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

Our Heroes: Railyn
I would have had this done earlier, but the Splatfest happened shortly after my last post. I was so close to the 'Ice Cream Queen' title...

Anyway. I'm pretty sure got point distribution right? It was slightly confusing to me, as far as the Traits were concerned.



Name: Railyn

Description: Railyn is of middling height, measuring in at slightly under five and a half feet tall. Her life as a mercenary has left her with a lean build and several scars, most of which are, interestingly, found on her hands. She keeps her almost-black hair just barely shoulder-length, with her bangs secured firmly away from her hazel eyes by barely-visible hairclips. There's a certain regal quality to her face, but rather than being the royal velvet of a benevolent monarch, it is the well-maintained steel of a warrior-queen.

Typically, she can be found clad in a well-worn, undecorated set of leather armor. Six small sheathed knives are strapped to her torso, with two more on the insides of her forearms. A paired dagger and shortsword hang from her hip. The only adornment she bears is a polished steel bracer on her left forearm.

With her Manaburn activated, she is sheathed in gleaming silver plate armor that almost seems to flex with her, an intricate golden filigree embossed on the chest. Her right hand is glad in a gauntlet tipped by wickedly sharp points while her left is bare, and on the insides of her forearms are boxlike apparatus which open towards her hands. Strangely, there seems to be nothing inside either one. Railyn also gains some draconic features with her Manaburn activated. A pair of membraned wings extend from her back and emerald scales cover some areas of her body, though the only scales easily visible are on her cheeks. Ivory horns jut from her head, curving back and around her ears until their tips are even with the corners of her mouth.

Bio: When Railyn was fifteen, her entire family was murdered, leaving her as the sole survivor of the noble House Fiirya. Shortly thereafter, she found a place with the somewhat ironically-named Valorclad, one of the most successful mercenary companies in her home nation of Ferai.

It was then that she was approached by something that wished to strike up a deal. Power and a single wish, and in return, she would use that power to destroy the being's enemies. When she requested the deaths of those who killed her kin, it simply grinned, and told her that the culprits were to be her first target in any case. It granted her a bracer it called a 'Manaburn', so termed because it consumes magical energy like a hungry flame to fuel its arcane powers.

In the years since, she's cut a bloody swath across Ferai for both the Valorclad and the creature, and the pieces are finally starting to fall into place. So many of the things she'd murdered operated in similar manners, and she suspects a hidden hand orchestrating everything from the shadows. She's uncovered a lead; one that indicates that the plot is so much bigger than she'd ever imagined, but to follow it, she must leave not just her nation, but the world itself...

Traits (8 points used, 3 points gained from Weaknesses)

Tear Me Open Wide (9): Railyn is a naturally talented mage, able to use her own blood as a weapon. When using her magic in combat, rolls use this Trait.

Sanguine Memories (7): A lesser known side of blood magic is the art of connection. Not only does blood call to blood, but it remembers. Railyn can use a sample of blood to either track its source, or see a vision of how the originator was bled.

Flash of the Blade (7): Railyn is proficient in the usage of edged weapons, including knife throwing. Though she favors throwing knives and her magic, she also carries a paired dagger and sword for when melee combat is unavoidable. When using edged weapons, rolls use this Trait; melee combat rolls instead use a Target Number of five to reflect that, while trained in swordplay, she is not particularly skilled at it.

(Weakness) Moth's Flame (3): Railyn's Manaburn hooks into the reserves of magical power within her body, drawing from them as well as the ambient power around her. Its rate of absorption can't really be controlled, but it can only process so much power at a time without conscious direction or encouragement. The energy in magical attacks is automatically absorbed by the Manaburn, with the excess being harmfully shoved into Railyn's internal reserves. While her Manaburn is active, rolls against attacks made directly with magical power (e.g. magic missiles, imbued projectiles, heavily enchanted weapons; attacks such as rocks thrown with telekinesis, physical blows from a creature with a magical nature, or a strike with an otherwise-normal summoned weapon, do not count) use this Trait.

(Weakness) Blood and Burial (2): Haemomancy is a dangerous art. Whenever Railyn uses her blood magic in combat, she must roll against this Trait with a number of dice equal to the Chi damage she has taken during the current combat (minimum of 3 dice). If she rolls two or more successes, she takes a single point of Chi damage. Edge Points cannot be earned from rolls for Blood and Burial.


Edges

Streaking Steel: Railyn's Manaburn is capable of generating an infinite number of ethereal knives, and she can throw them extremely fast. When making an attack with throwing knives while her Manaburn is active, one Edge Point can be spent to add two dice to her roll.

Warlike Fashion: Railyn can consciously overcharge her Manaburn with some difficulty, boosting her strength, speed, and toughness for a short time. When her Manaburn is active, up to three Edge Points can be spent to increase the Target Number of a single roll; one Edge Point gives +2, two Edge Points gives +4, and three Edge Points gives +5.

The Feeding End: The more blood Railyn has spilt, the more material her haemomancy has to work with. A single Edge Point can be spent to add a number of dice to a combat roll made using blood magic equal to the Chi damage she has taken in the current combat, as well as adding a single point of Chi damage to the action if the number of dice added is five or greater.


Chi: 7 (4 points used)

Current Edge Score: 0

Edge Cap: 4 (1 point used)
 
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I would have had this done earlier, but the Splatfest happened shortly after my last post. I was so close to the 'Ice Cream Queen' title...

Anyway. I'm pretty sure got point distribution right? It was slightly confusing to me, as far as the Traits were concerned.



Name: Railyn

Description: Railyn is of middling height, measuring in at slightly under five and a half feet tall. Her life as a mercenary has left her with a lean build and several scars, most of which are, interestingly, found on her hands. She keeps her almost-black hair just barely shoulder-length, with her bangs secured firmly away from her hazel eyes by barely-visible hairclips. There's a certain regal quality to her face, but rather than being the royal velvet of a benevolent monarch, it is the well-maintained steel of a warrior-queen.

Typically, she can be found clad in a well-worn, undecorated set of leather armor. Six small sheathed knives are strapped to her torso, with two more on the insides of her forearms. A paired dagger and shortsword hang from her hip. The only adornment she bears is a polished steel bracer on her left forearm.

With her Manaburn activated, she is sheathed in gleaming silver plate armor that almost seems to flex with her, an intricate golden filigree embossed on the chest. Her right hand is glad in a gauntlet tipped by wickedly sharp points while her left is bare, and on the insides of her forearms are boxlike apparatus which open towards her hands. Strangely, there seems to be nothing inside either one. Railyn also gains some draconic features with her Manaburn activated. A pair of membraned wings extend from her back and emerald scales cover some areas of her body, though the only scales easily visible are on her cheeks. Ivory horns jut from her head, curving back and around her ears until their tips are even with the corners of her mouth.

Bio: When Railyn was fifteen, her entire family was murdered, leaving her as the sole survivor of the noble House Fiirya. Shortly thereafter, she found a place with the somewhat ironically-named Valorclad, one of the most successful mercenary companies in her home nation of Ferai.

It was then that she was approached by something that wished to strike up a deal. Power and a single wish, and in return, she would use that power to destroy the being's enemies. When she requested the deaths of those who killed her kin, it simply grinned, and told her that the culprits were to be her first target in any case. It granted her a bracer it called a 'Manaburn', so termed because it consumes magical energy like a hungry flame to fuel its arcane powers.

In the years since, she's cut a bloody swath across Ferai for both the Valorclad and the creature, and the pieces are finally starting to fall into place. So many of the things she'd murdered operated in similar manners, and she suspects a hidden hand orchestrating everything from the shadows. She's uncovered a lead; one that indicates that the plot is so much bigger than she'd ever imagined, but to follow it, she must leave not just her nation, but the world itself...

Traits (8 points used, 3 points gained from Weaknesses)

Tear Me Open Wide (9): Railyn is a naturally talented mage, able to use her own blood as a weapon. When using her magic, rolls use this Trait.

Sanguine Memories (7): A lesser known side of blood magic is the art of connection. Not only does blood call to blood, but it remembers. Railyn can use a sample of blood to either track its source, or see a vision of how the originator was bled.

Flash of the Blade (7): Railyn is extremely proficient at knife throwing. Give her a target, and nineteen times out of twenty, she'll nail it. When attacking with throwing knives, rolls use this Trait.

(Weakness) Moth's Flame (3): Railyn's Manaburn hooks into the reserves of magical power within her body, drawing from them as well as the ambient power around her. Its rate of absorption can't really be controlled, but it can only process so much power at a time without conscious direction or encouragement. The energy in magical attacks is automatically absorbed by the Manaburn, with the excess being harmfully shoved into Railyn's internal reserves. While her Manaburn is active, rolls against attacks made directly with magical power (e.g. magic missiles, imbued projectiles, heavily enchanted weapons; attacks such as rocks thrown with telekinesis, physical blows from a creature with a magical nature, or a strike with an otherwise-normal summoned weapon, do not count) use this Trait.

(Weakness) Blood and Burial (2): Haemomancy is a dangerous art. Whenever Railyn uses her blood magic in combat, she must roll against this Trait with a number of dice equal to the Chi damage she has taken during the current combat (minimum of 3 dice). If she rolls two or more successes, she takes a single point of Chi damage. Edge Points cannot be earned from rolls for Blood and Burial.


Edges

Streaking Steel: Railyn's Manaburn is capable of generating an infinite number of ethereal knives, and she can throw them extremely fast. When making an attack with throwing knives while her Manaburn is active, one Edge Point can be spent to add three dice to her roll.

Warlike Fashion: Railyn can consciously overcharge her Manaburn with some difficulty, boosting her strength, speed, and toughness for a short time. When her Manaburn is active, up to three Edge Points can be spent to increase the Target Number of a single roll; one Edge Point gives +2, two Edge Points gives +4, and three Edge Points gives +5.

The Feeding End: The more blood Railyn has spilt, the more material her haemomancy has to work with. A single Edge Point can be spent to add a number of dice to a roll made using blood magic equal to the Chi damage she has taken in the current combat, as well as adding a single point of Chi damage to the action if the number of dice added is five or greater.


Chi: 7 (4 points used)

Current Edge Score: 0

Edge Cap: 4 (1 point used)

Heh, silver plate armour and power that injures the user.

I feel like Ella and Railyn would go well together thematically - What do you say about teaming up for our first encounters, seeing as our fighting styles and powers synergize quite well? One person's abilities are utterly spontaneous and ramp up as combat continues, whilst the other is useless at first but unleashes hell towards the end of battle.

Furthermore, character interaction could be quite entertaining; A Blood-Knight mercenary working alongside a Priestess of Order. Heck, we would be like a magical cop duo, constantly making quips at each other but fighting really well as a team nonetheless.

Edit:
Also since we are arriving at the same time more-or-less, it would be pretty convenient for introductions. :D
 
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One is a holy priestess. The other is a blood knight. Together, they fight crime. :V
 
@Arvin_Larn

Lots of people are currently in Nemesis fights, and unless I cut Kharn's short that one may be a little while. Having a Knight show up and you starting your Demon hunt at this rate aren't mutually exclusive.
I see. Looks like I have more time than I thought I had. :p

Feel free to do a Knight Interrupt when you feel it's appropriate. I'll get the ball rolling on Helena's search for that Demon.

Now, what kind of Demon should Helena face... I wonder if Bloodborne has any ideas.
 
Anybody have an idea how a Mook-encounter would attack the player, if they are not fighting back? Would i just roll the number of dice from their threat rating against... Something? Like, what are the stats here for my defence against an enemy attack?
 
The mooks can't do anything to you unless you have no successful rolls at all.
 
Anybody have an idea how a Mook-encounter would attack the player, if they are not fighting back? Would i just roll the number of dice from their threat rating against... Something? Like, what are the stats here for my defence against an enemy attack?
You only lose Chi against Mooks if you don't get any successful Rolls that turn, yeah.

For Nemesis, though, that depends on how much Yang Dice (Offensive) your Nemesis allocates in relation to the Yin Dice (Defensive) you put in.
 
The mooks can't do anything to you unless you have no successful rolls at all.

So does that mean if i don't attack them for a turn (Because i'm preparing an attack), they just stand around?

What if i rolled to attack them, but if i succeed it doesn't count? So if i fail all rolls they damage me, but if i land attacks on them nothing happens?

You only lose Chi against Mooks if you don't get any successful Rolls that turn, yeah.

For Nemesis, though, that depends on how much Yang Dice (Offensive) your Nemesis allocates in relation to the Yin Dice (Defensive) you put in.

At this point i'm tempted to just make it a nemesis encounter instead tbh.
 
So does that mean if i don't attack them for a turn (Because i'm preparing an attack), they just stand around?

What if i rolled to attack them, but if i succeed it doesn't count? So if i fail all rolls they damage me, but if i land attacks on them nothing happens?

At this point i'm tempted to just make it a nemesis encounter instead tbh.
Mooks don't really 'attack' you in the traditional sense, from what I understand.

They're more 'obstacles' that you have to chip away at until either they or you go away from the mechanical perspective. :V

You could roll your Preparation and fluff it as your Magical Girl avoiding the Mook(s) while they get things set up.
 
Ok, i think I've worked it out:

Since in the WUSHU system, all stats not explicitly mentioned on the profile page are automatically set to five, I would have to roll under five for my dodging rolls to succeed.

As a result, when fighting Mooks whilst preparing spells, i would have to roll under five on at least one dice, else i would lose a CHI point. Similarly, when fighting a nemesis, my successes (All into yin) must surpass their successes in yang, else i would again lose a CHI point. For example, if the enemy has made six successes in attacking me and puts four into yang, i must get at least four rolls to be under five, else i lose CHI.

Therefore on the rounds where i am preparing, i can accurately simulate my dodging capabilities without having to bend the system and make it unfair in my favour.

That said; Christ, this is going to be difficult.

Edit:
Turns out it's four not five. :o

Whelp, living was fun guys. :V
 
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So this is still recruiting, right? I rather enjoyed your last Magical Girl RP, and I've been looking for a way to jump back into RPing anyway.
 
Ok, i think I've worked it out:

Since in the WUSHU system, all stats not explicitly mentioned on the profile page are automatically set to five, I would have to roll under five for my dodging rolls to succeed.

As a result, when fighting Mooks whilst preparing spells, i would have to roll under five on at least one dice, else i would lose a CHI point. Similarly, when fighting a nemesis, my successes (All into yin) must surpass their successes in yang, else i would again lose a CHI point. For example, if the enemy has made six successes in attacking me and puts four into yang, i must get at least four rolls to be under five, else i lose CHI.

Therefore on the rounds where i am preparing, i can accurately simulate my dodging capabilities without having to bend the system and make it unfair in my favour.

That said; Christ, this is going to be difficult.
Set to five, or set to four?
Got it more-or-less right, except for the default Target Number being 4 instead of 5.
 
Damn, I just realised that my chains do nothing but bludgeon people despite being y'know, chains. I think I'll edit one of my edges so that it fits my theme better.

@Hoshino Yumemi, I've changed this:

Zealous Subjugation: Pure White lightning dances across your energy constructs, arcing towards the enemies' soul. Spend an edge point and on a successful attack from the trait "Staves and Chains", the affected opponent becomes subjugated and can no longer act during the following turn; Subjugated enemies are still classed as such on the turn they wake up, but are nevertheless free to act.

Into this:

Zealous Subjugation: Sparking magical constructs pierce and strangle your opponent, pinning their life essence in place. Spend an edge point and prevent your target from moving, restraining them in Golden chains and/or staves. These constructs are treated as a Mook, with a Threat Level equal to the number of Yang points committed; The target can attack any opponent they have access to, including the chains.
 
So I did the rolls for my intro: 3, 3, 1, 2, 6 - and then I rolled another one I don't think I should have? 10
So five successes should be enough to annihilate a group of Mooks, right?
 
Damn, I just realised that my chains do nothing but bludgeon people despite being y'know, chains. I think I'll edit one of my edges so that it fits my theme better.

@Hoshino Yumemi, I've changed this:



Into this:
If you want, you could write a Preparation trait with a value of 5. It doesn't cost any points to make, and would be better than not having it, forcing you to use a generic trait value of 4 while prepping your magic.

The idea is that yes, she knows very well about her weakness in terms of casting time, and makes efforts to improve on that.
 
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I am actually still writing.

If you want to advance the scene, then work off of everybody on my end just being frozen in shock, though. Wouldn't want to hold anybody back because I couldn't write fast enough.
 
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