[center][h1][color=FF1493]Sophia von Zeerover[/color][/h1][/center] [hider=The One, the Only] [b]Name[/b]: [color=FF1493]Sophia von Zeerover[/color] Title/Magical Girl Name: [color=FF1493]“The Dread Pirate”[/color] [s]because it sounded cool at the time off the top of her newly-born mind[/s] [b]Age (Magical Girl)[/b]: 11 [b]Age (Before Magical Girl)[/b]: - (was a dead, altered magical girl body that was brought back to life by a horror) [b]Gender[/b]: Female [b]Gender (Before Magical Girl)[/b]: Female [b]Appearance(s)[/b]: [hider=Yo! (Untransformed)] [center][img]https://i.imgur.com/wBk6SwF.jpg[/img][/center] [/hider] [hider=Avast Ye!!! (Magical Girl Form)] [center][img]https://i.imgur.com/aMAJJgJ.jpg[/img][/center] [/hider] [hider=Cutie On Board (Magical Swimsuit Form, Beach Episode Approved)] [center][img]https://i.imgur.com/6S2uLhx.jpg[/img][/center] [/hider] [b]Specialization[/b]: Oddball – Gunpowder An odd magical girl specialty revolving around the concept of gunpowder and thing tied to it. She can utilize and conjure such things as guns and cannons firing various kinds of ammo/shot, grenades/bombs, time bombs, even things like artillery and very rough “tanks” can potentially be conjured if she uses enough magic. Even gunpowder burned to make a “smoke screen” is very viable for her. [b]Weapon 1[/b]: The Van-der-“decker” [i]Type - Melee/Ranged[/i] Her initial melee weapon (a boarding axe) has been combined with a ranged component due to the dual weapon perk. In particular, it is now a boarding axe whose shaft has a powerful shotgun built into it. This overall weapon can both blast enemies trying to get closer, with a high knockback even if it doesn’t hurt them, as well as be used to chop them into tiny bits. Yarr!!! [b]Weapon 2[/b]: Cursed Fists of Gold [i]Type - Mystic/Fist[/i] A set of ten rings worn on her hands, which she cannot even try to pull off in magical girl form (they are not present outside of magical girl form of course). They are splendid looking, magic, gold rings fitted with jewels and ornate carvings and the like. They can channel Sophia’s magic very well, and can use their golden-colored magical energy to form golden defensive shields. The ornate designs etched onto them are of death, destruction, and other such scenes that happen on the high seas. Likewise, the settings for each gem look like skulls with jagged teeth holding the gems in their mouths. Equal parts horrific upon inspection, but also amazingly cool as a side effect, the rings are a sight ot behold for sure. These rings appear on her hands automatically when she enters magical girl form, and have the secondary function to work like a set of powerful brass knuckles and the raw durability and thickness to easily work in this function. [b]Item (Unique)[/b]: Chain Arm of Darkness [i]Type - Prosthetic[/i] The chain arm that Annabelle Irons, the magical girl whose life was used to bring her to life, used to have. It acts like an additional limb when used, and it can transform into long, sharp, dark chains that can be used to conduct magic or bind enemies (etc). It was given shape by Annabelle's own natural magic when she lost an arm, containing a bit of pure Darkness magic within it (which can be used with practice) that is untouched by a horror's influence. It also seems to have a mind of its own, at least in a certain sense, and has bonded to its current owner. It is also capable of moving about detached from its current wearer, in a limited manner, if needed. [b]Power[/b]: [i]Focused Assault[/i] – She can pour far more mana into her attacks than normal, dealing very punishing and penetrating blows via her magic, weapons, or even just her bare hands. Takes a bit of concentration and focus to do this, though the method or form of attacks she fires off using this isn’t limited to ranged or melee. Not as strong a power as Killing Blow, but it can be repeated over and over until she is drained dry of mana. Combined with her Mana Font benefit from her Patron providing substantial amounts of additional mana to her than the average magical girl, this makes Sophia a frightening threat when she gets serious in combat. [b]Perks[/b]: -[i]Dual Weapon[/i] -[i]Wings[/i]: She can sprout wings from the back of her outfit, allowing her to take to the skies and dark about in the air with grace. A mobile feature necessary when it comes to her patron, at least, and transportation at times. -[i]Closure[/i]: She is a magical girl made from a dead body. She has no family to miss her, no leftover pets, no anything. In this sense, she has total closure. -[i]Big Backpack[/i]: A brown backpack she carries around with her, of a modest size despite its interior being far larger due to space-time shenanigans. It is filled with 10k in cash, always filled with various useful items in it when she needs/desires them, an initial 2 changes of clothes, basic survival tools, and an unbreakable laptop that always has an internet connection. It also contains a pair of modest/nutritious meals in brown paper bags along with an appropriate ID for wherever she is at....and these things regenerate in the backpack once a day, along with varying in regards to the food contents of the brown paper bag meals. -[i]Martial Training[/i]: A spontaneous mastery of a large amount of weapons, even down to their finest intricacies, as well as tactics and logistics. From single combat to group fights, it can be said this pirate has more to her than meets the eye! -[i]Enhanced Weapon[/i] -[i]Ally[/i]: Aye, it be good to have a first mate in times like these! Beware, landlubbers! [b]Patron[/b]: The Flying Dutchman [b]Patron Benefits[/b]: -[i]Mental Link[/i]: A constant between her and her patron, allowing them to contact and communicate with each other in an instant. -[i]Hidden Death[/i]: Being a sentient ghost ship floating through the air or on the seas for an incredibly long time, it has the perk of regenerating quickly back if it is “destroyed” at all. It is a curse to wander for eternity, and even long after the planet is gone it will still linger about and sail the heavens. Such is this vessel’s eternal fate. -[i]Transportation[/i]: Sophia can freely summon and utilize the “Dreadnaught”, a flying-but-can-actually-touch-land-for-landing ghost boat for her to use as more reasonable means of transportation. It is a large vessel conjured by her patron, similar in shape to its original form. This smaller boat can be reproduced easily if destroyed or such. Not that flying on a giant ghost ship isn’t one of the most amazing things ever, in its opinion, and her patron itself can act as a means of transport as well for her. -[i]Mana Font[/i]: Gathering up energy over the centuries, it possesses vast mana reserves that it allows its magical girls to tap into a good bit of. After all, it might help them stay alive, or have enough “juice” to take down threats and enemies and such. -[i]Gifted Item[/i]: The Dutchman has granted her a Mystic Artifact due to its lack of coins, a clairvoyant artifact that can sometimes show glimpses of the past, present, or future of whatever query the user has used it to look for/at. [b]Patron Drawbacks[/b]: -[i]Alien Tongue[/i]: It may be sentient and very old, but it’s still just a ship. Even through the mental link, specifics creaking, flapping, and other noises associated with ships are made by it to communicate. The intent and tone shine through clearly, but a true understanding of the things it is saying are ultimately impossible to acquire. It’s just a lonely ghost ship, after all. -[i]Limited[/i]: It is a cursed, magical, haunted, flying ghost ship that roams the skies. While it has accumulated a lot, and can do some things, it isn’t a god nor is it a full organization. It may never die due to its curse being “forever” as well, but at the same time it has its limitations as well. -[i]Formless[/i]: It is a ghost ship, a haunted vessel cursed to be flying the skies and sailing the seas for all eternity. It lacks a proper form with eyes and ears and the like for communication and proper conversation, only using only its mental link capability to “talk” to its magical girls or others. It can fly about, fire cannons, and even act as transport for its magical girls, but it cannot touch land or come to port. -[i]Empty Pockets[/i]: It has collected very large amount of things in its existence, but coins are not one of them. In terms of coins, it’s utterly broke and allows its magical girls to work for other patrons for said coins. As long as they don’t turn against the ship itself, that is. [b]Fighting Style[/b]: Close range/quarters, with melee and fists and attack, is her bread and butter as a magical girl. Get in close, or let them come to her, and beat them to all hell. Her magic supplements this via various armaments otherwise, the use of explosives, and/or other tricks she can employ to try to give herself and advantage or attack/defend against the enemy. The use of her transportation to get close faster is one potentiality, and if enemies lie at a distance then using her magic to try to unleash destructive fire from a distance if need be. [b]Stats (Untransformed)[/b]: STR: 4 AGI: 3 VIT: 3 MAG: 3 LCK: 4 [b]Stats (Transformed)[/b]: STR: 14 AGI: 8 VIT: 10 MAG: 12 LCK: 8 [b]Personality[/b]: The kind of person who as a pirate can be considered “very piratey”, from her more positive and upbeat demeanor in many situations, to her stubborn but strong will/determination, and willingness to get things done with her own two hands if needed. She also stands with a level of confidence that makes her a striking figure in or out of costume, or at the very least makes her more memorable and much easier to recall. This being said, at times she can be or is blunt in her attempts to “get to the point”, and can be rather sober at more serious times or when emotionally hurting. Innately her past, however, is a point of note with mixed emotions. She wants to learn more about what made her and how this happened, and who or what she was before. Frankly, beyond this she has enough questioning about her own place in the world as it is, and is trying to shake off any uncertainties as she moves forward. On top of all of this is the “hunger” (Devourer trait) as well, that which bubbles within her very being, which is usually satiated by plenty of food and drink. One could call her more of a glutton when she’s emotionally strained as well, and a bad mood from her is usually indicated by larger and larger meals depending on the mood itself and situation. She does have a good heart at her core, however, the kind who doesn’t want to blast innocents to kingdom come or bring unnecessary heartache on others. The kind of person who would be there for friends without hesitation, or comfort a loved one however they could manage to. To her such people are her “crew”, and she can’t let her crew suffer. It just wouldn’t be right as a Captain to let that happen on her watch, if she can help it. [b]History[/b]: The story of Sophia’s origins is nothing much to talk about. The dead body of a magical girl was gathered up in Penrose as part of the plan of Soth, Lord of the Infinite Abyss, a greater horror who had come into the area. Originally meant to be the vessel and avatar of said horror, monster parts were gathered and human remains were gathered/’created’ to ensure the best possible compatibility with the horror. Then the main of her body, the remains of the dead magical girl “Shining Scale”, were gathered to be altered and fitted with the extra parts. But when the ritual to do this, which might have wiped out the city or worse, was interrupted...the Greater Horror was forced to retreat. Or rather, it chose to pull out of the situation and sent part of itself to its doom. It was at this time Sophia’s body finally came to life, her mind developed and became sentient as she became a person of her own self. At this time, her first patron contracted and contracted with her inside her head, mainly to help secure her away from the Horror who had made her. Though another magical girl lied dead despite this, their life force used to bring Sophia herself to life in the ritual, many other living ones would be present in the area of her awakening as well. What will become of the new magical girl, however, whose life was was born from great death? Kidnapped to Beacon and interrogated? Snatched up by the group led by the dangerous Vermillion mistress? Something else entirely? It all has yet to be decided, perhaps~ [b]Incantation[/b]: [color=FF1493]“Take up the wheel, and may the evil cower in fear!”[/color] [b]Additional Info[/b]: Anything you want to tell about your character such as their favorite color, hobbies and anything else that doesn't fit into the rest of the sheet. [hider=Rolls and Stat Breakdown] (Reason: Death, +1 silver) (Age, rolled 6, age 12 as a result) (Body, rolled 3, Underdeveloped +1 [LCK] or MAG) (Oddball, rolled 20, +2 for one stat [LCK], +1 to another [VIT]) (rolled 18, Fist, +2 STR) (-1 bronze, +4 to roll to roll it back over to “2”: Melee [+1 STR +1 VIT], and dual weapon added Ranged [+1 AGI]) (Outfit, Elaborate, +1 [MAG], rolled 11) (Power, rolled 8, Focused Assault) (black coin use: second weapon (stat bonuses double when wielded), Mystic/Fist, main is Mystic [+1 MAG], secondary via dual weapon is Fist [+2 STR]. Dual weapon added [+1 STR] for the fist aspect. Doubled bonuses when wielding are total: +2 MAG and +4 STR) (l perk: rolled 1, +1 Weapon Stat , Dual Weapon – Ranged added to first weapon, and Fist to second) (l perk: rolled 17, Wings) (r perk: rolled 2, Closure, +1 [LCK]) (r perk: 11, Big Backpack) (final perk: rolled 2, +1 [STR], Martial Training) (-1 gold, 2 added perks from either table +1 Weapon Stat, Enhanced Weapon, [+1 STR] on first weapon and [+1 MAG] on the second +1 Any, Ally [+1 LCK]) [b]Stats (Untransformed)[/b]: These start at 3. CYOA options indicate if they apply out of costume as well. STR: 4 AGI: 3 VIT: 3 MAG: 3 LCK: 4 [b]Stats (Transformed)[/b]: These start at 4. (1 bronze leftover) STR: 4 (+6, [+2 more when wielding DMG weapon]) = 12 +2 (1 silver) = 14 AGI: 4 (+2) = 6 +2 (1 silver) = 8 VIT: 4 (+2) = 6 +2 (2 bronze) = 8 +2 (1 silver) = 10 MAG: 4 (+3) = 7 +3 (1 bronze, 1 silver) [+1 more when wielding DMG weapon] +1 (perk) = 12 LCK: 4 (+4) = 8 (Patron, rolled 15, Lesser Force) [/hider] [/hider] [hider=(Patron) Avast Ye, tis' Flying Dutchman!!!] Type: Lesser Force Name: The Flying Dutchman Personality: A lonely ghost ship, who has sailed the seas and sky for a very long time. It can have its moods and such since it became sentient a long time ago, though its lack of proper speaking makes conversations a little more difficult. Can be rather friendly and supportive if you are good to it, though. History: The Flying Dutchman is a being recognized in the folklore of the West, a ship sailed by the infamous Dutch captain ‘Vanderdecken’, that has been cursed to sail the world for eternity and never touch land again. One could say, however, that this does give the ship and its undead crew time to figure some things out. Such as learning about Peter Pan, and finding out how to make the ship fly. Likewise, the ship being infused with gathered magical energies over time eventually became sentient on its own accord. However, this did lead to some incidents with magical girls when the ship passed over a few places to see the sights or otherwise… One magical girl in particular managed to, after talking with Captain Vanderdecken and crew, get them to agree to her offer to help them on to the afterlife. [s]Power of Friendship OP[/s]. However, this could not be extended to the ship itself. It had, in the hundreds of years sailing the seas and sky, become a creature of its own. Bound by the curse it and the crew had borne as well, and lacking a soul, it was safe to say the magical girl could not help it and was promptly kicked off-board several thousand feet from the ground. With that, the ship has continued to sail, and when a certain Horror’s presence arose...well, it had to settle an old grudge, yes? What better than by taking the vessel it had wanted to use as its own magical girl? Resources: The Flying Dutchman doesn’t have anything in the realm of coins for payment. Rather, items and goods and the like that it has collected before and after and since its original crew were disposed of are what it uses. Nick nacks, TV’s, computers, old battle-worn swords, and even artifacts are things it can provide with an ease. None dare ask how it still gets its goods, however. A flying ghost ship has its secrets too, you know! However, to get coins it would allow magical girls under it to work with others. So long as they don’t turn against it, that is, or try to kill it. Eternity is such a lonely existence, in hindsight... Additional Info: Funny enough, while the ship cannot ‘speak’ normally, it can actually understand a great variety of languages known and unknown. It is very multilingual, a trait it somewhat admires and is willing to boast about potentially...albeit it doesn’t speak very well. Ah. [/hider] [center][h1][color=6A5ACD]Serenity Gates[/color][/h1][/center] [hider= (Sophia Ally) Maid In Heaven] [b]Name[/b]: [color=6A5ACD]Serenity Gates, aka “Maid in Heaven” or “Heaven” for short[/color] [b]Age (Magical Girl)[/b]: 14 [b]Age (Before Magical Girl)[/b]: Unknown [b]Gender[/b]: Female [b]Gender (Before Magical Girl)[/b]: Consciousness of a Fragment of a Genderless Horror, which was reincarnated as a human [b]Appearance[/b]: [center][hider=Untransformed] [img]https://i.imgur.com/gPRyVXo.jpg[/img] [/hider] [hider=Transformed] [img]https://i.imgur.com/BRaxypC.jpg[/img] [/hider] [hider=Monstrous Metamorphosis] Made ya look, ey? Haha, it’s just written out and described under the perk itself on this app~ [/hider] [hider=Swimsuit] [img]https://i.imgur.com/EgurhVq.jpg[/img] [/hider][/center] [b]Specialization[/b]: Time [b]Weapon[/b]: [i]Hands of Compassion[/i] – A set of 6 silver colored but plain looking throwable knives, each with a tough black-colored gem on the bottom of their hilts, that are usually kept sheathed on her outer thighs (3 on each thigh). Though small they have a finer sharp edge than obsidian, itself like unto a surgical scalpel in sharpness and the fineness of its sharp edges, they can be readily magically multiplied into many knives as part of their function (and very cheaply too). They can also be recalled to her hands at will, and can be used as a means to cast her magic over long distance, acting as a ‘receiver’ for it and acting as catalysts for it. [b]Power[/b]: Power of Friendship [b]Perks[/b]: -Monstrous Metamorphosis: A leftover of her former existence, but purified by the light of the true Beacon, when this state is triggered she becomes something of a “holy monster” in part. The left half of her face transforms into thorny, crimson red vines, whilst her right eye becomes a pure white glowing eye. Likewise, the vines also begin very rapidly growing out of her body as well and either squiggling about like added limbs or wrapping around some body parts to hold them together and add a layer of thorny protection. The thorny vines, however, are able to be used like tentacles freely. In this form she also radiates energy like that of the “spark” she bears, which actual monsters and evil forces like find to be entirely uncomfortable to be around and even more so is harmful to the touch. Of course this has no effect on regular magical girls, and DMG’s merely feel extremely uncomfortable and their instincts cry out for them to leave. In this manner, her transformation is similar to a Purification artifact. But as soon as she is out of this transformation, which does inhibit her mind a good bit in the process as a counterbalance, her body and everything returns to normal again. -Sorcery: She bears knowledge of an ancient runic alphabet, which is etched/written out and used to cast magic in a general sort of manner. They can be used to enchant objects in certain ways, place curses on people or other things, create a script for a magical chant/incantation, utilize things like divination and necromancy, and perform various sorts of rituals to different ends as well. There are no 'elemental' spells or a blunt "magic missile" offensive kind of spell, but things like a ritual to generate storms or thick fogs or such can be used. It is more of a highly versatile and supportive sorcery type, as it were, used to augment the user and perform various sorts of tasks such as growing plants quickly. It is less reliant on the user's own magical supply, instead invoking the power that exists in this magical script to cast magic. However, rituals (especially certain types) will inevitably draw upon the user as well. -Get Out of Jail: She can teleport to a random location, an initially safe one at least, that is guaranteed to have the facilities and supplies needed to recover. -Soul Jar: Her soul is kept up in a little soul jar to keep it safe, making her body essentially a puppet (even though it doesn’t feel like it). A side effect of making her “human”, though she keeps the little thing hidden on her person for good measure. Due to her patron, however, the spark that exist within her is in this vessel and has strengthened it beyond the normal standards for a “soul jar”. -Dual Weapon: Her melee daggers are capable of conducting her magic, and act as “receivers” for her magic at up to extreme distances. A very useful aspect for long-range magic, at least. [b]Patron[/b]: The Beacon [b]Patron Benefits[/b]: . -Perfect Life: The Beacon will ensure she has a place to stay, friends, and a surrogate family. (Gains the Fake Parents perk for free). Any close friends and family she has will fall under the Beacon’s aegis and be protected from monster attacks. -Spark: A spark of the true Beacon’s light is contained within her body, to stoke her inner fires and preserve her humanity. With a small extension of will, she can resist attempts to forcibly alter her mind or body. -Mystic Might (her 1 free Universal Perk): Her magical prowess is stronger as a magical girl, at least due to her Patron. [b]Patron Drawbacks[/b]: -Vow: The Vow of Compassion. Though in this case it differs from the usual personal vows made by Beacon members, instead being a powerful binding measure placed on her by the Beacon’s own light. This is the enforcement of empathy and compassion upon a consciousness which once had none, a mandatory reformation to make the affected magical girl truly “human”. It is a transformation of the self, both a show of compassion and allowing her to experience it, that cannot be undone. Truly, she cannot toss away this newly gained humanity no matter what, as it is a full part of her now, due to this. Reincarnated as human, made into a magical girl, she is no longer anything of “that Horror”...save in memories and consciousness of things she can never forget. She did get a perfect photographic memory out of this, though, as a side effect. -Excommunication [b]Fighting Style[/b]: Agile movement and magic are key to her combat capabilities. She can attack in close with her knives, dodging and using her movement to hit the enemy and try to avoid harmful blows. She can also throw her knives, using their inherent capability to duplicate them in the air, and then her time magic to propel them with greater force by accelerating the flow of time on those objects specifically. Her ranged battling usually consists of a "bullet hell"-ish style of spam, lacking precision with her knives save if the enemy gets too close to her and she targets them. She can also place her daggers or duplicates of them in far-off places, and due to their nature allow her to cast her magic through them to make super-long-range magic possible. Whilst her speed and magic are the keystones of this, her lack of durability and strength does prove to be her downfall. Tanky and tanky-or-speedy-melee types are her kryptonite, as with enough speed and tankiness they can get past her knives and magic to get close to her. Likewise, melee-fighters can go toe-to-tow with her in close range at the very least. [b]Stats (Untransformed)[/b]: STR: 3 AGI: 3 VIT: 3 MAG: 4 LCK: 4 [b]Stats (Transformed)[/b]: STR: 5 AGI: 10 VIT: 6 MAG: 20 LCK: 6 [b]Stats (Monstrous Metamorphosis)[/b]: STR: 7 AGI: 12 VIT: 8 MAG: 18 LCK: 6 [b]Personality[/b]: An initially somewhat timid and nervous person in social situations, a guilty-feeling individual and a person who has yet to truly immerse herself in the world and “become someone”. In part she fears for her life, not wanting to just die and die again. One could call her intelligent with ease in all mundane subjects, however, which was achieved by her possessing her old self’s untold levels of knowledge that was translated over. Her memory is perfectly photographic, the kind some people in the world might have...but emphasized much more so as part of her penance. For some reason she also has a strong enjoyment of spicy foods, which make her rather happy when eating them. But in the end, she does wish to be truly ‘human’ when it comes down to it. However, her magical girl alias was merely chosen based on an manga that came to her mind as she was reincarnated and awash in all of her memories. To this end, she is a bit embarrassed...but still confident enough to keep the name at least. [b]History[/b]: Once upon a time, a Greater Horror feared across the cosmos shed a part of itself as a scapegoat to pay for its sins. A cruel betrayal, an evil but universal entity on both sides, but even so this fragment was butchered by a blade that sought to devour all. It was smitten to pieces, and as it consciousness lingered at the end it asked “What did i do wrong? I merely wanted to see as humans do!”. It had no the capability to understand, too long a lifespan and lack of certain mortal imperfections to be able to do this. Then came a light. A brilliant light that seemed to shine over so much, and offered it a chance for penance: “You are an evil being, that which should be smitten into nothingness. But for you inability to ever understand, in this one case i shall offer you compassion this day. Let your mind be shaped by mine, let your will be forged by my own. I shall reincarnate you into a human, but you shall live as a magical girl for all eternity. My spark shall glow brightly within with great light, but in return you cannot escape those memories you bear nor knowledge of your many sins and deeds.” The fragment, brought down to mortality, accepted this bargain. It was reincarnated into a human girl named Serenity Gates, and she was made a magical girl. She gained family, and friends, and was placed in a good home. It was nothing her former self deserved, she knew it to her core. But with this new life, new chance of hers, might come the chance to truly be as “human” as her former self once desired to be. [b]Incantation[/b]: [s]”Time to tip the sca-!...Wait, that one is copyrighted? Dangit.”[/s] “Evil’s time is at its end, let then the light descend!” [b]Additional Info[/b]: Anything you want to tell about your character such as their favorite color, hobbies and anything else that doesn't fit into the rest of the sheet. [hider=Rolls and Stat Breakdown] (Reason: Death, +1 silver) (Age – rolled 18, 18-10+8= 14, new age is 14) (Body – rolled 1, Underdeveloped +1 [LCK] or MAG, also applies out of costume) (Spec – rolled 7, Time +1 AGI or [VIT], +2 [LCK]) (Weapon - rolled 1, Melee, +1 [STR] and +1 [VIT]) (Outfit: rolled 3, Skimpy +1 [AGI]) (Power: rolled 12, Power of Friendship) (l perk: rolled 15, Monstrous Metamorphosis) (l perk: rolled 16, Sorcery [+1 MAG]) (r perk: rolled 8, Get Out of Jail) (r perk: rolled 17, Soul Jar) (final perk: rolled 1, +1 Weapon Stat, Dual Weapon) (Second Weapon Type: Mystic, +1 [MAG], +1 [more] from Dual Weapon) (free perk [from patron]: Fake Parents) [b]Stats (Untransformed)[/b]: These start at 3. CYOA options indicate if they apply out of costume as well. STR: 3 AGI: 3 VIT: 3 MAG: 3 (+1 [Sorcery]) = 4 LCK: 3 ([+1 [body]) = 4 [b]Stats (Transformed)[/b]: These start at 4. (0 gold, 0 silver, 0 bronze left) STR: 4 (+1 [weapon]) = 5 AGI: 4 (+1 [Skimpy]) = 5 (+3 [3 bronze]) = 8 (+2 [1 silver]) = 10 VIT: 4 (+1 [weapon], +1 [spec]) = 6 MAG: 4 (+1 [Sorcery] +2 [Dual Weapon Effects] +1 [body]) = 8 (+10 [1 gold and 3 silver]) = 18 (+1 [1 bronze] +1 [Mystic Might]) = 20 LCK: 4 (+2 [Spec]) = 6 (Patron – rolled 17, Beacon) [/hider] [/hider]