Mahou ♥ Mission - OOC [CLOSED]

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I realized that Barrage of Light was a dumb hill to die on, so I scrapped it completely and replaced it with a weak single target attack. Besides, Arina needed work in the dialogue department far more than her moveset. It's funny; she'd make 4 out of 5 heroes who had the kinks RP'd out of them, but the villains have come easily.
 
Morganna Mordea

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Name:
Morganna "Morgan" Mordea

Age: 17

Appearance: (As a description or at the top as an image, or both)

Personality:
  • Aloof yet Friendly
  • Level-headed
  • Cold when necessary
  • Sadistic and Merciless towards Opponents
  • Realistic and Minimalistic
  • Patient and understanding
(Not so)Short Biography:
Morganna grew up on a widely renowned and equally feared lineage of magicians. All of the females of the Mordea family have been magical girls in the past, and all of them had an affinity with the Death element, considered to be one of the most sinister elements one can be compatible with. They had also shown considerable and remarkable mastery over said element however, the blessing of such power also comes with a terrible curse. See, every female born into the Mordea family has a twin sibling. However, the younger ones always die at the age of six and the deaths are said to cause so much grief to the twin left behind that she understands the concept of the Element of Death, making them compatible with said element. There had been some speculations about the deaths of the younger twins in the Mordea lineage, most prominent of which is that they are intentionally killing the younger twin nowadays in order to make sure that the older twin gets compatible with the Death element, however Morgan was a special case. As the daughter of an already well-accomplished Magical Girl of Death, Mortima Mordea, and a prominent member of the Red Branch Knights, she was gifted with the compatibility of the Death Element at birth which effectively eliminated the need for her younger twin, Medea Mordea to be sacrificed for her sake. However, Morgan's mother saw this as an opportunity for Morgan to go further than any Mordea has ever gone before.

One day, she hired some mercenaries from the Red Branch Knights to make it seem like she was kidnapped, while in fact, they only brought her to her mother. Mortima never had a single shred of compassion towards her daughters but she favored Morgan way more since she was much more useful to her since she was the eldest among the twins. Medea, on the other hand, was just a sacrificial lamb whose sole destiny was to have been killed for the sake of being the trigger for Morgan's dormant power to awaken. However, since Morgan had already been born with the power of Death, her sole purpose had gotten null and void. Now, Mortima had the idea of continuing with tradition in the hopes of further enhancing Morgan's power and, in turn, create the most powerful Death Magical Girl the world has ever seen. What she didn't count on was Morgan discovering that Medea's captor was in fact her.

Morgan was quick to act, deftly retrieving Medea from the clutches of their mother. She was deeply saddened that her very own mother would try to do any harm to her beloved sister, all for the sake of power. However, her anger was far greater than her sadness at that point. With anger taking over her, she summoned her scythe and charged towards her mother, but when she did so, the unthinkable happened. Medea threw herself in front of Morgan when she swung her scythe down to end their mother's life. It was a mortal wound and Morgan couldn't do anything to save her sister. She saw Medea's life clock slowly winding down as she desperately asked her sister why she had gotten in her way. At her dying breath, Medea told Morgan that she still loved their mother despite Mortima planning to do harm to her. She also told Morgan that she forgives her for killing her and that she will always love her. As she held the corpse of her twin sister, something snapped inside Medea and she heard voices... voices that urged her to utter the ten arias of Phantasmagoria. Mortima realized this and quickly ordered the dumbfounded Red Branch Knights to stop Morgan but they were too late. Upon uttering the tenth aria, everyone in the room and afterwards, turned them into her undead Marionettes, including her mother and sister. By the time she came to, everyone had been kneeling before her reverently. Her father arrived and witnessed this. There, he vowed to care for Morgan and not make the same mistake as his wife did.


Stats:
Attack - 2
Defense - 2
Health - 4
Agility - 3
Magic Attack - 3
Magic Defense - 2
Awareness - 2
Constitution -3

Skills:


Precognition
Before attempting a dodge roll, you may roll awareness to potentially boost your chances of dodging.

Meditation
While out of combat you may perform a sort of meditation to decrease Anger and increase Sanity without aid from friends.

Mental Out
You are immune to mind-reading/control effects.

No Openings
If you fail an awareness test, enemies must still attempt to penetrate your defenses.



Magic Spells:


Materium Marrow
A spell that allows the caster to mold and create almost anything out of bones. The more complex the object, the more difficult it is to create. If she is already used to creating a specific object, said object would be easier to craft. Furthermore, the more durable the object, the longer it takes to conjure.

Necronomicon
A spell that enables the user to raise undead minions to act as her familiars. She can summon skeletal warriors on a whim but acquiring a body of a significant person and turning it into one of her undead familiars retains their previous abilities and allows her to control them like marionettes. She has turned majority of the treacherous members of the Red Branch Knights into her personal militia. Marionettes are not indestructible but should they be destroyed, they can be reformed outside of battle.

Sudden Death
A mental interference spell that has a 15% chance of inflicting Sudden Death (stun) upon the target.

Death Trade
A spell that allows the caster to combine two targets' hp and equally distribute them among the targets. E.g. Morganna has 3 hp and her opponent has 5. Combining that would result to 8 HP in total and equally distributing that would result to them having 4 hp both.

Life Clock (Passive)
A passive skill that allows the caster to see the life clock, or the remaining time a living being has left to live. It is represented like numerical digits found in digital clocks and in a countdown-timer fashion. The Original Life Clock a person has leads to their Natural death but certain events can cause the life clock to decrease slightly or exponentially. It is a precognition spell that allows the caster to prevent deaths from occurring.

Death's Embrace
Two Gigantic skeletal arms emerge from the ground and binds the target between their palms. While being held, the hands slowly drain the life force of the target.. The longer the target is held, the more life force gets drained from the target.

Gandr
A projectile spell that is released from the caster's index finger and the target must be within the field of vision to be aimed at, it decreases the target's physical health. It has roughly the destructive power of a pistol bullet and while a single hit is not enough to kill someone, is still capable of knocking out a normal person.

Bloodsuck (Passive)
A buff that allows the caster to absorb 50% of the damage she inflicts on the opponent and convert it to health.

Reaper's Curse
A buff spell that inflicts an additional 50% damage to the target based on the user's initial damage output towards her opponent.

Ath nGabla
A curse of one-on-one combat that guarantees one-on-one combat with the opponent. Both the target and the caster is afflicted with this curse, denying them of any possibility of refusing combat and retreating from it. Those who refuse combat will not be permitted to escape nor guard any of his/her opponents attacks since he/she had already foregone any chances of survival through combat and thus, left to suffer under the hands of his/her opponent. It is to be noted that this is a double-edged spell as it equally affects the caster as well.

Death of Magic (Aequalis commutatione)
Prevents opponents from casting Magical Spells for a short amount of time. Any attempt on casting a spell by the opponents would backfire against them. E.g., Casting an attack spell would damage them equivalent to 50% of the intended damage of the spell, casting a stat boost would lower stats instead, and casting healing spells would lower one's health instead.

Phantasmagoria
This is the ultimate killing spell. A ten count aria spell made to ultimately end the target's life. Any witness of the spells casting and activation are possible targets of the spell depending on the caster's discretion. The spell shall be cast one at a time in exception of the last two lines The last two lines of the spell shall be cast at the same turn. And the final two lines are the key for the spell's activation. If an aria is cast, no matter how many have been uttered, the final two lines should be chanted as well, but it will not add percentage to power unless all 8 arias have been chanted. Damage: One Aria = 20% of target's health. Two Aria = 30% Three Aria = 40% Four Aria = 50% Five Aria = 60% Six Aria = 70% Seven Aria = 80% Eight Aria + the last two lines = DEATH. Using this decreases her sanity.

The Ten Arias of Phantasmagoria
Once a dust (Kun pöly) Will return to dust (Palaa pöly) Salvation through Damnation (Pelastus kautta kadotus) The End of one's soul (Loppuun mieli) Is the end of one's world (on lopussa yksi maailman) Break the illusion of life (Riko illuusion elämästä) And unfold the beautiful end (ja avaa kaunis pää) This is the only path (Tämä on ainoa tie) Reveal the Ultimatum (Paljasta uhkavaatimuksen) The end of Phanstasmagoria (Lopussa harhanäkyjen sarja)



Element: Death

Equipment:
  • First Aid kit​
  • Emergency Rations​
  • Throwing Knives​
  • Chains that shoot out from the ground.​
  • A scythe she can summon instantly. It can cut through stone like butter and can extend to several feet in length. It also absorbs Death Energy from the foes it kills. The more death energy it stores, the more powerful it gets. Death energy can also be harnessed from places associated with death, like a graveyard, a mass grave, or the site of a horrendous massacre and even events associated with death like the death of a comrade.​
  • Magic-resistant clothing. (repels magical attacks to a certain degree. Weak attacks are completely repelled. Stronger attacks cause slightly less damage than they should)​
Miscellaneous

  • The Undead Red Branch Knights - One of the most powerful marionettes in Morgan's army, these tenacious soldiers have very high offensive and defensive capabilities. Although they are extremely loyal to Morgan, they may make decisions in the battlefield that they feel would be more effective and appropriate.

    Abilities:

    1. Ansuz - A rune spell that engulfs the target in searing flames.

    2. Rune of Protection - A rune that is able to repel projectiles from hitting Morgan as long as the user is able to see the attacker.

    3. Bloodline Revival - A spell that allows all the members of the Red Branch Knights to sacrifice their lives in order to revive Medea.

    1417539284_822058694.jpg
  • Medea Mordea - The fallen sister of Morgan, she was turned into one of Morgan's undead marionettes after her death. Her small frame allowed for quick and nimble movements that proved to be very indispensable in situations that require speed, agility and stealth over brute force and power. While her attack power is decent, it isn't as strong as the red branch knight however, her speed, agility and stealth capabilities are in the level of a master assassin.

    Abilities:

    1. Grave Sneak - Medea digs a hole and delivers a surprise attack.

    2. Dead Mourning - Medea wails and her voices lowers everyone's (Morganna is immune due to her mental out skill) Constitution by one stage allowing mental interference to be more effective.

    3. Dead Container (passive) - any other marionette that will be destroyed will have their life force go inside Medea and until it over flows and explodes or used to heal ally, master, or herself.

    4. The Sister's Memento - Marionettes will be reformed in exchange of Medea sacrificing her self.

    500px-Assassin_and_Reika.jpg


    Assassin_of_black.png
  • Morganna's Scythe, Epilogue

    scythe.png

(Got really carried away with the biography. I apologize for it being so long. >_<)
 
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That's an exorbitant number of spells, not to mention pretty powerful ones. The spells allowing instant death are straight up no-no's currently.
Minimize the number of spells you've got. If you want to keep Necronomicon you'll be facing some serious potential drawbacks at Morgan's current level. Sudden Death and the Aria's are a no-go for now. Lower the lifesteal percentage in Bloodsuck to something no more than 25%, considering it's ranged.

Her marionettes may be three or less in total, and their stats will be no better than what a magical girl of her caliber could normally make (e.g. nothing particularly spectacular, fyi), and they shouldn't have spells of their own. A reforming passive is fine for them, but not giving them the ability to revive Morgana (among others).
 
Working on an IC post now. Those who have yet to finish their CS, you'll just have to enter in potentially late if things get ahead.
 
My post will be up tonight.

@Asuras I love that you have the girls health sanity bars, so we can keep track. I was wondering how that would work. Gabbi's eyes in the slit photo you did make her look badass, then you see the full picture xD.
 
My reply will be available tomorrow night
 
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Name:
Nephenee

Age:
18

Personality:

  • Outgoing and playful
  • Give-no-fucks – "Screw it, we'll do it live."
  • Doesn't play by the rulebooks
  • Driven and indomitable
  • Has a Heart of Gold

Short Biography:
Nephenee was the first child of a homely mayor of a rural (but large enough) town in the outer fringes of Banot. Located on the crossroads of a major byway and a small road, it has its share of trade, but by and by large is a primarily agrarian settlement. Her father, the mayor, was a renowned tinkerer of all sorts of trinkets. Her mother passed away very early on in her life, and up until becoming of academy age, she lived with her father and younger sister in a homely cottage, which was more akin to a workshop than a mayor's abode. She shares the same tendencies towards fooling around with devices and artifacts as her father, and the mechanical device she wears today is a testament to that, having been jointly designed and finished by father and daughter.

Stats:

Attack - 0
Defense - 4
Health - 4
Agility - 2
Magic Attack - 1
Magic Defense - 4
Awareness - 2
Constitution3

Skills:

  • No Openings - If you fail an awareness test, enemies must still attempt to penetrate your defenses.
  • Unwavering - Upon taking 2 damage, you ignore rolls to become incapacitated.
  • Absorb - Upon successfully defending from a magic attack, your magic attack is increased by 1 for the next magic attack you perform.
  • Tracking - Missing an enemy with a magic attack affords a re-roll to strike.

Magic Spells:

Defensive Pattern 'A'
(Buff)
– Swap M. Defense stat with M. Attack stat. Instant cast time with a one action cooldown.

Divert Shields to Target
(Buff)
– Temporarily reduce Def. and M. Def. stats at the caster's discretion while adding the subtracted stats to a target. Effective within ~10ft. At 11-20ft with 20ft as an absolute maximum, the target only receives ½ the bonuses.

Divert Emergency Mana to Shields
(Buff)
– Double Defense and M. Defense for several seconds. Because of the rapid and rushed nature of this spell, roll a die to determine if this endeavor is successful.

Static Field
(Passive)
– Enemies are more likely to target the possessor of this ability.

Static Shield
(Buff)
– By casting this ability, the caster can put a passive shield that acts similarly to Mental Out the duration it is up. Will reroll on the first failed Awareness/Constitution check at the expense of the shield. As setup can be lengthy, the shield must be up before battle and can only be used once per battle.

Saturate Shields
(Buff)
– Drop Attack, M. Attack, Agility, and Awareness stats to 0. Caster becomes immobile, but is also immune to all attack rolls for a turn.

'Katyusha'
(Attack)
–Fires a spread of lightning bolts. Can come from the heavens if it's raining, or Instant Direct Delivery™ from the caster. Saturation attack with moderate cast time.

Element:
Lightning

Equipment:

'Ghetto Avalon'
(Armor)
– Simple in practice but complex in appearance, this intricate mechanism acts as an arm brace and shield. The brace allows her to absorb attacks with greater force, and the magical mechanism on the back of her hand generates a translucent energy shield the shape and size of a great knight's kite shield. It also serves as a device for mana channeling and amplification, allowing for Nephenee to cast buffs and spells more efficiently. Comes with special built in features, including Anti-Rust Coating, built-in flashlight, and an anti-magnetic chronometer, because it could be done.

Standard Issue Rapier
(Weapon)
– Simple, steel, and svelte, this weapon is little more than ceremonial but still functions well in parrying most older sword designs. Very bendy. Don't lean on it. Makes a cool lightning rod for your building grounding purposes. Nephenee seems to know a lot of flashy ceremonial sword moves for it, but one cannot tell if they're learned or made up on the fly.
 
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Name: Homura Kongohki
Age: Apparently 16 or so
Personality:
  • Pretends she lacks emotions.
  • Stands firm in the face of adversity.
  • Speaks in a calm and measured tone regardless of the situation or what she's saying.
  • Sees herself in a utilitarian and pragmatic light.
  • Polite and friendly.
  • Has an older sister sort of aura.
  • Sealed memories.
Short Biography:
Homura is a humanoid robot built to be capable of using magic. The two key components that allow her to do so are a meikyo soul mirror containing a bound soul to animate her, and a linker core, which provides the supply of mana both to keep her running and to fuel her magical abilities. She was built by Lyriel, more or less for the hell of it, as far as she can tell. She's loyally served her creator/master as a sort of combination aide, maid, bodyguard, and companion since.

The soul contained in her meikyo has had its memories sealed, making it essentially a blank slate. It exists more as a catalyst to animate Homura and allow her to properly use magic, than as an attempt to reincarnate a specific person. As a result, she is primarily her own person and is free to develop on her own. It is possible that the seal on her prior memories could weaken over time or due to specific circumstances, and they'd begin to "leak" over to her current self.

Stats:
Attack - 2
Defense - 5
Health - 4
Agility - 2
Magic Attack - 1
Magic Defense - 3
Awareness - 1
Constitution - 2

Skills:
  • No Openings - If Homura fails an Awareness test, enemies must still attempt to penetrate her defenses.
  • Shattering Armor - Homura has a chance to permanently lower the attack state of enemies if they strike her and fail to penetrate her defenses.
  • Unwavering - Upon taking 2 damage, Homura ignores rolls to become incapacitated.
  • Berzerker - Upon reaching 1 Health, Homura gains attack points equal to her lost health.
Magic Spells:
Self-Repair System
- Passive
Homura's body has an advanced self-repair system which consumes magical power to rapidly aid in recovery from injury. She has a chance to recover 1 Health at the start of each of her turns in combat, and will also heal rapidly during non-combat downtime. If she is incapacitated or reduced to 0 Health, she will automatically stabilize and won't bleed out if left unattended, but she will not be able to recover further or return to the fight without healing from another source. (In other words, once she's out of the fight, she's still out of the fight.)

Note: Being that Homura is a robot and thus not exactly alive, most healing magic intended to aid living beings is reduced in effectiveness when used on her.

Reactive Aegis Field - Buff
Homura deploys a layered energy field around herself which further protects her from attacks, while storing away some of the kinetic energy of failed assaults. The Aegis increases her Defense and Magic Defense while active, and for each attack which fails to penetrate her defenses, it gains one level of charge (hereafter referred to as "aegis charge") which can be spent on other abilities.

Barrier Burst - Attack
Homura blows off her shielding in an area-effect blast which converts its accumulated energy into a powerful attack. The damage and area of he blast are based on the total number of aegis charges stored at the time of activation, and all enemies struck are knocked away from Homura. Using this attack consumes all current aegis charges and deactivates the Aegis field buff, which cannot be cast again for one round.

Linker Overdrive Mode - Buff
Homura releases her safety limiters and her linker core engine speeds up, rendering her capable of incredible strength and speed at the cost of a toll on her body. She gains an increase to the Attack, Agility, and Magic Attack attributes, but suffers 1 Health level of damage at the end of the turn in which this ability is activated and for each major combat action she takes thereafter. Health loss in this way is considered part of the cost of the ability and cannot be reduced or mitigated in any way, although it can be healed as normal.

Spacefold Interception System - Minor action to mark
Homura designates an enemy, and if the marked enemy attacks someone other than her (or make an area attack which does not include her), they suffer a penalty to their attack. If the attack would still hit, Homura may instantly teleport to her ally's side and interposes herself in front of the attack, taking the attack herself.

Element: Space
Equipment:
Drive Blade - A large sword which Homura easily wields with one hand, the Drive Blade is specially modified to load magical cartridges which can temporarily enhance it with a variety of effects. Using multiple cartridges in rapid succession overheats he blade, however, and it must be cooled down between cartridge-boosted attacks.
Combat armor
Cooking gear and supplies, including a camp stove, pots and pans, etc.
50 feet of good rope
A solid canteen filled with water
Mechanical repair kit
Rubber Duck
 
@Click This Looks good thus far. Finish bio and then let me know.

@R-9 Pilot I'll find a way to incorporate the Rubber Duck into something important... somehow. Accepted.
 
Posting tomorrow, sorry. Been hella busy this week.
 
Finished a short and sweet bio and elaborated a bit more on equipment.
 
I'd like to see posts from everyone who's been accepted thus far by Tuesday.
 
Will do, I'll try to get one out Monday night since I'll be on a plane.
 

Name: Lyriel Usagi
Age: 12 666666
Element: Soul

[stabs=bcenter]
{slide=Short Biography|center}Being undeniable 666666 years old, meaning she is definitely not 12, Lyriel had her share of life. Saving the world from the great danger of the 'Beyond', single-handedly destroying Darkdeath Evilman and his Army of Edged Doom or taming the Planet Buster 'Remina' before sealing him into her own pocket dimension are just a few of many great deeds Lyriel had done. The newest of all threats however is something way more serious than she could have faced with all past threats combined. With some malicious godlike entity at work, sealed most of her power! And to make matters even worse everyone seemed to have forgotten about Lyriel and her deeds. Thus, Lyriel had to start working herself up from the bottom again on her great quest to beat that malicious entity and restore her former glory.{/slide}
{slide=Personality|center}Lyriel thinks of herself as the greatest witch ever alive, up to a point where she is without question delusional. She is a huge energy bundle full of live and can barely keep quiet, or still for that matter. She might appear as quite naïve but is actually a reality denying genius, twistings the words and sentences of others to her own needs while simply ignoring, or calling bullshit, on any attempts made to make her realize just how much she sucks at magic. If not for her GUTS Soul Element, Lyriel would have just ended up as a Einstein-esque tinkering girl mass producing weapons of doom.{/slide}
[/stabs]

Attack
Defense
Health
Agility
Magic Attack
Magic Defense
Awareness
Constitution

▋▋▋▋
▋▋▋
▋▋
▋▋▋


▋▋▋▋▋
▋▋▋

4
3
2
3
0
0
5
3
Go Big or Go Home
The magnitude of good or bad effects transpiring out of random event are more drastic.
Favored Fortune
If a random event occurs to your character, there is a greater chance that it will be a good event over a bad one.
Sixth Sense
Your awareness rolls can be performed on phenomenon otherwise undetectable to humans.
Mental Out
You are immune to mind-reading/control effects.


Strong Soul
Passive
"I, Lyriel Usagi, am the bestest witch that ever was, is, and will be!"

Sanity increasing effects have no effect on Lyriel.
The maximum value for Lyriel's sanity is 70%
Sanity reducing effects are only 50% as effective.
Sanity reducing effect that are 10% or lower have no effect on Lyriel.
+2 to Constitution.

Broken Will
Passive
"..."

Activates itself once 30% Sanity is reached.
Upon activation, Strong Soul will be disabled.
Mental Out is disabled.
Sanity increasing effects are only 50% as effective (rounded up).
-1 to Attack
-1 to Defense
-1 to Agility
-1 to Awareness
-2 to Constitution
Broken Will is disabled upon reaching 70% Sanity.
Strong Soul is activated upon reaching 70% Sanity.

Walk It Off
Passive
"Pfff. Just a flesh wound!"

Only useable while Strong Soul is in effect.
Lyriel is capable of surviving up to 3 consecutive turns with 0 Health Points remaining.

Soul Collector
Passive
"Dem Booty!"

To supplement her crafting, beings that die nearby to Lyriel have a chance of dropping a Seelenstein.
The grade of the Seelenstein depends on the strength of the being in question.
Seelensteine can be turned into higher-grade ones and vice-versa.

Genius
Passive
"The exact value of Pi, I have calculated!"

Lyriel gains a +2 modifier regarding any rolls made that have to do with technology.

Awesome Invention
Active
"Free stuff for everyone!"

Lyriel is capable of calling forth Awesome, Awesomer and Awesomest Inventions.
Awesome Inventions require a turn to cast, no resources and are of temporary nature.
Awesomer Inventions require a turn to cast, usually need some Seelensteine amongst other things and are of permanent nature.
Awesomest Inventions are bigger long-term projects like Homura or MIRACLE.

Summon Homura
Active
"tl;dr summoning chant!"

A complicated ritual, taking 2 turns, full of obvious magic that allows Lyriel to strenghten summon her 120% magical familiar Homura.
Gives Homura +1 to all stats except health for 5 turns.
Heals Homura for 2 health points.


Broomstick 2000
Equipment
"Lasers are so from yesterday!"

Lyriel's weapon, a multifunctional broom.
The broom is capable of being loaded with different cartridges, capable of holding a maximum of two.
Loading one does not take a turn.
Loading two takes a turn.
Deals 1 base damage for the purpose of meele strikes.
Capable of flight.
Picture of the Broomstick, ignore person.

Alpha-Prototype: Reading Steiner
Equipment
"WHAT DOES THE SCOUTER SAY?"

Lyriel's eyepatch that, despite the mundane apperance, lets her see people! Furthermore she can spend one turn to scan the power-level of an opponent.

Anti-Magic Device: MIRACLE v0.00.2
Equipment
"D-Don't get the wrong idea!"

Clothing Lyriel is wearing.
Gives wearer +2 in Magic Defense.
Capable of negating up to 1 damage from each magic attack.
Each point negated produces two Feedback.
Capable of storing up to 6 Feedback.
If Feedback-capacity is insufficient, no damage will be negated.
Each turn 1 Feedback is released.
Every time Feedback is released, increases Lyriel's Magic Defense by +1 for 1 turn.

My Very First Construction Kit: 'How To Make a Everything'
Equipment
"With two Nothing you can make Anything!"

Kit with various supplementary tools and whatnot that Lyriel uses to for her crafting.

Gluttonous Super Duber Bag
Equipment
"Also Remina's Kennel!"

Bottomless Bag that can store a lot of things.
Content:
∞ Not-so-awesome lame standard Cartridge
3x Scrub-da-Ground Cartridge
2x Lame Health Potion
2x Cool Health Potion
5x Exploding Fireball
Foodstuff
Crayons

Crafting list:
Not-so-awesome lame standard Cartridge

Cartridge
Lyriel's standard ammunition to shoot with her broom. Deals 1 base damage.
No resources required

Scrub-da-Ground Cartridge
Cartridge
Increases base meele damage of the broom to 2.
All dice throws made in conjunction with the broom get a +2 modifier.
Buff stays for 4 turns.
2xsmall Seelenstein

Mandatory 'Insert Element Here' Cartridge
Cartridge
Endows the weapon it is used on with a specific element for the next 5 applicable uses.
Currently allowed Elements: Fire, Water, Earth, Air, Lightning, Soul, Metal
1xsmall Seelenstein

Lame Health Potion
Potion
Heals 2 health points.
2xsmall Seelenstein

Cool Health Potion
Potion
Heals 1-3 health points.
2xsmall Seelenstein

"Give that chest a rest" Potion
Potion
Reduces Anger by 5%.
Reduces Anger by an additional 5% if Sanity is over 50%.
2xsmall Seelenstein

Exploding Fireball
Grenade
Grenade that can be thrown to deal damage.
Deals 1 damage within a foot.
Deals 1 damage within 10 foot.
2xsmall Seelenstein

Sound Amplifier
Awesome Invention
If equipped, all rolls made in conjunction with Sound Magic are treated with a +3 modifier in Magic Attack.
Holds 3 Turns.
No resources required

Linker Overdrive Safety Net
Awesome Invention
If equipped, Linker Overdrive Mode gains a health buffer of two health points.
Holds 10 Turns/Can not be used outside of combat.
No resources required
 
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  • Bucket of Rainbows
Reactions: a touch of dread
I do believe the sign ups are closed.
 
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