[@ERode][@Ariamis] Here are my sheets, reposted! [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)] [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]: +1 Ruby Coin (not yet used, or otherwise i need to decide what she'd use it to do) [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]: +1 Ruby Coin (not yet used, or otherwise i need to decide what she'd use it to do....or give it away to Sophia out of fear. either way.) [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] [hr] [center][h3]("To Be Decided" Characters, whether to NPC, shelf for this season [which will be the initial case at least at the start of this], or do something else with behind the scenes with Moon or the like at some point in time)[/h3][/center] [hider=Stardust Crusader] Name: Nina Kujo, magical girl name is "Stardust Crusader" Age (Magical Girl): 15 Age (Before Magical Girl): 35 Gender: Female Gender (Before Magical Girl): Female [hider=Appearance][center] Transformed [img]https://i.imgur.com/3YcP1nm.png[/img] Untransformed [img]https://i.imgur.com/Ay7T5T9.jpg[/img] [/center][/hider] Specialization: Spirit – She can utilize her powers to deal with spirits, summon them, and utilize them in a general manner like any other Spirit spec magical girl, though her nature as being Gifted in this area has transformed her talents into something unique she can use this for. She can summon and utilize special spirits unique to her that have varying powers that can utilize other kinds of specializations. In other words, indirectly via summoning certain unique spirits only she has access to due to her Gifted abilities she can utilize other specializations through using said spirits. For example, summoning a spirit with powers over fire, summoning a spirit who can freeze time for objects or such, and/or even a spirit who can manifest physically as metal and punch others. Weapon: She wears a pair of metal gauntlets from her hands down to her elbows, made from tough magical metal that in application is virtually indestructible. They stand up to her mighty strength and then some. Power: Killing Blow (Special move is - Ora: “Nice Watch - Shame I’ll Have To Break It, Your Face That Is”. Only has to call out “Ora” to be able to use it) Perks: *Enhanced Outfit – Her outfit, considered a form of overly elaborate cosplay by her patron who chose it based on an anime she’d enjoyed watching somewhere in the multiverse, is made to last. And then some. Able to shrug off heavy weapons/ordinance fire and Minotaur axes like its nothing, as well as channels her magic far better than normal. *Ally – After becoming a magical girl she gained a noted ally in her work, who also serves the same deity as her to boot. Neat. *Overcity Shift - Can force herself an a small portion of surroundings into the Overcity to minimize damage and similar reasons in battle or otherwise. *Eternal Style – Her body and clothes are always in pristine condition, no matter the situation. Further, she can summon pretty much any clothing she wants to wear onto her body whilst untransformed, though these clothes summoned like this disappear 2 hours after being removed from her body. (Other specifics can be seen in the CYOA itself.) *Gifted – She is abnormally gifted with her magic, to the extent she is able to draw upon a unique Spirit Specialization ability of summoning/utilizing many lesser spirits with their own specializations. Essentially, she has become incredibly versatile by being able to summon and use spirits who utilize magic and specializations she herself does not have. Neat. Patron: Majora, Goddess of the Dead, Weapons,.....and Entertainment; The Ebon Mint Patron Benefits: *Paragon – Though a young goddess, Majora desired that her first champion be a mighty as possible. As such she strengthened her body to fit this better, even outside of magical girl form. *Divine Competence – As a magical girl and even outside of that form, she has a masterful competency in areas related to her patron’s abilities. This includes funerary rites, how to properly bury the dead, craft and forge weapons of a masterful sort and the various techniques to go along with this, how to identify weapons and their craftsmanship, and....as much as the goddess hates to admit....great competency with video games and knowledge of various other forms of entertainment as well. *Physical Prowess – Majora was being serious when she wanted to make her champion strong, and so added more strength to her body for this purpose. --- [Extra] *Mystic Might – Desperate to make her champion “the best of all time”, as she so said, Majora decided to add a boost to her champion’s magical power as well. What a min-maxer. --- [Ebon Mint] *Black Coin – A single black coin is always on her person. This token from the Ebon Mint, who had helped her deific patron find her in the first place upon request. Will she spend it or not? That is left up to question for her personally. *Non-Exclusivity – She works for her deific patron, but in the end does have ties to the Ebon Mint. --- Patron Drawbacks: *Unknown – Majora is a goddess unknown to the world, being the result of generations of breeding amongst divinities that has finally given rise to a “modern” goddess of sorts who has no headway. She does not seem to mind much, simply having her fun and using her powers as she sees fit so far and not even having proper rites yet save for things she’d filched from ancestors and others about funerals and the dead and such. What a slacker. *Arrogance – Cocky at times, Majora may overestimate the abilities of her chosen champion when it comes to facing obstacles. Then again, she can also be fast to realize this and panic or try to help if she can in the aftermath. She is, according to her own words, “still trying to learn to do this whole goddess thing better”. --- [Extra] *Clueless – Majora, as much as she means well, as much as she has the power the grant boons and such and pay her champion and other with coins....has little idea about the magical world. Its hilariously dumb, and she knows it, getting rather pouty over the matter in general if it is pressed or brought up. --- [Ebon Mint] *Debt – If she spends this coin of hers, she will be in debt to the Ebon Mint. Further if the Mint helps otherwise she can still put herself into debt. So far she’s only had the Black Coin, not spent it, and has relied on her skills and deific patron to get by, along with her ally. *Betrayal – Just Another Brick In The Wall, unless they see her as valuable enough to continue to keep about. Fighting Style: Due to her incredibly strong outfit making up her defenses and covering her body rather well, her battle style is personally getting in close and beating the literal hell out of people. Between her great strength and fist weapons, she is best suited to melee alone. However, she supplements this with the spirits she summons who can use their own abilities to augments hers, supplements hers, assist in a fight, and/or simply deal with enemies at medium and long ranges even as is needed. This as well as her other Spirit Spec abilities that can be used. She is highly versatile as a result of her abilities, but is most deadly in close range. Definitely not a magical girl to underestimate. [hider=Stats] [b]Stats (Untransformed)[/b]: (+1 to all Phys stats due to Paragon) STR: 4 AGI: 4 VIT: 4 MAG: 3 LCK: 3 [b]Stats (Transformed)[/b]: STR: 20 AGI: 5 VIT: 5 MAG: 18 LCK: 4 ------------ [b]Calculations[/b]: -->+14 MAG (+1 Enhanced Outfit Perk, +1 Gifted Perk, +1 Elaborate Outfit, +1 Underdeveloped Body, +3 from Spec, +1 Mystic Might, +4 from 4 bronze, and +2 from 1 silver) -->+16 STR (+2 Weapon, +1 Any/Ally Perk, +1 Paragon, +1 from Killing Blow, +4 from 1 gold, +6 from 3 silver, +1 from Physical Prowess) -->+1 AGI and +1 VIT due to Paragon [/hider] Personality: A highly perceptive, intelligent, and quick-learning individual, who herself tends to keep a disinterested and cool attitude about her at all times and can push herself to make hard decisions and can seem rather callous and cold to others. When agitated she can be fierce and intense, making her that much more dangerous in this state, but otherwise deep down has a gentle and good heart when it comes down to it and can be soft in private with those closest to her. In the end she wants the best for those she cares about, but also wants to make the best decisions she can as well too. However, when she puts her mind to something she can be stubborn and act without any hesitation as a result. History: Nina Kujo is the daughter of a Japanese man and an American woman who were married and lived in the US proper. Always a bit of an anime fan and a gamer, she enjoyed a fun and healthy life from a young age alongside some exercise. She went to school, had a few friends, and eventually graduate high school and went into the world. Nearly two decades later, and she was working as a successful store manager at a local grocery store whilst keeping her anime and gaming hobbies alive at home. It all seemed very average, very average indeed, though she was always an intelligent individual in life. Then one night after leaving her store, she was attacked by starving monsters looking for a meal. Enter a magical girl who was serving Majora, a young goddess with not much knowledge and a knack for several things due to her....mixed heritage. Or high deific inbreeding among the gods. Regardless, the magical girl died protecting her, before Majora stepped in with her power to save Nina by turning her into a magical girl, wiping her current personality but not her memories in the process. Though for Nina it’s like her old memories are alien to her in this new form, like it wasn’t her. Regardless, the monsters were soon dispatched, the Ebon Mint popped in right after to gift her a coin, and she started out work as a magical girl. Now she’s over the last few years made her way to Penrose on command of her deific patron, though that Ebon Mint coin remains with her as a reminder of what she could have...and what it could cost her. Incantation: [color=blue]“Yare yare, daze.”[/color] (this text color is her color for the RP, er the one to be used for her anyways in posts) Additional Info: Yes this is pretty much a female Jotaro magical girl. +1 Ruby Coin (not yet used) [/hider] [hider=Nina's Ally; "Red Rifle"] Name: Alice Honorsby, magical girl name is "Red Rifle" Age (Magical Girl): 14 Age (Before Magical Girl): 7 Gender: Female Gender (Before Magical Girl): Female [hider=Appearance][center] Transformed [img]https://i.imgur.com/dMyxnwo.jpg[/img] Untransformed [img]https://i.imgur.com/3UTEqKn.png[/img][/center][/hider] Specialization: Air Weapon: Ranged – A long-barreled rifle, with a scope that can be materialized on it, that has multiple modes on the scope such as infrared, x-ray, act as a scrying orb, and similar things etc. Power: Focused Assault – By putting more of her mana into attacks to deal far more punishing and penetrating attacks. Can be melee or ranged attack, not limited like Killing Blow but not as powerful as Killing Blow. Perks: *Flexibility – Her body is unnaturally flexible, able to twist and bend and rotate in ways never normally possible. Albeit she still isn’t literally made of rubber. *Gifted – Her talents with air are....incredible, though limited in scope by her magical power. The phrase “bending the bullet midair” comes to mind when her abilities are in play, and she is not to be underestimated in what she can do regardless of limitations. *Awareness – Her senses as a magical girl and even untransformed are far more keen than the normal or standard. A scent in the air, a feeling on her skin, the presence of someone in the shadows, knowing the wind direction instinctively, many a thing is possible for her due to this ability. Patron Benefits: *Paragon – Though a young goddess, Majora desired that her servants must be a mighty as possible. As such she strengthened her body to fit this better, even outside of magical girl form. *Divine Competence – As a magical girl and even outside of that form, she has a masterful competency in areas related to her patron’s abilities. This includes funerary rites, how to properly bury the dead, craft and forge weapons of a masterful sort and the various techniques to go along with this, how to identify weapons and their craftsmanship, and....as much as the goddess hates to admit....great competency with video games and knowledge of various other forms of entertainment as well. *Physical Prowess – Majora was being serious when she wanted to make her magical girls strong, and so added more strength to her body for this purpose. --- [Extra] *Mystic Might – Desperate to make her champions “the best of all time”, as she so said, Majora decided to add a boost to her champions’ magical power as well. What a min-maxer. --- Patron Drawbacks: *Unknown – Majora is a goddess unknown to the world, being the result of generations of breeding amongst divinities that has finally given rise to a “modern” goddess of sorts who has no headway. She does not seem to mind much, simply having her fun and using her powers as she sees fit so far and not even having proper rites yet save for things she’d filched from ancestors and others about funerals and the dead and such. What a slacker. *Arrogance – Cocky at times, Majora may overestimate the abilities of her chosen champion when it comes to facing obstacles. Then again, she can also be fast to realize this and panic or try to help if she can in the aftermath. She is, according to her own words, “still trying to learn to do this whole goddess thing better”. --- [Extra] *Clueless – Majora, as much as she means well, as much as she has the power the grant boons and such and pay her champion and other with coins....has little idea about the magical world. Its hilariously dumb, and she knows it, getting rather pouty over the matter in general if it is pressed or brought up. Fighting Style: Long-ranged combat from the air or various locations is her usual style. Sniping, hitting targets at long range, and using air to deal with those getting too close to her position or two flee away quickly. Her attacks when made are low-cost due to begin bullet-sized, but combined with Focused Assault and Wind she can fire super-smart homing shots with higher power than normal to hit targets. Magical girl or monster or otherwise alike, this is not something to underestimate. Even at medium range her attacks are no joke and are extremely hard to dodge, much less withstand on impact. [hider=Stats] [b]Stats (Untransformed)[/b]: STR: 4 AGI: 4 VIT: 4 MAG: 3 LCK: 3 [b]Stats (Transformed)[/b]: STR: 5 AGI: 15 VIT: 9 MAG: 7 LCK: 4 ------- [b]Calculations[/b]: +11 AGI (+1 Bronze, +4 Spec, +1 Outfit, +1 Gifted, +1 Flexibility, +1 Physical Prowess, +1 Paragon, +1 Weapon, +1 Average Body type) +5 VIT (+2 silver, +1 Paragon) +1 STR (+1 Paragon) +3 MAG (+2 bronze, +1 Mystic Might) [/hider] Personality: One could call her along the lines of a mellowed-out veteran among magical girls, the kind of person who keeps a chill head but tends to make bad puns and dad jokes. Alice is someone who seems to understand the darker parts of magical girl life, but hasn’t lost the spark of good hope within her. Perhaps a tad jaded and generally unphased when seeing the crazy things, she still can be there for those she cares about with her own relaxed but experienced hand. Her past is a touchy subject, and she has the opinion that she both lost but gained a childhood from becoming a magical girl in some odd sense of things. History: A veteran magical girl of many years. She started off as a rich girl, someone whose family was more than well-off. They were wealthy, fantastically so, until her father’s company backstabbed him. Framing, a false lawsuit, faked documents, libel, they used it all to seize the family’s wealth and leave them homeless on the streets. Her father was in jail, her mother wet mad, and all seemed lost. It was then that she was approached by a Puchuu who wanted to make her a magical girl, since there was an emergency and numbers were needed. The conditions of her becoming a magical girl were set, and she accepted before taking to the fight. However, after the beast finally fell her Puchuu gave her a book about the magical world and took off with a shrug. Seemed it didn’t want to stay around for her, or be her proper patron. So Alice on her own took off into the world of Magical Girls, for years and years working as one and learning the tricks of the trade and combat. Eventually, she ran into a new magical girl, named Nina Kujo, who was in the middle of a battle against a number of beasts. Providing a helping hand, she talked to the girl after....and despite the latter seeming to protest she decided to hang around with her. Even signed up with the same Patron as Nina. Something about the girl’s true nature underneath drew her in, the grizzled veteran girl and the chill newbie. And that’s mainly how it’s been ever since for her, in all honesty. Incantation: [color=violet]“Lock on.”[/color] (this text color is also her color to be used in the RP for her, violet that is) Additional Information: +1 Ruby Coin (not yet used) [/hider]