The Affairs of Ladies: Interdimensional Magical Girl Service [Closed]

Hmmm...you may have a point. I mean, the Edges are meant to emulate Stunts or SFX; some are free, some aren't, depending on how powerful they are.

If you want, we can compromise with that suggestion: you bank an Edge point to roll beforehand, then spend it if you want to trigger the effects; otherwise you get it back at the end of a scene if you haven't spent your stock doing something else.

That and there's ways to stay topped off in any capacity, so you probably won't be wanting for points.
Sounds good to me. Editing.

I actually really like this one! I'm pretty sure Majouya and Fuu won't get along, like, at all, but I really like the character!
Thanks! Yeah, uh, her big weakness is basically that she's not much of a team player except in the leader/ruler role, and the fact that she's actually pretty good at it doesn't necessarily help. We'll see how that bit of drama goes :p.
 
Thanks! Yeah, uh, her big weakness is basically that she's not much of a team player except in the leader/ruler role, and the fact that she's actually pretty good at it doesn't necessarily help. We'll see how that bit of drama goes :p.
Yup. A Pyromaniac delinquent who has a problem with authority and a Narcissistic Self-centered seer who thinks the world belongs to her.

How are we the good guys?
 
If you're not planning to start this in less than 12 hours or so I'll be able to finish the sheet.

Name: Alice Rose Monterfort
Description: A short, absent-minded woman one could only describe as "pixie-like", with delicate features and almost pointed ears. Her hair is steel grey naturally, typically drawn back into a ponytail, but her eyes are a deep blue. Untransformed she tends to wear loose, baggy clothing, like a hoody. Her brush is typically held hidden inside her pocket.

Transformed, she remebles a sterotypical artist crossed with a knight. A red beret appears on her head, and a painters apron of supertough leather appears over a fantasically ornate breastplate and leg armour. Her left arm bears an artists' pallete like a buckler, to be used with the giant brush she holds in her right.
Bio: Alice was born to wealth, but also sickness. A frail child, she could not leave her parent's manor, or often even her room. She would pass the time but painting what she could see outside the window.
Sometimes, a sincere enough desire ccan become reality. Perhaps it was god, or the whims of fate, and on her sixteenth birthday - she obtained a brush with the power of creation. As long as she had the brush, she was healthy. She painted a door on tve stifling walls of her sterile room - and set off to experience and paint the world that had been denied her.
That was at least two years ago. She hasn't kept track too carefully.

Traits
Brush of creation: the things Alice paints come into existence as she paints thrm. The longer and more detailed the painting, the better it works, and thus the stronger the creation is. This requires a surface - e.g. she could paint a door on a wall, and it would become a door, but not in the air. She could paint a knight on the floor, and a construct would emerge to assist her. The creations of the brush are not truly intelligent, but will assist her as much as they are able

Like fading paint: (weakness) without the brush, Alice is just an ordinary person - and a sick one, at that. She's incapable of fighting without it, or even much, really.

Edges
Uncanny portrait: Alice can paint someone so well they tempirarily exist as two people - the actual person and their painting.

Chi: 3 (Everybody gets three of these. They're basically hit points and refresh to 3 at the start of every individual fight scene. Depending on what happens, when you hit 0, you're out of the scene or dead.I'll warn when something's lethal. Unspent Trait points can go here, too.)

Current Edge Score: Everyone starts at 0. You have to earn Edge, and remember, this can be earned through solid roleplaying, preparing narratively, or screwing up a roll if you accept a consequence here or there. Edge carries over between scenes, so if you have an Edge, hang on to it.

Edge Cap: Max Edge you can have. If you spent all your points in creation, that starts at 3.
 
Our Heroes: Marie Stoff, Magical Girl Purple Dust
Name: Marie Stoff, Magical Girl Purple Dust, Vedma
Description: Marie Stoff is a relatively tall and thin girl with long, dark hair and pale skin; not the pale kind on models, the pale kind on sick people. She looks sixteen years old. Her face is nearly supernaturally average, but her slightly yellowed teeth and just-too-large eyes keep her from looking like the Hollywood-pretty shorthand for ugly people. She used to prefer to wear long blue clothing of all sorts, but her favorite color changed when she became a magical girl, and she wasn't willing to shell out the money to change her wardrobe, so she just turns her magical girl robe inside out and wears it over her normal clothing like a cloak. She knows it makes her look silly.

In her alternate identity, Magical Girl Purple Dust wears a floor length robe made of soft black cloth. It's padded on the inside with purple velvet, like something you'd see on a particularly hokey wizard. Her collar can pop up around her ears like one of those dog-cones of shame, but she prefers to keep it folded down where a normal collar would be when her hat isn't on, so it usually serves as a short mantle. Her hat is a big, floppy, stereotypical witch's hat, made from the same material as her robe; when she wears it, her collar somehow manages to shorten itself so that it doesn't constantly bump into the wide brim. Her clothes aren't provided by her magic, she's just mastered swirling them on real quick while she pulls up it up to the fore.

She wields a wand in her right hand, which she gestures with enthusiastically. Her implement is very simple in design; a rod of ebony capped by a smoky green orb. When she uses it to channel magic, the orb glows a dull green. It gives an impression of her spending all her special effects budget on her magic aura, but sometimes l-less is more, right?

Bio: Take one totally normal teenage girl. Take one totally normal teenage library (that is to say, new). Take one totally weird old witch senior magical girl who suffered an unfortunate curse that would at some unspecified point instantly kill her by way of temporal paradox. The result is a totally normal teenage girl in a totally normal library accidentally stepping through a portal on her way to the restroom and landing straight in the witch's senior magical girl's study. The study, as it turned out, of her previous incarnation. Affronted by two copies of the same soul managing to exist at the same time without any explanatory shenanigans, the Rules Of Nature struck down the older version of Marie right before she could get out some choice curse words, and the witch senior magical girl dying right in front of her like a Raiders Of The Lost Ark villain kickstarted her own magical powers.

That was a year and a few adventures ago. She's after the benefactors because she's pretty sure somebody involved with them was the one to curse her predecessor, and she doesn't want to wake up some day and see the spontaneous combustion from the other end.

Traits:

[8] The Swooshy Thing (Swooshymancy): Marie's magic manifests itself as an immaterial cloud of swirling stars and gaseous darkness purpleness around her body, as if she exists at the core of the universe everybody who paints impressionist landscapes seems to live in (it doesn't obscure sight of her, though, which is on par with the question of if you can hurt your eyes when looking at a vampire sun challenged individual standing in front of a bright light when one is feeling like wondering about visual inconsistencies). She can swoosh it into a spinny disc to make portals to places she can make portals to. She can also do a kind of swooshy pop thing where she blinks out of one place and into another. She's even managed to evoke some pew pew lasers a few times, but they're not really her thing.

[9] Bubble, Bubble, Boil and.. Oh, Come On: She's a witch magical girl, not a superhero. She has do to her fancy studying thingy to know what she's doing. It's a good thing she's still got her older self's fancy witch adult magical girl hut to do it in, or she'd be all out of luck. It's just a shame that she's so bad at reading Russian. And that there's no wifi, and that the place appears to be located somewhere in the Siberian wilderness, based on what she saw when she opened the door that one time and almost froze her feet off. With prep, she can do witch stereotypical low magic, there's really no fancier way to say it. As far as she's concerned, fairy tales are usually historical fact, and she can work better if she can find one to key off of.

[5] Narrative Timing: She has a knack for being in the right place at the right time, if there's a story going; that is, she won't always wake up when she wants to, but she can consistently wake up just late enough to have to run to school with toast in her mouth if she doesn't want to be late, or manage to find her way to the villain of the week just before they can really get going. The older the story, the easier she slips into it, but she's got to be very careful; having the pattern recognition to recognize "where this is going" is a powerful thing, but many stories ended with the witch villain dancing to death in red hot iron shoes, and there are lots of stories where the young heroine doesn't do too well either.

[7] Cloudheaded: She's vaguely nice. As in, she's not really all together, and she's nice. People seem to get that, which seems to translate into a sort of passive charisma, especially if she's not being confrontational. It helps offset that she has such a hard time remembering names, or seeming like she's paying attention. Really, her head isn't always full of fluff, but people find it easy to treat her like it is.

[1] Sympathetic: Oh dear. That's the problem with soft hearts. She's really not good about separating who she treats like people. Not, like, obviously suicidally so, if the robber says to put down her wand and nobody'll get hurt she's not going to buy it, but, if, say, an obvious villain talks to her reasonably and not, like, as an obvious prelude to a fight, she'll feel bad about having to fight her afterwards. She's a bit spoiled on stories where beauty equals goodness, too; yes, the lady might have bat wings and a black dress and make puns about eating people and be obviously a vampire, but she's not going to be judgemental about it (until she turns into a giant bat monster and tries to eat her); ugly, unfriendly, or obvious monsters would likely need a much better excuse.

Edges

You're Getting It Now! -- By spending a point of Edge, Marie can go all in with her magical powers and increase her dice cap by two; it doesn't actually give her those dice, though. This is heralded by OBVIOUS and DRAMATIC stuff; evil mean cackling may or may not be involved. This ends when it logically should. You know. When she calms down, or whatever.

Fly, My Pretties! -- Marie can spend a point of Edge to swoosh up a portal and call forth something typically inclined to be on her side; a herd of particularly dire llamas, for example. Mechanically, they're a Mook Encounter with a Threat equal to the dice rolled on calling them up.

Uh Oh... -- Marie spends an Edge point to speed up her slow magic, cutting down days of prep to something on the spur of a moment. Forget her bag of cursed trapped apples at home? She's sure she can come up with something...

Oh, Hello There! -- If you don't know something is impossible, you might just achieve it. Marie can ("Unconsciously") spend a point of Edge to make a friend she maybe shouldn't have. Her kindness gets her burned less often than it should; a good omen, one would suppose, for a young witch magical girl like herself.

Chi: 6/6

Current Edge Score: 0/4
Right, so she evolved a few times, but the concept is basically "She's [not] a storybook witch ( :V ). She sacrifices combat effectiveness for utility magic, and she's got a flaw that'll get her into lots of trouble, but should also turn that trouble into some fun."

Please tell me if I put in anything you think shouldn't work; the Edges in particular felt a little weird designing, but I also noticed that your example magical girl had a fancy knightly title instead of "Magical Girl [X]", and I don't know if I should have one ready or not.
 
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It's finally here!

Time to think of a sheet...
Hmm, wonder what to go with...
Join me in being a comedic support character. We're a Magical Girl team, so we're obligated to have at least one, but it'd be funner if we got into these shenanigans together...


Edit: It struck me suddenly that I may have given the impression that I was going to play my character as a joke, and nothing more. This would be in bad taste.

What I meant was that those extra points were expensive, and, rather than trying to play like the flaw I took to pay for them doesn't exist until the GM straight up slaps me with it like some sort of literary fish, I intend for it to actually come up on my own terms; it just so happens that in certain situations playing it straight would be amusing to me, and I made a joke based off of that.
 
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Our Heroes: Chinatsu Morikawa
So, who's up for some card games? (Motorcycles optional) :V

Name: Chinatsu Morikawa
Description:

Chintasu is a serious person who gives her utmost to whatever task she takes up. She prides herself on being self sufficient, and does not give up easily. However in the past she has had trouble with the pressure she feels as a role model, mostly from herself. She also has a bit of a sadistic side, though it is repressed most of the time.

Following her promise with Suzuko she is trying to live more for herself and the for the future, time will tell whether she succeeds.
Bio: Once upon a time there was a girl named Chinatsu Morikawa. She was friends with a girl named Suzuko Homura and they were thick as thieves, promising themselves that they would be friends forever and helping each other. They even gave each other two plushie heads as mementos

Suzuko moved away, Chinatsu's father's business went bankrupt. Through sheer stubbornness and determination she was able to force herself through a private high school, working part time to pay for it.

Then one day she received her WIXOSS card and the LRIG of the Beginning, who resolved itself into Mel. She was thrown into a high stakes battle for her very memories themselves, where losing would mean ceasing to be and winning would let her alter her memories as she wished.

Chinatsu fell. Her memories became distorted by the battles and she turned on her best friend in a mistaken belief that it would gain her the independence that she had denied herself. It was only through sheer luck and witnessed trauma that she was able to arrest her fall, working with Suzuko to defeat the Bookmaker and get rid of him once and for all.

In the aftermath of this victory she ran out of the coins that contained her memories. Yet instead of vanishing like she had thought she would, she found herself in a strange new realm, with a second chance to start afresh, and live up to the ideals that she had voiced to Suzuko before the end.

Traits
(Started with 10: Spent 8)
Install LRIG - Though different from the normal Selector battles, Chinatsu has found that she is now able to merge herself with Mel (who was created from her memories) This alters her appearance and increases her strength, sped, and durability beyond the human norm - 7

ARTS - These are Mel's version of spells and magic, which she can use to augment her attack and defense, among other things. They are based on cards, which must be replenished between fights but otherwise don't have a significant mana cost upon her, and the spells themselves act like they are based on a card game (buffs, banishing, retaliation, etc) - 8

SIGNI - Tangential to ARTs are SIGNI, which are basically fabricated summons that provide weaponry, summoned attacks, and give her a much greater variety. She can also manifest them for a limited time to assist her, though she can only have three out at a time, and they operate on the same general principle as ARTS - 8

Edges
Coin Bet: Berserk - A lingering remnant of the power of the Selector battles, Chinatsu can activate this in a fight. It forces the target into a Berserker rage that negates the ability to use Yin points for as long as it is active. Takes an Edge point.

Game: Open - Another relic of the Selector Battles, Chinatsu is able to designate a single target who will join her in a pocket battlefield. It forces them into a one on one fight where no one else can interfere, though they can watch if they wish to do so, and one that also prevents outside summoning of items or objects to aid in battle.

Donation: Requiem - A representation of the promise made, Chinatsu is able to call upon the power of her friend Suzuko to aid her in the form of a merged coin bet that draws upon their strength of heart and will for a boost. This takes the form of negating immobilization and any other obstruction presented in the middle of the battle. Takes an Edge point

Chi: 4

Current Edge Score: 0

Edge Cap: 4

Still working out Edge mechanical effects, but I figured I'd get out what I have now.
 
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I'd love to make a character, but I'd also like to do so while being well-rested, and not an hour or two before I normally go to bed.

You'll see me again tomorrow, I think.
 
Since I'm not familiar with the system, is there a list of allowed traits somewhere or do we make them up?
 
Our Heroes: Silvia Ross, the Plague Orchid
Name: Silvia Ross, The Plague Orchid
Bio: Silvia is the reincarnation of the first Saryn, a Tenno, a posthuman warrior of an age long gone by. This came as quite a surpise to her, because as far as she knew, she was just a relatively normal girl with an unhealthy interest in HEMA and MMA. She denied it at first, but she couldn't after the decaying necrotic Grineer hordes came after her normal life.

After slaughtering the first few hordes, she eventually linked up with the rest of the Tenno and proceeded to learn about their past with the Orokin and kill the Grineer Queens. But then, the dying Red Queen revealed a terrible truth. That the mysterious Benefactors helped them tear down the Orokin.

Traits (Spent 8, total 6 with the weakness)
Poison Person: Silvia's powers come from poison, which she uses in combat, coating her weapons or firing it in spore-darts 'grown' in her armor/skin. However, to affect a target, Silvia has to beat the target's Yin score first. When affected, the Target looses either a single Yin or Yang point for the next turn. (8)

Weapons Master: Siliva has unparalleled skill with every weapon, including bare fists. Except for sword. Excalibur covers that. (8)

Sadist: Silvia miiiight enjoy the pain of her enemies a biit too much. But hey, everyone has their little flaws. (3)

Big Sister!: Okay, so she's a sadist. Alright, so that doesn't preclude her from being a pretty chill person to be around. (7)
Edges
Molt: By spending an Edge Point, Silvia creates a temporary, immobile duplicate of her, which explodes into toxic gas when destroyed.

Fungal Digestion: By spending an Edge Point, Silvia makes a target already affected by her Poison a health caddy. If her or her teammates successfully wound the target, they gain a single Chi point back, as well as a bonus Yang point in the next round.

Naramon: If Silvia beats the Yin score of her opponent by at least two and spends an Edge Point, then she becomes invisible for the next turn.

Chi: 5

Current Edge Score: 0/5

Well, I decided to throw this in. This is my first RP that's not freeform, so I fully expect to screw up like crazy and ask a bunch of dumb questions.
 
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Name: Zazia"Espada" Schaleso, the Edged.

Description: 6'1", a modest young women with sharp, narrow eyes with blood red eyes. With a runner's build, Zazia has long legs with powerful thighs. Her arms are generously muscled, with very prominent grooves. Her blond hair is put up into a bun.


Bio: Zazia's life started out with her father as a soldier and later a businessman with the drive to back it up. From a young age, her father wanted a sharp and capable daughter, able to think, fend, and live for herself. He succeed in that regard, coercing her into numerous academic activities in her childhood and reactive combat training when she was 8, with a little strategy sprinkled in. Having also specialized in bladed weapons, her father thought it prudent to teach her a few things before her time with him drew to a close. Armed with knowledge, sharp edges and keen intelligence, Zazia hitched a ride to La Flay Palace after seeing a poster.


Traits

Started with 10 points, spent 10:

A Computer In Mind (7): Having spent years, often forced, analyzing everything around her to a "piece by piece" level and taking in as much knowledge as possible, Zazia has learned to moderately shorten the time to process information and commit it to memory, and interpreting it. This "ability" also manifests into her being able to see an attack in almost slow motion, read, after sufficient studying, opponents, plan ahead of actions in the process of doing them very quickly, and see fine details, such as muscle movements or twitches. This also makes her quite witty in nature.

Many Are One(9): Years and years of her family forcing all the dregs of magic they could produce into their muscles has been past down to their children, finally converging into Zazia, making her strong enough to bend steel easily. She can also boost her strength while concentrating magic to a specific part of her body. This also applies to her sturdiness.

I'll Just Have To Go Faster(7): A unique power Zazia was born with, like all her other family members, is speed. On top of just being plain fast, Zazia can create after images of herself. Pouring all her strength and some energy into her legs, Zazia can seemingly "teleport" in straight lines. Although, doing this causes a little bit of tunnel vision.

Focused(5): Zazia is hard to distract when set on something. If possible, she will see to its end, success or failure. Very rarely will she leave something unfinished, unless consequences beat rewards.

You Think Darkness Is Your Ally?(7): She's stealthy and the shadows bend to her whim. She can cast shadow clouds around an area to hide herself without her vision being hindered and sink into natural shadows to hide and strike, amongst other minor manipulation.

Edges

Gotta Go Fast: Zazia's speed is just too much for her opponent. Overwhelming them with precise movements, an attacking roll(?)is given +2(?) for 1 Edge point.

My Eyes Are Stronger: Pushing her mind to the limits, Zazia can predict moves earlier and far easier than ever before. This makes any attacks against her -2(?) for 1 Edge point.

Intimidating Stare: Zazia can use her red eyes to bore deep into an opponents or allies eyes and force them to reroll for 2 Edge points.



Chi: 3(?)

Current Edge Score: 0

Edge Cap: 3 (remaining 0 Trait points spent)

Anything I need to change? I'm not completely sure this is right.
 
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Name: Zazia"Espada" Schaleso, the Edged.

Description: 6'1", a modest young women with sharp, narrow eyes with blood red eyes. With a runner's build, Zazia has long legs with powerful thighs. Her arms are generously muscled, with very prominent grooves. Her blond hair is put up into a bun.


Bio: Zazia's life started out with her father as a soldier and later a businessman with the drive to back it up. From a young age, her father wanted a sharp and capable daughter, able to think, fend, and live for herself. He succeed in that regard, coercing her into numerous academic activities in her childhood and reactive combat training when she was 8, with a little strategy sprinkled in. Having also specialized in bladed weapons, her father thought it prudent to teach her a few things before her time with him drew to a close. Armed with knowledge, sharp edges and keen intelligence, Zazia hitched a ride to La Flay Palace after seeing a poster.


Traits

Started with 10 points, spent 10:

A Computer In Mind (7): Having spent years, often forced, analyzing everything around her to a "piece by piece" level and taking in as much knowledge as possible, Zazia has learned to moderately shorten the time to process information and commit it to memory, and interpreting it. This "ability" also manifests into her being able to see an attack in almost slow motion, read, after sufficient studying, opponents, plan ahead of actions in the process of doing them very quickly, and see fine details, such as muscle movements or twitches. This also makes her quite witty in nature.

Many Are One(9): Years and years of her family forcing all the dregs of energy they could produce into their muscles has been past down to their children, finally converging into Zazia, making her strong enough to bend steel easily. She can also boost her strength while concentrating energy to a specific part of her body. This also applies to her sturdiness.

I'll Just Have To Go Faster(7): A unique power Zazia was born with, like all her other family members, is speed. On top of just being plain fast, Zazia can create after images of herself. Pouring all her strength and some energy into her legs, Zazia can seemingly "teleport" in straight lines. Although, doing this causes a little bit of tunnel vision.

Focused(5): Zazia is hard to distract when set on something. If possible, she will see to its end, success or failure. Very rarely will she leave something unfinished, unless consequences beat rewards.

You Think Darkness Is Your Ally?(7): She's stealthy and the shadows bend to her whim. She can cast shadow clouds around an area to hide herself without her vision being hindered and sink into natural shadows to hide and strike, amongst other minor manipulation.

Edges

Gotta Go Fast: Zazia's speed is just too much for her opponent. Overwhelming them with precise movements, an attacking roll(?)is given +2(?) for 1 Edge point.

My Eyes Are Stronger: Pushing her mind to the limits, Zazia can predict moves earlier and far easier than ever before. This makes any attacks against her -2(?) for 1 Edge point.

Intimidating Stare: Zazia can use her red eyes to bore deep into an opponents or allies eyes and force them to reroll for 2 Edge points.



Chi: 20(?)

Current Edge Score: 0

Edge Cap: 3 (remaining 0 Trait points spent)

Anything I need to change? I'm not completely sure this is right.
It may just be me, but this doesn't really seem like a Magical Girl. Yes, she's a girl who does magic, but there's no transformation, no getting her powers to fight for love and justice (though I can't really talk for that last part. Then again, my character made a deal with a furry mascot thing for her powers, so...)

I may just be misreading something though...
Since I'm not familiar with the system, is there a list of allowed traits somewhere or do we make them up?
You make it up.
 
@DexTraxWex - Looks mostly fine to me. Though, uh, Chi starts at/is capped at 3 before points, not 20.

Also, what @Theaxofwar said about flavor. Even a Dark Magical Girl is still recognizably a magical girl; Zazia feels more like Miss Militia or a shinigami than a magical girl.
 
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It may just be me, but this doesn't really seem like a Magical Girl. Yes, she's a girl who does magic, but there's no transformation, no getting her powers to fight for love and justice (though I can't really talk for that last part. Then again, my character made a deal with a furry mascot thing for her powers, so...)

I may just be misreading something though...

You make it up.
Oh, was I supposed to make a transformation? She fights for "justice" I guess. I didn't get the "Sailor Moon" type magic girl from the guide... Tell me what to edit and I will. It's my first rp. Do these things last months?
 
Our Heroes: Mizuki Eri
Name: Mizuki Eri
Description: Tall, dark and athletic. An underappreciated combination in today's world! Eri is around 6' 2", and very fit from basketball team in school.

Bio: She's a second generation immigrant from Japan, who was sadly underappreciated by boys for being taller than them, fitter than them and her frigid personality. Likes sports but hasn't done too many after puberty really kicked in and she had to prepare for university entrances in two years. Runs and works out daily. Is slightly lonely and kind of a tryhard to avoid thinking about stuff too much. Has minor ADHD and tends to play with stuff when she is distracted, leading to delinquency reports she dodged just by being on the sports team and a disappointing academic record.

Likes her parents, but has issues with their traditionalist view of education and banning her from basketball after a low academic result. Wasn't able to focus on studies despite having all the free time after being banned from Basketball. Her ability to get away with spacing out in the class due to being on the school team also drooped after she was removed from it by her parents. This led to minor depression. When the attacks began, she was found by a cutesy feline creature (/人◕ ‿‿ ◕人\) who asked her to make a wish. She wished to be able to do something with her time, and was transformed into Magical Girl Power Orb ~, who protects the city from devastation!

Traits

Faster, Higher, Stronger (9):
Pushes the body to perform more than any human can. Top tier among body enhancements, this enhances the user's Strength, Jumping Height, Speed and even Reaction Time/Thinking speed. Can move at nearly Mach speeds w. afterimages, jump over a five storey building with ease, benchpress several tons and gain a very minor reaction time boost*. Does jack all for long range attacks or Magic resistance, but what filthy pleb needs those ?!

This trait causes severe issues when Eri transforms into human form again, due to "coming down" from super strength, speed and even losing some mental boosts

* Reaction time benefits from trait at a -4 penalty

Super Ball (9): Can focus magical power to make large, basketball sized orbs which are potent elemental attacks of the powers of Fire, Water, Earth, Air and Heart (Heart can only be used when she has a nakama nearby for FRIENDSHIP COMBO). Can bounce and dribble these at will and can lob 'em at the enemy for explosive power. Can fuse them to form a five elemental orb like in Mummy: Tomb of the Dragon Emperor.

Each element can exploit a different weakness- Fire burns Armored enemies, Water binds Fast enemies, Earth staggers Heavy enemies, Wind blows away Light enemies and Heart momentarily paralyses Intelligent enemies as they are forced to experience the weight of their sin.

Adoring Fan!! (6): Her patron, a cute cat that does cute things (/人◕ ‿‿ ◕人\) can stand by the sides and cheer for her! Attacks never seem to hit it, and she gains a minor Chi recovery when it cheers after she kills a boss! (When performing a finisher, rolls to regenerate 1 Chi after she smites a major enemy. Entertaining kills gain a bonus as per GM discretion)

Absolutely Unstoppable (5): Can roll to ignore a wound penalty (like being crippled) and operate as normal due to SHEER WILL.

Cold (2): Has a significant penalty to social interactions due to tryhard personality and lack of socialisation. Does not even want to improve, and refuses to acknowledge loneliness. Does not impact ability to make emotional connections with people, but penalizes ability to express emotion to the loved ones.




Edges
Comet Punch!:
When Eri jumps upwards and does a downward falling punch as a finisher, she may spend Edge for extra damage. Also applicable to dunks with the balls.

Passing the Ball: Eri can transfer Edge to her teammates to support them (this is normally done by forming a Heart ball and transferring it to her teammates to boost them with the strength of nakama)



Chi: 3 + 2 = 5

Current Edge Score: 0

Edge Cap: 3 + 1 = 4
 
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If I remember right, a Trait can be improved up to 9. It cannot reach 10.
 
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