[hider=M-me? Magical girl? W-what the hell is up with that lame crap!] [center][img]https://i.imgur.com/cCWNmUt.jpg[/img][/center] [b]Name:[/b] Kokoha Hisaishi [b]Age:[/b] 17 [b]Gender:[/b] Female [b]Appearance:[/b] Kokoha is a bit of your stereotypical highschool gal. Fashionable, popular, upbeat and it can typically show in her appearance. Long blond colored hair, typically seen wearing the latest modern fashions outside of school. Jewelry and looking 'mega-fabulous' is just par for the course...at least, as far as she's concerned. [b]Personality:[/b] As one might expect from her general appearance, it also plays a lot into her general demeanor. Truthfully? She's a selfish gal who doesn't give others the time of day, outside of her close circle of friends and even then if she doesn't wanna do something she won't. She likes what she likes, and only does what she likes. Can be something of a bully, though she honestly doesn't do it intentionally half the time since she rarely thinks before speaking. At least her grades tend to be above average and she takes the magical girling thing fairly seriously despite her constant complaints about how girls should not be put into this sort of danger. This, contrasts slightly, perhaps to her love of more occult things. Her ideal friday night is actually curling up and watching some cheesy dumb horror movie...or on occasion egging her friends onto joining her in a haunted location to film it for her various social media accounts. Her thoughts on her magical girl transformation is rather mixed. On one hand? She thinks its pretty cute. On the other? Why the hell does she have to be here? Why the hell can't she just blast them with a giant hammer or something? She can become easily agitated, especially when fighting shades due to her lack of consistent offensive options since she plays more of a support role most of the time. [b]Skills:[/b] -Any good gal knows best way to get on peoples good side is to be able to cook! -Want a free Tarot reading? No? She didn't want to give you one anyways. -Want her to do your hair? Nails? Makeover? She's gotchu fam. -No you can't stare at her thighs, even if she knows they look good. What? looking good IS a skill! -could probably talk your ear off about urban legends, cryptids, and some mythology. [b]Brief Backstory:[/b] Living in the lap of luxury can give one quite an edge in life, and Kokoha is not any different in this regard. Her father, a wealthy writer, journalist, and TV personality made it far in life with his career, making enough money for him, his wife, and Kokoha to have quite the rich lifestyle. Going to an all-girls school, being something of a spoiler princess, and generally being her parents golden child...well, its easy to see perhaps, why she turned out the way she did. A selfish girl who takes what she wants, does what she wants, and doesn't have much of a problem stepping on others toes. For all intents and purposes, everyone knows Kohoka as a popular, attractive, highschool girl. At home, though? Well...you know what her father made a living writing? Investigating? Being a TV personality for? Writing and hosting shows and traveling for various conspiracy theorists, urban legend, and similar such topics. This has, well, colored Kokha's own tastes a lot even if she doesn't wanna admit it and thinks its mega cringe to believe this stuff in public. While she doesn't believe in obviously unscientific can definitely be disproven things...well...Aliens? She believes in em. Bigfoot? Definitely. Urban legends? You bet your lipstick she at least, in some part believes in it. Not that she'd ever admit this...and she'd probably make fun of you a bit for believing in it too. Eventually, though, all good things must sometimes come to an end. About three years ago when he was out doing a shoot for a segment on a TV show where he was going to announce a new book...the plane, crashed. An engine malfunction, apparently. His body was never recovered and Kokoha could be said to have never quite gotten over it, and her mother eventually started going out less and less. So, when she first became a magical girl? Hell yes! This just proved everything about every urban myth and legend right as far as she was concerned. But also, hell no because this meant she was going to have to go around beating up things with magic! Totally uncool! And they didn't even give her something she could just whack things to death with! What's up with that crap!? All she had was her fathers old Tarot Deck! Guh, this is making her more pissed off just thinking about it... [b]Magical Girl Appearance:[/b] [hider=No no no I am not wearing-haaa...at least I look nice...][img]https://i.imgur.com/bSn5giI.jpg[/img] As a magical girl, her attire is fairly...traditional witchy looking. A pointy hat, dark colored hair and bright blue eyes replace her usual blond hair and hazel colored eyes. A frilly dress may not be her usual sort of attire, but hey, at least its cute? [/hider] [b]Concept:[/b] Tarot [b]Archetype:[/b] Arcana [b]Abilities:[/b] Kokoha's abilities, are loosely based off the cards of her favorite Tarot card deck. Each card produces a wide range of individual effects from barriers, a small bit of healing, to those with offensive capabilities. Many though, are for more utility and support purposes. You could say, its a bit ironic that a selfish girl that has never taken the time of day to really get to know others very well takes a more support role typically. The cards must be 'drawn' to be used, often taking a few seconds of setup in order to use them, and she may only use two at a time without having to 'draw' another from the deck unless otherwise specified like the Death Arcana. [hider=Uuuugh...couldn't ya have just given me a giant hammer to smash things with?!] [b]The fool [/b]- The zeroth card in a deck. The card which has unlimited potential and the start of a journey. In her deck, depicted as a carefree girl standing near the edge of a cliff, about to fall into an unknown journey. This card itself does nothing, and is always present no matter what even in her untransformed state. Acts as the catalyst for other cards, triggering the magical girl transformation. [b]The Magician[/b] - The first card in a deck. The fool meets a powerful magician on their journey, helping them achieve the first part of it and acts as a guide. When drawn, allows the user to manifest blasts of pure magical energy. Can be sustained as beams of bluish-white light, or fired as more rapid-fire blasts of bluish-white 'bullets' of energy. A very basic offensive card. [b]The High Priestess[/b] - The second card, and second meeting. The fool meets a priestess, who tells the Fool of the dangers of the world and how to avoid or find them. When drawn, allows the user to feel the presence of shades and negative emotions in a wide radius in order to track them. [b]The Empress[/b] - The third meeting. A kind empress shields others from harm that the Fool unknowingly brought about. Once drawn, allows the user to create a powerful barrier spell onto others at the cost of leaving oneself open. [b]The Emperor[/b] - The fourth meeting. A powerful Emperor tells the Fool that no amount of protecting others matters if one can not protect themselves. Once drawn, allows one to place a powerful barrier in front of oneself. [b]The Heirophant[/b] - The fifth meeting. A wise sage teaches the fool of the world, as well as the joy of teaching itself. Once drawn, allows the user to share their magical energy with any number of allies present, giving them a substantial boost to power and energy reserves. [b]The Lovers[/b]- The sixth meeting, where the Fool meets a pair of lovers. The peaceful tranquility and bliss of love washes away negative emotions. Once drawn, allows the user to place down a protective zone that heals minor wounds, disperses negative emotions and feelings and chases away lesser shades. [b]The Chariot [/b]- The Seventh meeting whereupon the fool learns to steel their determination from all negative thoughts. Once drawn, negates mental interferences in a small area, and destroys illusions in the area. [b]Strength[/b] - The meeting of the Eighth. No amount of determination can help if ones body is weak. Once drawn, strengths ones body as long as the card is drawn making the user physically strong. [b]The Hermit[/b] - The ninth. Some foes, however, can not be met head on. One must find other routes and inspect one self. Enhances the users speed and agility for as long as it is drawn. [b]The Wheel[/b]- The tenth. Even so, luck sometimes refuses to allow one victory. If drawn, allows the user to see roughly two seconds into the future. It does not allow time to change fate, merely potentially defy it. [b]Justice[/b] - The Eleventh. Justice can be cruel. Justice can be harsh. The fool learns that sometimes, one must mete out justice themselves. Once drawn, the card takes the form of a sword that cuts evil in twain. [b]Hanged Man[/b] - The Twelfth. The fool learns that sometimes, to save something, you must sometimes be willing to sacrifice everything. Once drawn, immediately begins to overloads ones magic reserves, multiplying it exponentially. Once critical mass is reached, releases the pent up energy in the form of a massive shockwave from the users body. Almost certainly will destroy most things in a large radius - including the user. Without immediate medical treatment, there's a good chance the user won't survive. The selfishness of such an act, however, makes this incompatible with Judgements Trumpet. [b]Death[/b] - The thirteenth. Staring at the precipice of death, the Fool decides that perhaps, she must change in order to better oneself. Determined to continue their journey, they set out with newfound determination. Once drawn, the card does nothing by itself. However, if activated it can immediately be swapped for any other Arcana without needing to draw it. [b]Temperance[/b] - The fourteenth. Upon the fools journey, she learns that in all things, there is moderation. Desire must be tempered with reason, and reason must also be tempered with passion. Once drawn, allows one to use chains to bind and restrain foes. [b]Devil[/b] - the Fifteenth...but all the same, rejecting sin and evil as unnatural will only bring ruin and misery to those pure souls who know not how to deal with it. Once drawn, the card will pull upon all the negative emotions and desires the user possesses, manifesting a powerful shade that will indiscriminately attack anything in its vicinity. Taking the form of a massive, many armed, horned demon. Once killed, the user will strangely also find themselves free of any negative thoughts and emotions...one must be careful not to over-indulge. [b]Tower[/b] - The sixteenth. A card of sudden upheaval, change, and chaos. Once drawn, allows the user to counter weaker spells and physical attacks by absorbing them with a barrier contained in ones hand. It will then, retaliate appropriately as either a strike of lightning for magical attacks or a phantom blade for physical attacks. [b]Star[/b]- The Seventeenth. The fool watches others lose all hope after the chaos ensuing from the tower. Yet, when others are at their darkest, one must sometimes shine even brighter. Nearly taking all of ones magic in the process, creates a shining star overhead. All who see will feel a gentle warmth as their fatigue is washed away and their magical energy refilled. [b]Moon[/b]- The eighteenth. The fool nears the end of her journey. Behind her, a lifetime of adventure, and ahead...who knows? They are beset by the fear of what could be. Once drawn, allows one to manifest and use minor illusions, such as a fake attack or an illusory doppelganger feint. [b]Sun[/b]- The nineteenth. At the precipice of defeat from fear, a warm hand guides them forward. Once drawn, allows one to manifest a fire-based magical attack as either traditional fireballs or in another manner. A fairly straight forward offensive card. [b]Judgement[/b] - The twentieth. At the end of their journey, the fool stands in front of a being that judges all...and judges them for every action upon their journey. Once drawn, the card must be paired with either the Magician, Justice, Devil, or the Sun. Once they have been paired, judgements trumpet shall be hers, and shall sound the judgement of a foe. Judgement enhances the aspects of one into what can be called a 'finishing move'. Using any of these will typically mean the user is pretty drained afterwards, and not all can really be use effectively in any given situation. [hider=Judgements Call] Magicians Astral Spark - Coalescence's all magical energy within the user to a singular point in front of them...and then unleashes it in a torrent of stars towards the target, bombarding them with innumerable magical projectiles along with a massive stream of magical energy. Do you seek self enlightenment, power above all else as the magician? Judgements Truth - The combination of Justice and Judgement. Justice's disappears from the users hand, before reappearing some distance above the user, now gargantuan in size. The blade will swing down upon the foe in front. The weight of the blade alone would crush most things. Works best out in the open or in larger indoor spaces...or if collateral damage isn't a concern. Do you seek to become an arbitrator of justice, regardless of what you may have to do? Coronal Ejection - The combination of Judgement and the Sun. A pillar of sunlight smashes into the foe from above, setting them aflame and smashing them into the ground where their sins and negative thoughts will be quite literally, burned away. Will you become an emissary of righteousness, standing against the dark even if alone? Devil's Revelation - The combination of Judgement and the Devil. This...is not an option one should consider easily. Instead of just taking the negative emotion from the user, it will drain all negative emotions from [i]everywhere[/i] around it effectively creating a very power, very dangerous Shade that must be dealt with eventually. The user themselves will often be engulfed in this tempest of negativity. Or perhaps...the Devils Temptation shall prove your destiny. [/hider] [b]The World[/b] - Finally, passing judgements trials...the fool stands at the top of the world. A lifetime of journey and learning behind her. Here, at the top, what does she contemplate? This card, unfortunately, can only be drawn by one who has 'completed' their own journey. Whatever that means...well, who knows. It does, however, allow one to use all the other Arcana without needing to rest or draw them individually, letting very briefly all be used without restriction. Kokoha, however, has no idea what this means and she can not use this card. [/hider] [/hider]