Alright, what weapon should Akemi have?

  • Let her keep the gun!

    Votes: 9 33.3%
  • Give her a sword!

    Votes: 10 37.0%
  • More Magic!

    Votes: 6 22.2%
  • Hand to Hand!

    Votes: 2 7.4%

  • Total voters
    27
  • Poll closed .
Voting is open for the next 1 day, 19 hours
[X] Plan A Different Style of Magical Girl, Second Try (Alternate Version)
 
I love-

[X] Plan: Shouldn't Have Screwed the Rules

-But if I was going to go with my own idea.:

[X] Plan: Sunshine on a Cloudy Day
-[X] …Kind and Caring.
-[X] Male
-[X] Andrew (Andou) Nikkō
-[X]
-[X] (0) Who?
-[X] Past: Unknown, both to you and to themselves.
-[X] Wish: To forget there past
-[X] (1) Hero Otaku
-[X] (2) Master of (Magic)
-[X] (-1) Phlebotinum Incontinence
-[X] (?) Mysterious Past


@MrKermie What points does a Mysterious Past(Tm) cost? Will need to make changes?
 
Well, I at least want a man for her counterpart, so...

My vote:
[X] Phantom Assasins, Phantom Thieves, looots of grief.

[X] Plan: Magikal Kombat!!

[X] Plan: Shouldn't Have Screwed the Rules

[X] Plan: If I use the term Fem Boy, will I get more votes or less?

[X] Plan: Sunshine on a Cloudy Day
 
Now that it's been established that Rei will be Chosen By The Glyphs, it's about time that I break down some more about glyphs. (Not Runes, that'll come later.) Worldbuilding time!

All glyphs and their respective runes can be used by infusing them with prana, a human's life force. The concept of prana came from Shin Kamen Rider, in case you're wondering.

Of course, for the average citizen, even the largest glyph will never have more effect then a momentary exhaustion. This might be different for our heroes…

All glyphs can pop up naturally, as symbols that just appear when something is exposed to the respective element. For example, if something is exposed to sun for a long time, a Fire Glyph may appear, which can then be transferred to something else.

Humans and sapient animals are the exception to this rule, since prana naturally saturates their body, which doesn't let in enough elemental energy for a glyph to form on the body.

There are reasons why implanting a glyph with Runes/memories makes them work differently, but you'll have to talk with NPCs to find out that one.

I will say that once a Rune is inscribed into a glyph, that glyph can be mass-produced with that same memory. This is the basis of Magitech.

Fire Glyphs represent heat and flame, and are usually combined with the most offensive Runes, to be used for purposes such as Shooting, Kicking, Lighting. They are also used as light, as they naturally glow the brightest. They may appear when something is exposed to sun for long enough without moving. (2-3 months.)

Water Glyphs represent the ocean and rivers, and are the most flexible type of Glyph. They are combined with Runes that heal, such as Mending or Relieving. However, they're also associated with change, so Transforming and Reversing are also decently usable combos. Of course, most people don't have the required memories to make that third one…

Air Glyphs represent not just tornadoes and hurricanes, but also gentle breezes. Changing Runes also work with these, but these Glyphs also work well with Runes that provide positive body effects, such as Accelerating or Lightening. Still, Glyphs that provide effects to one's own body are considerably more tiring, so they're banned from all sports in the same capacity as performance drugs. They appear in places with especially clean air and clear breezes, so effort has actually been put into reversing climate change by governments who want to sell more Glyphs.

Earth Glyphs are the most set in stone, pun intended. They are usually combined with things for construction purposes, so Building or Fortifying are popular Earth Glyphs. It still requires a team of workers to make large buildings though, since both Glyphs only can normally output the equivalent of a small section of brick wall. Aside from that, Runes with positive psychological effects can also go well with these Glyphs. (Calming)

All Glyphs can be used with different Runes, to varying effect. The ones I've listed are simply the tried and true combos.

Happy voting, and questions are encouraged and will be answered.
 
Companion Character Sheets


Name: Kaneko Akemi
Personality: Pleasant, yet Scheming
Past: Ex-Assassin

Health: 20/20

Stats:

Physical: 20
Social: 20
Mental: 19
Technical: 2
Magical: 19

Shade Cores Remaining: 3
Deadline: Two more weeks (Week 7)

[The Schemer]
Always thinking about the next step ahead.
[Gains access to Magical Girl powers, ???]

[Void-Bound]

What could stain a soul?
[Every time a (Deadline) week approaches, Akemi must consume a Shade Core obtained from killing a Shade. Otherwise, (???)]
[Eating a Shade Core is a free action.]

[Tech Klutz]

Don't let her near your smartphone. Or switch. Or computer. Or gun.
[All technical and tech durability rolls made by anybody in a fight while Akemi is there lose -15. Akemi has abysmal technical stats.]
Nobelle Termina

Wielded by Akemi.

Health: 51

Stats:
Physical: 38
Social: 20
Mental: 17
Technical: 1
Magical: 27

Damage Types:
-Slash, Dark

Passives:
[A Small Bell]

Three rings. A small golden bell, tied to the bottom of the sword.
(???)

[Yield This Blade To Claim The Void]
When Akemi attacks an enemy's weakness, she gains health equal to half the damage she dealt, rounded up.

[Infinite-Iaijutsu]
Voidcutter has two Stances: Sheathed and Drawn. It starts in Drawn. When Voidcutter is Sheathed, Akemi gains Taunt 2 (x2 chance to be attacked). However, when she activates an attack with the (Unsheathe) effect, that attack will gain powerful effects, and deals +5 damage. Attacks that unsheathe and draw ignore range— the opponent just has to be within Akemi's line of sight.

[Unbending]
When an ally goes to 25% HP or less, Akemi automatically gains Taunt 3, and uses Prepared Parry on that ally. While she is in this state, she takes -5 damage until it wears off at the end of her next turn. This may only trigger twice per battle.

Attacks:
Basic Attack
A basic attack, usable in either Stance. Blunt 2d6 during Sheathed and 2d6+2 Slash while Drawn.

Sheathe (Blade)
(1 Use Per Scene)
DC: 40

Physical. Enter Sheathed Stance. Akemi gains a temporary bonus to her damage next roll equal to 4+x, where x is every increment of 10 that she rolled above DC.

Sheathe (Void)
(1 Use Per Scene)
DC: 40

Magical. Enter Sheathed Stance. Akemi gains a bonus to her damage reduction until unsheathed equal to 2+2x, where x is every increment of 10 that she rolled above DC.

Draw (The Line Of Death)
(2 Uses Per Scene)
DC: 60

Physical. Deals 2d6+6 Slash damage. Unsheathe if possible. If Unsheathed, damage dealt becomes 3d8+4 Slash damage to one enemy, and they gain a Slash weakness for the rest of combat.

Draw (Black Hole of Sorrow)
(2 Uses Per Scene)
DC: 60

Magical. Deals 2d6+4 Dark damage. Unsheathe if possible. If Unsheathed, this attack deals 3d6+4 Dark damage instead, and gains (AoE), hitting up to five enemies!

Reclamation
(1 Use Per Combat)

If health restored using Akemi's first passive is more than 10 over her max, Akemi may use this the turn after to take the Overhealed health and give it to her teammates. Akemi decides how to split the health. She then gets a bonus action with a -10 to her roll.

Reposition
(1 Use Per Scene)

Usable during Sheathed Stance. Increase Taunt to guaranteed levels, and then increase next two enemy hit DCs targeting Akemi by an amount equal to a Physical roll/2. (Max +50 to next hit DC)

Prepared Parry
(Usable Twice Per Scene)
DC: 60

Choose one character to place under Protection, and roll a Physical roll. (This roll has an additional +20 modifier if targeting Rei or Himari. Akemi may have any number of characters under Protection.)

Void Gathering
Recharges usages of all moves, then enters Sheathed State if Akemi wants.


Name: Himari Kuromi
Personality: Insightful, But Awkward
Past: Ex(?)-Assassin

Health: 16/16

Stats:

Physical: 16
Social: 11
Mental: 29
Technical: 35
Magical: 7

[Teen Genius]
"I'm not just a normal hacker! I'm an ADVANCED hacker!"
[When rolling a Technical check for the first time each week, Himari gets +5 and one reroll.]

[Cursed Eyes (Sealed)]

No light. No soul.
[Himari has -5 on any Social rolls when first meeting somebody. This goes up to -15 when she cannot wear her Curse-Sealing Sunglasses.]
[Himari gains +15 on any intimidation checks.]

Just a normal pair of sunglasses, polarized using a Fire Glyph and a tad bit wider. Still very cool, though!

-Reduces the effect of Cursed Eyes.
-Cannot be worn during formal events or in certain other environments.
Magical Girl Soul Hacker
Appearance: A white jumpsuit, with purple stripes. Multiple screens and tubes run in and out of it. On top of Himari's head are purple goggles to complete the look.

Used by Himari.

Health: 57

Stats:

Physical: 37
Social: 9
Mental: 35
Technical: 40
Magical: 13

Resistance: N/A
Weakness: N/A

Traits:
[Assassin's Guild Member]

Grants access to multiple Crit-focused Passives and Attacks.

Passives:
[Adaptive Firewall]

When hit, she gains resistance to the last type of damage she was hit with, but she changes her weakness to something random, rolled from a table. Hitting her with a weakness does x3 damage.

[Technopathy: Improvised]
This character can have an unlimited amount of Equipment equipped, as long as the equipment has the (Improvised) trait. Basic Attacks are not replaced by each piece of equipment, but instead have the damaging dice and any traits from that piece of equipment added to them!

[Pressure Points]
Signature Passive of the Assassin's Guild. Her Crit Threshold reduces to 90.

Attacks:
Basic Attack
DC: 40


Scales off of Technical. Shock an opponent for 1d6 electric damage. For every 20 this rolls over DC, add 1d6.

Weaken Opponent
DC: 60
(Usable Once Per Scene)


Signature Attack of the Guild. Deal 1d8 piercing damage to one character. For every increment of this rolls over DC, lower Crit Threshold when attacking that character by 5 instead of applying Over Damage. (Crit Threshold can only be lowered down to 75 min.)

Sudden Kill
DC: 90
(Usable Once Per Combat)


Signature Attack of the Guild. Deal 4d8 piercing damage to one character. If this Crits, deal x4 damage.

(Note: all Code attacks scale off of Technical, and must be used once each before they can be used again.

[Code: Disable]
DC: 60


Deal 2d8 Electric damage. When an enemy is hit by this, roll a d12+2. Their next attack deals that much less damage. (Cannot go below 2.)

[Code: Break]
DC: 70


Deal 3d8 Electric or Cyber damage. (Kuromi gets to choose.) When an enemy is hit by this, the next attack on them does 1.5x damage, or +5 damage, whichever one is higher.

[Code: Shelter]
DC: 70


Gain 2 actions on your next turn. Get a bonus +15 health, +5 extra for every 10 you roll above DC. Bonus health does NOT stack, and dissapears after 3 turns.

[Code: Dodge]
DC: ???

Set the next 2 DCs for your opponents attacks to whatever you roll with this. (Maxes out at 75) Then, get a bonus action with your roll halved.

[Code: Integer Overflow]
DC: 50


Must be used after all four other Code attacks are used. Deal 2d6 Electric or Cyber damage to ALL combatants, and then end your turn. You may use all Code attacks again (this effect applies even on failure.)

Technopathy: Scrap-Metal Smasher
(1 Use Per Scene)
DC: 30/70
Technical/Physical


Gather your power with a technical roll. For every 10 rolled above DC, add 5 to the next roll. Then, roll a Physical roll and hit for 3d6+4 Slash damage with a jumping claymore slash. Set [Scrap Claymore] as your Equipment.

Improvised (This piece of Equipment breaks after one more use.)
Gain 1d6 Blunt Damage. On Crit when attacking with this weapon, an enemy loses one action on their next turn.

Slingshot Tosser
(2 Uses Per Scene)
DC: 20/50

Gather your power with a technical roll. For every 10 rolled above DC, add 5 to the next roll. Then, roll a Physical roll that deals 2d6 Force damage and can hit faraway enemies. Set [Scrap Slingshot] as this character's equipment.

Improvised (This piece of Equipment breaks after one more use.)
Gain 1d6 more Blunt damage on your next basic attack. As long as the opponent can be seen, this basic attack can ignore range.

Kirata "Kira" Kuromi
-Will accompany you on one Minor Action or accompany Himari on one of her unique Companion Actions, once per week.

Stats:

Physical: 5
Social: 14
Mental: 38
Technical: 15
Magical: 72

Perk:
[Archmage of Autumn]

No. 4 in all of Japan. A sorceress with a free spirit.
When this character encounters a Magical DC of 80 or less, she may choose to forgo a roll and autopass it. (This perk may only be used a limited number of times per Week, usually once or twice.)
[OTHER TRAITS UNKNOWN]

Health: 5 (+72)

Stats:

Physical: 5
Social: 14
Mental: 38
Technical: 15
Magical: 72

Immune: Wind/Force (only while Wind Barrier is active)
Resistance: Fire, Ice
Weakness:
Blunt, Pierce, Slash (Nullified by Passive)

Passives:
[Wind Barrier]

This character's health is tallied up as her physical + her magical separately, which becomes a shield. This shield can only be taken away with powerful antimagic, and nullifies Kirata's physical weaknesses while it is up. It also is immune to Wind.

[You dare use my own spells against me?]
When Kirata is hit by a spell of any sort, she gains a +15 modifier to dodging it if it's used again. If it was a spell made by her specifically, this goes up to a +60.

[Archmage of Autumn]
No. 4 in all of Japan. A sorceress with a free spirit.
Once per combat, when this character encounters a Magical DC of 80 or less, she may choose to forgo a roll and autopass it.

[???]
Will you be able to walk forward?
???


[MORE PASSIVES UNKNOWN]

Moves:
Basic Attack
Physical, DC 40

Slap an enemy for 1d4 blunt damage. Questionable utility there, but ok…

(All below moves scale off of Magical, because duh.)

Zephyr Intensifier
DC: 80

Deal 2d8+4 Wind damage. Your next attack deals extra damage equal to half what you did with this attack.

Mistral Refiner
DC: 80

Deals 2d8+8 Wind or Slash damage. The next attack you use adds Wind Barrier equal to half the damage it does.

Monsoon Deluge
DC: 100

Gain a DC reduction of 15 to your next attack, -5 extra for every 10 you roll above DC. Then apply a Magical malus to your enemy equal to half what you just gained for 2 turns.

Khamsin Lockdown
DC: 100

The enemy affected by this cannot heal for the next 3 turns. Also, the next attack they are hit by will always be treated as hitting them ignoring dice rolls. Take 2 actions next turn.

Great Barrier Sea Breeze
(AoE, 4)
DC: 120

Target either enemies or allies with this move. When enemies are hit by this, they take 2d12+10 of either Wind or Water damage. When allies are hit by this, damage is set to zero and they heal by the same amount that they would have taken (resistance is ignored in this case).

Death Valley Burst
(AoE, 6)
DC: 150


Deal 4d10 Fire damage to enemies hit with this, and then gain +10 Wind Barrier and apply the (Severe Heat) debuff to them. Each turn, any target under severe heat will take damage equal to a quarter of the damage they took from Death Valley Burst, and they will faint if they hit 10 or less health and immediately be automatically KOd. This is stackable. Then, lose your next action.

Reverse Beat Wind
Recharge all moves, roll with advantage on your next attack, and regain +10 Wind Barrier.

[MORE MOVES UNKNOWN]
 
Last edited:
[X] Plan: Back to Back Against the World
- [X] …Curious and Inquisitive
- [X] Tori Akira
- [X] Girl
- [X] Appearance:
- [X] (1) Old Friends
- [X] Fellow Weapon
- [X] Their wish was to be free. To not be a weapon in someone else's hand ever again.
- [X] (2) Aid From A Friend
- [X] (-1) Unending Grief
 
[X] Plan: Back to Back Against the World
- [X] …Curious and Inquisitive
- [X] Tori Akira
- [X] Girl
- [X] Appearance:
- [X] (1) Old Friends
- [X] Fellow Weapon
- [X] Their wish was to be free. To not be a weapon in someone else's hand ever again.
- [X] (2) Aid From A Friend
- [X] (-1) Unending Grief
Did you actually put in an appearance or not because I don't see anything
 
I didn't create that vote, it was just the one I liked most. I don't care much about the appearance section either way.
 
Welp this is completely irrelevant to the current vote, but i have just a finished a terrible group proyect and i need some fun, all you have been voluntered to suffer my cringe for the next few minute. You have been warned.
All of this is under the assumption that our card summoning power eventually lets us make sentai armor inspired by our cards. Please read in the most over the top English sentai announcer voice you can imagine *Ahem*

1. [Mystique] [Bewilder] A show without other!
[INSTALL] Dark Magician!

2. [Slash] [Burn] [Evolve!]
[INSTALL] RED EYES!

3.[SHINING] [DESTROYER]
[INSTALL] Blue Eyes!

4. [Pierce] [Gallop] [Fly Away!]
[INSTALL] Swift Gaia!

5. [Crush] [Banish!] An ever changing mask...
[INSTALL] Dark Law!

6. [Power] [Rampage] Mechanical Might...
[INSTALL] Cyber Dragon!

7. [Resonate] [Burning soul!]
[INSTALL] Red Archfiend!

8. [Armory] [Tools] A life within...
[INSTALL] Power Tool Dragon!

9. [Sealed] [Manevolent]
[INsTtTtaa@aLll?!@*&] Uru

10. [Abyss] [Number] Never ending waves.....
[INSTALL] Leviathan Dragon!

11. [Sustinece] [Poison] [Consume] [Duel!]
[INSTALL] Starving Venom

12. [Break away] [Exceed]
[INSTALL] Dark Rebellion!

And the obvious ones...
13-16
[Adapt] [Strike] [Fire, water, earth, wind]
[INSTALL] Kagari! Shizuku! Kaina! Hayate!

Thank you for attending my ted talk. I am not sorry for lost braincells.

Edit:adding the word c o d-e eff stuff up. Maybe now it looks better.
 
Last edited:
Welp this is completely irrelevant to the current vote, but i have just a finished a terrible group proyect and i need some fun, all you have been voluntered to suffer my cringe for the next few minute. You have been warned.
All of this is under the assumption that our card summoning power eventually lets us make sentai armor inspired by our cards. Please read in the most over the top English sentai announcer voice you can imagine *Ahem*

1. [Mystique] [Bewilder] A show without other!
[INSTALL] Dark Magician!

2. [Slash] [Burn] [Evolve!]
[INSTALL] RED EYES!

3.[SHINING] [DESTROYER]
[INSTALL] Blue Eyes!

4. [Pierce] [Gallop] [Fly Away!]
[INSTALL] Swift Gaia!

5. [Crush] [Banish!] An ever changing mask...
[INSTALL] Dark Law!

6. [Power] [Rampage] Mechanical Might...
[INSTALL] Cyber Dragon!

7. [Resonate] [Burning soul!]
[INSTALL] Red Archfiend!

8. [Armory] [Tools] A life within...
[INSTALL] Power Tool Dragon!

9. [Sealed] [Manevolent]
[INsTtTtaa@aLll?!@*&] Uru

10. [Abyss] [Number] Never ending waves.....
[INSTALL] Leviathan Dragon!

11. [Sustinece] [Poison] [Consume] [Duel!]
[INSTALL] Starving Venom

12. [Break away] [Exceed]
[INSTALL] Dark Rebellion!

And the obvious ones...
13-16
[Adapt] [Strike] [Fire, water, earth, wind]
[INSTALL] Kagari! Shizuku! Kaina! Hayate!

Thank you for attending my ted talk. I am not sorry for lost braincells.

Edit:adding the word c o d-e eff stuff up. Maybe now it looks better.
I want I want to let you know that I read them out loud with my dog as the only audience very fun would recommend
 
A little surprised at the results so far, thought a lot of people were adamant about wanting a magical boy for a change
 
A little surprised at the results so far, thought a lot of people were adamant about wanting a magical boy for a change

The character concept I used back during Character Generation 0.2 was somewhat popular, even though it didn't win, so I decided to adapt it for this vote as well. Seems like it kept its popularity (that said, I suspect my plan is enjoying a lot of support mostly because of the Old Friend + Aid From A Friend combo, rather than people merely thinking I have an interesting character prepared). I'm still undecided on the wish...
 
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