Name: Iseya Kin.
Magical Girl Name: Magical Golden Iseya.
Age: 12.
What kind of girl are you?
My parents tell me I was born on the sea. That is, my mother happened to give birth to me while on a sailing trip, and I've held a fascination with the sea ever since.
I could swim before I could walk, and my parents used to be more scared of me drowning than anything else a baby could get up to. We lived in a coastal town, in a beachfront property, and in my younger years they found my love of the ocean endearing.
As time went on and my attraction seemed to verge on obsession, they have since revised their opinions.
My father has recently been transferred to another branch of the company where he works, and so we have moved to Odaka for his work. My parents hope the change in scenery may spark other interests in me, but they waste their time.
I have more than impressive grades and a decent plan for the rest of my life. I don't know why they're so caught up on things like 'friends' and 'not spending every waking moment swimming, in a book, or otherwise not socializing'.
They seem to appreciate me being out of the house more, now that I have become a Magical Girl. Maybe they'll use the opportunity to try for another child?
What drove you to make a Pact?
The existence of Youma was something I had... discovered, a few years ago. They fascinate me, and at the same time present a threat I had no way to deal with.
The small raccoon-thing seemed surprised at my reasoning for becoming a Magical Girl, but it doesn't seem to have followed me after we moved.
What is your wish?
To learn more...
Magical Element: Depths.
Magical Power: Nightmare - Kin has the uncomfortable ability to project a twisted, alien space based on her own mindset, fears, and insecurities onto the world. Considered about as close to 'taboo' as is possible for Magical Girls, this power earns her little friends.
Costume:
Weapon: Spectral claws that leave seawater where they strike.
Normal Attributes:
Physical: 6
Finesse: 6
Social: 4
Magical Attributes:
Magic: 8
Heart: 3
Fury: 7
Talents:
Adorable (Major): Look at her! She seems the picture of childlike innocence, and people naturally want to coddle her.
Uncanny Insight (Major): For some reason, Kin just seems to
get Youma on a level that many Magical Girls don't. She can easily find them or parse their alien ways to understand their goals or methods.
Strong Swimmer (Minor): Most of her life being spent in or near the water, as well as joining the swim team at school, means Kin is rather good at the whole 'swimming' thing.
Mini Martial Artist (Minor): Because of her small stature, Kin has been enrolled in Judo classes for a while now. Despite how she looks, she is well able to defend herself without transforming if she needs to.
Relationships:
Swim Team (Friend): 2
The other members of the school swim team, whom Kin has made an effort to befriend. It wouldn't do for her teammates to hate her after all.
The Ocean (Mentor): 4
Somehow Kin seems to... learn things, while pondering the nature of the sea. She doesn't tend to share this information with others, lest they think her strange...
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:
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.
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:
Will of the Protector
Waters of Immortality
Raising her arms above her head, Kin calls upon the Primordial Sea to lend some of its might to her allies. Tendrils of brackish water extend from a ball above her head to her targets, invigorating them.
Activating this Signature Attack puts Overcharge on Support instead of Attack. Will of the Protector allows you to Revive another Magical Girl. The Physical challenge is automatically passed, you roll the Support challenge and take the Overcharge for them, and they revive with 3 additional Resolve. Alternately, you may cast your protective energy over all of your allies and yourself, which restores 4 Resolve to each ally, as well as grants them a +2 bonus on their next Defense challenge.
Crisis: ...To put this in simple terms, I am of a mercurial and ever-changing nature. I experience a new mutation or deformity every week, which is an exercise in keeping these oddities from my peers.
They do not seem to have any particular rhyme or reason, save that they tend to be altered to fit oceanic themes where possible. As of this moment, I have been cursed to speak in tongues at random intervals.