Avatar of Witch Cat
  • Last Seen: 7 yrs ago
  • Joined: 10 yrs ago
  • Posts: 2135 (0.58 / day)
  • VMs: 4
  • Username history
    1. Witch Cat 10 yrs ago

Status

Recent Statuses

8 yrs ago
Current Science is just Magic people made boring
8 yrs ago
Happy New Years to All!
2 likes
9 yrs ago
It's been "cold ass morning and hot ass afternoon" for too long now. I wanna be able to wear a jacket in the morning without melting into a puddle a few hours later.
2 likes
9 yrs ago
I joined like three raffles send ~*~good vibes~*~ y'all
2 likes
9 yrs ago
Happy birthday to me!
7 likes

Bio





"Welcome one, welcome all, feast your eyes upon the magnificent, the terrific, the powerful, the terrifying, the amazing,"



"Hi~"


Yes, it is I, the one and only Witch Cat! Who am I? Well, I'm a witch, and a cat, a witch cat if you will, and that's coincidently my name too! But I suppose you want to know more than that. So here are a few tabs to answer your questions for you!












Oh helleur, what a pawsome surprise seeing you here. It's just purrfect that you dropped in meow, I'm glad to have you. Oh I'm just kitten, I'll stop with the puns now.

Well, hello, I'm Witch Cat, as you already know. And I'm an unimportant nobody on the internet with no life! Well, that first part is a lie, I'm wanted in 17 states but I digress. I guess you want to know a little more about me, so here goes. (God, I never learned how to start these)

So umm, I'm just a RPer on the internets. I'm from Iran, which makes me a PURRsian, and I moved to the states a while ago. I know 4 languages, only 2 of those fluently, but I still prefer RPing and talking in English. I'm not really a witch or a cat (or am I?), but I still like making good luck jars and sigils for the ~*~AESTHETIC~*~. I think I have a notebook full of sigils and written rituals lying somewhere that I use for RPs.

Speaking of RPs, before the most I've done are short 1x1 RPs with strangers on Omegle, very few RPs which I remember fondly. But coming to the RPGuild was my first experience RPing in a group and I've been loving it so far! I've met a lot of wonderful people, joined a bunch of memorable RPs, and had a butt load of fun. Can't wait for more!







RPs I'm In


RPs I GM In
  • None!







Will update soon, but for now, enjoy a gif of Suzy/AKA genderbent me tbh






Well, that's pretty much it. I'll probs add more stuff later but for now,

Most Recent Posts

Alright @Witch Cat


You are an amazing help! Thanks for helping out someone like me~
I tried to weaken my current traits, hopefully this helps with the whole balancing thing. All except Meditation, I had no idea what you were trying to say so I left it untouched for now.
Further more, no need to worry about me abusing any powers or arsenal. I want my character to be, well, balanced. I'll always try to fairly incorporate all the skills Coal has into a fight and not rely on one tactic. And also try to make his fears play a part( I don't really know what else I could add to his fears that relates to his character but I'll be thinking). I'm in the process of writing down the different elemental powers, so that'll be added on soon.
Here's hoping the GM is as generous as you.

P.S.- About the whole "Silence" thing, just wanted to add, restricting even one of those spell-casting methods can limit what Coal can use. You can't use substitutes in magic. So being Frozen, Silenced, Restricted, etc. can really disadvantage him.
-759
Ackles
Banned for using links!
Apparently, using too many "hider"s in a post will make the browser just crap itself. Good to know.
@SleepingSilenceBanned for falsely accusing someone of cursing you with sickness!
CACKLES
Woo! Revised CS! I feel good about this one, just need to fill in a bit more info and then I'll be good. Just need to know if the GM likes my idea for the Special Elemental Spell (Which I renamed). Hopefully all these new numbers I added makes my CS more "legit". Only the critics can tell.
Name:
Coal

Race:
Homo Magi

A race of a magic touched beings. Though they may appear human (most of the times), they generally have many special quirks carefully hidden with disguises or spells. (Ex. Claws, tails, etc.)

Age:
16

Appearance:


Arsenal:
Ritual Knife

Bag O' Herbs


Chalk


Book of Shadows



Stats: 5 ATK 3 DEF 7 HP 13 ENG
Traits:
Strength of the Gods
As a free move on their turn, the user can add 25% to their Attack, or their DEF, to better suit the current situation.

Return Threefold Active Power Burns 3 Energy
The greatest lesson a witch can ever learn is knowing the presence of Karma. And of course, utilizing it.
Drawing in the powers of Karma, the user adopts a defensive pose, making them immune to all weak attacks, with a 25% chance the attack will bounce off them and return to the attacker with thrice the power. Stronger attacks may bypass the shield, but the effect of the attack will be dampened by 45-50%. The distinction between Light and Heavy attacks is a tricky one. But in some cases it's obvious, a few bullets won't do much harm, but a huge sweeping laser will pack a punch. Man-made weapons (not including explosives or heavy artillery) to "weak" powered attacks can be blocked a 100%, but anything past that can bypass the shield. However, if the attack is reflected, the shield-bearer faces no damage. The shield can also be casted over many people (Max. 5) for no extra cost and is invisible. The shield will expire after 3 turns. It blocks 2 Light Attacks before being unable to block it any longer, but Heavy Attacks can still be blocked. It takes 3 Heavy Attacks to dismantle the shields defences against Heavy Attacks. The shield shatters after 2 Light Attacks, and 3 Heavy Attacks. Or after 3 turns.

Meditate
Sitting down, standing, or falling off a roof, meditating can be done everywhere. By the simple act of closing one's eyes and concentrating, energy flow is increased, replenishing their energy by 5 energy points. However, while meditating, the user can't move, attack, or defend. They are left totally vulnerable for their turn. However, the caster can opt to Chant instead. Basically, a weakened version of meditating that only replenishes 2 Energy every turn, but this way the caster can still move around and attack/defend. But while chanting, the user can't communicate with others, and can only cast spells that require hand-movements.

Beast Within Active Power Burns 5 Energy
A handy tool to repress one's humanity and unleash full power of the beast within. Cast it upon yourself and transform into your spirit animal. Your speed, defence, and attack is given a 40% boost. Lasting 3 turns before the spell ends, it'll leave the caster Weakened(Light headed, difficultly concentrating, increases risk of making mistake in spell casting) for a turn. In their alternate animal state, the caster will be unable to use ranged weapons/powers. However, physical, close ranged, or melee weapons can still be used. Use it on a foe, and curse them to transform into a hideous, yet powerful, beast by drawing on the power of Circe. Leaving the foe dazed, confused, weakened, and angry. Lasts 3 turns, and leaves the afflicted passed out or Dazed (nauseas, difficultly walking, threat of puking) once over. A foe that has been transformed gains only a 10% boost to all their stats, become very dull, and can't use ranged weapons/powers, but still can use close ranged, physical ones. Both variations of the usage burns 5 energy

Quatuor Elementorum Active Power Burns All Energy
The most varied, and powerful spell of a witch's arsenal. This active trait calls upon the help of the elements. Fire, Water, Earth, and Air. This trait acts more like an Ultimate. Activating the spell will cause all the caster's energy to be used up. And for every 2 points of energy (Which we'll call "Pips" to make it easier) used when activating the spell, the elemental spells will gain a specific bonus. Activating the spell will give the caster 4 spells which he can use 3 times. They never expire, but however they do have some rules. No element can be used more than 3 times, you can use each element to either Bless,Curse, or Invoke a Goddess, you have to choose what path you want to take with each element (Paths being Bless,Curse, or Invoke a Goddess), and after choosing a path, it can't be changed. The spells can be stacked, but the trait itself can't be stacked (so no having 8 elemental spells, attempting to do so will cause the caster to Overflow). The spells can be used in any order, and the caster can send out all of his 4 spells in a single turn or save them up

The Elements
Fire

Water

Earth

Air

Power Summary:
Witchcraft

Or sorcery, wizardy, etc. Basically, magic.

Free points: (Hopefully enough for all these god damn traits)
Class:
Balanced

Negative Traits:
Overflow
Casting requires energy, burn too much and you run the risk of Overflowing, turning you into a being of pure magic. Though it may sound swell, in reality this often leaves in the caster in immense pain, and with weakened defences. After 3 turns however, the caster will return into his normal state. But he may be left unconscious, or weak and always with no energy left. However, there is an upside. In this Overflowed state, the caster's powers will increase two-folds, gain infinite energy, but also become more wild and hard to control. The caster's spells become wild and unpredictable, spells can attack the wrong target, be too weak or too strong, and a lot more mishaps. There is a 20% chance something will go wrong. Furthermore, the more magic the caster uses in this state, the more penalties the caster will have to face when brought back to normal. Use too much energy, and the caster could die. There are tell tale signs, and the caster can always choose to rest as to not be Overflowed. The way a caster becomes Overflowed is by using too many traits, or casting too many "large" spells (Shadow-walking, invisibility, etc.) in a row, 10 is the max. Going over it will cause the caster to Overflow. Chanting reduces the limit by 1 every turn, but Meditating reduces it by 5

Traumatophobia
The fear of getting hurt. The afflicted will usually try to stay out of harm's way, the closer to getting hurt the afflicted is, the more panicky and wild he or she becomes. And therefore, Coal chooses to fight from afar, using far-reaching and lasting spells to try his best to remain out of harms way.

Kakorrhaphiophobia
The fear of loosing. The closer to failing Coal is, the more reckless and desperate he becomes. But more problems can always arise. When his kakorrhaphiophobia and traumatophobia clash, he becomes an uncoordinated mess. The mix of wanting to get in close and finish 'em quick, clashing with the need to stay far back and out of harms way makes him hop back and forth between the two and doesn't leave much room for planning out a solid battle strategy. But in extreme cases, when he gets desperate, he does feel a little bit more bold, and will sometimes just take a deep breath and forget safety, and go in for a kill. This may sometimes be the action that saves him, but it also does decrease his reputation. And possibly even RATS'.

"Oops"
Whenever a spell is cast, there always is a small chance something can go wrong. A syllable misspoke, a hand movement fumbled up, a myriad of other things that can go wrong and explode in the caster's face. These mistakes could have an infinite number of effects, there is no good way to predict the effect of a messed up spell. Though usually it ends very, very Bad. And of course the caster would like to reduce that risk. Concentrating before casting will help, but will also slow you down. The more debuffs a caster has, or how panicked or scared he is will increase the chance of making a mistake (I'll leave this one up for the GM). So in the thick of battle, stay clear of the panicked caster's way.

Silence
A witch always needs a way to cast, be it with words, hand movements, ingredients, channellers, or any mixture of them. They never can just will a spell to work. A witch that can't at least speak, can't cast. And restricting even one spell-casting method can severely limit what spells Coal can use in battle. There are no substitutes in magic. Depending on what spell-casting method is being restricted, affects what type of spells he can or can't cast. Spells that require hand movements are generally used to be used in the physical world. Like levitations, altering time, etc. Spells that require chanting or incantations focus more on conjuring and the mysterious side of magic. Summoning fire, teleportation, etc. Spells that require ingredients are meant to be used like gadgets. Rocks that act as mini explosives, crystals that blind foes, etc.

Just a Kid
Teens aren't generally meant to go on life-threatening missions with mystical powers they barely understand. And so understandably, Coal is more prone to be Intimidated. Large, lumbering, villains can cause Coal to freeze in place, large explosions can make him uneasy, basically anything a teen wasn't meant to be thrust into will cause a little fright. However, with this fear, comes the rise of cautiousness. Coal will stick to cover, plan out tactics, and spend more time lashing out calculated attacks. But when cornered, all that rational thinking is thrown out of the window. Coal panics. And thus, his spells wilder, actions more unpredictable, and his want to remain alive spikes. This also ties in with his traumtophobia and kakorrhaphiophobia.
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