[center][h3](EDIT: 7/18/20: Updated stats and character sheets in accordance with RP policy changes and the implementation of a coin transfer/use that was long overdue.)[/h3][/center] [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! -[i]Enhanced Outfit[/i] [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: 15 LCK: 9 [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]Coins[/b] Lich Fight (Billy) - 6 silver, 3 bronze Artemis Knight - 1 gold Aighosrt-Related Event Base Payout - 1 gold, 2 silver Current Total: 2 gold, 8 silver, 3 bronze [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) (New Perk Stat Changes Added: +1 MAG from Wings +1 LCK from Big Backpack +1 MAG from Gifted Item: Mystic Artifact) (-1 Ruby Coin, used to get "+1 Outfit Stat, Enhanced Outfit" perk (+1 MAG)) [/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: 11 VIT: 6 MAG: 25 LCK: 6 [b]Stats (Monstrous Metamorphosis)[/b]: STR: 7 AGI: 13 VIT: 8 MAG: 25 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]Coins[/b]: Aighosrt-Related Event Base Payout: 1 gold, 2 silver Current Total: 1 gold, 2 silver [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) (New Perk Stat Changes Added: +1 MAG from Soul Jar +1 AGI from Get Out of Jail) (-1 Ruby Coin, used to gain +4 MAG) [/hider] [/hider] [hr] [center][h1][color=FAF0E6]Lillia Minerva Pierce[/color][/h1][/center] [hider=Prehistoric Powerhouse] [center][img]https://i.imgur.com/gUGnvTK.jpg[/img][/center] [u]Name[/u]: [color=FAF0E6]Lillia Minerva Pierce[/color] [u]Age (Magical Girl)[/u]: 16 [u]Age (Before Magical Girl)[/u]: 23 [u]Gender[/u]: Female [u]Gender (Before Magical Girl)[/u]: Female [u]Appearance[/u]: [list] [*](Untransformed) [url=https://i.imgur.com/liJFV2r.jpg]https://i.imgur.com/liJFV2r.jpg[/url] [*](Transformed) [url=https://i.imgur.com/gUGnvTK.jpg]https://i.imgur.com/gUGnvTK.jpg[/url] [/list] [u]Specialization[/u]: [i]Oddball (Prehistoric)[/i] (+2 AGI, +1 MAG) - A magical spec focused entirely on the prehistoric animal life that once lived upon the Earth. Though these types of animals still fall under the Beast spec, which this spec is generally like in both function and capability, this more narrowed focus allows for her to cast more advanced/potent/special/unique magic and enchantment spells in this area in return. Within this spec she can also summon/conjure/enhance even various strange, freaky, and even outright ‘alien’ looking creatures from Earth’s prehistoric past, including but not limited to: swarms of overly large dragonflies, a giant Quetzalcoatlus to ride upon, packs of small Velociraptors, and even something like ancient Cambrian sea creatures that now ‘swim’ in and breathe in the air due to this magic. She can even go farther beyond this as well, due to being so highly [b]Gifted[/b] in it, in ways such as: conjuring the disembodied jaws of a megalodon to chomp enemies, fossilizing targets and de-fossilizing them back to normal, and mixing the bodies of prehistoric creatures to make horrific but strong ‘franken creatures’. [u]Out of Costume[/u]: Retains superb reflexes and an agile sort of athleticism (+1 AGI), and can easily identify prehistoric animals/creatures even from only the fragments of fossils or fragments of body parts. [u]Weapon[/u]: Magitech Railgun Greatbow (like the one in this pic: [url=https://i.imgur.com/cHNETd3.jpg]https://i.imgur.com/cHNETd3.jpg[/url]; basically a scifi-looking greatbow with a pair of rails above and below where the arrow is nocked and fired, so when an arrow is fired it is accelerated stupidly fast for a powerful attack) [u]Power[/u]: [list] [*]Killing Blow - "Exterminatia Celestialis: The End Of An Age" - (The very summation of her prehistoric magic, in the form of a re-enactment of the arrival of her patron: The very 'meteor' that ended the prehistoric age and slew the dinosaurs. This attack takes the form of a conjured magical meteor that rains down from the air, moving at incredible speeds surpasses all to come down upon the target and destroy it in an almighty blow to bring cataclysm upon her target with all of her power. Lillia's access to the “Mana Font” benefit of her patron allows her to pour this extra reserve of magical power into her attack, if she so chooses, which gives it some boost to its attack power as a result. If she chooses as well, however, she also can further and much more greatly enhance this attack’s power through the use of her “Blood Magic” perk, dumping most of her health into the attack on top of her otherwise 'normal' mana reserves. Yet the end result of doing this will put her on the brink of death (but not dead) as a result, a heavy price to pay for ultimately an attack of immense power. If both of these methods are used simultaneously, her Killing Blow will rise dramatically in power but put her out of commission for a time and forced to recover ((whether by magical or mundane or other means)) before she can return to action.) [/list] [u]Perks[/u]: -Enhanced Sustenance -Flexibility -Gifted: (effects noted in the spec description) -Sorcery: [b]Astrology[/b] - An organized form of the original human-originated astrological magical arts, this sorcery is filled with a multitude of incantations/invocations, sigils/symbols, arrangements, enchanted/magical objects, and rituals, all tied to and making use of the stars, celestial objects, constellations, various heavens/gods, the zodiac, and the ilk. Divination and scrying capabilities also exist as part of this. It is a very versatile form of magic. -Dual Weapon: Her weapon can deploy a special 'magical antenna array' that allows her to channel and cast her magic at longer ranges, as well as better control summons over a far superior distance than normal. -Blood Magic: She can transform her own health into additional mana, vastly increasing her reserves when tapping into this...but at the cost of her own health in the process. -Absolute Direction -Awareness [u]Patron[/u]: The Pale Moon (Ygghirath) [u]Patron Benefits[/u]: -Paragon: She is a mighty paragon of the Pale Moon, the best among her champions (individually at least) who will always stand fast and strong. -Blessing: She is capable of granting her patron's blessings, which can take a myriad of forms from a blessing for 'boosting damage against evil beings' for one magical girl or 'deterring monsters from a location' for a particular building or home. Among other things rotating around her patron's embodiment of good, and less well known the actual moon in turn. -Mana Font -Mystic Might [u]Patron Drawbacks[/u]: List all drawbacks including universal ones. -Unknown: Save among the deities of Earth and the larger magical organizations like The Beacon, her patron is unknown among others and especially among the normal human population in all her entirety. -Arrogance: Rather than the traditional sort of arrogance, it can be said Ygghirath has the most faith in her champion than all others to the point that...ah...she does tend to have to still come to realizations about her champion's capabilities at times and certain situations. -Big Brother [u]Fighting Style[/u]: Lillia fires her mighty bow at enemies like a piece of moving, target-tracking artillery or superb archer, and is able to consume even her own health to fire powerful attacks at her foes. Her magic allows her to conjure minions and various effects (like a large prehistoric shark jaw biting down on something), and utilize various spells offensively and defensively to supplement her ranged fighting style. Her attacks, especially her Killing Blow when she funnnels all she can into it beyond the normal, focus on hitting hard from afar and with precision. One could compare her fighting style to a cruise missile in a sense, hitting from afar, hitting hard, and hitting fast. She ultimately isn't a good fighter at all at close quarters, however, and is especially deficient at this to the point it can be very much considered her 'Achilles Heel' in combat. Those monsters and other foes that can close the distance well to get to get will find an easier time of handling her as a result, which is one reason she tries to keep a distance between herself and her target. Further, [u]Stats (Untransformed)[/u]: These start at 3. CYOA options indicate if they apply out of costume as well. STR: 4 AGI: 6 VIT: 6 MAG: 5 LCK: 3 [u]Stats (Transformed)[/u]: These start at 4. STR: 5 AGI: 14 VIT: 10 MAG: 16 LCK: 8 [u]Personality[/u]: A relaxed and casual type of person, the sort you might expect to lounge in a hammock all day and take naps, or sit about with friends annd have a good time and the ilk. The sort of individual who is willing to talk to a stranger casually, and hear people out or just provide them a set of ears to talk to, though even in the midst of battle doesn't seem to lose a sense of cheeky humor. Yet she is also someone who will act without a second thought when she feels she needs to do something, and is among the first to get a chore or needed task done when it is assigned. She will not hesitate to act, speak, or even shoot a glare or the ilk when she feels the need, whether it is fitting or not and no matter who she is speaking to, and frankly defines her respect for others based on their behavior and actions than anything else. Even her patron, whom she has much respect for, doesn't escape this categorization and hasn't discouraged her from doing so at all. Likewise when she puts her hand to a task she does so with determination, even if not a visible 'upbeat gusto' of some sort by any normal standards. However, somewhere underneath it all she does feel some regrets and other ill things about her past...things she usually isn't apt to share with any random person or magical girl/boy, but would maybe open up to with an actual friend. [u]History[/u]: A college student who grew up a rather average and uninteresting, and middle-class, life in a world that ever continued to change. She went on vacations, hung out with friends, worked at a job, and even aimed to get a degree for a future career like so many before her. Yet when she became an unfortunate bystander late at night to a monster attack...instead of running, she acted. Underneath the pale moonlight she dropped everything and moved without a second thought, equal parts hero and utter fool, to save a little girl whose parents had been devoured by a lesser horror's minions in a nearby side street. She crashed her car into the monsters, and though scratched up leapt out and grabbed up the little girl. To her credit she managed to carry her run some before sending the girl off to safety, before the beasts struck her down as she stayed behind to mere buy time for the girl if nothing else. Though as she lied dying upon the pavement, her warm blood running out into the chilled and uncaring night and horrific monstrosities gathering about to devour her, even so her thoughts turned to the little girl's survival and a sort of resolution. She couldn't stop, even though she would die here. Even as the very cold, icy fingers of death wrapped around her heart itself she tried to understand why, but even so pushed with the last summation of her last mortal strength to sit up once more and rise a final fist in the face of the alien threat before her. From there, all she can recall is a flash of bright white moonlight and a voice calling out. The voice asked her to live, and to not give up hope even in the face of certain death, and offered her a path to smite the evils before her. In a moment that seemed like a literal eternity, she pondered the question...and accepted without hesitation. She willingly let this alien goddess' power into herself, and was changed in the twinkling of an eye. In that very moment a great hero was born, a magical girl who stood then and even now stands at the very top of all her patron deity's servants and mightiest warriors. A true champion of the light, of good, but most importantly as someone who isn't bound at beck and call...just merely seeks to do good as best as she can in a world that has seemingly gone mad. [u]Incantation[/u]: [color=FAF0E6]"In the name of the Pale Moon!"[/color] [u]Coins[/u]: (None) [list] [*]Her favorite food is usually some form of sweets and sweet baked goods, at the top of this being different kinds of 'cakes' and the ilk. Especially Chinese mooncakes. [*]She likes snakes and carnivorous plants. [*]She enjoys swimming at times when she's not busy or off doing magical girl work, having actually been on a swim team in high school as well one in college before her fateful 'transformation' into a magical girl. The beach, in turn, is her favorite kind of place to be. [*]She does watch anime...is a bit of a [i]weeb[/i] when talking about it. Isn't one of those crazy weebs though, or the katana-buying weirdos made fun of online. Just kind enjoys it, but can get really into it when talking about it. [*]Two Of Her (Random) Favorite Cover Songs Online: (might add more to this list later) [list] [*][url=https://www.youtube.com/watch?v=6ihCma5l-dQ]https://www.youtube.com/watch?v=6ihCma5l-dQ[/url] [*][url=https://www.youtube.com/watch?v=e5difG-INqY]https://www.youtube.com/watch?v=e5difG-INqY[/url] [/list] [/list] [u]Magical Coins[/u]: (Edit 7/8/20) +2 Ruby Coins and +1 Black Coin from the leaving Nina and Alice, as was already approved a time ago and discussed. (will be/is IC inheriting the two ruby coins, and black coin, from my two retired OC’s) [u]Other[/u]: [list] [*]Theme Song: [url=https://www.youtube.com/watch?v=Vl5GM_Dncq4&list=WL&index=87&t=0s]https://www.youtube.com/watch?v=Vl5GM_Dncq4&list=WL&index=87&t=0s[/url] [/list] [hider=Rolls, Reason, Scribblings, and Stat Calculations] Reason: Emergency Roll(11d20)+0: 20,16,19,7,4,4,18,14,5,16,1,+0 Total:124 Age: 16 Overdeveloped (+1 STR or [b]VIT[/b]) Spec: ((-1 bronze, +1 to roll = 20, [u]Oddball (Prehistoric)[/u] (+2 [b]AGI[/b], +1 [b]MAG[/b]) - A magical spec focused entirely on the prehistoric animal life that once lived on the Earth. Though these types of animals still fall under the Beast spec, which this spec is generally like in both function and capability, this more narrowed focus allows for her to cast more advanced/potent/special magic and enchantment spells in this area in return. Within this spec she can also summon/conjure/enhance even various strange, freaky, and even outright ‘alien’ looking creatures from Earth’s prehistoric past, including but not limited to: swarms of overly large dragonflies, a giant Quetzalcoatlus to ride upon, packs of Velociraptors, and even something like ancient Cambrian sea creatures that now ‘swim’ in and breathe in air due to magic. She can even go farther beyond this spec’s usual capabilities, due to being highly Gifted in it naturally, in ways such as: conjuring the disembodied jaws of a megalodon to chomp enemies, fossilizing targets and de-fossilizing them back to normal, and mixing the bodies of prehistoric creatures to make horrific but strong ‘franken creatures’. [u]Out of Costume[/u]: Retains superb reflexes and an agile athleticism (+1 AGI), and can easily identify prehistoric animals/creatures even from only the fragments of fossils or fragments of body parts.)) Ranged (+1 [b]AGI[/b]) Outfit: Skimpy (+1 [b]AGI[/b]) Power: Hammerspace (-1 bronze, -2 to roll = 1, Killing Blow [+1 MAG] - "Exterminatia Celestialis: The End Of An Age" - The very summation of her prehistoric magic, in the form of a re-enactment of the single biggest prehistoric event to occur: The meteor that ended the prehistoric age and slew the dinosaurs. She calls this down an imitation of her patron in the form of a magical meteor that forms above in the air, then moving at incredible speeds surpasses all to come down upon the target and destroy it in a cataclysmic blow with all of her power. The access to the “Mana Font” benefit of her patron allows her to pour this extra reserve of magical power into her attack, if she so chooses, and notable power it up even more in this manner. If she chooses as well, however, she also can further and much more greatly enhance this attack’s power through the use of her “Blood Magic” perk, though the end result of doing this will put her on the brink of death *but not dead) as a result. If both of these methods are used simultaneously, her Killing Blow will rise dramatically in power but put her out of commission for a time (so she can actually recover).) (choose) +1 [b]VIT[/b], Enhanced Sustenance (choose) +1 [b]AGI[/b], Flexibility (free flip) +1 Spec Stat, Gifted (+1 [b]MAG[/b]) (‘Capable of feats within her specialization that are dazzling, innovative, and impossible for regular magical girls/boys to duplicate.’) (free flip) +1 [b]MAG[/b], Sorcery [u]Astrology[/u] - Based on the original human-originated astrological magical arts, this sorcery is filled with incantations/invocations, sigils/symbols, arrangements, enchanted/magical objects, and rituals, all tied to and making use of the stars, celestial objects, constellations, various heavens/gods, and the ilk just like its origins are. Divination and scrying capabilities also exist as part of this.) and in this case in a general form of the art. There is a great variety of derivatives in world/ancient Earth history. +1 Weapon Stat, Dual Weapon (Mystic, +1 [b]MAG[/b]) (-1 gold, +2 perks: +1 VIT, Blood Magic Absolute Direction) (-1 Ruby Coin, +1 Perk +1 LCK, Awareness) (-1 Ruby Coin +3 VIT, +1 AGI) (New Changed Perk Stats Added: +1 LCK, Absolute Direction) [u]Stats (Untransformed)[/u]: These start at 3. CYOA options indicate if they apply out of costume as well. STR: 3 +1 (Paragon) = 4 VIT: 3 +2 (Enhanced Sustenance, Body, Paragon) = 6 AGI: 3 +2 (spec, Flexibility, Paragon) = 6 MAG: 3 +4 (Sorcery, Gifted) = 5 LCK: 3 [u]Stats (Transformed)[/u]: These start at 4. (0 gold, 0 silver, 1 bronze) STR: 4 +1 (Paragon) = 5 VIT: 4 +3 (Enhanced Sustenance, Body, Paragon) = 7 + 3 (corrections) = 10 AGI: 4 +5 (spec, Outfit, Weapon, Flexibility) = 9 +4 (-2 bronze, Blood Magic, Paragon) +1 (corrections)= 14 MAG: 4 +5 (Dual Weapon, Sorcery, Gifted, spec, Killing Blow) = 9 +7 (-3 silver, Mystic Might)= 16 LCK: 4 +2 (corrections) = 6 [u]Patron Benefits[/u]: -Paragon (+1 to all physical stats, even out of costume) -Blessing -Mana Font -Mystic Might (+1 MAG) [u]Patron Drawbacks[/u]: -Unknown -Arrogance -Big Brother [/hider] [/hider] [hider=The Pale Moon] Type: Deity Name: Ygghirath, aka "The Pale Moon", "The Meteor That Destroyed The Dinosaurs", "The Being Beyond the Stars", "The Anathema", "That Which Lurks Beyond" (her true name is unpronounceable by mortal tongues, so she goes by Ygghirath as a close approximation) Personality: History: A being from a higher plane of existence, a unfathomable thing beyond all mortal comprehension, a great creature writhing with its many tendrils and eyes and alien flesh of unknown origin, and though it is something akin to an immensely powerful Greater Horror...yet it is itself a deity. A goddess, no less, of an alien civilization. Long ago she watched and waited over a world, whose people were the 'children' of herself and others like her. She cared for them, shone over them with a heavenly light akin to the moon, and nurtured them from afar as they grew to become great under the gaze of her and other deities. Yet when Horrors lurked about, when the attention of terrible Greater Horrors was turned on her world, she granted the people power to fight the darkness and creatures and unfathomable monstrosities that lurked in the shadows. She sat above in the heavens and glowed with heavenly soft light that cast out shadows, burnt away all evil, and brought up the spirits of the people even in their darkest hours. Even when the void itself turned its attention to her world, Ygghirath and the other deities of that world's fight against that vile force itself passed into nothing short of one of the greatest legends of the universe itself. They were the first and only to get the void, that Infinite Abyss, to [b]stop[/b] in its devious devouring desires. Though at what cost? A broken world, a fraction left of what had ever been, ruins that spoke of great battles and an eternal struggle against the dark. Ever since then these tales of "The Anathema" and its allies have been whispered with reverence, even if just among those magical societies, super advanced civilizations lingering or roving out in the far depths of space, and especially among a Deities even as far as Earth. But what of Earth? What interest is it of this great celestial deity, which drives back the darkness? It traveled to another world to battle a great foe, hearing the voices of other gods that fought against an abomination seeking to take over the planet, and eventually crashed into the earth with such might and power down upon its new foe it ended the prehistoric era and wiped out the dinosaurs. What is now known as the Chicxulub Crater on the Yucatan Peninsula became both the very site of the deity's descent, and a sign of that climactic final battle that wiped the world clean for humanity to rise. This alien goddess never rose to prominence on this new world, nor was worshiped by humanity, yet truly the gods and such powerful beings retained memory of her continually due to her seeming sacrifice. The most organized magical groups of Earth, including The Beacon, would also come to be aware of her in legend as well due to the passage of time and word of mouth over so many years. Yet as of last several thousand years...the millions of years of her slumber have been ended, and the goddess has once again begun to watch an new world she had helped save. Now, finally, she has begun to raise more champions (magical girls/boys) among mortals again...all to fight back against the dark itself, as she had ever done. Resources: She possesses a vast accrued wealth of magical coins, having dealt with making and implementing magical girls in the super ancient past, and since her awakening she has amassed a large number of magical girls/boys in her charge as well. She further possesses a substantial level of wealth and money and other objects from her ancient homeworld. Yet while it has only been a few thousand years since her re-awakening, in this she has in this this also managed to collect other (human-originated) wealth, money, and connections through her actions and followers over the ages. Additional Info: -The reason for her millions of years slumber is that she basically tried to come to Earth to help after being weakened from untold years of battle against 'the void' (Soth) on her homeworld. So her catastrophic impact with the planet, and Cthulhu who was that greater horror being fought against, was literally a total suicidal crapshoot she did to help another world that did at least help wrap that super-ancient battle up in a notable way. She did it out of a desire to stop evil, no matter the cost to herself despite being from another world entirely. -Ygghirath is a "she", the "it" was just used due to her alien origins for flavor. [/hider] [hr] [center][h1]Headers[/h1][/center] [hider=Sophia Header] [center][color=FF1493][h1]Sophia[/h1][/color] 4 | 3 | 3 | 3 | 4 14 | 8 | 10 | 15 | 9 Oddball (Gunpowder) | Focused Assault Dual Weapon | Wings | Closure | Big Backpack | Martial Training | Enhanced Weapon | Ally | Enhanced Outfit Mental Link | Hidden Death | Gifted Item | Mana Font | Transportation Empty Pockets | Alien Tongue | Limited | Formless[/center] [/hider] [hider=Serenity Header] [center][color=6A5ACD][h1]Serenity[/h1][/color] 3 | 3 | 3 | 4 | 4 5 | 11 | 6 | 25 | 6 Time | Power of Friendship Monstrous Metamorphosis | Sorcery | Get Out of Jail | Soul Jar | Dual Weapon Perfect Life | Spark (Shinespark) | Mystic Might Vow of Compassion | Excommunication[/center] [/hider] [hider=Lillia Header] [center][color=FAF0E6][h1]Lillia[/h1][/color] 4 | 6 | 6 | 5 | 3 7 | 14 | 10 | 16 | 6 Oddball (Prehistoric) | Killing Blow Enhanced Sustenance | Flexibility | Gifted | Sorcery | Dual Weapon | Blood Magic | Absolute Direction | Awareness Paragon | Blessing | Mana Font | Mystic Might Unknown | Arrogance | Big Brother[/center] [/hider] [hr] [center][h1][b]Patron Goals[/b][/h1][/center] [center][b]Flying Dutchman[/b][/center] -Low Goal 1: Recruit a new crew member (Recruit in this case being just like, having other people on board vibing with the ship, as opposed to actually becoming their Patron) -Medium Goal 2: Protect the Dignity of the Dead -Hard Goal 3: Drive Off Horrors' Crap - Due to a deep hatred of Horrors, bred by an interaction with the Greater Horror Soth long ago, the Flyinng Dutchman is willing to truly go off the pocketbook in payment for those magical girls/boys working for it in regards to Horrors. Helping stop a Horror's plot, killing a Horror patron's magical girls/boys or greater servants/dangerous monstrosities (meaning not just the simplest generic minions like are in the perk), convincing a Horror patron's magical girls'boys to leave them for another patron, and even things that just put a wrench in the plans or actions of Horrors (such as helping the ghost ship gather up the bodies of the dead to keep them out of the grasp of a Horror or monster created by a Horror's plans/actions) qualify among other such significant enough feats. If it deals a blow to Horrors and their plans in general, it is in general worth paying out the really good dosh for. (High Reward) [center][b]Ygghirath, The Pale Moon[/b][/center] -Low Goal 1: Slay Monsters/Evil - Whether regular monsters or things like horror minions walking the streets or hunting people, or even an evil being or indibidual who needs smiting, the imperative to take down evil wherever it is a must. Usually this means slaying evil things and monsters and such, but if those working for her were to manage to somehow turn an enemy or evil being away from the path of evil to become good then payment is still rewarded. Slaying evil does not always mean just killing everything, after all, even if it usually means that in the line of magical girl work. (Low Reward) -Medium Goal 2: Safeguard Mundane Children -Hard Goal 3: Risk Your Life For Another (With life risking being, like, Having a good chance of dying) [hr] [center][h3](EDIT 7/18/20: The below characters are officially RETIRED, due to a variety of reasons that have impacted this decision and changes in RP policy. Their respective Ruby Coins and Black Coin were transferred IC to [s]my newest incoming character[/s] Lillia, as was prior approved.)[/h3][/center] [hider=Golden Chain] [color=gold]Name[/color]: “Ninha” is the name she goes by, having long tossed aside her original one very long ago [color=gold]Magical Girl Name[/color]: “Golden Chain” [s]Requiem[/s] [color=gold]Age (Magical Girl)[/color]: 15 [color=gold]Age (Before Magical Girl)[/color]: ??? [color=gold]Gender[/color]: Female [color=gold]Gender (Before Magical Girl)[/color]: Female [color=gold]Appearance[/color]: [hider= Ninha] [center][b]Untransformed[/b] [img]https://i.imgur.com/4BnlvXs.jpg[/img] [b]Transformed[/b] [img]https://i.imgur.com/MUkC89e.jpg[/img] [img]https://i.imgur.com/wNV2Pib.png[/img][/center] [/hider] [color=gold]Specialization[/color]: Stone/Water (individually can wield them, and even use them together as “mud”) [color=gold]Weapon[/color]: A set of metal chains, a portion wrapped around each of her forearms, with a very sharp and golden-tipped end piece on the ends of each of these sets of chains. They are directly manipulated by the will of the user, and can magically extend themselves to reach out to strike or wrap around farther targets...or even be swung around or used in closer range to slash at targets. [color=gold]Power[/color]: Regeneration - Due to her body composition as a monster girl, and her magic, she can in addition to normal regeneration assimilate both earth/earthen substances and water respectively to help make the regeneration both much cheaper and faster. [color=gold]Perks[/color]: -Dual Weapon: The chains originally were just meant for lashing out at a range, just as a ranged weapon to bind up or entangle or pull in targets or such. Due to being combined with a melee component, the chains now bear sharp ends on them for added stabbing or even slashing (using the ends) targets. -Awareness: Ninha is much more aware of the world around her via her mundane and traditional senses. From easily noticing subtle changes in the scents in the air, to picking up on minute physical movements in the body language of others, to being able to tell in an instant if someone fails to cast a reflection or shadow, Ninha is much harder to surprise or ambush than the average non-Awareness magical girl or person. -Get Out of Jail: Once every long while, Ninha can choose to teleport to a random location when she has been imprisoned or trapped or the like by some means. The place is guaranteed to not only be safe at the time, but contain supplies and facilities to let her recover properly. However, the location is not guaranteed to be safe to return from or to be safe past her initial arrival and usage of the place. -Absolute Direction: If Ninha has a destination or object in mind, she knows what direction it is in. Albeit, she must know it exists and also have a decent mental image of what she is looking for. “True love” or other concepts will generate very odd results, and attempts to find nonspecific things such as “a weapon that can kill a vampire in one stroke” will lead one in circles if not outright fail otherwise. -Gifted: Similar to a certain “Puella Magi” who could synthesize her magical ribbons into guns due to her level of skill, Ninha’s own “gifted” level of skill has allowed her to learn how to synthesize her mud into magical chains similar to her weapon (including manipulating them control via her will). These chains are only as durable as her MAG stat would determine, however. -Flexibility [color=gold]Patron[/color]: Solo [color=gold]Patron Benefits[/color]: -Free Agent: She can work for pretty much anyone willing to use her for tasks, jobs, and the like for the appropriate payment. -Magical Overload: When contracted at first, Ninha was warped by the overload of magical energy in efforts to transform her “into a copy of that one ancient hero” by the gods as part of her deal to become a magical girl. Instead she became a monster who took on the appearance of a human outwardly, only roughly similar to “that ancient hero” but whose body was made of mana-and-divine ichor-enriched mud. Though her monster appearance is more “human”, the golden glow that can come to her eyes and nature of her body (best seen upon being injured) is nothing short of “alien” to anything natural and mortal. Even after losing her original patron(s), she retained this now-warped existence. [color=gold]Patron Drawbacks[/color]: -Alone: She has no tutors, no patrons, no support network, and no nothing in the end other than herself. Not that this is going to stop her any. -Monstrous Form: see description in “Magical Overload”. [color=gold]Fighting Style[/color]: Ninha’s main focus is creating, entangling, slashing, and piercing with chains take on/down her enemies up close or afar. Buffs and spells from her two specs (Stone and Water) and/or a combination of them can be used as well, though are secondary in use to her chains. Her regeneration power and VIT act as redundancies for being able to “tank” damage better, and recover after or during battles, which allow for her to get in close and personal and even recklessly at times to pursue or rush targets. [color=gold]Stats (Untransformed/Disguised)[/color]: These start at 3. CYOA options indicate if they apply out of costume as well. STR: 3 AGI: 4 VIT: 6 MAG: 3 LCK: 3 [color=gold]Stats (Transformed)[/color]: These start at 4. STR: 7 AGI: 8 VIT: 18 MAG: 13 LCK: 4 [hider=Calculations and Rolls/Explanations] [color=gold]Stats (Untransformed)[/color]: These start at 3. STR: 3 AGI: +1 (Flexibility), = 4 VIT: +2 (stone spec side effect), +1 (Gifted), = 6 MAG: 3 LCK: 3 [color=gold]Stats (Transformed)[/color]: These start at 4. STR: +1 (Melee secondary), +1 (Outfit), +1 (Water secondary spec), = 7 AGI: +1 (Ranged), +2 (Water secondary spec), +1 (Flexibility), = 8 VIT: +1 (Melee secondary), +1 (Dual Weapon Bonus), +2 (Amorphous Body), +3 (stone main spec), +1 (body), +1 (Gifted), = 13 + 5 (-3 bronze, -1 silver) = 18 MAG: +1 (Water secondary spec), = 5 + 9 (-1 bronze, -2 silver, -1 gold) = 13 LCK: 4 [hr] [color=gold]Rolls[/color]: 9 – Age: 15 12 – Body: Average (+1 AGI or VIT) 17 – Stone (+3 STR or VIT) 8 – Weapon: Ranged (+1 AGI) 9 – Flowing (+1 STR) 18 – Power: Regeneration 1 - +1 Weapon Stat, Dual Weapon (Melee, +1 STR and +1 VIT, +1 VIT from perk bonus) 19 – Awareness 8 – Get Out of Jail 10 – Absolute Direction 5 - +1 Spec Stat, Gifted [hr] [color=gold]Monster Mutations[/color]: -Amorphous Body (green tile, +2 VIT, also get +1 AGI, Flexibility perk): Ninha’s body is made of super magical mud as a monster girl, and she can in turn use it in conjunction with her magic due to her combination of specs. -Destroyer (black tile) -Broken Reincarnation (black tile) -Second Specialization (green tile, get a second spec: Water [+1 STR, +2 AGI, +1 MAG]) [/hider] [color=gold]Personality[/color]: A generally calm yet upbeat sort of individual, and the sort of person who’d seem very approachable as well as generally nice to be around. She loves animals and generally isn’t hesitant to make this known, and desires a pet of her own...despite a long and very mixed history of attempts to have or get one. Her hobby of cooking usually acts as a “way to blow off steam”, and isn’t afraid of criticism here...however, seeing wasted food does annoy her a bit, as does her own hunger that led to the hobby in the first place. Likewise, her approach to things at times can be rather blunt, whether for better or for worse. This is most prominent in her attitude in or even about the topic of battle, where a cold and calculating side takes over and makes her mechanical and very much unhesitating in both her efficiency and execution. [color=gold]History[/color]: Long ago, in the city of ancient Uruk where a pair of heroes once walked through the streets, a young priestess was chosen by the gods to act as a vessel. With a desire to create a new “loyal tool” as they had failed to do before, the priestess would be made into a magical girl to try to meet this end. Fearful if she denied the gods, the young priestess accepted and was transformed into a divine monster of mud. Reshaped into a weapon for the gods, she served them in silence for several years as a means to mete out their justice...until they abandoned her out of boredom, or other myriad reasons, for other ventures and places and causes. Freed from the shackles of the divine and left alone, then, “Ninha” (as she came to call herself) began to wander the land and do of her own accord. Rescuing the weak, slaying monsters, putting down the evil that she found before her, and she derived satisfaction from destroying the work and plans of her foes. Over the centuries and millennia her travels continued without ceasing, her acts growing closer and closer to the shadows as the world grew more and more advanced. There was a group of mundane mortals sought to capture her in Europe during WW2, whom she merely slaughtered to the last man in a savage display. Rumors of her being a “saint”, due to some of her actions, lingered in some very distant and rural locales. Other monsters learned to fear her in some places, and fled when mere rumors of her presence drifted in with the wind or tide. Eventually all these things and more left her wanting to retire for a short time. A brief respite from the life she had been living, and with that in mind she settled down somewhere in North America. Going to school, wandering the forests, eating food, and living a “normal” life were in their own way something sweet and savory for her palette. For so long she had seen the world, learned of it, but never stopped to enjoy it. Though as many intense, if not potentially cataclysmic, events have occurred nearby very recent...finally her curiosity has gotten the best of her. Once more Ninha has taken up her status as a magical girl, and moved to the city of Penrose to investigate. What awaits her there? What monsters, literal and otherwise, await her? Even she does not know, though her blood boils in excitement for it all. Indeed, with the oncoming tide of The Ascendancy things are sure to be far less than “boring”. [color=gold]Incantation[/color]: “Golden Chains of Heaven, Awaken!” (but basically insinuated to be said in ancient Sumerian) [color=gold]Additional Info[/color]: -She has taken up a side hobby in cooking, with some mixed dishes arising due to her travels, residence in the USA for the last “x amount of years”, and the effects off her Devourer mutation. She feels her skills aren’t much at all, just built through practical use and experience over the years, and frankly downplays them actively out of a personal sense of humility...though those who have eaten her food crafts have spoken about them in almost a hushed reverence or have otherwise praised them. Usually. -She has had a long string of “pets” and “attempted pets”, with mixed results at caring for them and “taming” them. Cats, dogs...sharks, tigers, elephants....some other very questionable things like a “horror’s lesser minion” to give an idea. [color=gold]Magical Coins[/color]: 0 [/hider] [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]