Discord Annihilation Theory (Magical Burst RP)

OP

Crow

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

With hope in her heart she fought the oncoming tide

She fought the rushing wind and the fiery storm.

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


Discord Annihilation Theory


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

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

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

But you know that not everything is smiles and flowers.

Youma.

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

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

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

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

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

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

Now, what tales will they tell of you?


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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Vampiric Weapon
(Passive)

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

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

Defy Fate
(Free Action, 1/Battle)

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

Backlash Curse
(Normal Action, 1/Battle)

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

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

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

Taunt
Primary: (Normal Action, 1/Battle)

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

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

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

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

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

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

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

Interception
(Special Action, 1/Battle)

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

Draining Assault
(Normal Action, 1/Battle)

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

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

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

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

Twin Style
(Special)
(Requires Tier 2+)

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

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

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

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

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

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

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

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

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

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

Rapid Counter
(Reaction, 1/Battle)

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

Defensive Conversion
(Reaction, 1/Battle)

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Current Players:

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

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

She has claimed that she has not slept for 30 years. Something that very few are willing to contest.
 
Last edited:
Character: Shakespeare
The Student's Sutra of Perfection:
Once, there was a maiden

Who fancied herself an artist

She painted and painted many things

And eventually she looked at her painting and thought

This is my masterpiece, I will never make a painting greater than this

She burned it

"I do not need perfection" she said


The Elder Sutra of Perfection:
Once, there was a maiden

Who burnt the product of her life's work to ashes

The people looked and gasped

They did not understand how one could throw away so much work

But the maiden simply smiled

And with a smoky voice said

"Strive ever onwards"

Name: Kagurazaka Rina.
Magical Girl Name: None.
Age: 16.

What kind of girl are you?

It can be said that Rina is a 'big picture' type of person. She always seems to have a goal, or be working towards something. She is a painter, and is actually rather famous as a prodigy artist- and infamous for a certain incident wherein the gallery showcasing her work was burned down in mysterious circumstances.

It wasn't her fault.

She only wanted to burn the centerpiece, but apparently the fumes from the paint she used were significantly more flammable than she had believed, and the gallery's air conditioning wasn't working right, meaning they had a chance to build up.

What drove you to make a Pact?

How to put this... Curiosity. I wanted to know what it would be like, to fight monsters. I wanted to know how it would affect me, change me. It has often been said the necessity is the mother of invention, and what is invention if not a way of working for the better?

What is your wish?

It's a small thing, but... My wish is for things to keep moving, changing, growing.

Magical Element: Ash.

Magical Power: Painted World - Rina can create spectral images and vivid displays by simply touching a person or thing. She can decide how long they last, but a Magical Girl can use magic to try to get rid of it. The images can resemble anything she wants, and can glow, move, ect.

Costume:

Weapon: A styled circle of blue-ish gray metal, engraved with strange symbols.

Normal Attributes:

Physical: 4
Finesse: 6
Social: 6

Magical Attributes:

Magic: 8
Heart: 6
Fury: 4

Talents:

Painting (Major): A talented artist, Rina can help communicate with and sooth others by painting.

Eccentric Artist (Major): Due to certain stereotypes she may-or-may-not actually embody, Rina can hide her true feelings or thoughts on a a matter, or be hard to take seriously by acting the part of an eccentric.

High-School Famous (Minor): Due to the whole 'famous artist' thing, Rina is something of a celebrity in her school. People seem to think that makes her more important, and tend to give more thought to things she says or does.

Driven (Minor): Rina, contrary to her looks, is actually a really determined person. She can and will stubbornly refuse things that go against her principles.


Relationships:

Asahina Yuuki (Friend): 3
Classmate and long-time friend, seeks to match Rina in artistic talent but focuses on playing the violin. Rina has something of an interest in her, but for now she focuses on being friends.

Makaguri Jiyo (Mentor): 2
Rina's legal guardian, technically. He stops by to make sure she's got money and food, and pays the rent for her apartment. Vacant, but occasionally says astute things.

Yokugawa Jinoko (Friend) [BROKEN LINK]: 1
At one point, some weeks ago, Jinoko was Rina's agent. She managed her artwork and negotiated things like selling them and viewings in galleries and such. The... incident, saw her pack up and leave. Rina never even spoke directly to her, waking up in a hospital room from smoke inhalation to a letter on her bedside.

Archetype:

Tactician:
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:

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.

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.


Signature Attacks:

Disrupting Assault
Choking Gallery

Breathing in, Rina exhales a fog of ash and smoke that clings to her target. From within the smoke, she strikes from cover, targeting vulnerable points and leaving crippling wounds.

Extra d6 points of damage, and upon hitting the enemy, -2 penalty to next Magical Challenge with each Attribute.

Master Strike
Circlet Cutting Strike

With a moments pause to center herself, Rina throws a single chakram that seems to veer towards her target and around any obstructions.

+3 to hit chance, and an extra d6 points of damage.


Crisis: I'm kinda under a lot of pressure from various people. I live alone, and my livelihood is maintained mostly by my artwork.

Turns out burning down the gallery during a viewing doesn't earn you many friends, and less people who want to buy your stuff.

Some people just don't get art.
 
Last edited:
Character: Eucliwood Hellscythe
They exist! I just totally forgot to include that and some other mechanics in the OP and when I realized it was too cluttered.

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

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

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

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

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

The sheet in question should probably be obvious.

Name: Tachikawa Ayumu

Magical Girl Name: Mahou Gakuen: Kunoichi Ayu

Age: 15

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

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

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

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

What is your wish? A voice of my own.

Magical Element: Stationary Supplies

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

Normal Appearance:

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Changes:

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

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

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

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

Advancement Tracker:

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


XP Usage:

-1XP +1 Magic
-1XP +1 Fury
-1XP General Magical Effect (Piercing Blades)
-1XP +1 Social
 
Last edited:
Character: Miss Tepes
Tachibana Mana

Magical Girl Name: Scarlet

Age: 16

What kind of girl are you?

'What am I?', You say

What other answer could be more truthful, more hurtful, than this?

. . . I'm a monster.

I'm a vile, evil, little monster. . .
Plain. Simple. Final.

For what else could I possibly be?

Could there really be any other label more fitting then for such a black-hearted creature as I?

No, there is none. . . Truly.

Not after my cruelties; nor for sins committed in a distantly uncertain future.

I kill. . .

I kill. . .

I killed so many. . .

Too many.

It didn't matter to me. . .

Whenever they were young or old, weak or strong.

Even if they were the most saintly of saints or the most wretched of devils.


And yet, despite drowning in this seemingly endless sea of blood. . .

My only desire to this very day; Is whenever or not my thirst will be sated tonight.

I only wanted to indulge.

I only wanted to be greedy.

I wasn't even picky.

I could just barely force a pause of restraint, and yet, why is it that I can't feel so strongly against it?

Shouldn't I feel guilty?

Shouldn't I feel sad?

Shouldn't I be disgusted at myself?

Perhaps I have just grown jaded to misery.

To others. . .

. . . As well as my own.

Or maybe this is 'normal' for a girl such as I?

. . .

I wonder if a dream can be equally as rotten too.

What drove you to make a Pact?
What would do you do if you were offered a wish?

. . . Take it?

And have your heartfelt wish come true?

Or maybe reject it? As there's no such thing as a 'free' miracle?

As for myself?

I simply didn't want to die. It happened too suddenly; too quickly.

I was. . .

I was. . .

Wandering, wandering out late one night. I wanted to be 'refreshed' by an eve's outings, you know? I didn't expect there would be monsters prowling about. Alone and frightened - I desperately tried escaping from my seemingly inevitable demise.

I was cornered and trapped like a rat. . .

Desperation filled me, and, and. . .

. . . Bad deals were struck.

Yet, I'm alive.

Its a mockery, a hollow life, but, a life nonetheless.

What is your wish?
To return, again, to my heart's own idle dreams - a life without any fear, pain or regret - a life without drowning slowly within a sea of blood.

Magical Element: Blood

Magical Power: Blood Warping

Appearance:


Magical Weapon: Claws

Crisis: I've become something akin to a vampire.

And I'm beginning to totally lose 'it'. Worse, however, is how others are beginning to catch on. I don't want confrontation. I don't want to die, and yet, I can't stop this. . .

Normal Attributes:
- Physical: 6
- Finesse: 7
- Social: 3

Magical Attributes:
- Fury: 8
- Heart: 5
- Magic: 5

Talents:
Liar, Liar (Major):
Deception is unfortunately a must for someone in 'my' situation. And besides, what's one more 'white' lie to the pile?

Survival Instincts (Major):
. . . I don't want to die. I'll do anything I have to. Anything. . .

Big Sister Instincts (Minor):
Sometimes you'll know the problem just by glancing at their faces. . . but I'm a rather terrible sister.

Running Away Bravely (Minor):
Its not worth it. . .

Fighting a loosing battle; I would rather book it, and hideaway somewhere safe.

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:
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.

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.

Signature Attacks:
Grand Barrage (Red Flood): attacks can target a group or be focused on a single individual. Simple, effective, and hard to defend against.

Sundering Blow (Heartbreaker):
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.

Relationships:
Tachibana Family (4)
I hate this. . .

I hate this so much.

They don't know anything; they shouldn't know anything. But I suspect mom and dad are becoming increasingly suspicious. Even my little sister, Ai is growing worried.

I don't want them to be involved. . .
I don't want them to die. . .

(Daisuke is Mana's father; a local and rather vocal detective with particularly strong distaste (hatred) for murderers. Her Mother is Chika, a loving housewife that's obsessed with anything remotely adorable, and finally, Ai, Mana's little sister who's a elementary student. She likes being an adventuring tomboy so to speak.)

Tachibana Ai (4):
She's beginning to grow too wild and carefree.

What if she accidentally bumps into a rampaging youma? What if she pacts? What if she sees me. . .
What if I rip open her neck and drain her dry. . .
No.

No. . .

No. . . . . .

It won't happen.

. . . I won't let it happen.

Everything will be fine.

Everything has to be fine. . .

---

*World's smallest violin plays in the distance.*
Edit: I'll fix formatting, later.
 
Last edited:
Mort´s Spooky Shack
Fuck it, multiple submissions.

No relationships segment yet because I've been working on this for a while and want to know what the GM's think of them before I put more effort in.

Name: Tsukiko Mizuki

Magical Girl Name: Phantasamoon

Age: Biologically, 15.

What kind of girl are you?: Mizuki is a very whimsical girl, acting on her desires. Which is not to say that she is not a serious person. When it is needed of her, she will take things seriously. It just happens that she acts on her whims most the time, and even at times when most people would be serious, Mizuki would still act somewhat silly.

She's also a time traveler. Born thousands of years ago, she keeps phasing in and out of time every few months, with centuries passing with each time she reappears. As a result of this, she is good at reacting.

What drove you to make a Pact?: Her whimsical nature meant that, once she saw a magical girl anime...

What is your wish?: To find out why she keeps uncontrollably time travelling.

Magical Element: Moonlight

Magical Power: Mystic Eyes of Enchantment. Mizuki can look you in the eye and use this power to influence your thoughts.

Magical Costume:

Magical Weapon: Chains.

Normal Attributes:
Physical: 4
Finesse: 5
Social: 7

Magical Attributes:
Magic: 8
Heart: 7
Fury: 3

Talents:
Major: Adapting to Strange Circumstances
Mizuki has had a lot of practice with this, due to being thrown through time every few months.
Major: Acting
Mizuki has gotten quick good at this, to make it look like she understands what's going on, and that she belongs.
Minor: Begging
Having a stable source of food and income is hard when you're not always in the same era. Mizuki is quite good at getting people to give her food.
Minor: Pickpocketing
Sometimes, though, begging doesn't really work. Pickpocketing is a form of stealing, which is a crime, but when you're starving, it doesn't seem all that bad...

Archetype: Tactician

Magical Effects: Regeneration, Adaptability

Signature Attacks:
Marble Phantasm- An Arcane Prison attack. Moonlight shines from the sky, no matter the weather, time of day or location. This moonlight slowly constricts around a chosen target, before turning into chains and binding them in place. As these chains are made from moonlight, they cannot be damaged.
The Beautiful Moon- Will of the Protector. Moonlight shines across the battlefield. Those who are bathed in this moonlight shall find their Resolve strengthened, restoring them back to health.

Crisis: Mizuki just got to this new time period. She needs to adapt. It would be a shame if someone- Such as a random criminal- Took advantage of her and fed her misinformation.

Name: Akuma Maho

Magical Girl Name: The Demon King of the Sixth Heaven

Age: 12

What kind of girl are you? Maho is a girl to which the term 'Chuunibyou' fits perfectly. She is an ambitious one, seeking for her name to be known and for all to respect it, and if she sees something she doesn't like, she declares that she will fix it. Alas, she has little patience with tradition, which is usually her first target for 'Fixing.' At some point, she became determined to be the person in charge of everything, and brushes off failures with a comment that it 'Could not be helped.'

Additionally, the girl has an odd fixation for western culture, and is a fan of sweets. Bribing her with her favourite delicacies is an easy way to keep her in line, presuming she hasn't set her heart on going against you.

What drove you to make a Pact? To one such as Maho, who would proclaim herself a Demon King while trying to make her classmates kneel to her? Actual magic to feed her acts was something she couldn't deny.

What is your wish? World domination! Or maybe some nice sweets...

Magical Element: Fire

Magical Power: Body manipulation. Want to appear as an adult? Want to appear as a chibi version of herself? A giant skeleton? Maho can do it all!

Costume:

Weapon:
Guns. Multiple matchlock rifles which, due to her fighting style, are usually fired and discarded for another in a heartbeat.

Normal Attributes:
Physical: 4
Finesse: 6
Social: 6

Magical Attributes:
Magic: 4
Heart: 8
Fury: 6

Talents:
Major Talent: Centre of Attention
Ahaha, of course! All eyes should be focused on her at all times! Maho is quiet skilled at getting people's attention, and keeping their attention! Useful for a minor ego boost, or to keep her mother off-guard while her older brother raids the cookie jar for her...

Major Talent: Cheerful Child
Rather excited herself, Maho is quiet skilled at acting in a way that others can find amusing. Useful for making people less sad.

Minor Talent: Slight of Hand
A lot of children try and sneak lollies away from their parents' cupboard to eat in secret. It's just that Maho, who has something of a fixation with candy, has gotten really good at making it look like she's not putting anything into her pockets...

Minor Talent: Actually Speaks English
Okay, it's not perfect, but Maho can surprise people with how well she speaks English for her age. Perhaps something good has come from her fixation with western culture?

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: Striker

Magical Effects: Nothing Ventured, Nothing Gained and Lightning Strike

Signature Attacks: Three Thousand Worlds- A Grand Barrage of matchlock rifles appear to strike the target. Maho would claim that she calls upon three thousand guns, but this may be exaggerated...

Crisis: Maho's brother has been rather depressed lately. It's not like him, and nothing she can do can cheer him up! It's almost like he's not himself...

Name: Nensho Masako

Magical Girl Name: Breathtaking Brawler Beautiful Bishamon

Age: 18

What kind of girl are you? When one lives a life of poverty and misery, you need to find something to believe in. In the case of Masako, that 'Something' was the idea that 'Everyone will get what is coming to them.' In other words, those who suffer and do no wrong will find themselves, in the end, living happily, while those who do wrong and make others suffer will, in the end, be made to suffer in turn.

As she grew older, and her outlook bleaker, Masako's worldview around this topic changed, somewhat. The world wasn't fair enough for this to happen- But it should. And if it would not happen otherwise, she would force it to happen. Shortly after this, rumours started to abound that, when a crime was committed, a masked girl with iron fists would appear to punish the criminal.

Of course, this is mostly past now. With the recent death of her mother, Masako has been adopted by her grandmother, and moved to Odako, with a much lower crime rate. If it weren't for a certain contract of hers, it would seem as if the days of the vigilante girl were over...

What drove you to make a Pact? The desire to better bring justice! She was doing alright on her own, but her mother was starting to wonder why she kept coming home covered in bruises...

What is your wish? To bring Justice to the whole world.

Magical Element: Magnetism.

Magical Power: Justice Sight. By focusing hard enough, Masako can see people in 'Colours'- White for those who are innocent, and red for those who she needs to apply her Justice to.

Costume:

Weapon:
Metal gloves

Normal Attributes:
Physical: 7
Finesse: 6
Social: 3

Magical Attributes:
Magic: 6
Heart: 6
Fury: 6

Talents:
Major Talent: Walk It Off
Given her vigilante habits and the fact that she tends to go around covered in bruises, Masako eventually developed the ability to ignore any pain she is in, at least outwardly, to avoid giving off any signs that something is wrong.

Major Talent: Hide and Seek
The police in her old city weren't exactly happy with a vigilante running around, and in order to avoid being found and prevented from continuing her habits, Masako got real good at losing people in back alleys and blending into crowds.

Minor Talent: Intimidation
Masako can sound tough when she needs to. Under the right circumstances, it can even be enough to scare someone off.

Minor Talent: Brawling
Not a real fighting style, Masako is really good at hitting people until they stop hitting back.

Archetype: Guardian

Magical Effects: Taunt, I Shall Never Fall

Signature Attacks: Retribution- When struck with an attack, Masako responds with a Riposte, a punch to the stomach with as much poer behind it as she can manage.

Crisis: It may be entirely possible that, upon making her pact and getting her Justice Sight, Masako learnt that her mother wasn't a paragon or morality. And it may be possible that Masako overreacted, struck out, and accidentally pushed her out a window. All that has been proven is that something happened to Masako's mother that made her fall out a window, and she landed in a way that broke her neck. ...Oops?
 
Character: Kuronuma Aoko
M-magic Girl RP!? <_< ..... >_> ..... *drops submission and runs* (Magitech Girl is best girl)
I'll also drop a convo with the GMs so they can PM me with any feedback.

Google Docs Version: MBR Char Sheet: Aoko "Collateral ★P"

Name: Kuronuma Aoko
Magical Girl Name: Mahou Senshi: Collateral ★P
Age: 15
There's no real polite way of saying it, Aoko is a complete shut-in. A hikikomori. A destined-to-be NEET.

Awkward and way too self-conscious, Aoko has always been shy when it comes to talking to new people, finding it hard to connect with others. This in combination with having to move schools frequently (due to parents' work) made for a lonely childhood for Aoko. She would always be labelled the "strange/snobby, silent new girl". To make things worse, her twin sister seemed to flourish where she could not, making new friends left and right whenever the family moved to the next house. In the end Aoko stopped trying, bitter and tired of hurt and disappointment.

The only solace for Aoko was her precious electronics and the internet. Her date-sim games would never betray her and through the anonymity of the web, she found the courage to actually strike up conversations on forum boards with other geek enthusiasts. In fact, Aoko was able to put her musical skills to great use, becoming a hit-underground digital song-writer/producer (under the handle Numa-P) using voice synth programs.
Aoko finally had what she wanted, people to talk to (sort of) and even followers! The virtual world had delivered where the physical world couldn't. Yet, deep down she was still unsatisfied. The one thing the virtual world couldn't give her was a flesh-and-blood companion. Someone to confide secrets with, big or small. Someone to have sleepovers with and eat together with. Someone to hug, a comforting shoulder to cry on. A normal friend...
Aoko's one wish is to make a real life friend. By becoming a Magical Girl, she hopes to get rid of her crippling social anxiety and gain the confidence and poise needed to make friends and function well in the real world. Barring that, eh might as well bring one (or more) of her date-sim characters to life. If you can't find a real friend, then MAKE one, literally!
As a Hikikomori, Aoko has always had troubles fitting in. Even at home, she can feel the disappointment her parents have for her and always compare her to her 'perfect' twin sister. The time she spends as a magic girl exacerbates the rift between family. It has even begun to encroach on her safe haven; less time interacting with netizens and working on her music means dwindling popularity. It's a conundrum: The more time and effort she spends trying to fulfill her wish of making theoretical real life friends, the less time she has for existing internet buddies.

Weapon: [Lyrical Boom Gauntlets] - Over-sized mechanical gauntlets that can attenuate or strengthen sounds and release them as shockwaves/vibrations from the palms. Can be used the old-fashioned way to bludgeon/crush enemies and block attacks.

Magical Element:
Sound/Vibration

Magical Power: Technopathy - Aoko can telepathically connect to, commune with, and manipulate electronics. This allows her to use technology without the use of hardware peripherals and connect to the internet with her mind (using an internet capable device as an intermediary).

Normal Attributes:
Physical: 6
Finesse: 7
Social: 3

Magical Attributes:
Magic: 8
Heart: 6
Fury: 4

Archetype:
Guardian
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:
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.
(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:
-Disrupting Assault Type: hit for an extra d6 points of damage, and upon hitting the enemy, they weaken them temporarily.
Aoko spreads her arms out as far as she can before clapping her gauntlets together as hard and fast as possible. The ensuing wave of amplified sound hits the target with a furious thunderclap of impact, bowling/knocking them over and rupturing their eardrums, making them dizzy and deaf.

Talents:
  • Tech-savvy (Major) - Aoko is very tech-savvy for a girl her age, always keeping up with the latest cutting-edge technology and internet trends. She's still a shut-in though, so it's hard for her to show off her skills to real people.
  • Shut-In Patience (Major) - As a Hikikomori, Aoko can go through long periods of sitting in one place without budging (as long as she has something to focus on) and can go long periods without sleep. Prone to crashing after a marathon of no sleep though.
  • Music Producer/Songwriter (Minor) - Aoko is a gifted songwriter. Caveat is, she can only make actual music when using electronic music/synth programs.
  • Random Trivia (Minor) - Since she spends almost all her waking time on the net, Aoko has gained through osmosis a myriad of random facts from random subjects. Not really useful when it comes to school, but great for trivia quizzes and game shows (if she could even get on stage).
Kuronuma Couple "Dad/Mom" (Mentor Lv. 2): Aoko's parents. Even though Aoko knows her parents love her, their relationship has gotten strained as her parents realize she isn't getting over her shut-in phase and badger her to be more like her sister.

Kuronuma Yuuko "Sis" (Friend Lv. 1): Aoko's "Perfect" older fraternal twin. Growing up the two were inseparable, but as time went on Yuuko began to flower into a popular all-around model student. The difference in personalities/circumstances compounded with the parental comparisons has muddied the sisterhood with growing resentment on Aoko's part.

Internet Followers "Fans" (Friend Lv. 1-2): The numerous followers of Aoko's Numa-P internet persona and the few that she can actually converse with through usage of forum boards and apps.
 
Last edited:
Character:iskandar.
Name: Aya Tsurugui
MG Name: Primal Aya, the Queen Whose Rule Reaches Beyond the Ends of the Earth
Age: 18

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 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: Sub-space Vault
A pocket universe from which Aya may withdraw whatever possessions she has placed within it at will.

Costume: A gold suit of armor engraved with glowing red runes.

Weapon: A pair of golden swords.

Normal Attributes
Strength: 6
Finesse: 5
Social: 5

Magical Attributes
Magic: 7
Heart: 3
Fury: 8

Talents
Major Talent: Money Talks
Solving most problems is basically an exercise in finding the right palms to grease.

Major Talent: Voice of Authority
"When I speak, people listen."

Minor Talent: Uncowed
"It isn't a favor I'm willing to return."

Minor Talent: Provocation
Aya has something of a talent and liking for getting under people's skin, for little apparent reason beyond personal amusement.

Archetype: Striker

Magical Effects:
Nothing Ventured, Nothing Gained
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.

I'm hungry. Justice will have to wait until after second supper. :V
 
Character: Strawberry
I do believe it's time I brought my Mahou Shoujo into the field...

Name: Mizuhara Setsuna
Mahou Shoujo Name: Shinigami Shoujo Silent Setsuna
Age: 16

Setsuna is a mortician's daughter who spends much time around the dead, and sometimes takes to reading to them. She's something of a strange girl, though even she realizes that it's quite lonely to have friends that don't really talk to her and that she only spends a brief time with before they have to be buried or cremated. Her mother died when she was very young, and so she primarily lived with her father and her older brother.
Living a normal life never much made sense to her, especially after losing one of her only living friends to the mists about two months ago. When the body of Asakura Kaori was found several days after she went missing, Setsuna was practically inconsolable. The police called it a suicide, but Setsuna has never been convinced of that. Kaori had always been full of life, and nowhere near the kind of depression that would lead her to even consider offing herself. Setsuna knows, deep down, that something far more sinister was behind Kaori's death, and that the mists and that lady in white that people keep seeing are at the heart of it all.

So when Lakshimi, the strange horned kitty with two tails, showed up at Setsuna's bedside the night following Kaori's burial, and offered her a chance to find out the truth about Kaori's death and to have one wish of hers granted, it was a chance that Setsuna couldn't pass up even if she wanted to.
Setsuna wants nothing less than her dearest friend back. Asakura Kaori was one of the few living friends that Setsuna had, and she's never quite gotten past her death. If that is not possible, she wishes for an end to whatever is killing people out here.
Ever since about two weeks ago, Setsuna has been having some bad nightmares. Nightmares about a shadowy youma who wants her very soul. A youma with Kaori's face. Setsuna doesn't know what these dreams mean. It could be Kaori's killer, wanting to do to her what it did to Kaori. It could be some other youma trying to prey on her worst fears. Or, worst of all, it could be Kaori herself, corrupted by whatever force took her away from her. It doesn't help that Setsuna has no clue about how youma come into being.


Magical Element: Death - Death and the dead have been Setsuna's constant companions since she was a little girl. It's kinda hard to avoid when your father deals with the dead every day. She can see a corpse's last moments through their eyes. She can call up and talk to spirits that haven't yet moved on. She can even animate the bodies of the dead to do her bidding (though it's something she really doesn't like doing due to the respect for the dead that was drilled into her young by her father).

Magical Weapon: Setsuna primarily uses a great floating black-and-silver casket that she summons forth from some otherworldly realm. She can control the casket using her magic, maneuver it to block attacks and telekinetically ram it into enemies. And when it is opened, Setsuna can unleash anything from the realm of the dead, up to and including spectral chains that can bind a youma (Arcane Prison) and blazing spectral beams that cut down any youma in their path (Grand Barrage). It is also the means by which Setsuna uses Sorcery in battle.

Magical Power: Setsuna can tell how close someone is to death, though not the exact details of where or how they're going to die. This makes trying to prevent said death problematic at best. She cannot use this power on herself, as no one can know when they themselves are going to die.

Magical Costume: When in mahou shoujo form, Setsuna wears a great gothic cape coat (something similar to this) with black tights and riding boots.



Normal Attributes: Physical 5, Finesse 6, Social 5
Magical Attributes: Magic 7 (Support), Fury 6 (Attack), Heart 5 (Defense)

Talents:
Her Father's Daughter: Setsuna knows much about the various things that go into preparing a corpse for cremation and burial, and much about other funerary practices such as the Kaimyo. Setsuna's specialty is applying makeup and fixing hair to make a corpse look presentable to their family after her father is done with the other work involved, something that's sometimes useful for the living as well as the dead.
Iron Clad Stomach: Setsuna has been around enough dead folks to not have much of a sense of squeamishness when it comes to things like gore, advanced stages of decomposition and whatnot. It's not something she enjoys, mind you, but it's something she's used to and can get through without too much trouble.
Not Afraid of Heavy Lifting: Though she's more suited for the library than the gym, Setsuna has had to help her father and brother with carrying their share of caskets, and she's more than comfortable with the occasional heavy lifting.
A Shoulder to Cry On: While Setsuna is not the most sociable girl on the planet, she does know how to handle people who have lost others, or who are otherwise having a bad time.

Magical Archetype: Tactician
  • Arcane Mastery: You gain a +1 bonus to all Support challenges.
  • Flexibility: You gain a second Signature Attack. However, you may only use one out of your two Signature Attacks per battle. If you buy a third Signature Attack with XP, you will then be able to use two out of your three Signature Attacks per battle.
  • Integrity Scan: Once per battle you may learn whether your enemy is Uninjured (full Resolve), mildly injured (over 2/3 Resolve remaining), injured (between 2/3 and 1/3 Resolve remaining), or badly injured (less than 1/3 Resolve remaining.) In addition, if the enemy is a Youma, you also learn whether they are above or below one half of their maximum Power Points. You may use this ability more than once per battle by spending 1 Overcharge. This is a Free Action.

Magical Effects:
Primary (Normal Action, 1 Overcharge, 1/Battle): Remove one condition from an ally of your choice.
Setsuna uses her powers of death to kill or destroy whatever negative condition is currently affecting one of her allies.

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.
Setsuna's deathly power drains the very strength from her opponent, weakening them and rendering them less effective against her and her allies.
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.
Setsuna can see into the very souls of her enemies, gaining valuable insight into their strengths, weaknesses and motivations.

Signature Attacks:
Your attack holds your target in place, imprisoning it in a manifestation of your element. If it hits, the target has the Arcane Prison (Resist TN15 Support) condition applied to it. While this condition is in effect, the target may not attack or use abilities that cause opposed Support challenges.
Setsuna gestures and The Casket flies open. Green light bathes the battlefield and green glowing chains fly out to wrap around the youma and weigh it down.
Your attack acts as a special, unclashable Multiple Target Attack, with none of the penalties normally applied. Alternately, you may focus your fire on one target, resulting in an attack that is very difficult to defend against with anything but raw power. Make a single unclashable attack with a +4 bonus to damage. Your target may not use Reactions on the Defense challenge against this attack, though they may use Reactions after the attack has succeeded and dealt damage (or failed.)
Setsuna gestures and The Casket flies open. Green light bathes the battlefield and a multitude of green beams pour forth from the Casket, seeking out every enemy in the immediate vicinity.

Mizuhara Masao (Mentor): 2
Masao, Setsuna's father, is an accomplished mortician in the city. Setsuna loves him dearly, but she doesn't have very much time to see him these days due to the influx of people he has to bury or cremate, and since what happened to Kaori, there's...something of a distance between them.

Mizuhara Takashi (Friend): 1
Setsuna's older brother moved out soon after his graduation from high school, and the two of them only keep in touch via email these days. Setsuna is even more distant with him than with her father.

Asakura Kaori (Friend): 3 [BROKEN LINK]
Setsuna still misses her best friend like crazy, and the circumstances of her death still tear her up inside. One way or another, she is determined to find out the truth about what happened to her, and make those responsible pay. If she can get enough Seeds to wish her back, so much the better.
 
Last edited:
Character: Yuuma
Name: Tomoko Yuuma

Magical Girl Name: Mahou Shoujo Dream ♦ Drive
Age: 18

What kind of girl are you? A girl possessed by a strong sense of curiosity and an overwhelming desire for knowledge ever since she was a little ankle-biter, Tomoko leaned toward more academic hobbies in contrast to her peers. While many thought she was prodigious and had a keen talent for learning, her love for schoolwork and similar topics was born out of a desire to escape from the friction of her home life and find peace. Her mother and father had been struggling through, trying to make do with a marriage that no longer had any love to keep it alive. Rising financial pressures sapped their relationship of serenity, while the distance between them grew due to their increased periods of work to keep the family funded and Tomoko's own avoidance of the two. They argued daily, frequently escalating their debates into heated shouting matches that made it clear to Tomoko her family was due to be divided by a divorce.

But that all changed at the tender age of 15 when the Yuuma family departed on a vacation to Kyoto to patch together what was left of their relationship by spending time with one another, seeing the sights and having a grand old time. The trip they had scrimped and saved every spare bit of money for paid off in the end, bringing Tomoko and her parents closer together than ever before like a magical story that you only see in movies. She quietly celebrated this renewed love between her family members on the drive back home from Kyoto through a severe rainstorm that pounded against their small fuel-efficient car with furious droplets of water and obscured all sight of the road. They didn't see the oncoming semi-trailer in the pouring rain until it was too late. Tomoko's perception slowed the world down to a crawl in that split-second of panic, her senses taking in every frantic beat of her racing heart, the sound of the truck's horn blaring into her ears and the too-bright headlights that hurt her eyes all being burned into her memory.

Everything went dark. A voice reached out to her in the darkness, asking her if she desired to live. A deal was offered and struck in short order during what she thought was nothing but a feverish dream, one that changed the course of her very life forever. When next her eyes opened, she was lying on a hospital bed, surrounded by a small cadre of nurses and doctors.

They told her she had been in an automobile accident and narrowly avoided death.

They told her she had been in a coma for the last three years, and that it had been a miracle she was awake; few people were as lucky as her, to live the rest of their lives as she now could.

They told her parents had been found in the wreckage, thankfully alive, and interred her at the hospital. Always watching over her sleeping form with eyes full of tears.

They told her nobody had seen them in the last two years. All their personal effects were gone, their car had been totaled and their home sold off. Her mother and father left their old lives behind and vanished without a trace save for two pairs of shoes placed in their old house's doorway. For the last two years, her continued treatment was paid for by her uncle Daichi with the salary earned from his job in the Ueki Corporation.

Soon she realized she had powers beyond her wildest imagination, like something out of a fantasy. With these new abilities in hand, she could track down the signs left behind her parents and find out where they went. She could bring her family back together after they had finally become so close now that she was awake again.

Tomoko threw herself into her academic studies like never before, pursuing education in the field of forensics in her free time and versing herself in investigative techniques to follow trails of evidence. Her mission was clear, her heart utterly unclouded. She has adopted a mindset that analyzes every detail with intense scrutiny, leaving no important element outside her comprehension. Tomoko's the kind of person who misses a forest for the trees, but she enjoys being enlightened by gaining insights into fresh new perspectives for others and people who generally think outside the box.


What drove you to make a Pact? Tomoko accepted her Pact for one reason and one reason alone - to wake up. She might not have been fully aware of what exactly this entailed at the time, but she doesn't regret it for a single moment.

What is your wish? Her purpose burns a fire in her heart, powerful and pure. She will not stop until she finds her parents and unites her family once more. How tragic that we don't know the value of what we have until it's gone.

Crisis: Despite her best efforts, Tomoko's splitting her energy up into too many different tasks at once. Studying hard in school and making near-perfect marks, regularly socializing and helping her peers, keeping her and her uncle's home tidy with meticulous attention to detail, searching for leads on the whereabouts of her parents and fighting the forces of evil as a Magical Girl with no moments for leisure or relaxation tend to drain her energy. Trying to handle all these burdens at once is leaving her more and more exhausted with every passing day, but she is unwilling to slow down in any of her personal pursuits. It's only a matter of time before she completely breaks down from the mounting stress.

Magical Element: Dreams.

Magical Power: Dreamwalking, the power to travel through the unconscious mind, communicate with sleeping people and review details of their memories, even the bits they noticed without paying much attention to. Details, details, details.

Costume: Tomoko's Magical Girl costume is a peculiar hybrid between the clothes of a traditional shrine maiden and a Western witch. She wears a black hakama over a purple kimono, which in turn is covered by a bizarre sleeveless coat with a black fur trim. A pair of long ribbons trail down from the fur trim and wrap around her body before ending in zig-zagging, frayed tails. A translucent purple shawl attached to her coat hangs over her head like a hood to keep the weather from bothering her - she has an acquired dislike for rain.

Weapon: Her weapons are her coat and its ribbons; she uses the latter to interface with the dreams of unconscious beings while the former is good for throwing in an opponent's face and running away while they're distracted.

Normal Attributes
Physical: 3
Finesse: 7
Social: 6


Magical Attributes
Magic: 8
Heart: 7
Fury: 3


Talents
Data Analysis (Major):
Tomoko has given herself something of an impromptu education in the field of investigating documents, records, current events and pieces of statistical data. She is a bit more perceptive than the average person about little details in archived data, their implications and how they connect to other important data or events.

Honor Student (Major): Her long-time hobby of studying to escape the friction of her home environment have ingrained in Tomoko a strong aptitude for scholastic work. She has almost perfect grades in school despite her three-year educational handicap and is well-known for her academic achievements in school.

Empathetic (Minor): Tomoko tries her best to evaluate a situation from every possible perspective. When dealing with the problems of others, she tries to see the issue from their own point of view with minimal interference from her own personal biases. So far it's been helpful when trying to understand the more abstract messages her friends try to get across.

Administrative (Minor): Tomoko is a busy girl who tries to divide her time efficiently and get things done as quickly as possible. This has left her with a good work ethic and a strong strategic sense when dividing up labor and organizing team projects at school.

Relationships
Daichi Yuuma (Relative) [2]:
Tomoko's uncle, who has been taking care of her for the last two years or so. Well, it's more like he just provides some basic necessities for her; he's not the most social guy and has long work hours, so the two don't talk to each other all that much. The resemblance to his brother, Tomoko's father, is strong. He tends to give her a not inconsiderable bit of spending money as a reward for good grades and getting the occasional bit of praise from her teachers for helping her classmates, though.

Mr. and Mrs. Yuuma (Parents, Broken) [2]: Do the math.

Archetype
Tactician:
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
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.

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.

Signature Attacks
Love ♥ Labyrinth (Arcane Prison):
A legion of cuddly, adorable and downright bizarre creatures crafted from the dreams of children swarms the opponent. While they are little more than an embarrassing nuisance to the forces of evil, they provide an ample distraction for the cage of enchanted ribbons that weaves around the target and ties them up in knots. If the target fails to resist, they are immobilized and rendered incapable of initiating attacks or spells.

Dream Drive Discharge (Will of the Protector): Tomoko concentrates a cluster of hopes and dreams from her surroundings and releases a wave of them into her environment, reviving her downed allies and restoring their Resolve.
 
Last edited:
Character: Alucard
Name: Ruel Belmondo

Magical Girl Name: {Unknown}

Age: 16

What kind of girl are you?


A quiet girl whom loves to read books, descendant of a prominent family over at Europe. Currently living alone at Odaka City to spend the rest of her Highschool days after settling down there. Formerly from Hokkaido but shortly after late spring of her last year in Middle School, a certain incident led to her making the Pact to become a Magical Girl. Having failed to resolve it with the escape of her adversary, Ruel realized that staying at her city would only lead to her loved ones to be in danger, prompting her to leave.

Normally non-confrontational, Ruel could be easily triggered to taking action when the situation calls for it. However she's prone to learn slowly and would require numerous attempts at something before succeeding. So long as she kept at it, she would sooner or later be able to assess the situation and act accordingly based on her failures.

She adored the silence of solitude and would be found at relatively quiet places such as libraries and net cafes. She would never involve herself in situations that would turn badly for her and would always try and be friendly to everyone. This caused her to be never truly close to another person as a friend or acquaintance. While many would depend on her, no one could truly call themselves her friend but despite that, students of her class respected her as a helpful and patient person.

But despite this, she desired one thing and that was to settle matters with the Magical Girl which led to her making the Pact.


What drove you to make a Pact?

An Incident that forced her to take arms and fight against another Magical Girl.

What is your wish?

To confront the evil Magical Girl she had fought and bring her to justice once and for all.

Magical Element: Augmentation

Magical Power: Physical/Magical Enchantments

Able to buff her body with magic for better performance and durability while empowering her weapons with a concentration of her own power.

Costume:

{Appearance}: Black hair and bright blue eyes. Wears a gray and black sailor uniform.


{Magical Girl Form}


Blue themed Corset dress with a single long sleeve covering her right arm. Visible and colorful flower tattoos mark the exposed skin she has while there seems to be discernible horns encircling her head like a crown. Her dark hair fades into light maroonish color. She wears a pair of black boots that reach up to her knees.

Weapons: Whip of Alchemy, Combat Cross, Alchemist's Knives.

Normal Attributes:

Physical: 5

Finesse: 6

Social: 5


Magical Attributes:

Heart: 6: Support Overcharge: (?/10)

Fury: 5 Defense Overcharge: (?/10)

Magic: 7 Attack Overcharge: (?/10)


Crisis:
Ruel has never been in good terms with her family and being sent to Japan only left her alienated from her relatives. She had struggled to live on her own among what few friends she could gather in middle school however with the incident of a Magical Girl attacking her friends had left her afraid. With the pressure from her family's expectations as well as the looming threat of a Magical Girl she had let escape, there are times that Ruel would be at a loss on what to do.

The Magical Girl she faced was no slouch either, their resulting battle nearly demolishing an entire portion of her old city's map before she nearly subdued her opponent. Knowing that such an opponent lurked about made her worry for the safety of those around her. If anything, she'd most likely take the first step on ending the feud between her and her friends' killer on her own no matter the cost.


Talent:

So That's How you Tick (Major): Perceive people and their movements and gain a better understanding of them. This talent was quite useful in gaining the trust and respect of her classmates as it allowed her to empathize with them better. For enemies and the likes, she should be able to roughly predict their most probable action.

Slow and Steady (Major): Given enough time in battle or in a situation, she would be able to learn and act accordingly so long as she doesn't get blindsided. Slow and Steady wins the race rather than charging in blindly.

Intuition (Minor): Gut instinct has played a major role in her life and helped her out of sticky situations like tests and such. It also helped her track down insurgents and the likes.

Stubbornness (Minor): Once she set her mind into something she actually has purpose to do, there's little one could do to convince her otherwise.


Archetype: Striker

Magical Effects:

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.

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.

Signature Attacks:

{Item Crash: Grand Cross} Type: Final Impact

-
Generate a powerful concentration of magic upon the Combat Cross and manifest a ten foot tall flaming blue cross rife with Divine Power. The cross is powerful enough to lay waste to the creatures of darkness and unleash a destructive pulse to survivors that would resist the first explosion. A symbol of God's might and wrath he was generous enough to display upon this mortal world.

Relationships:

Julius {Uncle J} ==Mentor lvl 4==:
Ruel has never really had a good relationship with her family save for her doting Uncle. If seeing him once in a blue moon counted as doting but Ruel would take what she could. Her Uncle was still unaware of her nature as Magical Girl and she'd like it if he didn't get involved. Julius was a good man with many stories to tell and Ruel always enjoyed absorbing every bit of them in rapt attention when she was young.

Classmates {The Gang}==General lvl 1==: Known of reliable and patient personality, Ruel was respected at her class. Though her distant attitude most of the time kept her from being close to the rest of her class, her classmates knew that she was going through her own troubles and would like to help if they could. It's just that they couldn't help but feel Ruel herself was pushing them away at times.
 
Last edited:
Back
Top