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Metrocity: Magical Mayhem OOC, A Savage Worlds game I might get to start this time. :/
Hystrix
post Jan 18 2012, 10:22 PM
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Well, some people wanted to do a villainous magical girl game. And I (finally) found a system that works okay enough for it, so...



How It Started

"What if I gave you the power to fulfill your wishes?"

If you heard these words over a month ago, you probably wouldn't believed it. Well, not that you believed them even now. Not when it came from the mouth (?) of some strange stuffed animal that appeared to you one night. But you already heard the rumors, or maybe you saw them yourself. Like something straight out of a frilly-laced cartoon - gorgeously dressed women that wielded amazing powers against monsters and villains from another dimension. Self-proclaimed arbiters of justice and love and every emotion they cared for. Magical girls.

It didn't make sense, then. You didn't really care for any of that. You had a lot of issues, but in the end, you're the type that was angry, frustrated, and carried nothing but apathy to the world. Even if this nonsense turned out to be true, you weren't really the type to become a magical girl. But the stuffed animal picked you, anyway. And it didn't even care what you did with whatever powers you acquired from the agreement. The only clause was that it bounded your for life. There was no backing out from being a magical girl.

There was something behind this. Maybe some dark ploy, or a weird way to bring cosmic balance in the universe. In the end, you didn't care. Neither did the other girls you banded with, an alliance you created against any force of love, courage and whatever else that stood in your way. You gained the power to do whatever you wanted to the city. The stuffed toy asked again,
What are you going to do with it?



What Your World Is Like

Metrocity is where you live, a large industrialized area in the coast of Japan. On the surface, it looks like the city of the future. Tall, shining skyscrapers tower the sky, and the concrete streets are filled in the cusp of technological marvel. Sliding doors, television phones, electric automobiles, you name it. The fashions haven't kept up just yet, though; your school uniform and street clothes are still quite modern.

You've heard a lot of nasty rumors about the city though, that it used to be the site of strange phenomena and mass burial sites from centuries ago. The government tried to cover as much of that up as possible by plowing over the cursed land and placing really, really shiny buildings on top of it. Even its original name is rubbed out from the maps; everyone just calls it Metrocity these days. Despite these efforts, a lot of urban legends from the past persist, all the more magnified with the appearance of "real monsters" in the news.

According to your stuffed animal companion, it's because of this (weakened dimensional border or something) that otherworldly monsters found it quite easy to slip through worlds with Megacity as the entry point. Any time a monster crosses over, it leaves dimensional distortions at its wake. Any mundane door or window becomes a portal between worlds to those powerful enough to open it (like magical girls).

The alternate dimension is both fascinating and bizarre. Each portal will almost always lead to a different world, with its own laws of reality and its own strange denizens. Sealing these portals (by destroying the portal's master) is one of the main objectives of the "good" magical girls, as it keeps reality from destablizing or some such. Of course, nothing should keep you from seizing one of these alternate worlds as your own.

Your companion isn't willing to tell you where it came from, though. Stupid toy.

How Our Game Works

This is a game for Savage Worlds, using the Super Powers companion. Settings rules are as follows: Baseline Environment, Inherent Power (Natural Growth), Knockback, Super Teams, and Unarmed Defenders. The RP will be open-ended, and hopefully PC-driven as they decide how they are going to use their powers for their own ends.

Standard character creation rules apply here: just follow the Super Powers Companion rules where applicable. You get Arcane Background (Super Powers) Edge for free with 15 power points to spend. As a trade off to that, PCs also have to take Gimmick (Magical Girl) as a Major Hindrance, requiring you to switch into your costumed magical girl form before you can use any of your powers. In-game, I'll say it takes a full action for this to work.

And yeah, there's a lot of influence to Madoka. Look at the first picture. That said, the tone of the game is expected to be follow closer to a Magical Girl formula. Not exactly light-hearted, but not overly violent or bloody either (doesn't mean it can't get pretty dark in tone, though). The PCs are self-regarded villains, though none of them are expected (or encouraged) to be morally reprehensible. So as long as everyone's cool with each other's approach to things.

That all clear? I have a few people already interested and working on sheets, but if anyone else wants to join, just let me know and we'll work it out. Here we go, then.

Character Sheet Template: Click Here To Show/Hide This Text

CODE
[u][b]Character Information[/b][/u]
[b]Name[/b]:
[b]Title[/b]:
[b]Age[/b]:

[b]Background[/b]:

[b]Wounds[/b]: [ ] [ ] [ ]
[b]Bennies[/b]: 3
[b]Fatigue Level[/b]: -

[b]Parry[/b]: 2 + (1/2 of Fighting's die value)
[b]Toughness[/b]: 2 + 1/2 vigor's die value + armor
[b]Charisma[/b]: 0

[u][b]Attributes[/b][/u]
[b]Strength[/b]: (d4, or what you raise it to)
[b]Agility[/b]:
[b]Vigor[/b]:
[b]Smarts[/b]:
[b]Spirit[/b]:

[u][b]Skills[/b][/u]
[b]Skill Name[/b] (Attribute): (The skills you don't have are d4-2)
[b]Skill Name[/b] (Attribute):

[u][b]Hindrances[/b][/u]
[b]Gimmick[/b] (Magical Girl)
[b]Hindrance Name[/b]

[u][b]Edges[/b][/u]
[b]Arcane Background[/b] (Super Powers)
[b]Edge Name[/b]

[u][b]Gear[/b][/u]
[b]A list of things[/b]

[u][b]Powers[/b][/u] (15 Power Points)
[b]Power Name[/b] (Cost): Effect, modifiers and (Trapping)


The People We Know

Gaomaru: Click Here To Show/Hide This Text

(IMG:http://i.imgur.com/MchGA.jpg)
"Gao."

Gaomaru is a magical familiar, clearly from the other dimension though refuses to say more on that. He takes the form a lion cub with a halo, bearing a plushy exterior with ticking clockwork parts underneath. Despite appearances, he seems remarkably resistance to all physical force, and his spellcasting abilities are nothing to take lightly. He likes to eat, well, anything, and seems to take personal pride in getting bunch of odd girls and getting them to work together, even if their cause is ambiguously malevolent.

Attributes: Agility d4, Smarts d10, Spirit d8, Strength d4, Vigor d6
Skills: Tracking d8, Notice d8, Stealth d4, Knowledge (Magic World) d10, Persuasion d8, Spellcasting d8
Charisma: -4; Pace: 6; Parry: 2; Toughness: 14
Edges: Arcane Background (Super Powers), Headquarters, Power Points
Hindrances: Alien Form (Familiar from Another Dimension?), Distinctive Appearance (Sentient Lion Cub Doll), Small, Vow (Minor: Take Care of Contracted Magical Girls)
Gear: n/a
Powers: (25 Points)
  • Super Sorcery (15): Level 5 (dimensional magic).
  • Heightened Senses (2): Tracking. +2 to Notice and Tracking rolls (lion senses).
  • Armor (8): Heavy Armor. Adds 9 points to Toughness (magical plush).
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Mars
post Jan 19 2012, 02:25 AM
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Character Information
Name: Suzume Kato
Title:
Age: 15

Character Image: Click Here To Show/Hide This Text
(IMG:http://i.imgur.com/ruBuE.jpg)
Note: Image represents Suzume post-transformation. Horns, White hair, and Tattoos are all part of the costume and not there ordinarily. Her ordinary hair colour is black.


Background: Suzume has never been the sort of person who would be a hero. She's as familiar with the concept as anyone else, like those other girls out there trying to save the world, but unlike them, she'd never be the one out there trying to save it. For all she cared, the world could burn—so why was she the one to end up with these powers?

Suzume was always the sort of person who was good at anything she put her mind to. It wasn't a case of exceptional talents, but when she worked at something, she could excel at it. Schoolwork and athletics were both simple if she put enough effort into them, but she quickly grew bored with things. Throughout school, she has been a member of dozens of clubs and sports teams, and never been particularly poor at any of them, but she always lost interest with them in the end. She could always find something else to work toward, but none of them kept her interest once she neared the top. Everything was simply too... mundane.

When she witnessed what was really happening in the city, it struck something in her. When she was offered the chance to join the fight, there was no way she could say no. Not for the sake of saving anyone, but simply because she'd finally found something truly interesting.

Suzume's powers revolve around swordfighting skills. Having taken lessons in Kendo and other martial arts in the past, she already knows how to wield a sword, but once she transforms those skills are boosted greatly, along with her physical prowess reaching superhuman levels in some cases. She can cross distances in the blink of an eye, without even appearing to have moved at all, and can even make such rapid movements in quick succession, stringing attacks between with strength impossible for one of her physical size. Her powers also give her the ability to do something that should rightfully be impossible, cutting projectiles, even bullets, out of the air with her blades before they can strike her. The swords being themselves magic, this defensive technique is also not limited to stopping mundane weapons. Her weapons are also imbued with a volatile magic power, capable of leaving enemies who live through the fight with a deadly curse.

Wounds: [ ] [ ] [ ]
Bennies: 3
Fatigue Level: -

Parry: 7(10)
Toughness: 4
Charisma: 0

Attributes (6/6 Attribute Points)
Strength: d8
Agility: d8 (+2 to nimbleness-based Agility rolls)
Vigor: d6
Smarts: d6
Spirit: d4

Skills (15+4/15 Skill points)
Fighting (Agility): d8(d12+2)
Stealth (Agility): d8
Notice (Smarts): d6
Knowledge (Martial Arts) (Smarts): d6
Streetwise (Smarts): d6
Gambling (Smarts): d6
Investigation (Smarts): d4

Hindrances
Vengeful (Minor)
Quirk (Whimsical; Commonly gains or loses interest in things on a whim) (Minor)
Small (Major): -1 Toughness
Gimmick (Magical Girl) (Major)

Edges
Arcane Background (Super Powers)
Power Points: +5 Power Points.
Acrobat: +2 to nimbleness-based Agility rolls; +1 Parry if unencumbered.

Gear
Katana ( Str+d6+2 | 6lb | AP 2 )

Powers (20/20 Power Points)
Teleport (6): Rapid Teleport. "Flash Step"; She can move with bursts of such speed that she appears to have teleported rather than actually closing the distance.
Able to teleport up to 12" instead of normal movement. Movement can be split into up to three parts, with actions taken between teleports. Attacking a single enemy twice from multiple sides in a single turn using this ability gives +1 to the Fighting rolls.

Deflection Rank 2 (1): Device (Magic Sword - Katana). The ability to instinctively detect and deflect projectiles with her sword.
Ranged attacks made against her take a -2 penalty to the Shooting/Throwing/etc. skill roll made to determine if they hit.

Wall Walker (1). Suzume has the ability to stand on any surface capable of supporting her weight as if gravity was pulling her in that direction.
•Ability to stand on any surface capable of supporting her, even perpendicular to the ground or upside-down.

Super Skill (Fighting) Rank 2 (2). Once transformed, Suzume's natural fighting skills are greatly improved.
A 4 step increase to the Fighting Skill.

Fearless (2). Little fazes Suzume, even more so since gaining these powers.
Cannot be affected by Fear or Intimidated.

Attack, Melee Rank 2 (4): Elemental Trick: Radiation (Curse), Device (Magic Sword - Katana). Her magic sword, which materializes with the rest of her costume. She is able to make an attack with her blade that strikes with unnatural force and, due to the magical nature of the weapon, can lay a powerful curse on the victim.
An attack with her sword with an additional 2d6+2 Damage, along with a chance to leave the target with a powerful curse.
The victim makes a Vigor roll at +2. If failed, she gains the Terminally Ill Hindrance. If successful, the victim is forever immune to this effect from this character.


Extra Actions Rank 1 (4): Repeat Action, Device (Magic Sword - Katana). Her sword feels nearly weightless to her because of its magical nature, combined with her enhanced physical abilities, allowing Suzume to make extremely quick strikes.
Allows Suzume to take an additional action without a multi-action penalty. Though limited to when using her sword, she can take the same action twice in a turn.
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Fezzes Are Cool
post Jan 20 2012, 04:09 AM
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Character Information
Name: Saori Akabane
Title:
Age: 16

(IMG:http://i.imgur.com/SaiML.jpg)

Background: Saori Akabane is half Swiss. Her Japanese father married a young Swiss banker woman, and Saori is the result of the union. They've only just recently moved back into Japan; she's not really all that familiar with the local customs.

Not that she was much interested in fitting in. Saori has always pretty much kept to herself. This detached view of things has only helped her in many ways--even when young, she learned how to notice things, how to find out more things on her own... and when a word could really hurt, and what sort of word that would be. Very few people found that they actually liked her company, despite her clear--and well-tutored--cleverness.

Her new-found magic has given her power over wind and electricity. The value of a weather witch was obvious to her from the get-go. Just how she'll apply that is, of course, something she can and will dedicate some thought to before she goes and does anything... precipitous.

Wounds: [ ] [ ] [ ]
Bennies: 3
Fatigue Level: -

Parry: 2 (also ranged attacks suffer -2 when Deflection is active)
Toughness: 6
Charisma: 0

Attributes
Strength: d4
Agility: d4
Vigor: d8
Smarts: d10
Spirit: d6

Skills

Gambling (Smarts) d4
Investigation (Smarts) d8
Lockpicking (Smarts) d6
Notice (Smarts) d10
Shooting (Agility) d4 (d12)
Taunt (Smarts) d10

Hindrances
Clueless (major) Not being a Japanese native has its downsides.
Distinctive Appearance (minor) Striking red eyes that seem like they're glowing... yup.
Gimmick (Magical Girl)
Heartless (minor) The creepy, seemingly emotionless member

Edges
Arcane Background (Super Powers)
Nerves of Steel Ignore 1 point of wounds
Power Points +5 to Powers.

Gear
$550 (assumedly in yen)
Formal Clothing
Smartphone (with apps!)

Powers (20 Power Points)
Deflection with Requires Activation rank 2 (1):
Swirling winds give enemies a -2 to ranged attacks against her
Energy Control with Elemental Trick (electricity) (4):
Electrical currents are hers to command with her magic, whether that's blasting with it or even just forcing it to ground.
Fearless (2):
She seems to not care about such things. She never suffers Fear effects or is Intimidated.
Flight (4):
Pace x2 Flight given by swirling winds
Jinx (2):
If you roll a 1 on your skill die while trying to hurt her, you suffer a GM-determined bad thing
Storm with Downpour and Gale Force(5):
Can summon or dismiss storms, which cause -1 to all rolls, and can cut visibility or Large Burst enemies so they have to Strength roll or prone & Shaken.
Super Skill 2 (2):
Four step in shooting skill. You know what? This is probably wind, too.
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Kei
post Jan 20 2012, 10:56 AM
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(IMG:http://i961.photobucket.com/albums/ae96/sudentor/Roleplay/Setsuya1.jpg)
Character Information
Name: Setsuya Kanaemiya (神詠宮 刹夜)
Title:
Age: 17

Background: The problem with heroes and heroines is that no one ever truly wants true heroism. The same goes for Kanaemiya Setsuya, Westernized as Setsuya Kanaemiya. It's less about whether or not she's heroine material or not, and more about the fact that she didn't ask for it. One moment, she was a second-year student council vice-president in a Metrocity high school; the next moment, she learned she could materialize magical guns in her hands, fly, masquerade as other people, and pull a fast one on fate. The gimmicks are nice, but unwanted. She doesn't care for the responsibilities that come with her power, but she cares about the principles. Stupid morality.

For now, her personality is marked by hypocrisy beneath an aloof, graceful, somewhat flippant, but approachable attitude: Hedonism is concealed under elegance, because for all the hours she's putting into the new job forced onto her, she deserves to be rewarded a bit. Even if it means abusing her power and charisma to get others, especially the more unsuspecting ones, to provide a little "service". It doesn't matter if she has to lie a few times to get it. Or maybe sowing the seeds for a rift between herself and others is the only way she can take responsibility now, to preserve the normalcy of the life she left behind by sacrificing her own long-term happiness.

Wounds: [ ] [ ] [ ]
Bennies: 2
Fatigue Level: -

Parry: 7 (2 + 5)
Toughness: 4 (2 + 2)
Charisma: 2

Attributes
Strength: d4
Agility: d8
Vigor: d4
Smarts: d6
Spirit: d8

Skills
Investigation (Smarts) d4
Notice (Smarts) d6
Persuasion (Spirit) d8
Shooting (Agility) d10
Stealth (Agility) d6
Streetwise (Smarts) d8

Hindrances
Bad Luck (Major)
Setsuya doesn't like fate. Fate is all too willing to oblige that dislike.
Gimmick - Magical Girl (Major)
It isn't all costumes, sparkles, and transformation insert songs, you know.
Heartless (Minor)
It takes a certain amount of ruthlessness to get the job done.
Loyal - Keeps Promises (Minor)
Get Setsuya to make a promise, and that's one thing off your mind.

Edges
Arcane Background - Super Powers
Powers don't necessarily come with responsibilities. And that's rather nice.
Danger Sense
The vital advantage in war should be actively denied to the enemy.
Charismatic
For better or for ill, Setsuya's good at getting people to do things for her.
Quick
A quick mind and quicker wits are required to con fate. The bitch deserves it.

Gear
Smartphone

Powers
Attack, Ranged w/ Extra Damage 3d6, 2 Armor Piercing, Range 24/48/96, Device (7)
Manifests as MK46 machine gun or M82 anti-material sniper rifle.
There's very little 850 5.56×45 mm NATO rounds a minute can't solve.
Chameleon (3)
Setsuya was told she had a gift for acting. Magic was all too happy to help.
Fearless (2)
Unwanted enlightenment means Setsuya's just not phased by things anymore.
Flight (Level 1) (2)
It's a bird, it's a plane, it's a...pantyshot waiting to happen?
Gifted (1)
Anything you can do, she can do better; anything you can do, she can do too.
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Darth_Slaverus
post Jan 21 2012, 12:50 AM
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(IMG:http://i.imgur.com/MuzBgl.jpg)

Name: Mariko Akane
Title: Titles are meaningless.
Age: 15

Background:

From an early age, it was somewhat obvious that Mariko longed to be an athletic star. She made a habit of exercising constantly and participated in countless team sports, both inside and out of school, until finally settling on baseball as her true calling. Amongst her various teammates, she tended to be known as a kind girl who always put the team first and preferred to lead by example rather than by words. Of course, her obsession with physical activity often lead to mediocre marks on homework and tests. While by no means stupid, Mariko didn't care for academics, believing that deeper thinking should be left to scholars and brainiacs.

In high school, Mariko attained the vaunted position of pitcher on the baseball team. On top of already being a solid batter, she proved to be talented at faking out opposing teams' batters, and her future looked bright. Tragedy struck, however, when the team faced their archrivals from across town. Following a tough loss earlier to them in the season, Mariko found that the enemy team's captain had earned her ire, gloating vociferously and belittling Mariko's skill in particular. When the girl stepped up to bat, Mariko threw a vicious pitch that, through some strange twist of fate, veered off its intended course and struck the girl in the face, seriously injuring her. Everyone immediately assumed that Mariko had deliberately aimed to hurt the girl; she was ejected from the game and later suspended from the baseball team. She desperately explained to all around her that it had been a freak accident, but to no avail.

At first, Mariko was completely remorseful and made numerous attempts at making amends, having never meant to cause harm, yet her newfound social stigma would not go away. After being rejected even by her former friends, Mariko grew bitter. Fights at school were soon a regular occurrence for her as she lashed out at those who looked down on her, and she discovered that not only was she good at brawling, she enjoyed it. Realizing that fighting had usurped sports as her passion in life, Mariko became something of a delinquent at school, entering a downward spiral of detentions and misery until she met "It."

"It" was a strange stuffed animal that appeared to her in the height of her despair and offered her power. The only catch was that she was stuck with this power for life. That suited her just fine. With it, she could fight, and even kill, to her heart's content with little fear of reprisal. And maybe, just maybe, she could create a world where violence and fighting were celebrated as virtues instead of being condemned as sins...

Wounds: [ ] [ ] [ ]
Bennies: 3
Fatigue Level: -

Parry: 7
Toughness: 5 (Can become 7, 8, or 10 depending on what defensive powers she has in play)
Charisma: 0 (-4 if violent tendencies are known)

Attributes
Strength: d8 (d12 with Super Strength activated)
Agility: d8
Vigor: d6 (d10 with Super Vigor activated)
Smarts: d4
Spirit: d6

Skills

Fighting: d10
Throwing: d8
Swimming: d6
Climbing: d6
Intimidate: d6
Notice: d4


Hindrances

Gimmick (Magical Girl)

Bloodthirsty (Major) Fighting and killing are the only things that bring Mariko joy now. Those who would deprive her of them should not do so lightly.

Monologuer (Minor) Mariko never misses a chance to lecture her foes on the specifics of their imminent demise.

All Thumbs (Minor) Complex machinery tends to break down around Mariko. This might have something to do with the fact that she often vents her frustrations on uncooperative gadgets, and the most efficient method of repair to her is to kick the damn thing.


Edges
Arcane Background (Super Powers)

Berserk- When struck by an opponent, Mariko finds it therapeutic to descend into a frothing madness and kill everything that moves.

First Strike- Mariko is a whirlwind of fury in combat. Those who venture too close are liable to get hacked.


Gear

Battle Axe (Str + 1d8), 10 pounds. Used for her "Attack, Melee" power.



Powers (15 Power Points)

Regeneration (5). "Mariko can exert control over the blood in her veins and rapidly clot it at will, allowing for the most efficient healing possible." Gets a free healing roll every hour.

Fearless (2). "Mariko is simply too blood-crazed to know fear. Scary monsters are just more thrilling challenges for her and her axe." Immune to Fear and its effects.

Armor (3) Heavy Armor +2, Device -1. "A suit of crimson mystical armour that is summoned upon Mariko's transformation, shielding her from mundane attacks." Gets 3 points of armor to add to her toughness and can only be harmed by Heavy Weapons.

Attack, Melee (3) Elemental Trick (Psionic) +2, Device -1. "A deadly magic axe that is summoned upon Mariko's transformation. Those struck by it hear incessant screams within the confines of their mind. Is it cursed...?" Targets hit by her battle axe take 1d6 extra damage and must pass a Spirit roll or be Shaken.

Super Attribute (Strength) (1) Requires Activation -1. "By giving in to her seething hatred for life and society, Mariko's limbs become far more powerful than is natural for a teenage girl." Increases Strength by two steps but must be activated. Activation is a free action, but can be pre-empted by an ambush or surprise.

Super Attribute (Vigor) (1) Requires Activation -1. "Mariko allows her inner rage to deaden all harmful external stimuli, bolstering her endurance." Increases Vigor by two steps but must be activated. Activation is a free action, but can be pre-empted by an ambush or surprise.
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Hystrix
post Jan 27 2012, 12:33 AM
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Still waiting on one or two more, but it's been a week and I really don't want this to linger. I'm going to start the thread before this weekend is done. We don't need the sheets for the first few rounds of posts, so just feel free to jump in whenever even if it's late. Probably not during combat, but anytime else, sure.

Just as an early warning, I'm going to keep the thread moving, whether it's everyone or just one person replying. If you want to contribute, post. Doesn't have to be large or detailed, just roleplay and roll. Speaking of which, I'll trust you guys to make your rolls with whatever method you have, just post them when relevant and leave results to me.

Current Cast:
  • Suzume Kato, Flashing Swordfighter
  • Saori Akabane, Weather Witch
  • Setsuya Kanaemiya, Deceptive Gunslinger
  • Mariko Akane, Herculean Berserker
  • TBA
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Lysander
post Jan 30 2012, 09:10 PM
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Character Information
Name: 花火 舞 (Mai Hanabi)
Title:
Age: 16

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Background: Mai was born the youngest in a family of four children, all of her older siblings being older brothers. Their ages varied from one only a year older than her to 'already married and with children', making her an aunt since the moment of her birth. So, it was only natural that she grew up reading shounen manga, wearing hand-me-down boy's clothes and practicing kendo, at least until junior high; just as she grew out of using the male personal pronouns at the beginning of her school career, she eventually began to prefer the more popular volleyball to kendo, a small allowance being enough to enable her to buy some clothes of her own as well. Still, she never grew out of play fighting with what brothers remained around the house or reading their old shounen rags. And it wasn't even that she enjoyed doing weird, icky stuff like making yaoi pairings—she actually enjoyed all of the combat scenes, the displays of the power of friendship, the rivalries, the quests to become the strongest or the best...she at times found herself wishing that she could live in a shounen manga. Well, and not be the useless girl character. Because she definitely had talents! Like, when she'd be fighting with her brothers she could always mimic the moves they used on her and quickly come up with defenses. And then when she attended dance classes she was always the quickest to get the steps down, since she really has an eye for copying other people. Even on tests!

So, while she was a little skeptical at first, from the beginning it would have been impossible for her to refuse a chance to become something like the strongest for real and go on a cool, dark and edgy shounen adventure. The strong are strong and the weak are weak! That would be her motto, pulled right from the pages of her favourite manga. Well, okay, there was one problem...it apparently -wasn't- a shounen adventure but was instead more like one of those magical girl thingies she never really bothered herself with. Admittedly, that made her feel a bit guilty at first, as she knew there were probably plent of girls out there who dreamed about becoming one, but at the same time who was she to question why the chance was given to her instead? Heck, there was probably some girly-girl out there given the chance to become a shinigami or something anyway! While such a hypothetical girl would likely die right away, she would totally own at being a magical girl and become the best magical girl ever. All she'd have to do was beat all of the other magical girls and become the best, right? Setting out on an adventure, making friends/rivals along the way, challenging anybody and everybody to a fight...she wanted to do it all. What? Save the world? Stop some disaster from occurring? Nope, she doesn't care about any of that. After all, the world is generally pretty boring and if it's going to destroy itself, it's going to destroy itself. Hey, maybe if it were her world...

When transformed her clothes change into something more traditional to match with her brothers' old nickname for her: Hotaru. Perhaps because of the nickname itself or perhaps because it fit so well with her anyway, the manga character soon became her favourite and most of her magical girl powers are much like the character's as well, giving her more than a slight confidence boost, as there was only one person capable of beating Hotaru and he was a -god-. Not like she'd lose to one though! She'd become even stronger than the nickname, to the point where future generations of girls would gain confidence from being called -Mai- and mimicking -her- fire and copycat abilities!

Wounds: [ ] [ ] [ ]
Bennies: 3
Fatigue Level: -

Parry: 11
Toughness: 8
Charisma: 0

Attributes
Strength: d8
Agility: d12
Vigor: d8
Smarts: d6
Spirit: d10

Skills
Fighting (Agility): d12
Tracking (Smarts): d6
Guts (Spirit): d8
Notice (Smarts): d6
Intimidate (Spirit): d8

Hindrances
Gimmick (Magical Girl)
All the best characters have transformation sequences, 'kay
Overconfident (Major)
The strong are strong and the weak are weak! It's as simple as that!
Loyal (Minor)
If only everybody read shounen manga.
Big Mouth (Minor)
Sometimes people say that I talk too much...

Edges
Arcane Background (Super Powers)
Power Points: +5 Power Points
Sweep: Apply a fighting attack to all adjacent at a -2 penalty, damage resolved separately
Combat Reflexes: +2 to spirit rolls to recover from shaken

Gear
Longsword ( Str+d8 | 8lb | 300g)
Part of her costume. A katana with only a subtle curve and a long grip.
Cellphone (100g)
It might not be able to go on the internet or anything fancy like that, but it has her brother's numbers in it and one of them is bound to be able to give her a ride somewhere if she needs it!
600g

Powers (20 Power Points)
Explode (3): Elemental Trick (Fire), Device: Longsword (Magic Sword)
The first ability she ever copied, her own personal version of the super-awesome flaming sword attacks as seen in manga. She spends one turn gathering energy into her sword and then releases it on the next, surrounding her in a medium sized burst that does 3d6 damage and leaves her shaken.
Super Edge (2): Combat Reflexes (Will to Win)
Due to her preferred method of attack, she quickly learned to fight on through sheer force of will
Copycat Rank 2 (4): (Prodigy)
All of the best fighters know when their opponents have them beat, right? Well, if an opponent has you beat just copy them or somebody who can beat them to win!
Parry (2): Device: Longsword (Magic Sword)
Sword in hand, she is capable of deflecting or blocking most melee attacks leveled against her.
Toughness (3): (Attack Redirection, Defensive Flames)
And even if she can't block them completely, she can at least minimize the damage taken by anything that gets through her awesome offense-based defenses
Super Agility/Spirit Rank 3 Agility, Rank 3 Spirit (6): (Magical Girl)
Ah, the benefits of magic!
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Peppermint
post Feb 10 2012, 03:46 AM
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Character Information
Name: Tsubaki Yamada
Title:
Age: 16

(IMG:http://i.imgur.com/rahoB.png)

Background: Tsubaki has a reputation for being a loner, and a few rumours surrounding just why everyone tends to leave her alone. She had always been somewhat frail and susceptible to getting sick, which, along with the reserved personality she had growing up, made her an easy target to take advantage of. For a long time, few people were even aware what was happening, as Tsubaki never complained, or even told anyone about it. Truthfully, she was just scared—both of what might happen if she told someone, and of what people would think of her for being too weak to do anything about it herself. It was a paralyzing sort of fear that she could never seem to shake off.

The year prior to her entering high school, though, something changed. Tsubaki had finally become fed up with letting people walk all over her, and one day, she fought back. Nobody expected that, after how submissive she had been for so long, she would suddenly turn violent. After that incident, though, the whole thing got dragged out into the open, along with the fact that it had been going on for years. Tsubaki became even more withdrawn afterwards, but later attempts were met with her lashing out again... as were attempts to get close to her from people who were just genuinely worried about her. By the end of the year, the wedge she'd driven between herself and others had grown enough that few people were even willing to talk to her anymore, and she seemed fine with that, keeping to herself whenever possible. She didn't need anyone else.

When she was offered power by what could only be described as a talking stuffed animal, Tsubaki wasn't sure what to think. At first, she thought that someone hadn't given up on tormenting her yet, and this was some sort of prank, but somehow it seemed genuine, as impossible as that seemed. In the end, she accepted, even knowing that she was going to be forced to work with others. Truthfully, she didn't have much of a reason to accept, but she hoped that, somehow, this would be an opportunity to set herself free, both from her own physical limitations and from her past.

Her powers—perhaps fitting for her, she had thought when she first gained them—are based entirely around the manipulating of temperature. Specifically, the cold. While at first it hadn't sounded particularly powerful, she quickly learned that it was quite the opposite. The cold she wields is far more than a simple winter chill: She found that she could freeze something from the inside out, to the point that it would become brittle enough to shatter, or even freeze a living being in a sort of temporary stasis. She could also project it around her, an aura of cold that made it dangerous to even approach her. Unfortunately, there was a drawback as well... anything she touched while her powers were active would begin to freeze, whether she wanted it to or not, there was no way to turn it off without changing entirely back to her normal, non-magical self. Also, perhaps as a side effect, Tsubaki has been told that her skin feels a bit colder than normal to the touch, even when none of her powers are active.

Wounds: [ ] [ ] [ ]
Bennies: 3
Fatigue Level: -

Parry: 5(8)
Toughness: 4(6)
Charisma: 0
Pace: 6(12)

Attributes (6/6)+3
Strength: d4
Agility: d6(d8)
Vigor: d4(d8)
Smarts: d6
Spirit: d10

Skills (15/15)+4
Fighting (Agility): d6(d12+1)
Intimidation (Spirit): d8
Notice (Smarts): d6
Investigation (Smarts): d6
Streetwise (Smarts): d6
Persuasion (Spirit): d6
Swimming (Agility): d4

Hindrances
Gimmick (Major) (Magical Girl)
Yellow (Major) Tsubaki still scares easily, as much as she tries to hide that fact. (-2 to fear-based Spirit checks.)
Bad Eyes (Minor) Poor eyesight leaves Tsubaki vulnerable is she loses her glasses—something which is all too easy when fighting. (50% Chance to lose glasses when wounded; -2 penalty to any Trait roll made to shoot or Notice something more than 5" (10 yards) distant without glasses.)
Anemic (Minor) Tsubaki has suffered from poor health and susceptibility to illness all her life. (-2 to all fatigue checks such as those made to resist poison and disease.)


Edges
Arcane Background (Super Powers)
Power Points (+5 Power Points)
Quick Tsubaki's always been a quick thinker, her new magic powers just let her body keep up. (Redraw initiative cards of 5 or lower.)

Gear
>Glasses

Powers (20/20)

Damage Field (5): Elemental Trick - Cold.
> A field of extreme cold Tsubaki can project around herself, harming anyone who stays too close to her and hampering their movements.
> Requires activation as a free action. At the end of her movement for the round, each adjacent character takes 2d6 damage (counts as a Heavy Weapon), and must make a Vigor roll or be slowed (A slowed character must discard and redraw any face cards dealt for initiative (but not jokers) the next round).

Decay (3): Strong, Midas Touch.
> Tsubaki has the ability to freeze things to such a degree that they become brittle enough to crumble. Unfortunately, it is not an ability she has full control over, and will affect anything she lays her hands on, whether she wants it to or not.
> A Touch attack (Generally a called shot on exposed skin) made against a living target. The target makes a Vigor roll at -2 or suffer a wound. Each full round spent in contact with a non-living substance destroys 10 pounds of matter. She is unable to "turn off" this power—while in her transformed state, anything she touches with her bare hands will be affected.

Switchable Skill (Paralysis / Negation) (6)

Paralysis (4): Extra Power, Extra Duration (x1).
> With a touch, Tsubaki freezes an enemy solid for a short time, preventing them from doing anything but watching helplessly.
> Touch Attack: The victim makes a Vigor roll at -2. On a raise, they are unaffected. On a success, they are shaken. On a failure, they are paralyzed for two rounds. After two rounds of being paralyzed, the victim's condition improves to being shaken, and from there may recover normally.

Negation Level 2 (4).
> A sapping touch that can be used to slow down or weaken the victim instead of outright harming them—or to weaken them against further attacks.
> A Touch Attack aimed at weakening or disabling powers. On a successful hit, she makes an opposed Spirit roll against the target. If successful, she may reduce any of the target's powers by a total of 2 power points (Removing positive modifiers first, then reducing the base power), or reduce an attribute by 2 steps or skill by 4 (to a minimum of d4). The Power Points return after 2d6 rounds.


Speed (1).
> Tsubaki can coat the ground under and around her feet in a sheet of ice as she moves, allowing her to reach higher speeds by "skating" along it.
> Able to move at 2x Pace.

Super Attribute (3): Vigor (x2), Agility (x1).
> Improved physical abilities granted to Tsubaki by her magic abilities.

Super Skill (2): Fighting (x4).
> Tsubaki's fighting skills are also magically enhanced, allowing her to better defend herself and land hits where it counts.
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post Mar 2 2012, 05:46 AM
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Hi. Sorry for the large delay, but the massive change in my schedule hasn't left much presence of mind for this. Bad timing I know, and I'm sorry for that.

There are other issues though, and if it's possible, I'd like everyone involved to contact me as soon as possible. You know how to reach me.
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