battles for greater thrill, Inu contracted to fight Youma.
What is your wish?: She doesn't really care. If she has the chance, she might wish for a world where she can always have a good fight, but she doesn't have to worry about that now.
Magical Element: Runes (Operating like mines. Place one on the ground or wall, the effect, like an explosion of fire or Ath nGabla, activates when someone gets close enough).
Magical Power: Geas. If Inu and another person both agree, they can forge a magically binding contract that both are obligated to following. Breaking the Geas is possible, if two different Geas's come into conflict, but results in the one who broke the Geas becoming extremely ill, while the other party is no longer bound to the Geas.
Magical Costume: Think Fate/Stay Night's Lancer, except female.
Magical Weapon: Spear
Normal Attributes:
Physical: 6
Finesse: 4
Social: 6
Magical Attributes:
Magic: 4 -Overcharge: ?/10
Heart: 7 -Overcharge: ?/10
Fury: 7 -Overcharge: ?/10
Talents:
Major: Boxing
Inu's father was a boxer. She loves to fight. Of course she knows how to box.
Major: First Aid
You don't get in a lot of fights without figuring out what to do if someone gets hurt in a fight.
Minor: Analysing Fighting Styles
Everyone fights differently. Even people with the exact same fighting style may favour uppercuts to jabs, or may move slightly faster, or be better at feints. Learning how a person fights is vital to victory.
Minor: Pain Resistance
While it's better to be able to avoid hits then it is to be able to take hits, that's not always a choice. Inu has taken her fair share of blows in her life, and as a result, ignoring the pain is easier for her.
Archetype: Guardian
Magical Effects: Strength from Adversity, I Shall Never Fall
Signature Attack:
Gae Bolg- A Final Impact attack. Inu takes aim and stabs her opponent. Should this attack penetrate the flesh of her opponent, and then thorns shall grow from the wound, spreading throughout the target's body.
Crisis: So, turns out, when a bunch of weaker Youma hang out in the Nightmare of a stronger one, killing the stronger one results in the weaker ones deciding to kill everyone you care about. Oops.
Name: Hakuno Kishinami
Magical Girl Name: N/A
Age: 16
What kind of girl are you?:
Her situation of contracting was... rather different. You see, about a year ago, it was about one in the morning. Hakuno woke up to the sounds of screaming. Her mother's screaming. She, of course, rushed towards it, though she did remember to pick up a knife. However, there was nothing attacking. Just two dead parents.
Just then, she saw a fox with fluffy wings, who told her that only Magical girls can fight what killed her parents and asked her to make a contract. She readily accepted, saw the Youma, fought it... and got her ass kicked. She barely managed to get away, and was unable to do anything to it.
Ever since then, it's been tracking her, causing her to have to live life on the run for the past three years. She's taken to staying less than a week in each city she's in before she moves on.
All she knows is that she can't fight it as she is now. She's spent the years becoming stronger, waiting for the day she's strong enough to kill it. She doesn't seek revenge; she loved her parents but regards this Youma as something akin to a force of nature. You don't seek revenge against a force of nature.
Getting others involved has crossed her mind, but this is no normal Youma.
Hakuno is very attached to her MP3, as it's pretty much all she can take with her when she leaves the city she's in. Food, clothes, basically everything else is stolen and discarded as necessary.
She enjoys talking to and helping people, but doesn't let herself get attached. After all, it's not like she can take anyone with her, and anyone that tries to help her against the Youma would die.
She's found herself caring far less about what is wrong and right since she had to start stealing to live, but cares a lot about fairness. She'd steal another girl's Oblivion Seeds if she had a wish, but she wouldn't target someone who just contracted.
What drove you to make a Pact?: Self-protection. If she didn't, she'd be dead.
What is your wish?: I don't have one yet. I'll decide if it happens
Magical Element: Teleportation
Magical Weapon: A number of leaves. They're each as hard as other Magical Girl weapons and razor sharp. They can combine into a sword to block things, but she prefers to control them with strings, sending each at the opponent in different angles.
Magical Power: The ability to make a bed.
A really good bed.
Costume:
Weapon: Your weapon of choice as a Magical Girl! You can be as creative as you'd like with this one.
Normal Attributes:
Strength: 3
Dexterity: 7
Social: 6
Magical Attributes:
Magic: 8 -Overcharge: ?/10
Heart: 5 -Overcharge: ?/10
Fury: 5 -Overcharge: ?/10
Crisis: Yep. It's still after her. Might be a week, might be a month. Hasn't ever caught up to her in less than a week, though.
Basically, throw it in whenever you want it to show up.
Major Talents:
Minor Talents:
Relationships:
Archetype: Tactician
Magical Effects:
Signature Attacks:
Magical Girl Name: N/A
Age: 16
What kind of girl are you?:
Her situation of contracting was... rather different. You see, about a year ago, it was about one in the morning. Hakuno woke up to the sounds of screaming. Her mother's screaming. She, of course, rushed towards it, though she did remember to pick up a knife. However, there was nothing attacking. Just two dead parents.
Just then, she saw a fox with fluffy wings, who told her that only Magical girls can fight what killed her parents and asked her to make a contract. She readily accepted, saw the Youma, fought it... and got her ass kicked. She barely managed to get away, and was unable to do anything to it.
Ever since then, it's been tracking her, causing her to have to live life on the run for the past three years. She's taken to staying less than a week in each city she's in before she moves on.
All she knows is that she can't fight it as she is now. She's spent the years becoming stronger, waiting for the day she's strong enough to kill it. She doesn't seek revenge; she loved her parents but regards this Youma as something akin to a force of nature. You don't seek revenge against a force of nature.
Getting others involved has crossed her mind, but this is no normal Youma.
Hakuno is very attached to her MP3, as it's pretty much all she can take with her when she leaves the city she's in. Food, clothes, basically everything else is stolen and discarded as necessary.
She enjoys talking to and helping people, but doesn't let herself get attached. After all, it's not like she can take anyone with her, and anyone that tries to help her against the Youma would die.
She's found herself caring far less about what is wrong and right since she had to start stealing to live, but cares a lot about fairness. She'd steal another girl's Oblivion Seeds if she had a wish, but she wouldn't target someone who just contracted.
What drove you to make a Pact?: Self-protection. If she didn't, she'd be dead.
What is your wish?: I don't have one yet. I'll decide if it happens
Magical Element: Teleportation
Magical Weapon: A number of leaves. They're each as hard as other Magical Girl weapons and razor sharp. They can combine into a sword to block things, but she prefers to control them with strings, sending each at the opponent in different angles.
Magical Power: The ability to make a bed.
A really good bed.
Costume:
Normal Attributes:
Strength: 3
Dexterity: 7
Social: 6
Magical Attributes:
Magic: 8 -Overcharge: ?/10
Heart: 5 -Overcharge: ?/10
Fury: 5 -Overcharge: ?/10
Crisis: Yep. It's still after her. Might be a week, might be a month. Hasn't ever caught up to her in less than a week, though.
Basically, throw it in whenever you want it to show up.
Major Talents:
Provides bonuses to convincing Magical Girls she won't attack them or try to take their Oblivion Seeds.
It's even true, which is what makes it so convincing.
Over her time as a Magical Girl, she's discovered the best way to enter a new area is to not be a problem. So she won't be.
It's even true, which is what makes it so convincing.
Over her time as a Magical Girl, she's discovered the best way to enter a new area is to not be a problem. So she won't be.
Provides bonuses to feeling when she's being watched- and perhaps who's doing it.
She's had a Youma too strong for her to fight following her for years; she knows when she's being watched.
She's had a Youma too strong for her to fight following her for years; she knows when she's being watched.
Provides a bonus to staying hidden. This does not apply if she's sneaking up on someone, only hiding from them.
She's good at staying hidden, as fits her policy of avoiding conflict.
Well, when not fighting Youma. Youma are good to fight, everything else not so much.
Well, unless it's That Youma. Then just run teleport away.
She's good at staying hidden, as fits her policy of avoiding conflict.
Well, when not fighting Youma. Youma are good to fight, everything else not so much.
Well, unless it's That Youma. Then just run teleport away.
Provides a bonus toward navigating in areas she doesn't know.
She's been to a lot of new cities, at least one per month.
She's gotten good at finding things.
She's been to a lot of new cities, at least one per month.
She's gotten good at finding things.
Relationships:
When Hakuno'd just left her city, because big fuckoff Youma, the first person she encountered... doesn't really matter. When she got over her shock enough to realize she didn't have a place to live anymore, people either wouldn't let her stay or tried to contact her parents/child services, and she ended up sleeping on a random roof.
Eventually, the strongest MG in the area, Regina, found her and asked what he was doing here, which got Hakuno to finally let everything out, breaking down in tears while spilling pretty much everything that happened since she woke up that night.
Regina, being a very much not awful person, tried to let Hakuno stay at her parents' house, which... didn't go well. Oh, it went fine for the first week or so, but her parents were already rather suspicious, of something happening, considering all the disruptions being an MG cause. Bringing another girl home was fine, but her staying there brought... questions.
Regina was going to come clean about being an MG, but Hakuno decided to just leave, so as not to cause trouble with her new friend/mentor. She'd learned enough about the city to set up in an abandoned building, and told Regina she wasn't going to convince her that a house with people to live in was enough reason to let the secret out. More astute people might have noticed this is when she usually leaves.
So Regina told her parents anyway, and invited Hakuno back again, this time with them.
So, while this was happening, she was teaching Hakuno how to MG. In addition to the base knowledge (How to fight, tracking a Youma, etc.), she passed down her thoughts on what it meant. As Hakuno found, Youma aren't just the enemy of MGs, but all of humanity. A Magical Girl's purpose is to stop and kill them whenever possible, to keep them from killing the defenceless. Other Magical Girls aren't necessarily good people, but there is a difference between being a good person and being a good Magical Girl. She, obviously, tries to be both, but she doesn't condemn people who try to be both. It's only those who are neither who disgust her.
This lasted about two months, the longest it ever would, before the inevitable came. The Youma approached, prepared to upturn Hakuno's life once again.
Pretty much all the MGs in the area teamed up to stop it, and, one by one, they either died or ran. In the end, it was only Hakuno and Regina, in a rather hopeless battle. I'd like to say they were chipped down slowly, as that would probably make a better story, but it really didn't happen like that.
It lasted less than a minute. Regina got knocked out of costume, which is... rather a death sentence. Then, she saw Hakuno preparing to teleport her out, which wouldn't give her time to teleport herself out.
So she forced herself back into costume, and resisted the teleport strongly enough to turn it back upon Hakuno, putting her into a safe place instead. Once again, Hakuno gets away while those she love lie dead.
She tries to get those who ran away together for another try at the Youma, but finds that self-preservation is first in the minds of all of them. Not that it helps; the Youma hunts them all down, curiously ignoring everyone else to go after them.
So Hakuno decides to run. As long as the Youma's hunting her, it won't kill anyone else unless they get in its way.
It's worked pretty well so far, and she's gotten rather good at leaving before it arrives so no one encounters it.
Eventually, the strongest MG in the area, Regina, found her and asked what he was doing here, which got Hakuno to finally let everything out, breaking down in tears while spilling pretty much everything that happened since she woke up that night.
Regina, being a very much not awful person, tried to let Hakuno stay at her parents' house, which... didn't go well. Oh, it went fine for the first week or so, but her parents were already rather suspicious, of something happening, considering all the disruptions being an MG cause. Bringing another girl home was fine, but her staying there brought... questions.
Regina was going to come clean about being an MG, but Hakuno decided to just leave, so as not to cause trouble with her new friend/mentor. She'd learned enough about the city to set up in an abandoned building, and told Regina she wasn't going to convince her that a house with people to live in was enough reason to let the secret out. More astute people might have noticed this is when she usually leaves.
So Regina told her parents anyway, and invited Hakuno back again, this time with them.
So, while this was happening, she was teaching Hakuno how to MG. In addition to the base knowledge (How to fight, tracking a Youma, etc.), she passed down her thoughts on what it meant. As Hakuno found, Youma aren't just the enemy of MGs, but all of humanity. A Magical Girl's purpose is to stop and kill them whenever possible, to keep them from killing the defenceless. Other Magical Girls aren't necessarily good people, but there is a difference between being a good person and being a good Magical Girl. She, obviously, tries to be both, but she doesn't condemn people who try to be both. It's only those who are neither who disgust her.
This lasted about two months, the longest it ever would, before the inevitable came. The Youma approached, prepared to upturn Hakuno's life once again.
Pretty much all the MGs in the area teamed up to stop it, and, one by one, they either died or ran. In the end, it was only Hakuno and Regina, in a rather hopeless battle. I'd like to say they were chipped down slowly, as that would probably make a better story, but it really didn't happen like that.
It lasted less than a minute. Regina got knocked out of costume, which is... rather a death sentence. Then, she saw Hakuno preparing to teleport her out, which wouldn't give her time to teleport herself out.
So she forced herself back into costume, and resisted the teleport strongly enough to turn it back upon Hakuno, putting her into a safe place instead. Once again, Hakuno gets away while those she love lie dead.
She tries to get those who ran away together for another try at the Youma, but finds that self-preservation is first in the minds of all of them. Not that it helps; the Youma hunts them all down, curiously ignoring everyone else to go after them.
So Hakuno decides to run. As long as the Youma's hunting her, it won't kill anyone else unless they get in its way.
It's worked pretty well so far, and she's gotten rather good at leaving before it arrives so no one encounters it.
Archetype: Tactician
Magical Effects:
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.
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.
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.
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.
Signature Attacks:
Arcane Prison
She uses her control over over teleportation to set up a continuous warp in space, teleporting an enemy to the same position over and over, every second.
How long does this effect last again? Not long, I bet.
She uses her control over over teleportation to set up a continuous warp in space, teleporting an enemy to the same position over and over, every second.
How long does this effect last again? Not long, I bet.
Riposte
When an enemy is going to hit her, instead of trying to dodge, she concentrates. It's necessary to use her magic, after all.
Then, at the moment she's hit, she teleports behind the enemy when the attack only partly hits her and counters with a perfect counterattack!
When an enemy is going to hit her, instead of trying to dodge, she concentrates. It's necessary to use her magic, after all.
Then, at the moment she's hit, she teleports behind the enemy when the attack only partly hits her and counters with a perfect counterattack!
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.
Name: Ada Hildebrant
Magical Girl Name: Final Cure Ada
Age: 16
What kind of girl are you?: My name is Ada Dumas, sixteen years old. My selfish parents bumbled off to shareholder meetings in Europe, leaving me to take care of Kila. My brother decided it was a brilliant idea to take a job hundreds of miles south, and my uncles passed away. That left me, and my sister, in an empty house. Four walls covered with the achievements of two people that left us behind.
She loves this house. She loves the memories, the space, and the location. So here we are, surrounded by four hateful walls, in an oppressive, dead-end town. The same school and classmates greet us every morning. The same dull teachers, boring lectures, and tired curriculum wait.
And I smile.
I hum lightly as I walk, and I feel a small spark of love in my chest. I enjoy the crisp wind on my skin, and the whimsical nattering of Kila's newest fascination. I giggle at her jokes, and sigh sympathetically at her hurts. Perhaps I'm a bit empty, but I still feel.
I feel love, for my sister. Boundless affection, for the child I raised with my own hands.
And rage, at the godless abominations, that dare touch her.
I am Ada Dumas. And I am Final Cure Ada. I will cure the plague known as 'Youma'. One, by, one.
What drove you to make a Pact?: Youma tried to kill my sister. I will destroy each and every one of them.
What is your wish?: Peace. (For my sister. Nobody else needs to know that, though.)
Magical Element: Fire.
Magical Weapon: Whip.
Magical Power: Shapeshifting. Ada can become any other person, clothing and all, at will. Even if they aren't real.
Magical Costume: Normally, I wear a sleeveless pink dress, and a leather pencil skirt, with black dance shoes.
When I Transform, however, my true fashion preferences shine through. Gone are the gaudy dance shoes, big blocks of material that click with every step. Instead, sleek cherry heels wrap around my feet.
No more of that constricting skirt, just as long as the average attention span of boys in my class. None of that silly, cold dress, more a camisole than actual overclothes. Instead, I am garbed in a flowing silk sheet, red and blue in patterns of flame, licking at my form. And as I dance, and as my foes fall, the flames dance with me, and I am as alive inside as out.
Normal Attributes:
Physical - 5
Finesse - 7
Social - 4
Magical Attributes:
Magic - 7 (Defense) Overcharge (0/10)
Heart - 3 (Support) Overcharge (0/10)
Fury - 8 (Attack) Overcharge (0/10)
Specialization: Striker
Talents:
Made of Goes Fast - Ada is fast. Her reflexes are unnerving, when seen in action, and awe-inspiring when she bothers to hide them. If something is falling, dropping, or flying within arm's reach, she can veer around it, catch and return, or ignore at her leisure. Outwardly, it appears as though she cannot be taken by surprise. Inwardly, she trusts her instincts to guide her, and analyses what the fuck just flew by me later. (Major, applies to 'ambushes'.)
Scan Complete - Ada is a sociopath, or near enough. As result of learning how to mask this, she has learned to copy-cat the mannerisms of other people, down to their walk and minor vocal inflections. (Major)
Uncanny Valley - Ada has a...Gift. For sending suitors, harassers, and well-wishers alike packing with a few well-placed words. She means no harm by it, but her refusal to engage in certain social practices creates an invisible chasm of personal space.
Gods help you, if she turns her attentions to you. Where a few idle words sent even the most determined fools packing, her intentional efforts can turn grown men catatonic. (Minor, her Intimidate efforts are more effective.)
Only if it's You - Ada...Doesn't let others in. She claims no emotional vulnerabilities, no ties to a normal life.
This is a lie, of course. There are people who have worked their way into her life. For them, she 'lets down her hair' so to speak. Those few moments, in which she shows herself unmasked, are powerful beyond words. (Minor, applies to private interactions with her ingroup.)
Magical Effects:
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.
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.
Signature Attack: Master Strike - Stroke of Unmaking. Ada's whip connects, and carries on through her target, striking their very life-force to extinguish her foe completely.
Magical Girl Name: Final Cure Ada
Age: 16
What kind of girl are you?: My name is Ada Dumas, sixteen years old. My selfish parents bumbled off to shareholder meetings in Europe, leaving me to take care of Kila. My brother decided it was a brilliant idea to take a job hundreds of miles south, and my uncles passed away. That left me, and my sister, in an empty house. Four walls covered with the achievements of two people that left us behind.
She loves this house. She loves the memories, the space, and the location. So here we are, surrounded by four hateful walls, in an oppressive, dead-end town. The same school and classmates greet us every morning. The same dull teachers, boring lectures, and tired curriculum wait.
And I smile.
I hum lightly as I walk, and I feel a small spark of love in my chest. I enjoy the crisp wind on my skin, and the whimsical nattering of Kila's newest fascination. I giggle at her jokes, and sigh sympathetically at her hurts. Perhaps I'm a bit empty, but I still feel.
I feel love, for my sister. Boundless affection, for the child I raised with my own hands.
And rage, at the godless abominations, that dare touch her.
I am Ada Dumas. And I am Final Cure Ada. I will cure the plague known as 'Youma'. One, by, one.
What drove you to make a Pact?: Youma tried to kill my sister. I will destroy each and every one of them.
What is your wish?: Peace. (For my sister. Nobody else needs to know that, though.)
Magical Element: Fire.
Magical Weapon: Whip.
Magical Power: Shapeshifting. Ada can become any other person, clothing and all, at will. Even if they aren't real.
Magical Costume: Normally, I wear a sleeveless pink dress, and a leather pencil skirt, with black dance shoes.
When I Transform, however, my true fashion preferences shine through. Gone are the gaudy dance shoes, big blocks of material that click with every step. Instead, sleek cherry heels wrap around my feet.
No more of that constricting skirt, just as long as the average attention span of boys in my class. None of that silly, cold dress, more a camisole than actual overclothes. Instead, I am garbed in a flowing silk sheet, red and blue in patterns of flame, licking at my form. And as I dance, and as my foes fall, the flames dance with me, and I am as alive inside as out.
Normal Attributes:
Physical - 5
Finesse - 7
Social - 4
Magical Attributes:
Magic - 7 (Defense) Overcharge (0/10)
Heart - 3 (Support) Overcharge (0/10)
Fury - 8 (Attack) Overcharge (0/10)
Specialization: Striker
Talents:
Made of Goes Fast - Ada is fast. Her reflexes are unnerving, when seen in action, and awe-inspiring when she bothers to hide them. If something is falling, dropping, or flying within arm's reach, she can veer around it, catch and return, or ignore at her leisure. Outwardly, it appears as though she cannot be taken by surprise. Inwardly, she trusts her instincts to guide her, and analyses what the fuck just flew by me later. (Major, applies to 'ambushes'.)
Scan Complete - Ada is a sociopath, or near enough. As result of learning how to mask this, she has learned to copy-cat the mannerisms of other people, down to their walk and minor vocal inflections. (Major)
Uncanny Valley - Ada has a...Gift. For sending suitors, harassers, and well-wishers alike packing with a few well-placed words. She means no harm by it, but her refusal to engage in certain social practices creates an invisible chasm of personal space.
Gods help you, if she turns her attentions to you. Where a few idle words sent even the most determined fools packing, her intentional efforts can turn grown men catatonic. (Minor, her Intimidate efforts are more effective.)
Only if it's You - Ada...Doesn't let others in. She claims no emotional vulnerabilities, no ties to a normal life.
This is a lie, of course. There are people who have worked their way into her life. For them, she 'lets down her hair' so to speak. Those few moments, in which she shows herself unmasked, are powerful beyond words. (Minor, applies to private interactions with her ingroup.)
Magical Effects:
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.
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.
Signature Attack: Master Strike - Stroke of Unmaking. Ada's whip connects, and carries on through her target, striking their very life-force to extinguish her foe completely.
Name: Crow Morgenstern
Age: 14
Magical Girl Name:Crow(What´s that? I shouldnt use my real name? hahaha! of course its not my real name dont be silly! who would use their real name?)
What kind of girl are you?: An Otaku through and Through. anime, manga, books and games have been my constant companions since my body suffered from countless illnesses ever since birth, one of the more persistent ones being an ever-present migraine that keeps me in bed most of the time.
As such I´ve been living most of my time in the hospital as they investigate my body for a cure....nothing definitive has come up though.
Ive been home-schooled and any social etiquette I may have had once lies forgotten.
...That is until I made a pact, Im finally able to pursue my ideals...to truly shine and experience the world!
I will not let anything rip this chance from my hands.
What drove you to make a Pact?: I've always idolized Heroes, though with my fragile condition and multitude of illness I could only content myself with fantasysing about being one myself.
Then this little creature appears in my room and offers me the chance to pursue my dream, gain a better body and maybe even get a wish? how could I say no?
What is your wish?: Im still struggling with the specifics but i want the power to make the world a gentler place, a world where Heroes, Real Heroes exist and people dont have to suffer so much.
Magical Element: Sword
Magical Weapon: any weapon that might qualify as a Sword(and some that dont)
Magical Power: Projection and Structural Analysis.
Appearance:
Magical Costume: …..Okay I admit it, I copied and modified Emiya´s costume with an added scarf, hood and some black gauntlets but can you blame me?! it just looks so freaking cool…...
Normal Attributes:
Physical: 5
Finesse: 5
Social: 6
Magical Attributes:
Magic: 5- Overcharge: (?/10)
Heart: 8- Overcharge (?/10)
Fury: 5- Overcharge (?/10)
Archetype: Striker
Magical Effects:
-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.
-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.
Signature Attack:
Trace: Over-edge-Type: Grand Barrage
-Unleash a devastating combo taking inspiration on a certain hero´s greatest technique! tracing the pair of married swords again and again and using their special quality I deliver vicious attacks before finishing the combo with a pair of "broken" versions of the swords.
Relationships.
Mentor
Emiya (3) : It may seem foolish or childish, but when I was just about to give up and was considering taking my life rather than rot away in the hospital I stumbled into his story, his ideals became mine and I modeled myself after him since I had little in the way of beliefs back then.
Now gaining unexpected power I will walk his path and learn with my own flesh about his path of thorns.
Mentor
Family (1) : I was sent to Amahara on my own to be taken care of and to research the cause of my illness while they work themselves to death, even if we still talk sometimes.....things have become a little terse and just as I hide my new powers for now I think they too are hiding something from me...
Mentor
The Brotherhood (1) : Knowing what you want to do and knowing how to do it are two different things, even if I say that I will follow his ideals I dont know nearly enough on how to do that, I dont even know how to feel about the world or its people.
Thats when I found a little series of games about assassins and their creed.
Now I know full well that the assassins in this world were...quite different from their interpretation there, but just like I was enamored with Emiya´s ideals I was fascinated with the Creed and the Brotherhood, taking it as a means to an end rather than an end itself...it makes following that red-clad back a little easier.
I still have much to learn though.
Friend
Girl A(1) : A nameless girl with amnesia I roomed with when I was at the hospital, we havent talked that much but I want to get to know her better and help her.
Talents:
Indomitable(Major) : Wether out of innate bravery or just being emotionally broken I can endure devastating revelations and gruesome situations a little easier than other girls my age.
Charisma(Major) : People tend to depend on me when in tight situations so I´ve come to be able to give good advice and know how to make myself heard when needed.
Instinct(Minor) : My senses are sharper than most and have rarely lead me astray, I normally use them in solving mysteries with mystery novels and online but have found that I have a similar knack IRL, I just know when a different choice of words mean something else or when someone is hiding something....
"It will be alright!"(Minor) : As Im able to keep my cool in tense situations I can calm down people in emotional turmoil.
Crisis: Vague yet unsettling nightmares about the future plague my dreams, details are scarce and my head throbs each time I make an effort in trying to remember them, but I understand that as I am now I will not survive the on coming storm.....
I need to get stronger quickly....
Age: 14
Magical Girl Name:Crow(What´s that? I shouldnt use my real name? hahaha! of course its not my real name dont be silly! who would use their real name?)
What kind of girl are you?: An Otaku through and Through. anime, manga, books and games have been my constant companions since my body suffered from countless illnesses ever since birth, one of the more persistent ones being an ever-present migraine that keeps me in bed most of the time.
As such I´ve been living most of my time in the hospital as they investigate my body for a cure....nothing definitive has come up though.
Ive been home-schooled and any social etiquette I may have had once lies forgotten.
...That is until I made a pact, Im finally able to pursue my ideals...to truly shine and experience the world!
I will not let anything rip this chance from my hands.
What drove you to make a Pact?: I've always idolized Heroes, though with my fragile condition and multitude of illness I could only content myself with fantasysing about being one myself.
Then this little creature appears in my room and offers me the chance to pursue my dream, gain a better body and maybe even get a wish? how could I say no?
What is your wish?: Im still struggling with the specifics but i want the power to make the world a gentler place, a world where Heroes, Real Heroes exist and people dont have to suffer so much.
Magical Element: Sword
Magical Weapon: any weapon that might qualify as a Sword(and some that dont)
Magical Power: Projection and Structural Analysis.
Appearance:
Magical Costume: …..Okay I admit it, I copied and modified Emiya´s costume with an added scarf, hood and some black gauntlets but can you blame me?! it just looks so freaking cool…...
Normal Attributes:
Physical: 5
Finesse: 5
Social: 6
Magical Attributes:
Magic: 5- Overcharge: (?/10)
Heart: 8- Overcharge (?/10)
Fury: 5- Overcharge (?/10)
Archetype: Striker
Magical Effects:
-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.
-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.
Signature Attack:
Trace: Over-edge-Type: Grand Barrage
-Unleash a devastating combo taking inspiration on a certain hero´s greatest technique! tracing the pair of married swords again and again and using their special quality I deliver vicious attacks before finishing the combo with a pair of "broken" versions of the swords.
Relationships.
Mentor
Emiya (3) : It may seem foolish or childish, but when I was just about to give up and was considering taking my life rather than rot away in the hospital I stumbled into his story, his ideals became mine and I modeled myself after him since I had little in the way of beliefs back then.
Now gaining unexpected power I will walk his path and learn with my own flesh about his path of thorns.
Mentor
Family (1) : I was sent to Amahara on my own to be taken care of and to research the cause of my illness while they work themselves to death, even if we still talk sometimes.....things have become a little terse and just as I hide my new powers for now I think they too are hiding something from me...
Mentor
The Brotherhood (1) : Knowing what you want to do and knowing how to do it are two different things, even if I say that I will follow his ideals I dont know nearly enough on how to do that, I dont even know how to feel about the world or its people.
Thats when I found a little series of games about assassins and their creed.
Now I know full well that the assassins in this world were...quite different from their interpretation there, but just like I was enamored with Emiya´s ideals I was fascinated with the Creed and the Brotherhood, taking it as a means to an end rather than an end itself...it makes following that red-clad back a little easier.
I still have much to learn though.
Friend
Girl A(1) : A nameless girl with amnesia I roomed with when I was at the hospital, we havent talked that much but I want to get to know her better and help her.
Talents:
Indomitable(Major) : Wether out of innate bravery or just being emotionally broken I can endure devastating revelations and gruesome situations a little easier than other girls my age.
Charisma(Major) : People tend to depend on me when in tight situations so I´ve come to be able to give good advice and know how to make myself heard when needed.
Instinct(Minor) : My senses are sharper than most and have rarely lead me astray, I normally use them in solving mysteries with mystery novels and online but have found that I have a similar knack IRL, I just know when a different choice of words mean something else or when someone is hiding something....
"It will be alright!"(Minor) : As Im able to keep my cool in tense situations I can calm down people in emotional turmoil.
Crisis: Vague yet unsettling nightmares about the future plague my dreams, details are scarce and my head throbs each time I make an effort in trying to remember them, but I understand that as I am now I will not survive the on coming storm.....
I need to get stronger quickly....
Arsenal: This is a list of the weapons and tools Im able to project along with some comments from both me and the game master!
Noble Phantasm Stats:
Tizona: Brightly Burning Hope
Rank: B
Anti-Army
-One of El Cid´s swords, and the lesser known one of the two. Upon activation, Tizona's blade is covered in blue flame. Upon being swung, it then unleashes a massive wave of roiling fire. The fire and blade are also extremely adept at destroying magecraft, though the effect is not instantaneous and requires some time to work it's way through.
Tizona: Brightly Burning Hope
Rank: B
Anti-Army
-One of El Cid´s swords, and the lesser known one of the two. Upon activation, Tizona's blade is covered in blue flame. Upon being swung, it then unleashes a massive wave of roiling fire. The fire and blade are also extremely adept at destroying magecraft, though the effect is not instantaneous and requires some time to work it's way through.
Divider´s commentary:
@Crow has managed to trace Tizona, complete with anti magecraft abilities. The holy flames are effective against youma with a weakness to light, and the blade can drain the Power Points of a youma. To determine the amount drained, follow these steps: look at the Target Number for hitting the youma and drain Power Points equivalent to the amount you beat it by. For example, if you rolled a 16 to beat a TN of 13, you would subtract 3 Power Points.
Tizona isn't perfect, however. It is still a copy, forged from magical energy, and therefore vulnerable under certain circumstances. Upon gaining Overcharge, the Projection begins to breakdown, and Crow must pass a Support challenge of the same difficulty to keep the sword from fading away (Overcharge incurred on this roll will 'break' the phantasm. Duck and cover!). In addition, the holy fire of the sword will run wild in the presence of demons; upon missing an attack, Crow takes 1 damage from the overflowing flames.
@Crow has managed to trace Tizona, complete with anti magecraft abilities. The holy flames are effective against youma with a weakness to light, and the blade can drain the Power Points of a youma. To determine the amount drained, follow these steps: look at the Target Number for hitting the youma and drain Power Points equivalent to the amount you beat it by. For example, if you rolled a 16 to beat a TN of 13, you would subtract 3 Power Points.
Tizona isn't perfect, however. It is still a copy, forged from magical energy, and therefore vulnerable under certain circumstances. Upon gaining Overcharge, the Projection begins to breakdown, and Crow must pass a Support challenge of the same difficulty to keep the sword from fading away (Overcharge incurred on this roll will 'break' the phantasm. Duck and cover!). In addition, the holy fire of the sword will run wild in the presence of demons; upon missing an attack, Crow takes 1 damage from the overflowing flames.
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