This is a WIP but I wanted to post it here for safekeeping.
EDIT: Finished it.
- Name: Isaac "Ike" Rickhardt
- Magical girl name: Sheriff
- Origin: A small settlement in Arizona, from the late 1800s
- Age: 16. Used to be a 28 year old man.
- Appearance: Ike's default mode is a 16 year old girl with tanned skin and somewhat short brown hair with messy bangs in the front. Her eyes are blue, and she wears an orange bandanna around her neck, along with a white collared dress shirt and brown vest under an unbuttoned brown leather jacket. She has a set of long jeans and dark leather boots with spurs on the heels. A gunbelt and some ammo are strapped to her waist, where her revolver is holstered. She has a simple brown cowboy hat that she wears constantly.
When transformed, her clothes and weapons become more steampunk and high tech in style, and she gains a set of metal lined gloves. Her jacket becomes more of a trench-coat with a popped collar, with odd indecipherable writing lining the edges. Her bandanna covers the bottom half of her face, and her hair grows out a little more in the back. Her hat stays the same, but the band is decorated with a little metal horse design. Her chest is armored, and she has two loops of ammo hanging off her torso in an X shape. Her boots become metal, and her gun changes from a normal Colt Revolver to an orange and black high tech revolver.
- Magic color: Sunset orange
- Personality: Ike is mostly seen as the stereotypical cowboy, a man of action and few words. While he isn't the chatty type, he's surprisingly well rounded in terms of his knowledge. He might not have finished school, but he's done a lot of odd jobs to scrape by, and so he's learned a little bit about a variety of subjects. Of course, he knows the most about stealing, shooting, and farming. After witnessing almost his entire gang die, he doesn't like the thought of getting close to people again, but he's more than willing to cooperate for the sake of ending this spread of evil. While he's done some bad things in his past, he only did them for the end goal of helping his family, and he still can't really stomach killing innocent people. He tries to steal from the rich and well off too, not wanting to put another family in his situation. He puts on a tough guy act because it makes his jobs easier, but underneath that he does care about those he does consider allies and will go out of his way to help or make them feel better.
- Backstory: Ike was the son of a rancher in Arizona, owning a decent plot of land outside of a small town. Ike grew up with 3 younger siblings, and when not in school, worked on the ranch. Ike's father taught him to shoot, track people, and raise cattle, right up until an unfortunate accident killed him. The ranch suffered and in an effort to feed the family and keep their house, Ike joined a gang at 16.
The Mustang Outlaws specialized in robberies and stealing herds from other ranchers, and in the middle of a bank heist many years later, dark creatures attacked the town. Half the gang died in the initial raid, and the rest ended up helping the town evacuate. They tried to stay ahead of the monsters, but one by one people succumbed to the dark influence and became even more dangerous beasts. Ike and a small group of survivors were holed up in an abandoned boomtown when the Goddess took him.
- Trait: Crackshot- Ike's accuracy and reaction time with guns is higher than usual, able to draw and fire a weapon to hit the target with sniper-like precision and a fast trigger finger.
- Transformation class: Sentient Artifact
- Artifact/familiar: Mustang, an intelligent, talking high tech Revolver. It fires basic bullets that are magically empowered, but only six before it must be reloaded.
- Spell specialization: Guns/Projectiles and Lightning
- Magic Missile (basic spell): A magic arrow fired from the hand that will fly straight in spite of gravity and weather conditions; though it loses energy and thus does less damage the farther it flies, until it completely dissipates at about 100 meters.
- Purify (complex spell): Used on corrupted humans to rid them of the evil that took them over. Their magical defense must already be pierced, and you have to place your hand directly on them and channel for at least three seconds; the more severe the corruption, the longer it takes.
- Shotgun (Basic)-Mustang transforms into a shotgun for extra power to knock down enemies and break through tough armor. It only fires two shots at a time before a reload and is less accurate.
- Rifle (Basic)-Mustang transforms into a scoped rifle for better long range shots and to observe things from a distance. It fires up to 12 shots before reloading, but takes longer to reload and requires more focus to hit moving targets.
- Shock Rounds (Basic)- Until she cancels the spell or needs to reload, all of her ammo will be enhanced with lightning to stun the target with a burst of electricity, like a taser
- Hold Up (Complex)- A paralyzing spell that can cause the target to freeze in place as long as Sheriff is looking at and has a gun pointed in their direction. As soon as either requirement fails the target is free again. Takes 20 seconds of concentration to use. Both Ike and the target will glow orange while Hold Up is in effect. This will not work on particularly strong enemies.
- Lock On (Complex)- Sheriff's perception of time slows for 10 seconds, and any 6 people in her view by the time the countdown is over is marked by her gun. The next six shots she takes will hone in on them, and Mustang can track them as well. She must stand still for the entire 10 seconds.
- Ghost Shells(Complex)- Sheriff cannot speak out loud for a full 30 seconds while concentrating. For the next few minutes, her bullets will be very difficult to hear correctly, echoing in ways that makes the shots seem to be coming from the wrong direction. She can misdirect a target by "throwing" her gunshot sound to draw them away or into traps.
- Grenade Launcher(Complex)- After a ten second wait, Gun turns into a handheld grenade launcher that fires explosive ammo at a rather slow rate. Can only fire 4 times before it reloads. The explosions do not discern between friend and foe and can break down weakened barriers
Edited by ScorpioRat on Mar 17th 2019 at 12:44:38 PM
- Name: Jack Riley
- Magical girl name: Striker
- Origin: Florida, 2019
- Age: 17 (previously a dude)
- Appearance:
- Normal Form: Jack (now going by Jacky) is a vibrant redhead on the short side of things, given a slight tan forced upon her by the Florida sun. She's normally seen wearing a heavy jacket, a T-shirt with some sort of logo, and torn-up jeans, darkened by dirt and paint stains. She's noticeably endowed, but not to the point of ridiculousness.
- Magical Girl Form: Jacky is now clad in a mix of a suit and a playful skirt, with a heavy blazer on top of a black and red frilly top-and-skirt combo. She wears ever-so-slightly elevated shoes, and her hair is put into a ponytail, now a vibrant, almost Super Saiyan God red, and ever-so-slightly longer.
- Magic color: Green, with hints of purple.
- Personality: Jacky is just kind of an average Joe... Well, Jane now. She's mind-numbingly average, you sort of default Nice Guy type. She's not averse to adventure, and doesn't mind getting her hands dirty, but she'd rather avoid too much work, and would rather hang out, play games or watch animu. She's surprisingly Genre Savvy, and is overall just a good time to be around, even if she is a bit... bland.
- Back story:
- Jack was born and raised as a dude in the heart of Florida, Orlando. He had a painfully average childhood, until his parents got divorced, and he moved in with his grandmother and her down-to-earth yet eccentric husband, who wanted to be called Roshi instead of Grandpa.
- After that point, his life was relatively the same, but... more out-there. He tried different foods, he met crazy new friends, he even went out-of-state a couple of times, and just generally did more stuff.
- One day at school, he was with one of his acquaintances, who was a token jock leader type, when the moon got dark and dank, and monsters showed up. they backed into each other, when suddenly Jack got warped away, leaving the jock to be saved by his football buddies and evacuated, with no idea why she chose him over the jock.
- Of course, he was purposefully selected by the goddess, although he swears up and down that she wanted the other guy. Of course, that wasn't the case. Jack, albiet bland, brought a sort of stability to the group. Sort of.
- Trait: Been There, Done That: Jacky, not really being surprised by anything, combined with her general savvyness, gives her great mental fortitude. She can't be mind controlled, and mental status ailments have no effect. She's also less susceptible to sneak attacks and can tell if something isn't what it seems, although she's not always right.
- Transformation class: Willpower.
- Artifact/familiar: N/A
- Spell specialization: Magic Fisticuffs (Also gonna try my dangdest to make each of them a Shout-Out in spirit; I'll link where I got the inspiration for them after the classification.)
- Magic Missile (basic spell): A magic arrow fired from the hand that will fly straight in spite of gravity and weather conditions; though it loses energy and thus does less damage the farther it flies, until it completely dissipates at about 100 meters.
- Purify (complex spell): Used on corrupted humans to rid them of the evil that took them over. Their magical defense must already be pierced, and you have to place your hand directly on them and channel for at least three seconds; the more severe the corruption, the longer it takes.
- Power Dunk (Basic) (Fatal Fury): Jacky jumps up, and uses a magically-powered fist to slam the opponent towards the ground. Can also be used as a straight punch, which would simply knock them back horizontally and doesn't use the jump.
- Jaw Of Justice (Basic) (Lantern Jaw of Justice): A defensive buff which allows for one No-Sell (within reason) before de-activating: lasts 15 seconds. Can be applied to her or another girl, but it can only be active on one girl at a time.
- Afterimage/Afterimage Strike (Basic) (Dragon Ball Xeno Verse): Jacky "warps" behind someone of her choice. She can also follow up with an attack.
- Maiden Masher (Complex) (The King of Fighters): After focusing on a single opponent, her unmoving, for 30 seconds, Jacky rushes forward, afterimages streaking behind her. If she comes in contact with her target, she will execute a brutal flurry of moves ending in an attack that breaks their magical defenses, with the exclusion of boss characters.
- Yoroi-Doushi (Complex) (Street Fighter): If Jacky gathers energy in her hand for 20 seconds, then gets a grab on an opponent's arm, she can perform the Yoroi-Doushi, where she moves the hand up and away as she drives her fist into the opponent's abdomen, mana exploding outwards into a small ball of hurt.
Edited by DefRevenge24601 on Jan 20th 2019 at 11:36:50 AM
"DIO is the ultimate being! The being of the future! Dare you not to rival me!"Name: Sora Hashimoto
Magical girl name: Lady Magicae
Origin: Japan (2011)
Age: 16
Appearance: A nerdy looking girl around 5'4" height. She has short messy brown hair, wears a winter coat, pink tees denim skirt, knee socks, boots and black chunky glasses.
As Lady Magicae, she gains long pink hair in a low ponytail, a pink frilly short sleeveless dress with a bow on the front with a heart on the front. The bows are red and the frills white. She wears a butterfly hair clip in her hair. She also wears pink short boots with red hearts. Her glasses are absent in this form. Her eyes become pink while transformed.
Magic color: Pink, mainly dark with hints of light pink
Personality: She is shy and quiet girl who gets quickly overwhelmed. It's hard for her to connect to others. She does want friends and has a hero complex. She looks out for others and can be brave if needed. Once she opens up to someone and can for sure trust them, she is rather excitable and sweet. Secretly, she is excited for the chance to be a magical girl.
Back story:
- Sora lives in Japan, mainly the Shibuya district. She mainly lives with her mom.
- Life was much easier when she was younger up until her parents divorced when she was eighth grade due to marital strife.
- Sora's older sister, Ayaka, was mainly Sora's support ever since they were younger up until she got into a fight with her mom in which case Ayaka was forced to leave and Sora really hasn't heard from her since.
- At school, she had to endure bullying and the pressure put on her to succeed.
- Sora became kind of a shut in as a way to cope with all of this stress.
- Sora though, has been trying to hold on and believes that her life will get better.
- As a way to pass the time, Sora started watching a lot of anime, mainly magical girl animes and played JRPG which became an outlet for her but, made sure to never take it too far. She took time to study things, gaining an analytical side.
- When the disaster began, Sora was in her room trying to call Ayaka but, she got no response. She locked herself in her room to be safe. Then, that is when the goddess grabbed her.
Trait: Analysis - She is very analytical, she is the type to dissect (not literally) things and look into what may be hidden.
Transformation class: Pure Willpower
Spell specialization: Battle Control
- Magic Missile (basic spell): A magic arrow fired from the hand that will fly straight in spite of gravity and weather conditions; though it loses energy and thus does less damage the farther it flies, until it completely dissipates at about 100 meters.
- Copycat (basic spell): Lady Magicae can make a mirror copy of herself that can last for a minute. There is no difference between her and the copy. The copy is only an non physical illusion, like a ghost, that can't fight.
- Magical Overload (basic spell): At a close range, Lady Magicae can throw down a blast of magic to that does a quick sensory overload to the opponent, leaving them vulnerable for attack.
- Turtle Walk (basic spell): Lady Magicae can point at a small patch of land and enchant it. When enchanted, it slows down the opponent if they stand on it.
- Hidden Veil (complex skill): A spell that needs to be casted for twenty seconds with her eyes closed for concentration until it can work. When it does work, a fog covers the opponent. They can't see, making it easier for the magical girls to attack them.
- Get Close! (complex spell): Lady Magicae must must chant on who she want to attack for thirty seconds. Once it works, a magic hand will grab the opponent and bring them close allowing for attacks. However it is harder to grab bigger and stronger, requiring a longer spell time and harder and louder chanting to succeed.
- Purify (complex spell): Used on corrupted humans to rid them of the evil that took them over. Their magical defense must already be pierced, and you have to place your hand directly on them and channel for at least three seconds; the more severe the corruption, the longer it takes.
Edited by LovelyMagicianSavvy on Jan 20th 2019 at 10:46:44 AM
Just an adorable fan girl and cosplayer ヾ(*・ω・)ノ💝💟Welp, never thought I'd be into a magical girl RP, but you've convinced me.
- Name: Basil "Basi" Adami
- Magical girl name: Legs
- Origin: Prohibition-era Chicago
- Age: 18. Was previously a man in her mid-thirties.
- Appearance:
- Default: Dark blonde hair in a boyish cut, and brown eyes, on a slim runner's body. Has a tendency to wear suits, her favorite outfit being a dark green suspender suit with a matching fedora. Missing her left arm below the shoulder - her left sleeve is usually tied up to keep from flapping.
- Magical Girl: Her pants are exchanged for a short skirt over athletic shorts, but her outfit retains suspenders and a 'business casual' look.
- Magic color: Dark Green
- Personality: Hard edged, but soft at heart. Ever the pragmatist, Basi never shys from a fight, but also fights dirty, and knows when to fold 'em and run. She won't leave innocent people in danger, however, and will casually jump into life-threatening situations without a care. Outside of fighting, Basi is suave and charming, offering advice to anyone who needs it. She's able to mix drinks better with one hand than most people can with two, and loves showing off with sleight of hand and coin tricks.
- Backstory: Son of Italian immigrants, Basi was a bootlegger and bartender, running a casual speakeasy in Chicago called 'Spice'. After missing an 'insurance' payment on his bar, some gangsters paid him a visit, intending to 'teach him a lesson'. They intended to only take a finger, but a spreading infection resulted in his entire arm being lost. After that, Basil stopped paying the mob altogether. The next time they showed up, it wasn't Basil who wound up hospitalized. From then on, he banned violence in his bar altogether, and while some foolhardy criminals still showed up from time to time to cause trouble, Basil never had difficulties dealing with them. Spice became known as a protected ground, a sanctuary amidst the escalating violence of the times. Then the goddess came, and while not something she's used to, the newly nicknamed 'Basi' wasn't one to ignore people in need.
- Trait: Speed. Basi is very fast on her feet compared to most other magical girls, and exceedingly nimble and dextrous.
- Transformation class: Artifact
- Artifact: Her favored dress shoes. Upon transforming, they become knee-high armored boots, with retractable blades hidden in the heels.
- Spell specialization: High-Speed Melee
- Magic Missile (basic): A magic arrow fired from the hand that will fly straight in spite of gravity and weather conditions; though it loses energy and thus does less damage the farther it flies, until it completely dissipates at about 100 meters.
- Purify (complex): Used on corrupted humans to rid them of the evil that took them over. Their magical defense must already be pierced, and you have to place your hand directly on them and channel for at least three seconds; the more severe the corruption, the longer it takes.
- Blink (basic): Basi teleports up to five feet in any direction.
- Quickshot (basic): Basi lashes out with a near-instant attack with her heel-blade, several times faster than she's normally able to strike.
- Counter (basic): Activated only in response to an enemy melee attack, Basi's artifact predicts the attack and guides Basi through the ideal counterattack, prioritizing enemy weakpoints if Basi happens to be aware of them.
- Triple Kick (basic): Basi's next attack with her heel-blades releases three slashes of energy at once, striking an opponent three times in the same motion.
- Double Time (complex): After channeling for about fifteen seconds, Basi slightly alters the speed time passes for herself compared to the external world. For five seconds, Basi's speed is effectively doubled.
Edited by kagescorpionakki on Jan 18th 2019 at 9:48:57 AM
What is so amusing about this? Why do you take lives? How can you forget?I got into a car accident on the way home from work. Nobody got hurt but it was my fault and I'm really shaken up. I'm sorry, I need a day or two to really be in a place to get to your signups. I just really need a little break now. There were a few things I already thought about before then that I meant to fix up in the signup; I might try to do that tonight. I'll update if so.
You are reading this.Edit: Fixed my signup.
- Name: Iolanthe
- Origin: The village of Brauron, near the Attican coast of Greece, in the 5th century BCE.
- Age: 15
- Appearance: Civilian form on left, magical girl form on right◊.
- Magic color: Light blue, like moonlight
- Personality: Iolanthe is kind, but very brave and devout in her convictions. She is also very devout to her patron goddess, Artemis, and tries to emulate her in what she does. She also strongly values independence and has a strong force of will. If people are in need of aid she will not hesitate to help. She also believes in the value of love, especially in such things as marriage.
- Back story:
- Iolanthe was born in the village of Brauron, near the Attican coast of Greece, in the 5th century BCE. As a girl in Ancient Greece, she was mostly sheltered throughout her life. However, the patron deity of her village was Artemis, the virgin goddess of the hunt and the moon. Thus, women in Brauron had more freedom than in other parts of Greece.
- From a young age, Iolanthe was taught the skills and crafts that she would need to become a good wife in the future, like cooking and weaving. However, Iolanthe and the other girls in her village were raised to potentially become Artemis' priestesses when they came of age. As such, Iolanthe learned things most women back then would not have learned such as racing and hunting, and she rapidly gained skill in running, swimming, archery, and other such athletic pursuits.
- When she turned 14, her mother and father arranged her to marry Leander, a wealthy man who she despised entirely. She protested this greatly, but there was little she could do: as a young marriagable woman she was to be wed without her consent. She accepted it, and dreaded the day of her marriage.
- She looked up to Artemis, the virgin huntress, someone who would never be shackled down to live with a man she did not love. She poured herself into her offerings and her athletics training.
- However, a year later, weeks before she was to be wed to Leander, dark creatures attacked her village. Many thought that the gods had forsaken them. When a monster came for Iolanthe and her family, she took her bow and tried shooting the creatures to no avail. As the creatures came for her, and with her attacks proving useless, Iolanthe ran for her life.
- She made her way to the shrine of Artemis in the temple square. She pleaded for the moon goddess to help, to save her village from the creatures. Then before she knew it, she was gone.
- Trait: Like the animals she hunts, Iolanthe's senses are heightened and sharpened. She has the eyesight of a hawk, the hearing of a bat, and the nose of a bloodhound.
- Transformation class: Willpower
- Artifact/familiar: None
- Spell specialization 1: Hunting (Artemis)
- Magic Missile (basic spell): A magic arrow fired from the hand that will fly straight in spite of gravity and weather conditions; though it loses energy and thus does less damage the farther it flies, until it completely dissipates at about 100 meters.
- Bow of the Moon (basic spell): Charges her bow with magical energy. For the alloted time, the bow glows a brilliant blue. She can pull the drawstring back and fire arrows of concentrated moonlight. She does not use ammunition to fire her magical moonbow.
- On the Trail (basic spell): Iolanthe picks a target she is familiar with and has seen recently. As long as she maintains the spell, the target's footprints or other such tracks are illuminated.
- Hunter's Net (basic spell): Summons a magical net in a target area. The trigger materializes in place, taking on an appearance that camouflages it with its surroundings. When a target passes through the area, the spell summons a large magical net that immediately attempts to entangle the victim. Iolanthe can choose targets to be unaffected by the spell.
- Purify (complex spell): Used on corrupted humans to rid them of the evil that took them over. Their magical defense must already be pierced, and you have to place your hand directly on them and channel for at least three seconds; the more severe the corruption, the longer it takes.
- Release the Hounds (complex spell): Channels for a few seconds, then summons a pack of three hunting hounds around her. Iolanthe can command the hounds to chase and attack any target she chooses. Once the target is dealt with, the hounds disappear. Alternatively Iolanthe can call them off early, or they vanish if Iolanthe runs out of mana.
- Camouflage (complex spell): Iolanthe focuses for about five seconds, then slips into a nearby shadow. She (and anyone else she decides to bring with her into the shadow) become cloaked from sight for the duration, and sounds from inside the cloak are muffled and silenced to the outside. The longer she maintains her camouflage, the more mana it drains from her. If she or anyone else in the cloak attacks or is attacked, the cloak is immediately dropped.
- Spell Specialization 2: Shields (Athena)
- Bubble Shield (basic spell): Summons a shield of energy arond a target. The energy shield takes a decent amount of punishment before vanishing.
- Shield Wall (basic spell): Summons a wall of magical energy in a target area, roughly 2 meters tall and wide, and roughly an inch thick. The wall can be vertical or horizontal, and hovers in place for the duration or until broken by excess damage.
- Shield Bash (basic spell): Summons a shield in front of Iolanthe, that pulls her in a forward jolt for a brief second.The shield protects her from attacks during this short duration, and whatever is hit with the shield is bashed with significant force.
Edited by AllHailThrall on Mar 11th 2019 at 8:49:06 AM
I can still hail the Horde even though the company has shamed us. Strength and Honor even if Blizzard has neither.- Name: Hiromi Nakagawa.
- Magical Girl Name: Steelheart.
- Origin: Hokkaido, Japan. October 3rd, 2011.
- Age: 16.
- Appearance: Hiromi is short compared to girls of her age, but she is strong and athletic. She has red hair with a long ponytail that reaches her hips. Her civilian outfit is a blue and white sailor fuku with black shorts. Her magical girl uniform is a white karate gi with black shorts and leggings. I may post my renditions later.
- Magic Color: Gunmetal grey.
- Personality: Hiromi is obsessed with the idea of heroism. She always want to grow to be a true hero, whatever that means. She is task-focused and well-disciplined, but with this comes a slight sense of arrogance. Nevertheless, she is the first person to step up for important tasks. Despite her outward seriousness, she can be surprisingly naive and childish at times.
- Backstory: Hiromi was young when she was orphaned in a disaster. In fact, she was so young that the memories of her parents faded away. She was eventually adopted by the rescue worker who saved her, Homika Konoe, and this inspired her to become a hero of her own right. Her wished was granted when one day a legion of monstrous abominations descended on her hometown and suddenly she was grabbed by a beautiful Goddess.
- Trait: She is a very skilled martial artists, capable of acrobatic and parkour.
- Transformation Class: Artifact. Her magical item is disguised as a single red fingerless glove. She activates her transformation by punching her gloved fist to her palm. The glove itself transforms into an armored fist.
- Spell Specialization: Hiromi dubs her spells “HERO”. When she uses her spells, the armored fist transforms into various useful tools or otherwise doing something significant. Additionally, because of Hiromi’s weak spiritual power, they have a hard time piercing monsters’ invulnerability, except for the Magic Missile.
- Magic Missile (Basic): A magic arrow fired from the hand that will fly straight in spite of gravity and weather conditions; though it loses energy and thus does less damage the farther it flies, until it completely dissipates at about 100 meters.
- Purification (Complex): Because of her lack of spiritual aptitude, she is very weak at purifying. Most of the time the monsters’ darkness will overwhelm her and causes her pain.
- HERO Grappler (Basic):Hiromi's glove protrudes a long curved hook
- HERO Blade (Basic): A 40 cm-long blade protrudes out of Hiromi’s wrist.
- HERO Booster (Complex): Hiromi’s fist launches itself at high speed for 5 seconds, either to deliver a dash punch or a short burst of flight. Hiromi has to charge up the glove by collecting kinetic energy; in short, she has too punch things a lot.
- HERO Claw (Basic): Hiromi’s armored fingertips lengthens and sharpens.
- HERO Protector (Basic): Hiromi’s armored glove transforms into a round shield. She cannot use any other HERO spell when using this.
Edited by RAlexa21th on Jan 18th 2019 at 8:37:46 AM
Where there's life, there's hope.Okay, managed that signup edit of a couple things. So that you guys don't have to read through the whole thing again just to see what's changed, I'll highlight here.
I don't know why I did this before since I had already figured it out then, but I described the enemy magic defense wrong:
Then I also clarified something up with the special spells for the linking class:
I also fixed a typo I found.
Anyway, I still really don't have the emotional state to go into detail on each of your signups so far, but I don't want to leave you all hanging entirely, so I'll say this so far: Liking the concepts of them all, I would just like to see at least some things change in the spell lists of each one; some more than others. Again, I don't want to do specifics right now so what I'll explain generally to all of you is that my intention of the spell specialization thing was so that no one girl could do everything so that teamwork and synergy would be that much more important; everyone besides kagescorpionakki has made at least one spell that doesn't really fit their listed specialization, or alternatively has gone for a more generalist type of specialization which was not my intention.
Again though, neat looking characters; looking forward to giving them the okay after some changes... Some other day. It's been difficult just typing this up tonight.
Edited by FirockFinion on Jan 17th 2019 at 10:33:37 AM
You are reading this.I hope you get well soon. Stay safe.
Where there's life, there's hope.Take the time you need to recover emotionally. Hope you get better soon.
Edited by LovelyMagicianSavvy on Jan 17th 2019 at 11:18:02 AM
Just an adorable fan girl and cosplayer ヾ(*・ω・)ノ💝💟- Name: Vivian Lorewell
- Magical girl name: Phantom (The Queen in Yellow)
- Origin: Modern Day
- Age: 16
- Appearance: In her normal form Vivian is the very definition of a practical and mousy girl, very conservative clothing with long skirts and button up tops with each button done up. Long black hair that manages to stay straight and wavy and enough freckles to make it seem like she is the suns crush. In her magical girl outfit she wears a black tux and a yellow domino mask over her face, looking rather like a stage magician waiting to take their bow.
- Magic color: Normally takes on a prismatic color, through when forced in great times of stress the magic becomes sickly yellow with hints of red.
- Personality: Quiet and reserved in all things, but always looking to do her best for others. While by no means completely innocent she is the kind of person to throw herself into a bad situation first and think about what she is doing sometime after she is stuck in the middle.
- Back story: Born the daughter to a researcher and archaeologist there was no chance that Vivian would ever follow a route in her life that wouldn't lead to study of some sort. Through it is doubtful that anyone would have put money on the occult being her primary focus. One day her parents were driven mad by a combined experiment and she was forced to move to a boarding school in the city by those who overlooked her affairs. However it didn't take long for it to be revealed that her parents failed experiment was the result of a cult attempting to bring back a force of sheer evil from under the waves, and her parents had been trying to research a way to stop their attempts. The cult sent various creatures to directly steal the dreams of aspiring children to feed their dark masters.
However Vivian was able to avoid their initial attack by accepting the help of a spirit known as the Collaborator, an elder spirit that was sympathetic to humanity and had been trying to aid her parents. Tapping into his ancient powers she became the Phantom, fighting against the nightmare creatures sent by the cult both in dreams and reality.
- Trait: Understanding of the dark: The Collaborator while sympathetic to humanities struggles against the forces of its kin is still a thing far beyond the understanding of most things in the world. As such when it comes to understanding how to combat the forces of evil it can find a weakness and exploit it to brutal efficiency.
- Transformation class: Sentient Artifact: An old broach with a flawless yellow gem at its center. Upon speaking the phrase 'Azathoth Open the Gate' the spirit of the Collaborator allows the power from beyond the gate of reason to flood over Vivian, a dark slime made of pure chaos magic forms over her body, slowly cracking away to reveal her uniform and a daring smile.
- Spell specialization: Chaos magic. Her powers draw from a realm outside of mortal understanding where things not meant to be known spawn and devour each other. However due to her light and the Collaborator's meddling she can fuel the magics of the dark against them.
Magic Missile (basic spell): A magic arrow fired from the hand that will fly straight in spite of gravity and weather conditions; though it loses energy and thus does less damage the farther it flies, until it completely dissipates at about 100 meters.
Magical Tools (basic spell): Allows for the creation of cheap one use magical weapons and tools. They will hardly hold up against prolonged assaults but in a pinch she can call forth swords, shields, rope, and other such things.
Night Time Ballet (basic spell): Creates a shadow duplicate of Vivian that mirrors her movements and moves in perfect timing. However it is a simple illusion and things will simply pass through it should anything come into contact.
Purify (complex spell): Used on corrupted humans to rid them of the evil that took them over. Their magical defense must already be pierced, and you have to place your hand directly on them and channel for at least three seconds; the more severe the corruption, the longer it takes.
Shadow Weave: The Gatekeeper (complex spell): Allows Vivian to 'seed' any shadows around her with her magic, causing them to spring to life and fight for her. These shadow soldiers aren't the hardiest of warriors but given that they are pure chaos magic given form they leave a detonation of sheer power once their forms are disrupted.
Moonlight Sonata: The Key (complex spell): A spell mixed with a song in a language that no human has used since the oceans become as prisons for those things of madness beneath. The performance of this song reminds those beings of evil that they were bested and sealed and that without a doubt that is their fate once more. Beyond that the longer it is sung the heavier their shackles become, slowly eroding their dark powers and weakening them.
Grand Finale: The Queen of Void (complex spell): The final piece in the 'performance', the power of the seal that keeps the dreamers trapped in their forever sleep given form by the combination of human and other syncing their souls. From the ground come things like chains but flicking between our world and the realm of sleep. Only after the full performance is done may this power be called upon, but the chains will eat away at any creature they touch, sealing them into eternal recursion of their defeat. Foes completely drained by this attack will not simply return to a cell of darkness, but be pushed behind the guarded gate during the nanosecond it opens, forced to scream into the nothingness that preceded creation.
Edited by Kingxana0 on Jan 18th 2019 at 3:18:44 AM
Be better, because what is the harm in trying?Get well soon.
"DIO is the ultimate being! The being of the future! Dare you not to rival me!"Yes, glad you're safe. Take all the time you need.
I can still hail the Horde even though the company has shamed us. Strength and Honor even if Blizzard has neither.Well, here's the thing.
(Mynas are a subset of starlings, native to the south Asian region)
- Name: Camille Neo
- Origin: Singapore, 2048
- Age: 17
- Appearance: Standard appearance, minus the orange tail thing. Transformed appearance, minus the floaty sword things.
- Magic colour: Yellow
- Personality: Externally, she (attempts to) maintain the composure of a calm and collected young woman, unfazed by whatever is thrown her way. This is mostly to conceal an overly excitable nature, babbling at length at how certain objects function (or anything she has a mite bit of understanding of). In this state of mind, she tends to use *very* dramatic language. More often than not this impulsiveness leaks through the stoic shell, and she habitually mixes up saying the same thing one way or the other.
- Backstory:
- With a birth defect that necessitated the removal of Camille's left arm below the elbow, young Camille was always relegated to the sidelines. People would look at her funny for the obvious lack of half a limb, her parents would be looked at funny for keeping a child like her around. It did quite the number on her psyche, winding up introverted and distrusting.
- It was around this time that she got a couple of old-school clockwork figurines, and became enraptured with them, substituting actual companionship with the miniatures. At this point in the future consumer electronics developed to the point that robot small pets (birds, mice, etc) became easily accessible, and a few outstanding exam results later, her parents got her one such robotic myna, and she named it Gamma (for lack of a better name).
- In the following puberty years, the desire to fit in reshaped Camille's old introversion and focused interests into a weird external layer of deflective detachment, revealing the geeky motormouth when comfortable with the other party. The best thing that would happen since getting Gamma in her life would be approval that she would be getting a prosthetic arm - but that did not last long, as not even a week after acquiring her prosthetic, the catastrophe happened, Camille herself yanked away in a barricaded room clutching onto Gamma for dear life.
- Trait: Tinkerer | If there is a mechanical thing, she's more adept at understanding their functions, and if applicable, (dis)assembly of components.
- Transformation class: Magic familiar
- Familiar: Gamma, a robotic myna. Originally mass produced to 1:1 scale and cost-efficiency, Camille customized it a bit which gave it its current appearance. When transformed, its casing becomes brushed steel with various symmetrical yellow Tron Lines down its middle, and it expands to 3 metres wingspan and 1 metre length. Programmed to behave like an organic myna in its normal state, except that it returns to Camille with a spoken passphrase. Gains basic vocabulary about its current status when transformed, with a low and imposing generic artificial voice. Main method of attack when transformed is embedded forward-facing rapid-fire guns with max range of 30m, and also gains razor-sharp wings for slashing. Flies at speeds of up to 70km/h, cannot abruptly stop, but it turning radius remains small to avoid danger.
- Spell specialization: Long range artillery
- Magic Missile (basic spell): A magic arrow fired from the hand that will fly straight in spite of gravity and weather conditions; though it loses energy and thus does less damage the farther it flies, until it completely dissipates at about 100 meters.
- Purify (complex spell): Used on corrupted humans to rid them of the evil that took them over. Their magical defense must already be pierced, and you have to place your hand directly on them and channel for at least three seconds; the more severe the corruption, the longer it takes.
- Theta Algorithm: Dogfight (basic spell): Gamma loses speed (to 40km/h) and the forward guns but gains protective plating and high-angle gun turrets. As mentioned, the main usage is to take care of aerial targets.
- Sigma Algorithm: Recon (basic spell): Gamma trades the guns for a light-refracting casing, rendering it more or less invisible for the duration. Has cooldown period for 20 seconds after invisibility ends (deliberate cancellation or taking too hard a hit), where Gamma cannot use its guns in any form.
- Repulse Barrage (basic spell): Camille's four skirt accessories line up and fire a laser each, with range up to 20m. The lasers can be independently targeted. Deals weak damage to magic armor, but focused fire can be dangerous.
- Hard Reset (complex spell): After 30 seconds of concentration (while grounded), Camille jumps into the air, the skirt accessories combining into a large cannon, firing a constant stream of armor-melting energy for another 15 seconds, max range of 70m. Camille is stationary while firing the Hard Reset.
- Omega Algorithm: Skyfall (complex spell): Camille concentrates for up to 60 seconds, while Gamma's guns are disabled. At the end of the concentration, Gamma expands into the shape and size of a B-2 bomber (with a bird's head) for up to another 60 seconds. Max speed is reduced to 50km/h, but the underside is chock full of miniguns, missiles, other anti-air weaponry and gains nigh-impenetrable protective plating. Camille must remain focused to maintain Skyfall. When Skyfall ends, by timing out or otherwise, Gamma will need at least 120 seconds before it can get back in the fight, but will remain transformed.
- Spell specialization 2: Area denial
- Proximity Mine (basic spell): Deploys eight spherical mines in a circle/regular octagon 10 metres around Camille. When enemy comes within 10 metres of a mine (in any direction), it gravitates toward the closest enemy and explodes on contact.
- Floating Point (complex spell): Charges for 15 seconds, then skirt-lasers fire and orb straight up, which stops at 90 metres high. For 10 seconds, the orb shoots six lasers down to the ground at an angle between 15 and 25 degrees, rotating anti-clockwise and randomly varying the angle of each laser. After the 10 seconds is up, the orb dissipates.
Edited by AtlasStratus on Mar 19th 2019 at 5:17:00 PM
Timers to measure time, thermometers to measure thermomets, mometers to measure mom, and measuring containers to measure measurements.Alright, let's see about finally getting into some details. I'll just go ahead and go in order of the postings.
@Scorpio Rat: Character looks great; I'm assuming there's some Red Dead Redemption and/or Mc Cree from Overwatch inspirations happening.
Spells wise, there's a few things. I'd only be okay with allowing Hold up if it arbitrarily doesn't work on boss enemies; I was planning on boss fights potentially being a big portion of the RP, so if you don't want one of your spells to be dead weight at times, you might want to switch it. If you do keep it, you can go ahead and lower that 30 seconds to 20, and Lock On from 15 to 10; being faster at complex spells was supposed to be one of the perks of the sentient artifact class, so.
It's Ghost Town that I see as not fitting; though it goes with the cowboy aesthetic, it isn't really related to guns or projectiles, but rather is an outright stealth spell. If you want something that would kinda get the same intention while fitting the specialization, I'd say something like a shot echoing or redirecting spell that makes it difficult for enemies to hear or tell what direction she's shooting them from, that would work. Another spell I could suggest is maybe something that lets her do straight up impossible ricochet trick shots.
@Def Revenge 24601: Character looks okay, for the most part. As I'll get into later with another signup, that "weirder stuff" shouldn't be anything of the supernatural type; we are assuming a normal earth timeline up until the cataclysm begins. Speaking of which, the goddess is only grabbing people who have already seen it begun, so you'll have to fix that.
As for spells, I don't see how DIE DIE Missile Barrage fits with the "magic fisticuffs" specialization, since it's a ranged projectile barrage. Also for both of your complex spells you didn't add any kind of casting requirements.
@Lovely Magician Savvy: Character looks fine, very classical magical girl it seems.
Spells wise, I think you made your spell specialization too broad, or perhaps unspecific as I'm not entirely sure what you intended by "battle control". The closest that comes to my mind would be specializing in trying to control enemy positioning and/or movements, which you kind of did with a couple of spells. That or maybe a more supportive sort of role was your intention. I'd say either keep "battle control" with Hidden Veil and Get Close, or switch the specialization to "support" and keep Cure Hands and Hidden Veil.
There isn't really much of a point in Magic Jump since your character could just fly up and then back down for the same effect; unless it's specifically supposed to be much faster than the flight, though you didn't say.
Also I'd only be okay with Get Close if larger and/or more powerful opponents are harder to move, and can struggle against it.
@kagescorpionakki: Character looks fine; only thing to say is your back story claims that Basi used to be a guy, but you didn't list Basi as such in the Age section as I had indicated to do.
As I mentioned with that other post, at least at the time that I wrote it, you're currently the only person who I feel kept all their spells within specialization. I wasn't sure about Blink fitting with it at first, but I decided it's close enough. The only change I'd ask is that Counter targeting weak points only works if Basi knows where the weak points are; so either if they are incredibly and blatantly obvious, or if another girl who can figure out weak points like Lovely Magician Savvy's tells Basi.
@All Hail Thrall: Character looks fine, I like that you put in the effort to make your own picture.
Spells wise though, you definitely went too broad in my opinion. To me, "the moon", "archery" or perhaps "hunting", and "wildlife" would be three separate specializations, not one encompassing one. Bow of the Moon could perhaps be in "moon" specialization, Moonfire definitely would be in it. The rest you came up with would all be "wildlife" in my opinion.
@R Alexa21th: Character looks okay; so from what I have looked up it seems you're cross referencing Fullmetal Alchemist and maybe Yuna Yuki is a hero? Your back story needs some changes though; as was mentioned with Revenge's, everyone is being taken after they see the cataclysm starting already. Also, being grabbed by the goddess is the end point of the back story; we will be playing out what comes immediately after that in the RP proper.
Spell wise, I'm not okay with the stuff being made by Hiromi's spells being indestructible. Your complex spells should be requirements that come before casting the spell, not cooldowns after the spell. I have no issue with the "HERO" naming, though that does not really specify what her spells are meant to be for; just "physical attacks" is a bit too broad in my opinion, and even then, HERO Protector wouldn't fit since it's not an attack.
I'd suggest perhaps, given the style you seemed to be aiming for, maybe change the specialization to "tanking". HERO Protector would then still fit, HERO Claw changed slightly so that it adds more armor and protection to Hiromi, although Booster, Rocket, and Blade would have to go in that case. Or you could change the specialization to something like "melee brawling" (though you'd be the third character taking specialization based on melee) and keep Blade, Booster, and Claw; maybe Rocket too but that's kinda iffy, plus you should still change it regardless.
Also I'm a bit confused about your loadout; you gave Hiromi 3 complex spells and 2 basic spells, which is the Sentient Artifact spell loadout, but you didn't specify or even imply the artifact being sentient in your sheet.
@Kingxana 0: Well, first one I have to outright say no to in its current state. When I said, "feel free to get creative" in the OP, I meant in the context of choosing from historical settings; I did not mean, "make up your own setting history and lore and also contradict part of the RP's premise." The whole "cult trying to awaken the evil" and "spirit known as the Collaborator" are both denied; neither would happen or have happened in the setting as I intend it. Also I'm not really going for an HP Lovecraft theme here.
Spells wise, even ignoring the flavor you made them in and just going with the mechanics alone, at least from what I understand of what you wrote, I would not allow The Queen of Void anyway, as it apparently is guaranteed to defeat any foe so long as it's finished casting? That is some, "special spell given for just the endgame that needs everyone working together to successfully cast" level of overpowered.
@Atlas Stratus: Well since you're not finished with the sheet I can't really say, but the idea looks interesting enough. Please post a bump or send me something if you finish editing it; I will not necessarily notice from the edit alone since that doesn't trigger the thread watch list.
Edited by FirockFinion on Jan 18th 2019 at 7:41:06 AM
You are reading this.@Firock Finion: Change to Counter made. And yeah, she used to be a guy, just forgot to make the note in the Age section. Fix'd.
What is so amusing about this? Why do you take lives? How can you forget?I've also edited my sign up to alter the Ghost Town spell to a bullet misdirection effect, and altered some casting times.
@Firock Finion, okay thank you for the advice. On battle control, I was thinking messing with the opponents abilities and movements to help the others. I will stick to Battle control and keep get close, and revise it, and hidden veil. Would it be okay if I could get some help on the basic spells to replace the ones I have now? Also, may I revise one part of my sign up to add more to Sora's character? Mainly it is she has watched a lot of magical girl animes and that it could tie into her analytical trait.
Edited by LovelyMagicianSavvy on Jan 18th 2019 at 7:49:06 AM
Just an adorable fan girl and cosplayer ヾ(*・ω・)ノ💝💟I've changed up Hiromi's backstory and spells.
I've never seen Yuki Yuna.
Where there's life, there's hope.Edited accordingly.
"DIO is the ultimate being! The being of the future! Dare you not to rival me!"Well, that was quick. In order of responses.
@kagescorpionakki: Looks good, "Legs" is accepted.
@Scorpio Rat: Looks good, "Sheriff" is accepted.
@Lovely Magician Savvy: You're free to change up the signup as much as you want now; it's only after the game's started if you want to like retcon something that it might be a problem.
As for basic spell ideas, with the "battle control" concept you'd be wanting stuff that would possibly hinder or redirect foes. Ideas coming to mind at the moment... A simple mirror image or decoy spell, something that lays a slowing trap of some sort, something that possibly does a brief stun, something that does a brief sensory overload ala a magic flashbang.
@R Alexa21th: You should still have her seeing the cataclysm beginning in her back story. The spells look okay now, I suppose. The effectively a combo finisher complex spell is kinda clever, I'll admit.
Def Revenge 24601: Maiden Masher always breaking the enemy defense should have a boss enemy exception, I think. Other than that, looks good.
Edited by FirockFinion on Jan 18th 2019 at 9:33:38 AM
You are reading this.Added the cataclysm.
Where there's life, there's hope.@R Alexa21th: Alright, "Steelheart" is accepted.
Also All Hail Thrall informed me over discord that he finished his edits; Iolanthe, only girl without a magical girl name to start with so far, is accepted.
You are reading this.@Firock Finion, alright edited Sora with the advice you gave. Thank you for the spell suggestions.
Just an adorable fan girl and cosplayer ヾ(*・ω・)ノ💝💟
Main thread link. Discussion thread link.
This signup is open, the game has not yet started. Signups will remain open even after the game has started, until near the end of the game.
The year is, or perhaps one should say the year was, 2057. A deep sea exploration team is exploring the ocean floor, in the heart of the Pacific ocean; places no man had ever seen before. A sort of large, underwater sinkhole is found, that does not seem to fit with the geography of the surrounding area. It goes deep, far deeper than anyone expected. At the bottom of the pit, on one of the walls, the team finds something that is beyond explanation. A perfectly flat, perfectly circular surface, several meters wide, seemingly made of a dark, glass like material, and entirely devoid of any wear one would expect from an object sitting deep in the ocean. As images of the object are cast around the globe for many to see, theories about what it is run rampant; indeed, it certainly seemed like it could not possibly be natural, yet for it to have been made by mankind, absolutely impossible.
Attempts to get a sample of the material, were, unsuccessful; it seemed impossibly tough. All types of imaging the team could try were simply absorbed by it; that meant there was only one way to try to find out what was behind it. So, the team decided to try to move it.
Unfortunately for everyone, they succeeded...
The year was whatever year you were living, and suddenly, everything in your life was going wrong. The first sign was an unnerving omen in the sky; it looked like the moon, but enveloped in an aura of shadowy flames that danced across and around it, staining the sky like an ink blot. Visible regardless of the time of day, it hung up above as a dreadful reminder that nothing was the same anymore. If that strange heavenly body was the only thing to change, perhaps everything would've been alright, but no, it was only the beginning.
Dark monsters, draped in a black mist that seemed to flow from their bodies, rampaged across the world, killing mercilessly and tirelessly. No weapon could harm them; no trap could hold them. No one knew where they came from; they simply seemed to appear as if from nothing. Some people started to go mad, their skin and eyes becoming sickly looking, before they too would start to have that same black mist flow from their bodies; like the monsters, they began to let go of all other goals but to kill their fellow man, and became unnaturally unstoppable. They had not the terrible claws and fangs and other implements the monsters had, but most troublingly, they retained their intelligence, and would act with cunning. Some even began to display abilities, to which the only word that could be applied, was magic.
It had only begun not long ago, but there seemed to be no way to survive. Until, you began to feel something; a most strange sensation, like, yourself being pulled away from yourself. Maybe, it's what had happened to those other people who had been possessed? However, you hear a voice in your head; a strange voice of a teenage girl, certainly inhuman, but calm, friendly.
"I'm sorry, I can no longer stop this evil; but, I can help you stop it."
Welcome to Blackened Moon, the magical girl time hopping adventure RP! If you didn't fully understand the intro, the idea is that in the not too distant future of 2057, a deep sea exploration team accidentally unleashed a terrifying evil that not only scoured across the globe but across time as well, consuming and corrupting humanity throughout history. Thankfully, a goddess has come to help by selecting various people from throughout history and giving them magical powers to fight back against the evil. However, in order to give them powers they must have a form like herself, so if they weren't already a teenage girl, she had to turn them into one; therefore, magical girls.
Your goal is to go on missions to different historical events and defeat the shadow monsters there and/or purify the historical figures that have been corrupted. This will weaken the evil overall and allow the goddess to narrow down when and where the main entity is hiding itself, so that you may eventually go there and defeat it, ending the crisis entirely.
For the record, you will be making original characters; no choosing real historical figures or characters from fiction. Other than that, by all means feel free to get creative. Also, your character is not choosing their own class and spells; it happens automatically.
(Links go to their signup post.)
Edited by FirockFinion on Feb 16th 2019 at 1:32:52 PM
You are reading this.