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envogue

Rotten and Delicious
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Invitation Status
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Posting Speed
  1. Multiple posts per day
  2. 1-3 posts per day
  3. One post per day
  4. 1-3 posts per week
  5. One post per week
Writing Levels
  1. Adept
  2. Advanced
  3. Prestige
Preferred Character Gender
  1. Female
  2. Nonbinary
  3. Primarily Prefer Female
Genres
Fantasy, Horror, Romance, Yaoi, Magical Girl, Supernatural, Victorian Goth, Steam Punk
BellaDonna's Home for Witches

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  • Masquerading as a group home for girls, BellaDonna's is actually a safe haven for young witches who have found themselves without a home, or covenant. They help witches hone their abilities while providing a safe space for those that practice magic. While there, the girls are expected to go to any of the three schools in the area, as well as practice their magic daily. Helping in and around the home are also appreciated, but not necessary.

    Everyone has their own bedroom and maintains creative control over their living space, but be mindful while practicing any magic upstairs. The basement is reserved for potion brewing and summoning, and has extra protection against spell casting. The green house out back has an array of herbs, but anyone who uses the garden must help to maintain it and replant any used herbs.

    It is a small price to pay for free room and board, as well as serving as valuable protection against outsiders and those who may prey on witches. While more mature witches are a force to be reckoned with, the young witches living in BellaDonna's are, for the most part, far from masters in their craft. Creatures of the night generally make quick work of the witches, which is why witches who lack in skill find strength in numbers, or their covenant.

    The matriarch of BellaDonna's, BellaDonna herself, has long served as the guide and protector of her home. She was a fierce witch to be reckoned with in her day, and many fear and respect her. As long as BellaDonna was around, nothing could ever go wrong.

    But BellaDonna seems to have disappeared without a trace, and no one knows where she is. One night she was there, and the next morning she was gone. It's up to the girls to find out where she is, as her disappearance will have more of an affect on the city and its residents than any of them realize.


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    WITCHES
    All witches are born with the ability to practice magic, but some are naturally better at it than others. It could take years for one witch to produce a basic spell, while another could have it mastered in just a few hours. Witches with a long history of magic are often superior at handling certain types of magic, but this is not always true, just expected. In some cases, a human may be born with magic powers and be able to start her own line of witches, but this is a very rare case. There is no explanation for the phenomena as of yet. Some speculate that when the witch population is too low, that this may increase the likelihood that a human is born with witch powers.

    Witches have long been considered symbols of balance in the supernatural world, with the ability to tame demons and restore new life to wastelands. Sadly, not all witches uses their power for good. There are dark witches who use their gifts to aid their enemies and for selfish reasons. A witch who has turned to the dark side will usually never return to light magic, and will find greater strength in dark magic, but with grave consequences.

    Every witch has basic spells that they must master before progressing to the more difficult spells, and as such, all the girls at BellaDonna's already know how to levitate, move objects with simple commands, basic potions, low-level charms and enchantments, basic elemental spells, the ability to turn into one animal, and minor transfiguration abilities. Casting spells triggers an arcane symbol to appear around the witch that is unique to that magic and witch. While spells can be cast without a catalyst, only the most advanced of witches can do so. Otherwise, witches will find the efficiency of their spells are reduced by over half of their usual strength.

    General Spells

    Fireball: Perhaps the most well known, basic fire spell. If you can't master this, then what good are you?
    Water Spout: A wave of water. Mainly used to treat poor use of fireball. Effectively extinguishes small fires.
    Levitation: Float objects for a short duration.
    Force: A spell used to push, or pull things. Has a chance to disarm opponents, but can be canceled by casting it back. Most effective when in close range.
    Zap: An elementary electric spell.
    Regalia: Can change clothing appearance.
    Lumos: Creates light around catalyst, used for...well, creating light.
    Reveal your Truth: Can be used to find secret doors, or hidden messages. Does not pick up on powerful protection spells, however.
    Salt: Creates a thin barrier around the enemy, but can only contain weakened enemies.
    Shift: The ability to transform into one animal, or inanimate object for several minutes.
    Repair: Fixes minor tears and broken objects.
    Compass: Magic compass that points north.
    First-Aid: Basic healing spell for small injuries.
    Quill: Write without ink
    Resigno: Unlocks basic locks


    Other Supernatural Creatures

    Vampires, werewolves, demons. Those are only a few of the recorded supernatural creatures that exist, but one could argue that everything that humans have told about are actually real. Witches have long been the governing force over all supernatural creatures, but as their numbers began to dwindle so did their power over the supernatural world. They were once respected by the humans, but the advancement of technology has caused a rift between them and the humans. Humans no longer rely on their craft, and if they do, they like to keep their dealings in the dark. Witches now stick to their own kind, while the rare few go public with their abilities and deal with the consequences.

    Magic Types
    Fire
    Water
    Earth
    Wind
    Lightning
    Light
    Dark
    Summoning

    Barriers
    Healing
    Transmutation
    Alchemy
    Divination
    Animals
    Nature
    Possibly anything you can come up with. Must be approved first.


    Offensive Magic

    Offense: Magic meant to hurt, stun, or kill their targets. Each spell needs to be channeled through the witches catalyst and some catalyst are better at doing certain things. Swords, and Glaives are the ideal type for casting offensive magic, but any can be used, but with weakened strength. Alternatively, swords, and glaives are weaker at casting other types of magic.

    Defensive Magic

    Defense: Defensive magic uses spells to protect. They are usually barriers ranging in size and strength. Some barriers can be imbued for different effects and purposes. The ideal catalyst for this are Rods, and Tomes. Though any can used, just not with as great of an effect.

    Healing Magic

    Healing: Healing magic is used to restore a part of someone life's force. It can be used on anyone that still has a beating heart, and can be quite draining on the caster depending on the type of injury. A truly skilled witch may be able to bring someone back from the brink of death, but at a great risk to herself. Magical Rods and Canes are the ideal catalysts for these sorts of spells.

    Magical Catalysts

    Wands: Usually made out of wood, but can be shaped to have intricate designs and carvings. The Smallest of the magic catalysts. A beginner friendly weapon that can excel in any form of magic if the right witch wields it.

    Staffs: Another instrument that is usually made of wood, though much longer than a wand. Has the added bonus of being used as a walking stick. Like wands, it can be made to look like anything while retaining its original shape. These are a neutral magical catalyst and the power is more reliant on the witch.

    Glaives: Polearm forged by magical blacksmiths. Dangerous to wield and can double as both a melee and catalyst for witches. Its strengths lie in offensive magic types, while it is weak in healing and protection spells.

    Tomes: Books, or at least, they look like books. While impractical to some, a witch skilled in protective magic will find this as her catalyst of choice. Unfortunately, it is rather weak in offensive, and can be alright for healing.

    Rods: A scepter of sorts. Its size ranges between that of a staff and wand, while usually it has some sort of gem embedded on the top. Excellent choice for healers, but not a necessity.

    Canes: Canes are also another good choice for healers, though they are the least popular of all magical catalysts. Often times they are associated with elderly witches and wizards, but they are great for healing spells.

    Swords: Magical swords are closer to rapiers in appearance and size and are the best at casting stable offensive spells. It has the added bonus of doubling as a true weapon as well, so it attracts witches who like to switch it up from time to time. Isn't the best at casting protecting or healing magic.

    Grimoires

    Grimoires are magical books full of spells that are scattered throughout the world, hidden away in dungeons or random places. Some have even made their way into book stores or magic shops. They're protected by elemental seals, blood seals, or advanced unlocking spells that need to be broken before the book can be opened. Some darker spells may even involve a sacrifice.

    Transportation Portals

    Witches get around by making use of portals scattered through out the world. They were left there by other witches of course by using the power of the sacred ley lines, and can be traveled by using a broom, or any enchanted flying object. Think of them as shorts cuts. They are also useful in keeping you out of sight of humans and are much faster and safer than moving in plain sight.

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    Harthwaite, Dunwich

    Harthwaite is Dunwich's capital, it is the largest metropolis in the country and hub for all things supernatural because it sets on a ley line which feeds the magical energy. It is the leader in the evolution of steam technology and has integrated it into almost everything, including transportation. The weather is usually sunny during the day, but due to the ley line, it can cause erratic and unpredictable weather, including earthquakes, thunderstorms, and tornadoes, etc. Fashion in Harthwaite is a mix of different Victorian styles, though is not confined to gender. The government is made up of a group of political leaders from supernatural beings and humans to keep the balance in Harthwaite.

    Archmouth: Religious private school in Harthwaite. Teaches an anti-supernatural curriculum, but otherwise top notch education. Can only be reached by taking the light rails, or portals, otherwise it's too far of a walk for most students. Basically a cathedral.

    Berxely High: Public school in the neighborhood near BellaDonna's. About a mile walk, average curriculum, and not as much of a workload.

    Rochdale Academy: Private school for artistic students. Focuses heavily on the arts and is very liberal. Heavy workload, and great programs for creative souls.

    Archmouth Library: Grand library in the heart of Harthwaite. Has books on everything, as well as copies of all important documents. There is a forbidden section, but is difficult to access.

    Granny's Nook: A cafe for feelgood foods and treats. Cozy, and cheap prices. Hang out spot for mostly teens and young adults.

    Lightrails: There are lightrails linking the city together. Most civilians take the light rails at some point for only a few coin, but witches tend to take the transportation portals when they want to get somewhere quick.

    Blue Moon: A night club exclusively for witches. Serves potions and the like, and club access is granted only to 16+.

    Sirena's Shoppe: Place that sells magical equipment of all kinds, but is disguised as an antique shop.



  • Stephette
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    Fioranna
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    Keld
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    Thomas

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    Isla
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    Muro
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    Sukina
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    DaBria

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  • RULES!
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    1. First things first, all of Iwaku's official rules apply here. No exceptions!
    2. Posts are expected to be of advanced quality. Must be on average five sentences, but more is always welcome. Your posts should have minimal typos, but it does not have to be perfect.
    3. As an advanced roleplayer you should be able to bring in NPCS and develop your characters. While I will be pushing the main story forward at points, your character is only as important as you make them.
    4. All roleplayers are expected to post at least once a week. Failure to do so will have your character written off, or will be controlled by the gm if they're holding things up.
    5. If you're going to be gone, or aren't able to post at all please let us know. The last thing I want to do is kick anyone.
    6. Romance is allowed and welcome, but any mature scenes must fade to black.
    7. Respect your fellow roleplayers and GM. If there is ever any issue just come to me about it and I will try to come up with a solution.
    8. No godmodding, or metagaming. Also no auto-hitting!


  • [Name]
    [Character Appearance]

    Age:

    Height:

    Weight:

    Ethnicity:

    Hair Color:

    Eye Color:

    Sexual Orientation:

    Fashion Sense/Style:

    (Picture or description is fine.)

    Personality:

    (At least three sentences)

    Likes:

    Dislikes:

    Hobbies:

    Talents:
    (3 Magic related talents max)

    Magical Catalyst:

    (Wand, Staff, Rod, Glaive, Tome, Cane, Sword): [Description and/or Picture of item]

    Specialty Magic:
    (Choose from list)

    Abilities:
    (Six max.)

    Secondary Magic:
    (Choose from list. Can overlap, but if it overlaps it must be different than the specialty magic class.)

    Abilities:
    (Four Max.)

    Familiar:
    (Optional magical creature that serves as a companion to your witch. Usually smallish in size.)

    Bio:
    (Five sentences or more explaining what they've been up to at BellaDonna's)

    Sample Post:
    [Couple paragraphs of your character doing anything.)

[tabs]
[tabs]
[/tabs]
[/tabs]
 
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Isla Thorne

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Age:
16

Height:
5'6"

Weight:
110

Hair Color:
Multicolored

Eye Color:
Brown

Sexual Orientation:
"Well, there was this girl...once."

Fashion Sense/Style:
"Dark, yet, feminine. A belted waist and a frilled shirt, with a nice skirt to match. Heels are nice, but I find boots more stable. The hair buns must stay. "
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Personality:
Isla is mostly a playful sort. She likes to make little jokes and poke fun at her housemates, sometimes taking it a step too far by pulling pranks on unsuspecting victims. No one is off limits, as even BellaDonna has fallen prey to her tricks. She can be serious when necessary, but she would much rather be doing something fun.

Likes:
"I love a good party. Kittens, balloons, cupcakes, and dresses. How about the color red?"
Sweets | Shopping | Joking | Acting | Balls | Gowns


Dislikes:
"I loathe my school. Oh, and potions, but I guess it can come in handy."

Hobbies:
"Knitting. Believe it or not, I do a lot o the baking and cleaning at home. I'm like a housewife - Gross."

Talents:
Fortune Telling - Using crystal runes Isla can get a near future reading about a person, place, or thing. She uses this ability mainly to troll, but sometimes, if she sees something important she will report it. "It's hard to explain, so you don't have to believe me."

Seamstress - Like her mother, Isla is quite skilled at creating beautiful garments for herself, and anyone that asks. As always there is a small fee to pay, usually in magical items of some sort, but she isn't stingy.
"Give me a cupcake and I might make you look pretty."

Enchantments - Isla doesn't have the ability to infuse garments with different defenses, but she can make them so beautiful that they are literally out of this world by using certain magical effects while sewing.


Knitting - Can knit like nobodies business. Will sometimes knit gifts for her housemates.

Knitting | Crocheting | Eavesdropping | Playing Dumb | Pranks | Dancing | Sewing | Crafting | Fashion

Magical Catalyst:
"It's a staff, but I sharpened the end, just in case. Can never be too prepared, right?"
Also carries around a wand made of white oak as her back up, or when she needs to be more conspicuous.

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Specialty Magic:
Crystal

Abilities:
Crystal magic is magic using the formation of gems and crystals to ones own advantage. While not a traditional style, it can be deadly and/or helpful. Using both solar and crystal magic, Isla is able to use the reflective surfaces of the crystals to redirect the solar magic beams and some types of magic, namely light, energy and sound based attacks. Outside of that, crystal magic can be used to create powerful, but slow to form barriers. She can also use sharp, knife-like projectiles that fan out and can be sent out in individual directions towards their target.

A downside to this sort of magic is that it is weak to electricity and physical attacks. While very sharp, the beautiful crystals can be shattered with several hits, but are especially effective against magic and fire. Because of this, they create excellent shields.

Diamond Shield - A crystal gem that serves as a shield, able to withstand one powerful magical attack or three small attacks. Can vary in size, but the bigger, the more attacks it is able to withstand. Unfortunately anything above the standard size is slower to form.

Ruby Blades: Summons forth a flurry of red crystals that resemble daggers. Can create up to ten at a time, and while not in use, they fan out and float behind her.

Quartz Overgrowth: Crystals plunge out from the ground in a way that is meant to trap their victims in a jagged cage, constricting movement. The more movement the more the crystals grow.

Crystal Skin: A spell that causes Isla's skin to crystalize, almost like a second skin. During this time, she can not cast any new spells, or run, but impervious to even the harshest of attacks. Weight is also considerably increased.

Mirror Mirror: Encases the battle field in crystal and projects her image onto multiple surfaces, effectively distracting her target. Can last up to several minutes.


Invisibility: Branching off of Crystal Skin, Isla is able to turn her body near invisible by covering herself in a mirror-like crystal. While not actually invisible, she appears so by reflecting whatever the viewer sees back at them. Unlike Crystal Skin, the crystals she uses for this type of magic are very weak, and increases the amount of damage she takes if attacked during this phase.

Secondary Magic:
Solar Light

Abilities:
By channeling the solar energy Isla is able to use the suns powers for different spells. Regardless of weather, Isla can create a solar barrier, warming and energizing anyone near it. It can also deflect an attack or two. It can also be used to blind for a short duration. Can also redirect solar beams to scorch anything in its path, bouncing it off of reflective surfaces to reach greater lengths.

Familiar:
A snake named Tarot
Tarot is a small snake closely resembling a Black Mamba, but with a body covered in horned scales. She can be found in the garden or a nearby tree when not slithering behind Isla.
"She's very cute. You should see her."

Bio:
Isla was just a small child when her overly religious parents dropped her off at BellaDonna's. One might think, what loving parents would do such a thing? The exact type of parents that would want to protect their child from a cruel world, their world. Her father was a priest, and her mother a seamstress. Neither of them had magic running through their blood, but Isla did, and began to exhibit strange powers during her early years in life. Instead of shunning her, they took her to the one woman who would understand.

Being a Priest, Isla's fathers had connections deep within the city, and he could call favors very easily. BellaDonna would not turn down a young child, nor a witch, who was in need of a place where she would be understood and surrounded by people just like her. Isla's father asked only that Isla be sent to a religious institute, believing that to be the best form of education his daughter could receive. He left her with quite a large sum of money, that she was able to take full control over only when she was sixteen.

There was all sorts of kicking and screaming when Isla was forced to live Harthwaite at BellaDonna's, and for awhile, she did not speak or eat. She missed both her parents and hated BellaDonna and the other witches for the simple fact that they weren't her parents. However, over time, she began to see them as her new family and grew to love BellaDonna. The witch was kind and treated each of the girls with love and respect. It was BellaDonna who shaped Isla into the young woman that she is today... save for the pranks.

Relationships:
Stephette: "Stephette is so sweet. Once I needed help with one of my mathematics classes and she helped me. I sewed her a hair bow in return, which...I may or may not have enchanted it to blast a horn in the middle of the night while she was sleeping. It was a one time thing though."
Fioranna: "I don't know her too well, but she's nice. We usually walk to school together...when she's on time."
Keld: "I...don't really trust her, to be completely honest. She's too nice, if you know what I mean. Makes me nervous."
Thomas: "She's really smart. Nice hugs, has interesting reactions to...Well, everything."
Muro: "It's hard to believe someone so cute is so stand-offish. I'd love to pet her ears, but I don't think Muro would like that very much."
 
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I'll wait on a bit more information before filling in my CS, but you know I'm interested so hold me a spot! :)
 
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I'd like to hold a spot as well~ There's not much information, but I look forward to reading about the rest of the universe!
 
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I will be doing some more work on the ooc when I get home. Glad to see more interest :3

I may be tweaking things as well when I make edits, since I wrote that stuff pretty late last night and I was sleepy. Lol.
 
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I've already got a good deal of a character sheet ready. This is worrying given how early this is. Prepare for many inconsistencies when I get around to posting it, though I'll do my best to clean it beforehand.
 
I've already got a good deal of a character sheet ready. This is worrying given how early this is. Prepare for many inconsistencies when I get around to posting it, though I'll do my best to clean it beforehand.

Feel free to submit it whenever. I'll kindly correct any mistakes or inconsistencies. Or just anything I don't like in general I'll let you know, kindly :)
 
I'm definitely interested in this, since the idea is incredibly cute.
So save me a spot. please. owo
 
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I've added a picture of the house the girls will be staying in to the front page and also updated magic info tabs. Will be working on rules and settings tonight. :) Any questions? Lemme know! Don't be shy
 
One fairly critical one: what are our tech levels looking like? Is this medieval fantasy? Do we have modern day stuff? Is our steam punk enough yet?
 
One fairly critical one: what are our tech levels looking like? Is this medieval fantasy? Do we have modern day stuff? Is our steam punk enough yet?

It's in the interest check for now, but it's modern Victorian with steam technology, but this isn't a steam punk roleplay or even a historically accurate roleplay. So, I may make up certain technologies while keeping it within the realm of that era. It'll be like, very refined steam technology. Not as gritty as steampunk. If that makes sense.
 
Ah. I never actually saw the interest check, so that explains a lot.

This. I am 100% down for this. This is some delicious cake.

Yes. Who doesn't love a floofy dress? Or a well tailored suit? :p
 
This looks awesome :D You can count me in if there's still room!
 
Okay, one last thing, and then I'm done. Can our characters learn or come up with new spells as we go, or are we limited to what we start with?
 
Okay, one last thing, and then I'm done. Can our characters learn or come up with new spells as we go, or are we limited to what we start with?

There will be a leveling up system, basically. When I allow it, characters can go on adventures basically to develop new skills by finding grimoires.

What you start with will be what your character has, unless it's small things that really can't do any harm but improve the quality of life for the witch. If you do a basic spell that isn't related to their specialty magic though, anyone else can perform it. So, yes, depending on what it does.
 
This looks awesome :D You can count me in if there's still room!

Mmm. Technically there is still room since I'm not sure who is sticking around. My original cap was 8, but ten is fine if we need more room. :3 no more than that though.
 
That's fair enough. What I have is probably fine for the beginning anyway.

Note: This concept is weird and kind of stupid, much like the character. It will almost definitely require revamps or just straight-up abandoning on the cutting room floor.

Stephette Paprika

[glow=#ff6554]『Black Jack Conjurer』[/glow]
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[glow=#ff6554]Ta-da~! ☆*:.\(≧▽≦)/.:*☆ What d'ya think? Aren't I cool?[/glow]

Age: 16
Height: [glow=#ff6554]A stunning 185cm! ...Hm? A whole ruler shorter, you say? S-slander and lies![/glow]
Weight: [glow=#ff6554]It's rude to ask a girl that, you know? (ᗒ﹏ᗕ)[/glow] 45kg is a good estimate.
Sexual Orientation: [glow=#ff6554]Eh? Eh? I-isn't that lewd? ⁄(⁄ ⁄•⁄_⁄•⁄ ⁄)⁄ Don't ask me weird questions! W-who would have lewd thoughts about their own roommates?![/glow] Actually, she's bi, but she spends too much time around other girls to notice.

Fashion Sense/Style:
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[glow=#ff6554]Behold, my super-awesome witch outfit! I made it myself. Actually, it's red because I made the dyes out of some weird blood, which means it protects me a lot more than you'd think.[/glow]

Stephette's clothes are bright and very loud indeed. The colours, no matter what they are, are always glaring, and she has a particular fondness for that reliable skirt-thighhighs combo. One could consider her a bit of a show-off, even though she's not exceptionally pretty, well-endowed, or anything along those lines (no matter how much she'll insist she is). Perhaps she deliberately stands out so she won't be "plain".

Personality:
Stephette is a little bundle of energy. A prodigious super-genius in the making, or so she claims. She's nothing if not relentlessly creative, though her peers often consider her a little bit nuts, for good reason. She has absolutely no regard for the status quo or tradition, often throwing it out the window in favour of whatever she thinks would be cool. She's full to the brim with hot air, and not only does she completely believe her own hype, she's the source of most of it, which makes sense given that it isn't really believed by anyone else, especially since it's much easier to dismiss her as a mental case. She tends to attach "super", "ultra", and occasionally "hyper" to words to emphasise just how cool it is.

She's the kind of person to simply go charging off ahead without a second thought, and her flair for the dramatic means she often ends up blazing a trail every time something gets in her way. That said, she's incredibly hard to make mad or upset, and she's unendingly optimistic, rendering her into a positive force to be reckoned with. She's also more than a little self-centered, and absolutely loves to make a splash. She sees life and the world the same way a performer might see a play and an audience: the former exists to be entertaining, and the latter exists to be entertained by her as she pulls off an endless stream of strange and crazy things one after another. Perhaps the only thing that can reliably make her lose her cool is indecency. She doesn't tend to even think about "that kind of thing" when she has other things to concern herself with (read: at any reasonable hour of the day), so she gets incredibly embarrassed when the subject comes up.

When her latest zany, overambitious attempt at something completely fails, she immediately drops it by the wayside and never looks at it again, moving onto something more interesting, but if it even partially succeeds, she changes it up, and gets ready to try it again in a way that even people who know what she was trying to do last time will never see it coming. Despite seeming weird and unpredictable from the outside, her mindset is essentially the crystallisation of "this time for sure!". It's not enough for Stephette to just learn the same things as her classmates. The inside of her brain only has two buttons, labelled "go bigger than everyone else ever" and "go do something else". After all, the phrase "boring magic" being anything other than an oxymoron would be unacceptable to her.

Likes: Fireworks, flashy stuff, lemon drops, shooting stars
Dislikes: Mushrooms, dealing with money, theoretical work, subtlety
Hobbies: Drawing, tinkering with clockwork, coming up with ideas for unorthodox spells (they usually don't work), making strange outfits
Talents: Potion creation, engineering (dangerously so), sharpshooting, outside-the-box thinking, abstract problem-solving

Magical Catalyst:
Wand...? - A boxy black and red... pistol. Sure, okay. Her wand is actually built into there, but she apparently decided that flashy frame-casing is absolutely necessary. In her defense, it does actually improve her precision due to her aptitude for sharpshooting, but it detracts from cast time because there's not a lot of contact between her hand and the wand. It's barely noticeable when it comes to simple, quick magic, but more complex spells can take a while to complete to a satisfactory standard, and it's completely incompatible with rituals that require prior setup. As such, she's trying to turn her homemade rifle into a catalyst, but she's had little in the way of meaningful success yet, especially since she's also trying to turn it into a broomstick. In the first place, neither a wand nor staff are suited to the kind of magic she uses, so what the hell does she think she's doing...?
Wand - A real one this time. She says it's a spare, but it sees frequent use whenever one of the matrons tells her to "put that toy gun away". She sticks her tongue out at them behind their backs afterwards.

Specialty Magic: Summoning
Class: N/A - Doesn't really fit into any of the categories, but is probably closest to Defensive. Either way, no catalyst on Earth is properly configured to ideally handle this absurdity in an effective way...
Abilities:

By far Stephette's most notable ability is her [glow=#ff6554]Eldritch Ichor Summoning[/glow]. She initially attempted to learn spells to summon dark primordial beings that man was not meant to know, being the ambitious and kind of crazy witch she is, but naturally, she's nowhere near powerful enough to actually summon Lovecraftian horrors, only able to summon their bodily fluids. This would typically be discarded as a tremendous, laughable failure among summoners, but Stephette's talent for potion making meant that she did manage to find some remarkable uses for these otherworldly liquids. Chief among these are her "Rainbow Rounds" as she has lovingly dubbed them: small glass marbles filled with different ichor-based potions, complete with a few simple enchantments to increase their "shelf life" a little for practical purposes. She likes to load them into her rifle for combat purposes "because it's super cool".
Known ichor effects (colour-coded):
Repels fast-moving objects that touch it
Dissolves organic material and purifies metals
Breaks down most liquids and stimulates healing
Violently reduces temperature and slows movements, can be toggled by magic-using folk when dried
Burns in fresh air and saltwater
Potent sleeping agent, but only as vapour


Next on the list of strange things is her [glow=#ff6554]Blink (Self-Summoning)[/glow]. Summoning magic is fundamentally removal of an entity from one space and moving it into another, provided it is in the immediate area of the caster. Stephette has discovered a way to abuse this for a simple working model. By linking them together, she begins casting two similar spells at once, the first to complete being to summon space itself to her. Obviously, she can't possibly do that, so the space "snaps back" after a split-second. However, during this split-second, another spell completes in with Stephette summons herself into that space, which then carriers her to its original location when it returns to normal, allowing her to essentially teleport to anywhere within her eyeshot.

But perhaps Stephette's most utilised ability is her [glow=#ff6554]Where-House[/glow]. "Get it?" she asks anyone who she tells about it. Using an established link, she can instantly send objects she needs back and forth, to and from a predetermined point of origin, allowing her to go without bags and satchels as she can simply access anything she has at any time, so long as it's inside her Where-House. It's not an actual warehouse though. It's just her closet.

A more pragmatic type of magic that she learned from a peer is [glow=#ff6554]Reverse Resummoning[/glow]. Stephette does have an aptitude for brewery, but that does not mean to say that she hasn't her fair share of screw-ups. As a result, she establishes a summoning circle at "Point A", an object is, and then places a magical trigger on the object so that it can return to Point A in the state where it was when the point was established, not unlike a sort of "save point". She frequently does this so she can start over on a potion she's ruined somehow without having to go out and get new ingredients. She does need to use her spare wand to do that though, since her... pistol can't be used for that anymore.

Secondary Magic: Elemental
Class: Offensive
Abilities:

Stephette's secondary magic is as flashy as she is, albeit a great deal more orthodox than her loophole-abusing Summoning magic. Her most impressive is probably the age-old [glow=#ff6554]Fireball[/glow], a flame contained in an invisible magical "bubble" that explodes once it touches anything. One Fireball on its own is only enough to give light burns and possibly a scrape or two if the target falls over from it, but five or six direct hits can become dangerous.

She has also learned to do this with a [glow=#ff6554]Water Bomb[/glow], apparently because she once set her bed on fire, a tale which she vehemently denies. The temperature of this water is very close to freezing, but not quite, and it functions on the same principles as Fireball, and ironically a water balloon. A direct hit is enough to dislocate a person's joints and give a severe bruise, but like Fireball, it needs many hits to do any serious damage to a target.

More extreme is her [glow=#ff6554]Rock Bolt[/glow], which channels the element of Earth. However, this version is much more dangerous, not only because doesn't disperse easily, but because it naturally forms in a conelike shape, giving it destructive power comparable to a crossbow bolt. It is not especially useful compared to her other spells, but it has no equal in her repertoire when it comes to capacity to hurt, so she has vowed to never use it on a person.

Finally is her [glow=#ff6554]Wind Bullet[/glow], which functions closer to Fireball than the other two iterations before it. It carries the most force out of all of Stephette's Elemental spells, by virtue of containing compressed air, but also because it leaves a vacuum behind when it bursts. On the rare occasion that Stephette has to use this on a person, she never fires it above the waist, reasoning that a direct hit to the head could well snap a person's neck. She usually just uses it to beat the dust out of her bed.

Familiar:
[glow=#ff6554]My rifle! °˖✧◝(⁰▿⁰)◜✧˖° ...Eh? A rifle isn't a real familiar?[/glow]

Bio:
Having showed up on the doorstep of Belladonna's one rainy night as a baby in a basket, Stephette has lived there her entire life. Her forename was written on the note that came with her, but her surname was inspired by the colour of her hair. Her nickname, Black Jack, was inspired by the fact she has always been about as subtle as a club to the head. She was infamous among the witches taking care of the girls as the child who adamantly overcomplicated the simplest of instructions.

Due to her tendency to run off and do whatever she felt like, she never particularly made any close friends in her younger years, but she was probably the only witch of her age who wasn't instinctively terrified of the magical intensity that surrounded Belladonna herself. Quickly concluding that the matriarch had the answers to everything she would ever want to know, she would sneak into her bedroom to wake her up, bother her during breakfast, bother her during lunch, bother her in the garden, bother her during dinner, and creep into her room again in the dead of night to bother her again, asking questions over and over about the answers she had received just an hour ago. Many times, she would get an answer happily given, other times irritably given, and sometimes Stephette found she had picked the woman's brains dry and there was something that even she did not know.

As she got older, Stephette stopped asking questions. Instead, she sought to answer them herself, but she had never been a pragmatic child. She began learning magic at seven years old, and her spells were unusually potent for a child of her age, but her development was slow. Instead, she turned to potions, in part because the child she still was did still want to know what happened when one dropped a snail in a vat of saltwater. She remains scarred by that particular experiment. She also found she was much more adept at summoning than kinetic magic, and with practice, learned to teleport things short distances instead of moving them telekinetically like most young witches did.

Her sixteenth birthday came about recently, and she's proven herself to be a very gifted problem child over the years. She is, however, watched carefully. Given her track record for undeterrably seeking power, or "cool stuff" as Stephette puts it, she is considered substantially more likely to become a dark witch in the future than most if not all other girls at Belladonna's.

Sample Post:
[spoili]
It was a dark and stormy night, as it is in most beginnings, save for that it was actually not particularly dark or stormy and was in fact a rather calm, clear, moonlit April Thursday at four o'clock in the morning, but apart from that it was most definitely a dark, stormy night.

Stephette Paprika rolled around in her sleep, making all sorts of bubbly, mumbly noises, the last of which happened to be a loud thump as she fell onto the floorboards.
Initially, she didn't wake up from this, and continued to roll around on the hard floor with a dopey grin on her face right up to the point that she rolled under her own bed and choked on a cobweb.
Her eyes snapping open immediately, she let out a high-pitched yelp, instinctively firing up her levitation and flinging herself backwards into the wall.
This did wake her up.
"Ow..." she groaned. "Bad habit. Bad habit. Stop doing that."
Exactly what part of that was the bad habit was lost to even her, since every element of her escapade had been done before, albeit not necessarily at the same time like what had just occurred.
With a frown, she weighed up some possibilities, and eventually concluded that she was much too awake to go back to bed, and so she got up, brushed the dust off her nightdress, and fumbled around in the dark for a catalyst, reasoning it was much easier to look for a gun than a key.

Finding it fairly quickly, Stephette bobbed her arm up and down a little as if checking its weight. Apparently satisfied, she pointed it towards her bed, pulling the trigger.
The simple clockwork mechanism rolled over itself near-instantly, and Stephette felt the hilt of her wand tap against her trigger finger for a brief moment. In front of her barrel appeared a white symbol of light for a brief moment, and by the time it had gone, her school uniform was already on the bed.
It was only a matter of minutes before she was changed into it, though she reasoned she couldn't well head out to school just yet.
Let's at least wait until sunrise before that, she reasoned, "shooting" her nightdress and causing it to vanish in moments. She really should have folded it, but that would have wasted time, valuable time, time she needed to be using right now.
That did leave her with nothing to do, however, and idleness was with doubt Stephette's worst enemy.
"Hm. Probably should have folded it, now I think about it," she muttered to herself.
Well, whatever. She was driven ever onward to greater things.
Like shooting practice, apparently, according to what she was presently feeling fixed on.
There was that old shooting range that those rich guys with the fluffy white moustaches used on Sundays. No way were they in a position to stop her from having a crack at that this early if she wasn't going to bother anyone.

The only question was whether she could sneak a broomstick out this early.
She cracked a smile, straightening her tie.
That was a game she was more than happy to play.[/spoili]​
 
Hm, torn between being a generalist with a wand, going with a sword and being a more righteous fighting type, or a more ritual-focused type using a tome. Though the big challenge for me will be finishing my own artwork in time.

Also, crows and ravens are best familiars.
 
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