Phantasmagoria — Ewigkeit in Wiedergeburt

Skyswimsky

Nien Scheiße!
Original poster
LURKER MEMBER
FOLKLORE MEMBER
Invitation Status
Posting Speed
  1. 1-3 posts per day
  2. One post per day
  3. 1-3 posts per week
  4. One post per week
Writing Levels
  1. Adept
  2. Advanced
Preferred Character Gender
  1. Primarily Prefer Female
Genres
I like nearly all genres as long as they are anime-themed, anything can be made interesting.
This is the first song and the last song,
This is our cradle and our coffin.

Amongst the cosmic array

Venus dances ablaze
The fire, the rain, the wind, and the storm
We chant evermore, to war, to morn,
Raging wings, burning desires
Sings solace, falling higher
Fair moonlight, wherein we lay in your void eyes,
Welcome us with your love, discard us with your light
Tear us whole, help us gain insight
Amidst the white, within paradise.


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—CHALLENGERS—




  • Hey and Welcome to a story of Magical Girls doing magical things and trying not to die in horrible ways! If you're reading this you're likely one of the people who already expressed their interest. If you're new, however, there's a link to the interest check at the bottom of this post.

    Status: Open
  • Posting Speed
    Two posts a week while doing a mission. Sometimes less, sometimes more. There are periods of down-time, usually between missions, where you are encouraged to socialize with each other and/or explore Phantasmagoria. I usually try, and encourage, to stay somewhat in communication.

    Posting Expectations
    Be sure to have an understanding of basic grammar. While there is no minimum posting length requirement and shorter posts are totally okay, one-liners — outside of collabs — should be avoided. If you're in need of some more concrete guidance, a length of 100 to 400 words is totally acceptable.

    Dice Mechanics
    Check out this post for details.[/S]

    Discord
    Phantasmagoria will make use of revolutionary technical advancements and use a very convenient, superior, and advanced chat-client called Discord for most OOC needs after the IC is up. If you don't want to download it, it's even accessible via a browser! Only got a phone? Don't worry, there's an app also!

    Communication
    Communication is important. I can not stress enough that if something is unclear, or you got a question, ask. There are no stupid questions.

    Persistent World
    Phantasmagoria is part of a bigger universe. If this ever gets somewhere and if I ever make another roleplay in the same universe there's a high chance stuff happening here might influence, and be referenced, elsewhere. Reoccuring characters, and so on. Just to have that out of the way.

    • Be nice to each other. No drama.
    • Listen to the Iwaku staff.
    • Listen to me.
    • Something something Iwaku Rules.

  • CHARACTER SHEET
    Alright, here's the character sheet. How much, or less, you wanna write is really up to you. If there isn't much to go off on I might just fill the void myself. At the same time, more information might give me more to go off on.

    Feel free to add more if you want. There isn't a required format except that you put it into a spoiler.

    If you wanna tell me stuff in secret, send them to me via PM.

    Name: The name(+Title) your Witch is known by.
    Font: You'll be colouring your characters speeches, this is the font hex code you'll use. Example: #DC143C
    Appearance: The appearance of your Witch. Either a description or anime-styled picture. Feel free to add as much written detail as you want. Height is mandatory in metrics yah dirty imperial! If you use a picture make sure it's on top of your sheet.
    Age: 12 to 16, 14 is most common.

    Personality: Your character's personality. Two paragraphs minimum.

    Historia: An eternal bond. An unspoken promise. A friendship that transcends time. Describe your Historia here. One paragraph minimum.
    Coven: Bound by laws and rules. Like a family. The current Coven your Witch belongs to. One paragraph minimum if made up.
    Magic: A force beyond mortals comprehension. The power of Gods. Describe the style of magic your Witch employs. One paragraph minimum.


    Code:
    [spoiler=charname]
    [img][/img]
    [b]Name:[/b] Witchy Mc WitchFace
    [b]Font:[/b][color=#Hexcode]#Hexcode[/color]
    [b]Appearance:[/b] Don't forget the height, in metrics!
    [b]Age:[/b] 12 to 16, 14 is average for graduation
    [hr][/hr]
    [b]Personality:[/b] Witchy McWItchFace likes love, friendship, and harmony!
    [hr][/hr]
    [b]Historia:[/b] You can be fancy here!
    [b]Coven:[/b] You can insert lore here!
    [b]Magic:[/b] You can be fancy and insert lore here!
    [/spoiler]


Finally, you're a real Witch. It has only been a month since you've passed the Rite of Initiation, an exam whose details still elude you. It has been a month, that you waited. A month, that you relaxed. A month, that you have been told to be on standby.

Each of you had their very own reasons. But none of you would change your choice. A comfortable life in the save walls of Phantasmagoria? No. You would go out there...

A month has passed, a new Squad had assembled.

It was time to rise beyond the stars.


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      Existing within its own subspace, Phantasmagoria is home to countless so-called Witches. Special gateways connecting their own realm to Horizon, this all-female society has devoted its purpose fighting against the Threshold of Kakophonia. Young witches are not allowed to leave Phantasmagoria until they passed their Rite of Initiation, living a life not unlike that of a boarding school.

      Phantasmagoria itself is built in the fashion of a tower-like construct. The lower levels housing the majority of facilities to educate and sustain young Witches until graduation. The middle level divided into countless districts such as housing, shopping, entertainment, and crafting. While the upper floor has mostly administrative buildings, with the floors above only accessible to a selected few.


    • A Witch's magic is in its purest form essentially just reality manipulation. Forcing their own reality, their desires, their emotions, upon their surroundings. In theory, a Witch could think 'I wanna make this person explode' and said person would explode.

      There are certain limitations to it, however. For one, it's the nature of a Witch itself. While the world they grow up in is fantastical by default, it's inside their very core to be skeptical. Wanting to manipulate reality in grand ways is a desire that is faulted by default. While on the surface it may seem rather simple to just wish/manipulate something to happen, it is not. Deep down, there are always doubts, questions, fears, and so on. And it's these subconscious thoughts that make pure reality manipulation flawed by design and would ultimately change the outcome to be something that Witch did actually not want to happen.

      This plays hand-in-hand with the upbringing of a Witch. A Witch is not being told they can actually manipulate reality, or bend the very laws of the universe to their will. They're told they can do magic and Phantasmagoria's education in itself grounds, forms, and limits a Witch in their capabilities. Nobody will tell you 'You can become anything you want!'. Magic has to follow rules. It has to follow procedures. It has to follow some sort of logic. Specialization, spell chants, emotions, runes, gestures, scrolls, items, and so on. A silent Witch who doesn't even move her body for spells is only reserved for the strongest. That said, there's still a huge variety in the execution of magic. Check out existing character sheets and Covens to hopefully get a better picture.

      Lastly, there's also a Witch's Soul which is directly tied to their Mana. It's actually a thing. Mana is pretty straight-forward. You do something, it uses up your Mana reserves, it regenerates. The Soul is what makes an individual an individual and is the reason why the same spell for Witch A could require a different amount of Mana than for Witch B - although the Historia plays a part in that too. Bottom line, though, it's more-or-less just IC fluff.

      Witches aren't aware that their magic is actual reality manipulation.
    • Flow is the equivalent of currency. Witches pay either in favors or Flow. Flow is essentially highly concentrated and modified Mana stored inside fancy crystals known as debit crystals that can transfer this Mana between each other. The act of extracting, or inserting, one's own Mana into a debit crystal to increase their wealth is nearly impossible. Instead, various machinery and prolonged rituals are used to extract or insert Mana out of/into them. There are only a handful of Witches able, and authorized, to produce these crystals under strict guidance.
    • Unable to even fathom the concept of male populace, some Witches simply become pregnant in their thirties - which is usually also the time their magical powers become less potent. A Witch can give birth to multiple Witches.

      The baby Witch being taken from the mother and put under care in the lower levels is the accepted norm.

      Shortly after that, the very young Witches are fed and cared for in groups until the age of roughly 3. Participating in what can be compared to a very early kindergarten/luxury children's home. Witches are taught to be self-sufficient while learning writing, math, cooking, and other important skills until the age of 7, where they're kicked of their luxury.

      Now required to pay for their own living, they're being offered simple tasks with generous pay while slowly becoming more and more autonomous. Putting emphasis on self-study and working towards the completion of their Historia. It's at this point, usually, that a Witch starts to discover the type of magic they're good at. Often ending up sharing an apartment with some friends and joining one of the various Covens.

      This trend continues until the age of 14ish, which is the usual milestone for the Rite of Initiation.

      The Rite of Initiation is the final step into adulthood. A combination of theoretical and practical exams. Nobody can really tell what the Rite actually entails, as memories of the actual event are always blurry. Nonetheless, it's undeniable that a Witch feels more powerful after passing it.

    • The Board of Education is the name of the ruling body of Phantasmagoria, with the Headmistress and her three vice-principals on top. Below those are a multitude of other somewhat important ranks and jobs that are responsible for the proper functioning of the tower — often occupied by high-ranking Witches of various Covens.

      While the decisions that concern Phantasmagoria are made by the Headmistress alone, there are nonetheless plenty of closed meetings to decide on the future of the tower.

      While becoming a member of the Board of Education is as easy as, for example, taking on the job of a Manager, higher more relevant ranks are selected by the Headmistress herself, although can be contested by besting the Witch holding a title through a magic duel. The title of Headmistress is, usually, held until death and can only be acquired by passing yet another mysterious trial.

    • A collective of Witches that share a similar type of magic, banding together for the greater pursuit of knowledge. Covens could be compared to guilds, school clubs focused on a single type of magic or other purpose. It's common for Covens to recruit young Witches into their ranks. Covens can offer a variety of advantages such as specific workshops, lectures, libraries, discounts if they're about a specific craft and so on. Despite each Coven having sort of their own political mini-structure and history, they are undoubtedly loyal to Phantasmagoria. A trouble-making Coven isn't really a thing, neither can a Coven force a Witch to stay in their Coven.

      A Witch that passed the Rite of Initiation without a Coven is rather rare and are classified as Etranger.

    • A special piece of equipment that young Witches spend a majority of their time to create and personalize. After the Rite of Initiation one's Historia appears to be soul-bound. A great amount of a young Witch's wealth is used to get other Witches to collect materials or perform certain rites, crafting, and enchants.

      An Historia can take many different forms of an object. Mundane clothing, swords, staffs, grimoires, dairies, jewelry, and so on. They contain literally a part of a Witch's Soul after initial completion and can be made up of the wildest ingredients. A simple example: a diary which's ink is written in Unicorn blood, the pages made out of wraps from a fancy mummy in the catacombs of Nekara, while the book casing is made out of the scales of an Elder Dragon. Put some random enchants on it. For example, that the author of the book can visualize the events that happened as they write them down, and other stuff. And voila. This can be extended on as the RP goes along.

      Your Historia is basically a Magical Girl's magical weapon.
    • A Questing Witch is a generic description for Witches that have put it onto themselves to fulfill Missions, also called Quests, that require them to venture outside of Phantasmagoria. This includes, by extension, also any handling of the Manablight. Quests are handled by the administrative body of Phantasmagoria and graded depending on their expected difficulty. Questing Witches and the Squads need to attain a certain level of expertise. A rank, to take on higher grade Quests.
    • Being a Questing Witch alone won't get you to take on a Mission that entails fighting the Manablight. Instead, a collective of Questing Witches that decided to dedicate themselves into fending off the Manablight form a Squad. Usually formed by Witches that graduated on the same year. The group is now required to stick together as they're allowed to pick from a handful of missions depending on their rank. At first strangers, a Squad is sure to become a happy family.


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      The shattered world beyond Phantasmagoria, called Horizon. Consisting of countless floating islands, filled with treasures from ancient times, across an impenetrable wall of fog further below. It has mainly been overtaken by the Threshold of Kakophonia.
    • Horizon Peak
      Far to the north stands an ageless structure. Tall, proud, and never changing. From the bottom of the unknown high up into the endless sky, this tower like monument is gargantuan. Visible to the naked eye, yet so far away that no Witch had ever gotten close to it. Serves as an outdated navigation point. Glows in the night.
    • Lemuria
      'Undead', is what describes Lemuria the simplest. Robbed Cultists and Necromancers resembling humanoid shapes that harness dark powers on par with a Witch. While the more powerful entities of Lemuria display the capability to communicate, and understand, Witches they are highly hostile. The agenda of these adversaries is shrouded in mystery. They spread their dominion by constructing thin onyx-colored crystal towers.




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      A creeping corruption that warps the laws of nature to its own will. Spreading further and further through Horizon, anything in its path turns into a twisted version of its former self, hostile to anything it has not yet touched. While officially called The Threshold of Kakophonia, the Witches mostly dub it as Manablight.

      There is a fine distinction between being taught about the Manablight in Phantasmagoria, and actually facing it. Young Witches often trivialize the Manablight until they're actually facing the more serious threats.

    • Fighting the Manablight is no easy task. While a way to convert the corrupted land back to its former glory has not been found, its advance can be halted. Scattered through Horizon, deep inside claimed Manablight territory, a keen eye might be able to notice a crackle in the air. Cracks on the fabric of reality, as if it was nothing more than mere glass. A slight distortion which feels fundamentally different. These are entrances to an Alptraum.

      An Alptraum is an alternate plane of existence from which the Manablight seeps forth. Each Alptraum is fundamentally different from each other, yet, share one thing in common: At the Center of its World, resides a Heart of Pure Darkness. Defeating it results in a slow down of the regional Manablight corruption. Further information is classified.
    • There are many different 'biomes' of Manablight that affect their environment differently. Having influence on what kind of dangers one encounters. The 'Main Characters' encountered following types so far:

      Eternal Meal
      A grotesque, flesh-themed Manablight the Squad encountered in the Gaping Maw. Fleshy tendrils, putrid smells, skinned giants, spilling intestines, countless eyes and disgusting snot mark only the beginning of a descend into madness. The Gaping Maw, where the squad first encountered this type, has made for a negative, ever-lasting, first impression of the Manablight.
    • Hostile entities are divided into 5 categories, ranging from nearly harmless to very dangerous.

      ZAYIN
      ZAYIN level entities are nearly harmless. They're often simply corrupted Flora and Fauna. They can, however, posses a lethal threat to negligent Witches. How a knife can be dangerous, but you'd need to stab yourself with it.

      TETH

      TETH level entities are slightly dangerous. They're often corrupted Flora and Fauna that has capabilities to seriously harm a witch. Although weak alone, they can find strength in numbers.

      HE
      HE level entities are dangerous. They can take on a multitude of shapes, even human, and spell a quick death for a careless Witch. A single HE entity can put up an even fight against a single Witch.

      WAW
      WAW level entities are highly lethal and display higher levels of intelligence. Even able to communicate with Witches. Apart from their high combat power WAW level entities can be masters of trickery and illusion.

      ALEPH
      Information on ALEPH entities are restricted. In case of unexpected contact, a swift death will be your only mercy.
    • While Witches have an innate natural resistance against the Manablight's corruptive powers, repeated exposure and tragic events will ultimately have a toll on them.

      Generic Erosion of Self, Trust, Aptitude, Love, and Truth, or GESTALT, is a numerical value to how contaminated a Witch's mind is.


COVENS
These are just some examples of Covens without going into too much detail. Feel free to make up your own, use one of those, fill in fluff, or ask questions.

Traditionalists in a way, the Essentia Magia cover a broad spectrum of elemental magic executed through a combination of magically drawn magic circles and spell-chanting. Young Witches often end up joining this Coven while still discovering what magic suits them, making use of their various facilities and knowledgeable senior Witches. At the same time, however, more and more Witches end up leaving to join more specialized Covens, slowly leaving no seniors left to take care of the juniors.
A rather small Coven with harsh entry requirements, Witch's Generation is known for their captivating music-based magic. While some of their members are famous throughout Phantasmagoria, actual concerts have now to follow stricter guidelines. Thanks to an incident that put half of Phantasmagoria into a state of euphoria.
Terra Anima is a Coven specializing in the creation of Golems - primitive lifeforms with a humanoid shape able to execute simple tasks. Generally considered a hassle to be made fit for combat, members of this Coven often find themselves without any worries for Flow. As demand for Golems, and maintenance, seem always high.
Ordo Draconica is one of a few Covens who are all about their lineage. Legends have it that hundreds of years ago the Witch 'Nonoriri of the Crimson Path' drank the blood of a hundred dragons. Giving her and her descendants' abilities not unlike a dragon itself. Witches born from a member of the Ordo Draconica are given a tattoo at birth and later recruited into their ranks.
While a Witch's Historia is a life-long assignment to work on even after passing the Rite of Initiation, this Coven takes it to the next level. Fledgeling Witches claiming of being able to hear their Historia suddenly talking are the ones usually eligible for joining. While the specific type of magic can vastly differ from member to member, their Historia always seems to play an even more unique role. A widely-known enchantment the Regalia Historia employ is the cartridge system - a modification to an Historia that allows it to consume debit crystals to temporarily boost the power of the user.
Stella Gambit employs the use of a magical deck. Able to draw from it and cast various spells at ease. While the detailed use differs from Witch to Witch, the luck of the draw seems to be a core concept. Stella Gambit is also the producer of the popular magical card-game WIXOSS Go! Go! Magic Girl!
A bizarre coven at the best of times, opinions on them vary... Which is to be expected given their self-stated mission. Calling themselves Feathers for short, members of this coven seek the Pariah, the Unusual, the Extreme and the Helpless; because for all of Phantasmagoria's efforts, it is not perfect. Some children do not understand their magic and get left behind. Others are visited by a tragedy no one saw coming. Still others crack under pressure.

The Feathers are there for them all, no matter who they might be.

Needless to say, this extreme altruism is viewed with suspicion, mostly because they seek little recompensation. A Feather's help is given freely, even to other covens, and it is often invaluable. Given enough time, a Feather can sort out even the most unruly of individuals, turning them into productive members of society with frightening efficiency. At the same time, some students under their tutelage turn into shattered minds without hope for recovery.

So far, the Board of Education ruled these rare cases to be unfortunate accidents and independent investigations failed to turn up any signs of foul play. Further increasing the severity of this matter is that broken students invariably come from the Feathers' one-on-one tutoring sessions. These are only offered to members of their own coven or those who have yet to complete the Rite of Initiation and their contents are unknown. Recipients either claim the matters discussed during these sessions are far too personal to share in public or they claim it was useless and refuse to speak of it.

Further complicating matters is the Feathers' penchant for offering free lessons, debates and learning material to anyone who wishes to partake. Their events centering around magic, physics and philosophy are especially sought after, with auditoriums filled well past capacity.

And as if to put the final nail in the coffin, the prerequisites for joining the Feathers are unusual, not to mention they seem dependent on circumstance rather than a Witch's abilities. They are as follows:

1.) You must know the terror of ultimate solitude.
2.) You must be an abomination.
3.) You must be ruled like a Tyrant rules Its warped kingdom.
4.) You must have experienced despair.
5.) You must keep our vow of silence.
The leading communication and delivery service in Phantasmagoria. This coven acts more like a business and service industry, where its members are carriers, messengers and distributors. The Tenjin group holds ownership of the majority of postal and delivery services in Phantasmagoria. The members are respected due to its high pay and extensive scouting process, which can be compared to working in a large and reputable firm.

The lower division members consist of Pigeons: competitive professionals that work within Phantasmagoria. Only a small fraction is selected as Ravens: those that dwell in external services. The position of a Raven is reserved for those with inept potential. They are selected at a young age and are continuously trained for the rite of passage. Raven's are often members of high society – either it be for their beauty, strength or reputation. However, despite their esteemed treatment, their roles can be tragic. The core job of a Raven is to successfully communicate information between Phantasmagoria and the Horizon.
The "Militum Collegia Praetorianae" is a Coven Order composed of witches whose craft is most well known for their fighting prowess. They are dedicated to enforcing peace in the tower, but their primary mission is to combat and eventually defeat manablight.

The order is sizeable, and actually one of the more common orders that people turn to. The one thing that turns people away is it's outwardly rigid and antiquated views - as well as their 'faith' in the witches' founder. Seraph Augustus, who they look towards as the answer to all things to the point that she's worshiped. Regardless, the order is sizeable, and with it comes having resources such as support for it's members as well as shared access to equipment, facilities, and resource. That is only semi true however.

The Praetorian order also has a hierarchy, known as the Choirs. At the top of the Choirs is the Cardinals - high ranking witches who oversee the greater workings of the Order. There are many witches in the Order, though a vast majority are generally average. The poster-children of the order, though is the small percentage of highly skilled Witches who actively fight. In general, equipment, material, and rights to use certain Order Facilities are dependent on the Choir a member is a part of.

In general, it is narrow minded to think that the Order is only composed of it's elite combat arm. But, it's also narrow minded to believe that such a large order is maintained with the good fortune of a council of zealots either.
A coven with members who believe there is a central celestial language which was used in the creation of the universe, and through its understanding, they can enact magical effects in the world. While some focus on speaking this language, many focus on its written form in strange runes and alphabets. By engraving runes and spells onto things, members of the coven can create temporary or permanent magical items or effects within an area. Lingua Caelesti is often viewed as enchanters similar to Terra Anima, and does a similar brisk business in providing equipment for their fellow witches. Some members of the coven focus on divination by casting rune-inscribed stones and interpreting the results, or in using the spoken form of their divine language, which sometimes results in powerful (if often neither subtle nor controlled) effects from the utterance of a single word.
An ascetic coven with its history founded in the ancient generations of witches who grasped power from within, the Opera House of the Sundered Firmament produces individuals capable of producing magic of earth-shattering magnitude, of performing ritual magics at speeds unattainable by others, of utilizing a breadth of magic with a complexity that no other coven has been able to imitate. In exchange for such magical brilliance, members of the Opera House give their all for their Acts, burning through their Mana reserves at a pace far greater than their peers. Rather than a candle that burns throughout the night or a torch that roars to chase away the dark, theirs is a celestial explosion, the afterimage of the nova seared into the eyes of all that witness it.

To achieve this, Witches of the Opera House utilize their hair as catalysts for grand rituals. Over years of training, special oils and combs, soaps and dyes, are all used to turn one's hair into a magical conduit rivaling that of staves and orbs. Reagents and gems are tied into one's hair for ease of access, while a variety of pins are used to lock one's hair down when not in use. By freeing sections of their hair and passing magic through it, coven members can manipulate these unrestrained strands and move them in any way necessary, creating extremely complicated ritual circles through which to realize their massive spells. Within the Opera House, the effects of the magic itself isn't the focus. Rather, it is the 'performance' of casting magic that so greatly amplifies a spell.


MISSION BOARD
Current Rank:
C

"Spooky" Field Expedition
C-Rank
In an initiative to get more Squads prepared to face off against the ever growing Manablight menace, the S-Rank Squad 'Tasty Sandwitches' offers a one-time experience inside the, by comparison harmless, 'Nightmare Delusion' Alptraum. A briefing to this mission is due one week before departure. Multiple Squads can, and are encouraged, to join. The goal of this mission is the collection of experience. Flow will be awarded as usual.
Client: Board of Education - Eleanor Gloria

Burial at the Singing Rocks
E-Rank
I am in need of an escort, in name only, to a place called the 'Singing Rocks' to enact proper rites for a deceased Witch of the Opera House of Sundered Firmament. Squads who keep chatter to a minimum are preferred.
Client: Witch 'E'

Scouting into the Maw
C-Rank
A Questing Squad has gone missing inside a place called the Gaping Maw. While not unusual, this grotesque place is relatively harmless. Currently understaffed, we're looking for a capable of C-Rank and upwards team for quick recon. A-Rank level pay included.
Client: Board of Education - 'Scout Captain' Verenity

Extermination of the 'Blurred Static' Manablight
D-Rank
The 'Blurred Static' type Manablight is spreading at an alarming rate across the 'Endless Falls'. Your mission is to exterminate them and, if possible, locate entrance to an Alptraum.
Client: Board of Education - 'Beach Lover' Veldi


Rumors
"There's this cafe-place-thing. Uh, 'Memoria's Memento Cafe' I think was the name? The cake they have there is supposed to give you a unforgettable adventure!"

"Have you heard of the 'Incredible Witchy Witch'? She's the reason the exam hall for the theoretical tests went up in flames! A real genius, I heard, having passed the Rite of Initiation on her birthday."

"Hey, hey! You know that super old and creepy auditorium in the lower floors? You know, the one in the Witch Creek District that nobody uses anymore. A friend told me if you go there at two in the morning and clap your hand three times while wearing a witch-hat, made out of midnight rainbow silk, the ghost of a legendary Witch is supposed to appear! Me? I haven't done it. Those hats cost a fortune!"



 
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Melody of the Serene Sea is a known member of the Board of Education and somewhat Mentor of a certain newly appointed Squad of Questing Witches. As expected of a board member, she wields a wide variety of magic although is notably known to be able to manipulate time to an extent. Some say she manipulated her own ageing process to stay young longer.

Melody does not belong to any Coven and what she exactly does in her free-time is a mystery. Although a lot of people say she is very lazy.



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A Manager's job is essentially to be the paper workhorse of the Board of Education. And while Manager Joel is certainly not a Witch with any kind of memorable skill set, she is definitely a Witch who takes her job serious. Too serious, sometimes even. Dependable, nice but also scarely strict, and always open to give fledgling Witches half-a-hour lectures about how it's supposed to be done, Manager Joel is pretty much average. Although, she is somewhat of a right-hand Witch to Eleanor.



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Manager Chika is the self-proclaimed biger sister of Manager Rika. Kinda stoic, and lacking a certain amount of emotion, the girl takes her job as a Manager very serious - trying to keep a cold attitude most of the time. Very protective of Rika. Outside of her job, however, the girl is kinda rotten and has no qualms telling people exactly what she thinks in a not-so-friendly way. The girl's magic, and nearly everything else about her, is a mystery.



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Manager Rika is the self-proclaimed smaller sister of Manager Chika. Unprofessional and sloppy to a fault, people have to wonder how she even holds the position of a Manager. Luckily, Chika helps her out enough to show some level of competence. One day, maybe, she'll be a true manager. The girl's magic, and nearly everything else about her, is a mystery.



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Eleanor Gloria, the headmistress of Phantasmagoria could be described as an enigma. Despite information on her being sparse, other than being the headmistress and 'obviously being good at magic', her holding the position seems for everyone be as natural as breathing. It's a matter of fact and not to be questioned.

Being a obviously busy woman, Eleanor is only rarely seen around to a point that Witches that barely get around themselves wonder if the Headmistress isn't just made-up by the vice-principals to keep order.
 
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Still kinda editing this occasionally, but mostly done. If anyone wants to backstory collab, lemme know. Aurora's been around... a lot.

Revision 1
-Regalia Historia membership increased from 5 minutes to a year.
-Now passed the rite while a member of RH (previously covenless).
-Major renditions to Rune's History section.
-New ability for Rune.
-More specific magic.

Revision 1.2
-Added Praetorian Order to magic (sorta...).

Revision 2
-Rune no longer understands quantum mechanics.

Revision 3
-Added stats.


Image source

Name: Aurora Avril
Font color: #9933ff
Age: 15
Coven: Regalia Historia (1 year)
Appearance: 152cm, prefers skirts and flat-heeled boots, always wears long-sleeves, has a draconic tattoo on her forehead she hides with hair. If hair is moved, there's actually a large bandage there still obscuring it.

Personality
Aurora is a hopeful optimist through and through. Speaking with her is an easy way to cheer up, and she rarely has anything negative to say about anyone. At most, she'll just change the topic before a conversation gets heated. Strangely though, for as easily as she can carry a conversation, she rarely ever discusses or brings attention to her own life, and focuses more on other people's accomplishments.

Until her recent passing of the Rite, Aurora was known well throughout Phansaguffin as a complete failure of a witch. She's gained infamy as a 'coven drifter,' and rarely managed to remain in a single coven for more than a year. Some she left voluntarily, others deliberately kicked her out, stating reasons like 'safety concerns.'

The one coven Aurora actively avoids is Ordo Draconica. This is especially strange, as her mother, Igni Avril, was well known as one of the greatest draconic witches of her generation. To those in the coven, no malice is shown, no aversion is obvious, and Aurora doesn't even mind holding a conversation with them. However, any display or discussion of their magic and she'll immediately wander away, spouting a slur of transparent excuses.

Historia

Img Src

Name: Rune
Base: Golem
Age: 5 | 19
Appearance: 171cm, always wears the same uniform.


History
Within Terra Anima there remains a major rule for burgeoning witches of their coven: keep your golem simple. Focus your golem on a single, mundane task, and remove any unnecessary capabilities; a rule so important, even expert golemancers generally adhere to it. When it finally came time for Aurora to try her hand at crafting her own golem, an overflowing well of excitement encouraged her to cram far too much complexity into one project.

Unsurprisingly, the golem she made ended up as a useless corpse. Her mistake was obvious to everyone who inspected her work, and-- having violated such a core rule --young Aurora was immediately asked to leave the coven with firmness. As the materials were expensive, young Aurora kept the useless husk as a glorified doll/hugging pillow, until a year ago, when she was approached by Regalia Historia, encouraging Aurora to use it as her Historia.

After Aurora passed her Rite of Initiation, Rune gained an astonishing level of intelligence on par with most witches. No longer was she a lifeless corpse, but instead appeared as a completely rational being, with emotions, critical thinking, and logic. Mimicking any other Histora, Rune receives a nice new enchantment or upgrade every so often, whenever Aurora can afford it.


General Description
Rune was once an unsightly mess of misplaced flesh and bone. Thanks to the help of a few, sympathetic friends from both Terra Anima and Regalia Historia (along with Aurora's Flow), she's been refined over time and nowadays Rune could easily pass as a normal witch. The major giveaway-- besides being recognized by almost everyone in Phangalorea --is her inability to speak or cast 'normal witch magic.'

Seemingly having borrowed from Aurora, Rune is curious to a fault, and seems to view the world as wonderful and mysterious. Although Rune is extremely intelligent, Aurora tends to treat her-- not even as a child --but more like a pet. This relationship between Rune and Aurora is absolutely bizarre to watch. Aurora often bosses Rune around, and though she may protest (via body language), Rune always follows her orders dutifully.


Abilities
  • Maker's Eye - Aurora can see through Rune's eyes while her's are closed. It's unclear whether or not the opposite is true.
  • Connected Hearts - If Aurora's heartrate is increased beyond a certain point (typically from fear or tension), Rune is drawn to her location.
  • Elemental Cannon - The top of Rune's right arm contains an alchemical cannon that can extend out to shoot basic elements.
  • Regaliaform - Rune's way of making use of RH's cartridge system. At the cost of Flow, Rune begins to glow with pure energy, allowing her to move at lightning speeds, deliver powerful punches, and fire plasma bolts from her hands. Rune loves this; Aurora does not (expensiiiive).
  • etc...

Magic
To call Aurora a jack of all trades would be questionable. At best, she's aware of most of them, and seems to have a firm grasp of how the vast majority of them should work. Surprisingly, when it comes to actually using those magics though, her attempts usually go awry in some way. She always seems to draw the wrong card, chant the wrong word, or hum the wrong note.

Aurora
Vigor — 3
Force — x
Grace — x
Magic — x
Vibrance — 6

Disaster Witch (forte)
"Erm... that's not supposed to happen..."
  • Roll any number of dice for any check where MG can be used.
  • If the number of 1s rolled equals or exceeds [Vibrance / 2], gain 10 GESTALT and lose all progress from the roll.
  • All debuffs effect Vibrance.

Morale Officer (trait)
"She who walks, arrives.... or something like that. Hey, look: chocolate!"
  • Increase Vibrance stat of all other allies by 1.

Golem Protector (trait)
"..."
  • Each mission, survive one fatal attack.
 
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Name:Eirlys of the Metal Sea.

Font: #C0C0C0

Appearance: Please do note this is how her adult self would look like. In actuality, she is much less developed and her height is about 153 cm. (~5 feet)
MetalSeaWalker.png

Music: Ordinary Theme
Battle Theme

Age: 13



Personality: Shy, withdrawn and socially awkward, Eirlys is characterised by her difficulty to communicate. While she understands and empathises greatly with others, she often finds herself at a loss for gestures or words suited to the current situation. She feels like she can not convey her emotions properly through these means, which creates within her a feeling of intense isolation and frustration. Fortunately, she can mitigate her feelings by drawing and painting.

An artist with a fair amount of her skill, she often uses sketches whenever she feels like traditional communication binds her hands. Because deep down, she wishes to connect. To open up her heart to more people than her admittedly tiny circle of confidants within the Feathers. To better herself and to be able to imbue meaning into her words and gestures, thus overcoming her flaws.

Unfortunately, a recurring nightmare holds her back. Responsible for much of her artistic talent, but also her nature, Eirlys often dreams of an an entity she named "Metal Sea". Frightening, confusing, thoroughly disturbing, yet stunningly beautiful, the dreams leave her shivering with terror in the middle of the night. As far as Eirlys remembers, she had them ever since she started using her magic. These nightmares do not seem magically induced, but they also seem impossible to treat.



Historia: Corvina: An ornate, golden medallion with a large moonstone at its centre, Eirlys' Historia seems to be more decorative than functional at a first glance. It rests at the centre of her collarbone, spreading out like a pair of lavishly decorated wings towards her shoulders. Painstakingly detailed engravings adorn every inch of its surface, depicting warped scenes from a world that never was and never would be. Curiously, if one blinks, the patterns change and nobody has seen the exact same series of pictures so far.

However, Corvina's true value lies hidden behind its surface mechanism. The moonstone holds a spatial enchantment, compressing a massive amount of space into an abstract pocket and acting as a portal to it. The true self of Corvina lies there: an ever-expanding machine of potential. It is currently slightly larger than Eirlys and a Divergence Reactor serves as its core.

Divergence Reactors are a discovery of the Bond of Broken Feathers and one of their most closely guarded secrets. At their core, they are essentially a deep, primal link to a Witch's magic, drawing upon it as though it were a power source, but also magnifying it. This means that while there is a general set of instructions for their creation, each Divergence Reactor is a unique creation, responding only to a particular Witch. The benefits and backdraws of this are quite obvious.

On the benefit side, the Witch in question gains access to a nimble, adaptive and powerful Historia that is as much a part of herself as her magic is. It will grow, think, communicate and move with its master almost as though it were an inseparable twin.

On the backdraw side, any damage the Historia receives translates to pain for the Witch. While users of such Historia learn how to handle the backlash, severe damage can open sympathetic wounds. And if it happens to lose most of its mass or is destroyed? Magic help the poor souls who survive such a disaster.

Coven: Bond of Broken Feathers: A bizarre coven at the best of times, opinions on them vary... Which is to be expected given their self-stated mission. Calling themselves Feathers for short, members of this coven seek the Pariah, the Unusual, the Extreme and the Helpless; because for all of Phantasmagoria's efforts, it is not perfect. Some children do not understand their magic and get left behind. Others are visited by a tragedy no one saw coming. Still others crack under pressure.

The Feathers are there for them all, no matter who they might be.

Needless to say, this extreme altruism is viewed with suspicion, mostly because they seek little recompensation. A Feather's help is given freely, even to other covens, and it is often invaluable. Given enough time, a Feather can sort out even the most unruly of individuals, turning them into productive members of society with frightening efficiency. At the same time, some students under their tutelage turn into shattered minds without hope for recovery.

So far, the Board of Education ruled these rare cases to be unfortunate accidents and independent investigations failed to turn up any signs of foul play. Further increasing the severity of this matter is that broken students invariably come from the Feathers' one-on-one tutoring sessions. These are only offered to members of their own coven or those who have yet to complete the Rite of Initiation and their contents are unknown. Recipients either claim the matters discussed during these sessions are far too personal to share in public or they claim it was useless and refuse to speak of it.

Further complicating matters is the Feathers' penchant for offering free lessons, debates and learning material to anyone who wishes to partake. Their events centering around magic, physics and philosophy are especially sought after, with auditoriums filled well past capacity.

And as if to put the final nail in the coffin, the prerequisites for joining the Feathers are unusual, not to mention they seem dependent on circumstance rather than a Witch's abilities. They are as follows:

1.) You must know the terror of ultimate solitude.
2.) You must be an abomination.
3.) You must be ruled like a Tyrant rules Its warped kingdom.
4.) You must have experienced despair.
5.) You must keep our vow of silence.

Magic: Eirlys' magic seems like simplicity itself: she can summon large quantities of metal to her side. However, the devil lies in the details, for this material is not ordinary at all. Nicknamed Flowiron for its strange qualities, it is a grey existence that appears in liquid format no matter the temperature, pressure or environment. Its mass is nothing short of tremendous as a single drop of Flowiron weighs half a kilogram. Therefore, manipulating it with conventional tools is almost impossible. However, magical energies are different.

To Flowiron, magical forces are the mould it must fit. By tracing magical symbols, one can direct its flow, alter its state or even shape it according to intent until it is charged with magical energies. Once it reaches the point of saturation, Flowiron turns solid and becomes inert to magical energies, continuing on its path as physics would dictate. Fortunately, Flowiron also loses magical energy as it moves in its liquid form, so it is possible to keep it malleable with enough concentration and the proper setup of magical symbols.

Incidentally, trails of white-hot Flowiron make for excellent "chalk".

As paradoxical as it sounds, Eirlys learned how to direct Flowiron with Flowiron. By using a series of gestures to suspend and heat a small globe of the material, she can use it to direct more of itself by tracing greater and greater symbols. For any opponent, her elaborate dance is a fascinating, divine carnival of death; a gallery of exquisite paintings tied into a lace of abstract art. And to make matters worse, Corvina augments it.

The Historia's elaborate machinery exists for the sole purpose of shaping Flowiron. It essentially acts as a printing press for symbols: certain parts of it exit its abstract pocket to aid Eirlys in the creation of weapons, tools and massive disasters.

Vigor: 2
Force: 1
Grace: 3
Magic: 3
Vibrance: 4

Signa: Eirlys gains a Signa pool, which starts at 0 points for each scene. For every three points of Signa accumulated, she gets an extra die whenever she uses Magic. Additionally she can expend her Signa pool to supplement a Magic roll, adding one die for each point of Signa. Signa is gained by rolling Magic+Grace and adding each point of Progress from the Grace roll to the pool. If there is no Progress from the Grace roll, the pool is reset.

Flowiron Force: Whenever Eirlys uses Magic to substitute for Force, she is guaranteed +1 Progress, provided Flowiron can be used to complete the task.

Picture of Grace: All Grace rerolls cost 1 less Vibrance.
 
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WIP

Name: Daselia, Princess of the Blaze

Age: 15

Coven: Ordo Draconis

Appearance: Daselia is five-foot-six, weighing in at 150 pounds. She keeps her scarlet hair in a ponytail, and her green eyes always seem to sparkle with laughter at some joke only she's aware of. Her Ordo Draconis tattoo is on her right arm. She usually has on rather conservative clothing, and her transformed outfit consists of a crimson top, white skirt, and a red cape.

Historia: Crimson Fang- a sword made of red metal, with a flame pattern engraved in the flat of the blade. When drawn, it transmutes into pure fire.

Personality: Daselia takes her duties in the Ordo Draconis very seriously, to the point where some girls claim she was not born, but hatched from a dragon egg. In training, her daring and combative nature left her pushing herself past the point where other girls would quit. Her dream is to establish a permanent outpost somewhere on Horizon, pushing back the Manablight- wars are not won by sitting still, after all.

On the admittedly rare occasions she is not on coven business, however, Daselia takes some time to relax and wind down- almost like she becomes a different person. She is friendly and jovial, always up for a laugh or a challenge. She does tend to be a bit of a health nut, and has a fairly tough workout regimen.

Magic: Fire- The most violent and destructive of elements is Daselia's to command, and command it she does. Beams of searing heat, fireballs, burning breath worthy of any dragon, even wings of fire to fly are all in her repertoire. She is working on a spell to turn herself into living flame, something that has been considered the pinnacle of fire magic for as long as the Ordo has existed.
 
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Yay for an actual new person that I've never seen before! c:
@Skyswimsky Hello hello, looking forward to this RP < 3
Sorry for taking so long to make these adjustments, got my hands tied with examinations!

  • Your pictures are, indeed, not working. Also three pictures? I only see two image links+a Youtube.
  • Hopefully the pictures work now! I think the links were broken, not sure.
  • Please ensure that the font color you're claiming is colored in the actual color.
  • Done!
  • She's working with UPS. The Coven is fine but please change the blatant statement of them having a monopoly in communications. It's just, as with others, me not liking those absolutes. I'm okay with calling them the 'leading' service or something.
  • Yep! Basically UPS run by witches. Made the changes; you're right, I was being a little power greedy there huehue.
  • Look at everybody making their Historia's very durable, hohoho. Indestructible. It's another one of those absolute statements, please change it to something else. Like, very durable or so.
  • NO DAMAGE CAN EVER BE DONE TO THIS PIECE OF PAPER. NOT EVEN IF THE WORLD ENDED. Again, another one of my power hungry follies mwahah. Changes have been made c':
    • Also, just to confirm, she got the 'complete scroll' from said place but did more work on it herself, right?
    • Yes, the scroll itself is like an object that brings these landscapes to life. The paintings, however, must be made by the bonded while they are experiencing a vision. A vision cannot be forced, but can be encouraged through pulling inspiration from witnessing different landscapes. Therefore, Mio is forever in pursuit to experience inspiration. She also adds some personal touches, such as charms and accessories to personalize the scroll.
  • Her magic's okay. Although I'd prefer just a little bit more information on what you had in mind for what she's capable of since I've never had to do with you before. But I don't get the impression you'd think of being able to go ahead and bath the entirety of Horizon into Mio's Mana to commit genocide. So, you can just leave it at that.
  • Mio hasn't exactly perfected her magic for battle situations just yet. Though she's been extensively trained to prepare her for whats out in the Horizon, I'm assuming that'll really happen throughout the RP. At the moment, the only thing she'll be bathing the entirety of the Horizon is with her terrible scribbled doodles and frolicking animations. She can't control a whole lot at once either and there's a limit on her mana capacity. So it'll be a mass genocide of her own creations, just deflating when she continues to send out a mass production.
    • EDIT: Actually, it does lack a crucial point. How does she go about casting/manipulating it? Body motions? Chanting? Runes? Being completely silent isn't that much of a thing.
    • Yeah, I was super vague with the magic. I'm thinking she expels her mana through forms of art. She uses a mundane items such as a paint brush, type writer, pen, etc. to shape and conduct her magic.

      Hopefully everything is alright. I can go into further detail and make further adjustments if needed.

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Transformation
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#5d8570

Name: Mio Belle-Ruse | Height: 5'1
Age: Thirteen | Gender: Witch
Role: Raven | Song: Theme
Likes: beautiful and useless things:
the moon, stars, flowers, smiles, jokes

Personality: Either it end with failure or success, Mio has enough confidence to see things until the end. Eyes closed, she follows the guidance of authority. She knows the power of silence, the comfort of ignorance and solitude of divergence. However, her tendency to listen, observe, and act; allow her to make decisions that preserve self sovereignty.

Mio's strength as an individual comes from her ability to adapt. She is receptive to change, and is efficient in adjusting to new situations. This allows her to be socially adept and understand different outcomes. Though her humbleness can come across as meek, a careful look closer often reveals the sharpness in her eyes. A lamb – capable of hunting a wolf. But of course, she's just a child.

Coven: Tenjin Corporation – the leading communication and delivery service in Phantasmagoria. This coven acts more like a business and service industry, where its members are carriers, messengers and distributors. The Tenjin group holds ownership of the majority of postal and delivery services in Phantasmagoria. The members are respected due to its high pay and extensive scouting process, which can be compared to working in a large and reputable firm.

The lower division members consist of Pigeons: competitive professionals that work within Phantasmagoria. Only a small fraction is selected as Ravens: those that dwell in external services. The position of a Raven is reserved for those with inept potential. They are selected at a young age and are continuously trained for the rite of passage. Raven's are often members of high society – either it be for their beauty, strength or reputation. However, despite their esteemed treatment, their roles can be tragic. The core job of a Raven is to successfully communicate information between Phantasmagoria and the Horizon.

Historia: A silk scroll painting, containing a collection of landscapes. Veiled with the spirit of a dozen chanting gospels, the scroll has been enchanted to be durable (af ouo). The scroll was originally found in the tombs of the First Witches. With each generation of passing, more landscapes have been added. Those that bond their soul to this scroll have visions of landscapes, and are forever in search for inspiration to continue the series. The scroll will not adhere to any adjustments or additions unless the painting is made in a state of trance (having a vision) by its wielder. The bond allows the user to transfer herself (soul and body) and/or others into the scroll, which consist of dimensions resembling the landscape paintings.

Magic: Glutton - the magic to materialize her mana into solid, liquid and gaseous forms. Mio expels her mana in the form of art. She uses mundane items such as brushes, type writers, etc. to shape and conduct her magic. During transformation, she produces a set of wings and her soul is strengthened, which in turn increases her mana supply.

 
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"Don't worry, I've got your back. Although... I think that'd make a great card."
Name:
Melora

Font:
Color - #61BD6D

Appearance:
With short hair and a small smile on her face, if Witches had a sense of 'maleness' Melora would certainly be mistaken for such. Melora stands at 183 cm and 78 kg. Melora, however, prefers to look as different from her transformed self as possible, opting to create lines between her battle self and her 'work' self. She maintains a neat and clean appearance, as well as a striking one. Her eyes always seem to be thinking carefully about her next step. Despite her title being 'The Fool' this is in reference to the tarot deck. She considers the title as something mallable. Always in change and flux. Her appearance often reflects that, and while she wears a work uniform, she modifies it frequently.

Age:
16

Personality:
All business and all about her work with her coven, Melora is strangely not applying to become a Questing Witch because of some grand ideal for the 'right thing'. It's all about new ideas for her coven, Stella Gambit and their card game. Go! Go! Magic Girl! (GGMG) Is something she is pretty avidly interested in, and adores. Melora is no longer a player, but is still deeply interested in making the game as fun as possible for those who play it. To that end, she wants to become a Questing witch to gain new ideas and new strategies for both her magic and her business. She works in a small gaming store that sells GGMG.

Not much of a sharer, if she knows something others don't, you'll likely have to pester her into giving away new information. Melora considers information a privilege and responsibility. Not to mention, she really means business when it comes down to having something important to her advancement. Information is worth, and worth is the only thing separating you from trash.

She dislikes her transformed self. While not many dislike this form, Melora wants to draw lines between herself and her fighter self. While there aren't many reasons for it, she just thinks that her transformed self looks a bit creepy. Plus, she has no control over how it looks and can't really modify it herself unlike her work and casual outfits.

Melora is an avid artist and strategic thinker. She loves painting cards and thinking up possible new ones to propose (someday) to the higher ups in her coven. She even has some protype cards painted up, with unique effects. Melora is surprisingly shy about them, and these card are known to very few, if any, people.


C.C..600.1730869.jpg

Transformation:
Melora transforms into this form which gives her slightly enchanted clothes. The clothes are more durable, and repair over time. They repair faster when not in use. The clothing appears when Melora covers her face with her hands, like a mask.

Coven:
Stella Gambit

Historia:
A box of tarot cards, magically enchanted to ensure that the cards always return to the box. When used, they give a variety of effects. However, at present Melora can only use a few of the major arcana deck. The Fool nor The World are in the deck. Adding time to the usual ten minutes means paying a penalty, but usually gives a boost to the effect and time duration. Melora can internally sense when a time limit is ending, and cannot add five minutes more than once. Only two cards may be in play at one time, and cannot have time added to their effects. A card cannot be torn or destroyed forever. Should a card be damaged in battle, it will return to the deck, however it will cause damage of equal effect to Melora.

After use, the card is on a cooldown for the same amount of time it was used for. Cards on cooldown take on a black and white image that slowly turns to full color again when the time is over.

Magic:
Melora places a card over her mask. The mask turns a corresponding color and the effects take hold.

Strength: For ten minutes, Melora doubles her strength. She can add five more minutes at the cost of losing control over her emotions and weakening to half strength for five minutes. Red.

Judgement: Summons a golem called Judgement for ten minutes. The golem is fairly sentient and capable of attacking at a normal Witch's strength, and does not need orders. For adding five minutes by closing Melora's eyes, Judgement gains a bonus to strength and speed, however, Judgement may attack Melora if Melora opens her eyes. Grey.

The Moon: Illusions coat the battlefield for ten minutes in a twenty foot range. They can be manipulated at whim by Melora, from simple to complex. However, the more complex the less 'real' they look. For adding five minutes or added complexity, Melora suffers a waking nightmare of her own for the duration. Allies can be exempted from this card. Blue.

Magician: Melora gains the ability to cast simple spells with no windup for ten minutes. Fireball, ice beams, and lightning are on the list. To add five minutes, Melora must be close to whatever the target of the spells are. Purple.

Hermit: Melora becomes invisible, only visible to those who have explicit ability to see invisible objects or disrupt magic. For adding five minutes, Melora becomes mute for the same amount of time spent invisible. Green.

The rest are currently dormant. Even attempting use causes nothing to happen. Melora believes that more magic will become available to her through experiencing being a Questing Witch.

Stats:
Vigor: 2 (0)
Force: 2 (+1)
Grace: 3 (+2)
Magic: 4 (+3)
Vibrance: 2 (+1)

Forte:
For each point of mag, Melora also gains a Tarot point+1, for a total of 5 Tarot Points. Tarot points can be spent on this Forte to gain access to a "tarot boost", or be combined with Traits to turn them into Tarot Traits - more powerful one-time activations. To use a Tarot Trait/Boost, Melora requires a free Spread, or slot. Add TotalMag/2 extra die to their relevant stat and are one-time usable unless an unique extra cost is paid to activate it a second time. The second activation can only be used when the relevant card is still in the Spread.

Currently, Melora has following boosts: 1x Force boost (Strength)
3x Magic boost (The Moon, Magician, Hermit)

--Strength can be extended by succeeding at a Vibrance check of TotalMag/3(rounded down), upon failure an ally takes 1 Vigor damage, to be determined by die or GM.
--Moon can be extended by gaining 10 GESTALT instantly.
--Magician can be extended by removing 1 Magic stat after activation automatically.
--Hermit can be extended by being unable to communicate for the post after extension ends.

Trait:
Celtic Cross Spread- Melora gains an additional Spread, raising available Spreads by one.

Trait: Judgement, The Puppet of Truth
Throw 4D6 (Current Magic) once a mission, each success is added to a pool auto successes that may be added as wanted as long Judgement takes up a Spread. This may be used a second time by reducing Grace to 1 for as long as Judgement takes up a Spread.


Battle Theme:
The Rising Fool - Drakengard 3

Regular:
Fortess of Lies- Nier Automata
 
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... and independent investigations failed to turn up any signs of foul play ...
Don't you mean... fowl play?

Get it? Because... feathers...
 
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Could we perhaps just wait until we actually have character sheets, and not worry so much about making a reserved post or something? It's not like we'll get pruned for not posting if we wait until we're done.
 
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Could we perhaps just wait until we actually have character sheets, and not worry so much about making a reserved post or something? It's not like we'll get pruned for not posting if we wait until we're done.
Gotta snag that juicy, first-page real-estate while it's hot.
 
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I'm reserving so I can edit it on and off
(I looked up fcs on a separate computer so having one spot to condense info is very good)
 
@Villamvihar
I like the flavour, but a couple of things:

  • For the Coco hexcode please color the hexcode in the actual color. I think I actually didn't put that in the provided sheet though, but yeah.
  • Your Coven is really stretching those limits into a certain direction, I can try to work with you but there need to be some changes and clearing up to make sure we're on the same page.
    • If they're such oddballs why are they so popular? I get that their sessions and workshops are free and competent but so are plenty of others... nicer ones.
    • Witches that passed the Rite of Initiation are all productive one way or another. Sure, they are still unruly ones that might have a harder time than others but nothing that should warrant extreme measures on a regular basis.
    • That said, there certainly are struggling students, and the Feathers can offer help, but if these hopeless cases actually tend to be too common then the Coven would face some pretty harsh regulations by the Board of Education. If anything, the amount of young Witches getting mind fucked beyond recovery are so low that it's not really common knowledge in the first place.
    • Lastly, the requirements to join are fine, but your character belonging to the Coven just doesn't seem right to me.
      • Prerequisite 1 and 4 (and to an extend, 3) sound more like something a seasoned Witch experienced. The cast just freshly graduated however. They're about to face horrors and stuff, not that they've already seen them. Now, I'm interpreting the text in a way that the Coven does some serious mind/emotion magic things to its Witches. And piecing 1:1 together Eirly was likely one of those Witches that 'needed help' and is now fucked. So it's not that big of a deal, just need to know if we're on the same page here.
      • Prerequisite 2 is the one I have an actual problem with. Could you elaborate on abomination?
I think I know what kind of character you're going for, and it's okay to go for that, just gotta clear some stuff up and do some potential changes. The Coven you have provided is something I certainly have a use for.

Edit: I forgot to mention, but while they can be secretive about how they do things like the Divergence Reactor towards others, the Board of Education has full access to such information.
 
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Coco's hexcode is the default board color (so kinda cheating). Thus it is its correct color. I'm pretty sure it is, anyway.
 
Coco's hexcode is the default board color (so kinda cheating). Thus it is its correct color. I'm pretty sure it is, anyway.
It's sightly different than Midnight's default, but not by much. I think different themes have different default font colors though.
 
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@Villamvihar
For the Coco hexcode please color the hexcode in the actual color. I think I actually didn't put that in the provided sheet though, but yeah.
Fixed!
If they're such oddballs why are they so popular? I get that their sessions and workshops are free and competent but so are plenty of others... nicer ones.
My intention was to make it sound as though they are extremely competent in their teaching / debating / presentation methods and they are always pushing the boundaries of current Witch understanding, no matter what they do. So not only they are very effective teachers, but they are also responsible for some wide-reaching epiphanies.

Witches that passed the Rite of Initiation are all productive one way or another. Sure, they are still unruly ones that might have a harder time than others but nothing that should warrant extreme measures on a regular basis.
While they are helping Witches past the Rite of Initiation, most of the Feathers' work is done pre Rite of Initiation.
That said, there certainly are struggling students, and the Feathers can offer help, but if these hopeless cases actually tend to be too common then the Coven would face some pretty harsh regulations by the Board of Education. If anything, the amount of young Witches getting mind fucked beyond recovery are so low that it's not really common knowledge in the first place.
I was thinking along the same lines, however, I think even if it is not common knowledge, Coven leaders and higher officials would absolutely know about it. Especially if a competent student wound up attending a Feather one-on-one session and got mind fucked.
Lastly, the requirements to join are fine, but your character belonging to the Coven just doesn't seem right to me.
Prerequisite 1 and 4 (and to an extend, 3) sound more like something a seasoned Witch experienced. The cast just freshly graduated however. They're about to face horrors and stuff, not that they've already seen them. Now, I'm interpreting the text in a way that the Coven does some serious mind/emotion magic things to its Witches. And piecing 1:1 together Eirly was likely one of those Witches that 'needed help' and is now fucked. So it's not that big of a deal, just need to know if we're on the same page here.

Prerequisite 2 is the one I have an actual problem with. Could you elaborate on abomination?

I think I know what kind of character you're going for, and it's okay to go for that, just gotta clear some stuff up and do some potential changes. The Coven you have provided is something I certainly have a use for.

Edit: I forgot to mention, but while they can be secretive about how they do things like the Divergence Reactor towards others, the Board of Education has full access to such information.

I will send you a PM explaining the rules to join in just a bit. And the Board of Educaton having access to their methods is fine by me.

EDIT: I also added a paragraph to Eirlys' personality section to explain why the Feathers would accept her. And I also like dumping copious amounts of fuel on the GM's fire.
 
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My intention was to make it sound as though they are extremely competent in their teaching / debating / presentation methods and they are always pushing the boundaries of current Witch understanding, no matter what they do. So not only they are very effective teachers, but they are also responsible for some wide-reaching epiphanies.
Well as long as you're aware that they aren't THE 'most popular choice' to get classes/teachings from, all is good. They can be popular, since their members don't seem as creepy as I initially thought, but as mentioned before: there are a lot of Covens. In theory anyways. There isn't really a clear number one.

With everything cleared up though, Eirlys is accepted!



@Luma
  • Just putting this out here, but a lot of Witches can initially struggle with a Coven they belong to. Needing a while to find the right place is the norm. Although not if she spend like 6 years 'drifting'.
  • While I'm at it, and honestly surprised nobody asked this yet, taking on the Rite of Initiation is a one-time only deal. Although there are mock exams(that can not be confirmed to have the same content as the actual test) and Phantasmagoria's administration will give a Witch an 'okay' when they believe they can pass.
  • How long has she been part of Regalia Historia? Is she 'stable enough' of a member?
  • You spelled Phantasmagoria on multiple occasions wrong! How dare you.
  • Now, about her Historia...
    • Autonomous Artificial Intelligence in form of Golems is actually something that is sought after, rather than looked down upon. She could still create a mess while trying to make 'the bestest of Golems'.
    • Now, there's a bit of a contradiction that you couldn't be aware of in your sheet. If she managed to imprint part of her Soul into her Historia she would have been a 'huge step ahead' of everybody else for the Rite of Initiation. In fact, possibility to do it even earlier than the usual age. While not outright stated, the final binding process of the Historia happens in the Rite of Initiation for pretty much 99% of all Witches.
    • Since she is part of Regalia Historia and artificial intelligence is a iffy subject here's a suggestion that would get my okay, unless you wanna work something out yourself:
      1. She wanted to make the BESTEST of all golems and, despite being told not to overdo it, made a huge mess - again.
      2. Got kicked out for that. Making the Golem was expensive, so she keeps the 'scrap'.
      3. Maybe she starts talking to it. Treats it like her favorite pet. Some sort of 'emotional link'.
      4. Insert-filler-of-still-trying-to-find-a-place-she-belongs-to.
      5. Regalia Historia actually approaches her, clearing her up that the Golem qualifies very well for her Historia.
      6. With the help of Regalia Historia, Golem attains some sort of intelligence.
      7. If you still want her to be 'terrible' she can not imprint her Soul on the Historia before the Rite. In which case the Golem's intelligence/behavior becomes a lot more distinct after she passed the rite. Which was only like a month ago from RP start.
  • Lastly, her magic. Saying she's aware of each trade is a bit of an stretch because, in theory, there's a lot. And any Witch trying out a craft they aren't really trained in/for would end in a disaster(if any effect at all) by default. I'd like you to clarify her magic a tad more.
  • Did you know that usually each point in a pointy list like this is supposed to be short, decisive, and only 4 to 5 words long?
 
Alright @daird. You might have the impression that I'm a bit harsher on your sheet than on others so far, and that isn't wrong. Because I, on the other end, get the impression from you that you haven't really put that much effort into this. And going forward, I am looking for dedicated role-players.
  • If your sheet is finished, please remove the WIP on top of it.
  • Please put your sheet in a spoiler.
  • Please pick a font color that's not in use yet for the speech of your character once we're roleplaying.
  • Her Historia, you mention it transmutes into pure fire once drawn. Please elaborate on its properties a little bit more. Is it literally a blade-form made out of flames? Can the fire change forms, have any other special properties? That isn't so clear.
  • I have to make sure, just in case: Is the Ordo Draconis different from the example Ordo Draconica? Going onward I assume it's just a typo however. This is actually important as you read further down below because, as much freedom as I am giving people, I do have a vision for the Coven suggestions to a certain extent, and the way you're going about things is really stretching it.
  • In the personality section you're talking about how she is nearly a completely different person if not on coven business. Having a character that is all stern, serious, and dutiful on business while friendly and a bit more easy-going outside is totally a thing. However, what exactly is coven business? Because, as I see it, coven business entails advancing a covens agenda. Recruiting people, giving lectures, researching new spell theorems, and more specific tasks. Stuff like that is usually the task of more experienced Witches - especially in a traditionalist-ish Coven like the Ordo Draconica that I tried to convey. Not something a Witch that just recently passed her Trial of Initiation would do, especially if she is planning to become a Questing Witch.
    • Why is this important? Because you mention 'on the rare occasion' while in fact, so far in her life, such occasions shouldn't have been that rare.
    • Having said all that, I am pretty sure I'm just over-complicating it right now and you were more thinking along the lines of going onto missions into Horizon, right? So far, none of the player cast has been to Horizon yet. Although the Ordo Draconica putting their name out there and showing how awesome they are is totally a thing and also coven business ;3
  • About her magic, how 'powerful' do you think her initially to be? I haven't talked anything about power-levels yet, because I didn't feel like it's needed, but I have a hard-time judging your mindset in regards to this.
  • Lastly, please change the phrasing that the Ordo Draconica considers turning into living flame the pinnacle of fire magic. Using a word like 'pinnacle' kind of puts a limit on things in the future inside the Ordo. Instead, you can call it being some sort of very advanced magic.
Bottom line, outside of the magic bit and some missing formatting stuff, I feel like there's a bit of miscommunication in what I tried to convey the Ordo to be and how you think of them. Things like not mentioning their actual powers have been done purposefully however. If you want, I can elaborate on the Ordo a bit more, but that has to wait until tomorrow as it is already 4 AM. whyamIevenawake
 
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Just putting this out here, but a lot of Witches can initially struggle with a Coven they belong to. Needing a while to find the right place is the norm. Although not if she spend like 6 years 'drifting'.
While I'm at it, and honestly surprised nobody asked this yet, taking on the Rite of Initiation is a one-time only deal. Although there are mock exams(that can not be confirmed to have the same content as the actual test) and Phantasmagoria's administration will give a Witch an 'okay' when they believe they can pass.
Kay.

How long has she been part of Regalia Historia? Is she 'stable enough' of a member?
Was like.... 5 minutes. Now it's a year. Probably the most stable she's been so far.

Bla bla bla golems. (Slightly paraphrased...)
Actually, I like that better to be honest. Now it makes perfect sense why Aurora treats Rune like that.

Lastly, her magic. Saying she's aware of each trade is a bit of an stretch because, in theory, there's a lot. And any Witch trying out a craft they aren't really trained in/for would end in a disaster(if any effect at all) by default. I'd like you to clarify her magic a tad more.
Ending in disaster is kinda the point... Okay, fiiiiine; we'll limit her to the ones people actually write out (with the exception of Dargons, Bards, and the Feather cult thingy).

Finished editing.
 
@Skyswimsky
Alright! You can look over mine whenever.

"In the Name of The Order... Victory by Any Means."
Name:
Seia Flavia Augustus
Font: #FFBBFF

Appearance:

RPSeia.jpg

Standing at 175 cm. Seia's outfit is specially crafted. It is made of 'Faithcloth' that reflects the clarity of one's will and discipline. It is said that it turns black when worn by someone whose faith is lacking. Custom outfits like this one are commissioned by her Coven for particularly skilled or ranking members. They have a strong propensity to repel filth - often making them worn in both formal settings and in combat.

Flavia's outfit is of what is thought of as a newer 'showier' style by the other witches, but it's actually designed to allow for unhindered movement. There are many who join the Order, however, Sophia's prowess convinced those in the elder council to start investing in her equipment. It is also adorned with accents and trinkets of the Croix. An important symbol for the Order. It is believed that the presence of these items enhances a witche's power when using the Order's particular style of magic. This may be true, as the Croix trinkets do emit a faint glow when their passive effects go active or when the Witch Casts Powerful Magic.

Across her torso is a pink ribbon. A memento left to her by her birth mother.


Age: 15
Personality:
A young girl, she's regarded as the cream of the crop in this year's batch of new Witches whom have passed their rites. She's been a part of the Coven Order - the Praetorians - since as early as she could join. Seia found out that the most likely candidate for her mother was a part of the Praetorian Order, and thus she diligently seeks to rise in the ranks for a chance to to fulfill her dream of someday meeting her. Much of her witch skill-set is close to what the Order subscribes to.

Seia had a very hard time knowing that she wasn't with her real mother. She was a quiet girl, so she had a harder time getting along with the other young witches. It was in these lonely early years that she was approached by the Praetorian order. She joined this order simply due to their welcoming demeanor. As she grew, she was receptive to the Orders ideals, and simply liked being a part of something so large. It didn't help her overcome her quiet nature, but she was very studious and dedicated to following the teachings of the order. From the worship of Seraph Augustus to utilizing Hymn style magic. Seia was considered to be very adept and prepared for the Rite of Initiation. However, she was delayed for about a year from taking it for reasons that remain a little unclear to her. This set her behind some of her other Order Brethren of around the same year, causing a bit of minor separation which frustrated her. Despite this setback, she remembers going into the Initiation feeling prepared. It goes without saying, but she did pass.

Now as a new witch whom has passed the Rite of Initiation, she is the reluctant posterchild for this batch of new Witches for the Praetorian order. This requires that she go out and try to recruit new people - which requires speaking to stranger - which is something that she's really, really bad at and would rather not do. Nonetheless, the Order Sent her one of their flashy officer uniforms in order to impress would be recruits. She thinks it's really embarrassing though. Seia doesn't like that the Order wants her to be this cool person for people to admire.

Seia is a quiet girl. She is cooperative and puts her all into whatever she's supposed to do - unless it involves any socializing as she shys away from that. Regardless, her capable appearance matches a capable personality. She isn't much the one for pretty words. She'd find it easier to comfort a friend by making them a cup of coffee over trying to talk out their problems. She hates to lose and gets offended whenever people don't agree with her. As she was in childhood she still isn't comfortable with speaking to strangers. This makes her come off as standoffish to strangers who first meet her. She's actually a little aware of all this and trying to change. The few words she managed to say tend to be very sincere.

In combat, she is focused. Well drilled, there is no hesitation or uncertainty in what she does. And her dedication to defeating a foe as quickly and efficiently as possible has been considered frightening by some onlookers. While some people may think her Order Training Makes her Fighting Style rigid due to being practiced in the Order Doctrine and Style, they would be quickly disproven by the ribbon she can use in unorthodox ways.

Her wish is that she can someday meet her mother, so she can thank her for the ribbon she gave her.


Historia: Mother's Ribbon
Seia chose the pink ribbon she received from her birth mother as her Historia. It is incredibly plain by appearance, however it is actually one of the most complex items on her person - even morso than her outfit. The Ribbon as it was given to her at birth is imbued with 'blessing' - a magic for good fortune that her mother passed to her. Indeed, Seia does have some good luck on her. Sometimes being a bit more fortunate that reality would normally dictate. The Ribbon was also incredibly fortified. It goes without saying that if Seia was successfully hit with a massively powerful magic spell, the Ribbon would outlast her body and the rest of her equipment, even the latter two were vaporized in the process.

Indeed, the Ribbon in it's base form was made by a very high ranking witch - there was one such Witch of the Praetorians in the upper levels that was known for utilizing ribbons in combat, Axia Augustus, making her a likely candidate as the mother. (note that Witches of the Order add Augustus to their name as per tradition). Knowing it's peculiar durability, Seia has no qualms about using the ribbon for protection and combat by manipulating it. She's extensively worked on it herself. Modifying it to become even stronger via Layering and to be more receptive to manipulation.


Coven: School of the Praetorian Order
The "Militum Collegia Praetorianae" is a Coven Order composed of witches whose craft is most well known for their fighting prowess. They are dedicated to enforcing peace in the tower, but their primary mission is to combat and eventually defeat manablight.

The order is sizeable, and actually one of the more common orders that people turn to. The one thing that turns people away is it's outwardly rigid and antiquated views - as well as their 'faith' in the witches' founder. Seraph Augustus, who they look towards as the answer to all things to the point that she's worshiped. Regardless, the order is sizeable, and with it comes having resources such as support for it's members as well as shared access to equipment, facilities, and resource. That is only semi true however.

The Praetorian order also has a hierarchy, known as the Choirs. At the top of the Choirs is the Cardinals - high ranking witches who oversee the greater workings of the Order. There are many witches in the Order, though a vast majority are generally average. The poster-children of the order, though is the small percentage of highly skilled Witches who actively fight. In general, equipment, material, and rights to use certain Order Facilities are dependent on the Choir a member is a part of.

In general, it is narrow minded to think that the Order is only composed of it's elite combat arm. But, it's also narrow minded to believe that such a large order is maintained with the good fortune of a council of zealots either.


Magic: The Praetorian Order, with all it's rigidness, divides it's magic style into two diciplines: Hymn and Seyonce. The style is primarily known for lengthy casting chants and powerful light based spells. But that's a skewed view.

  • Hymn is the Signature Casting Methodology of the Praetorian Order. The power of a spell is decided based upon the skill of a witch in the Hymn - or vocal incantation, as well as their belief in their word - or faith. While this all sounds cool, a witch needs to have a strong belief in their words in order for the spell to be potent. The order views incantations as both a discipline and an art. Some sub-schools in the order profess having Rhyming Schemes or even composing spells as Haikus. In general though. If the young witch can truly feel her words then the more powerful a spell. As incantations grow longer, so does the potential power of the spells. Being able to recite a Hymn while moving and fighting is a high level skill that all respecting Praetorians train themselves towards. Seia is a standout among this year's Praetorian Initiate Graduates due to being able to effectively cast Hymns and fight at the same time.

  • Seyonce is the second, lesser known methodology. It is prayer within the mind this is repeated over and over again. In actual practice this is used for protective effects or enhancement. At very, very, high levels a Praetorian Witch can heal themselves passively. The most common Seyonce incantations for newer members are ones that either grant a witch some light protection or increase their speed. Seia opts for the latter.

  • Martial Skill is not overtly advertised as being the one of the Order's Major disciplines. However, the prevalence of if in within the most celebrated and ranking members makes it a much sought after skill to have for members. Attacking a foe with one's weapon is a matter of training in daily regimen. For the Order this is something that is considered a respectable compliment to their idealized view on an austere lifestyle. Imbuing magic into their attacks is a hallmark of powerful Witches in the order (as the norm according to doctrine is to attack from afar). While it has no official name: "Technique" is categorized as a Subset of the Seyonce Casting Discipline, as the effect is invoked through an internal prayer. Again, Seia is a standout from this years crop in being able to do simple magic assisted strikes at such an early age.


Equipment
Armor: New Order Officer

Commissioned by the Order. These outfits are typically given to those who attain a rank in the order.
Effect: Grants a Small Increase in Spell Potency and increases agility. Nearly Impervious to getting filthy somehow.

Weapon:

Ferrum Voto Autumni - Hazakura
A peculiar sword. It is overall curved, and only has a blade on one side. Aside from it's strange shape, an orange sheen can be seen over the blade's surface. It is a Sigil Weapon, possessing a peculiar enchantment that allows it to be summoned to it's owner's possession on command a necessity in the large and open spaces of Phantasmagoria. Sigil weapons are notoriously difficult for anyone form a contract with, as the weapon itself must accept it's owner. Those who are found lacking can get injured in the process. Seia managed to will the particularly troublesome Hazakura to her service to great suprise.

Hazakura's peculiar curved blade makes it more suited for slashing as opposed to stabbing. Making Seia's 'Beast Slayer' techniques more effective.

Astrae Vacuum Infinitum - which she Translates as "Nova" to people who ask.
Her ribbon manipulated into being wrapped around an ornate steel fencing sword. In truth, this actually reinforces the blade while making it more receptive to Magic. (Nova fell into the abyss of Phantasmagoria during a mission.)


Combat Capacity
Physical

  • Masterful Legs - Seia's legwork and physical stamina allow her to move quickly in battle. Her agility may surprise some opponents, but it's actually owed to her balanced yet decisive movements. Aditionally, she is comfortable chaining her strikes on both ground and in midair. Making her a fierce close ranged opponent.
  • Swordplay - The art of the sword versus the sword or other melee weapons. She relies on thrusts and jabs to defeat an opponent in a fencing style. Practiced enough to have no hesitation to hurt another person and can play mindgames in a sword fight with feignts.
  • Beast Slayer - The use of the blade to defeat monsters. This Requires her ribbon to form the blade into a larger weapon suitible for monsters. She utilizes Seyonce and her core in order to deliver powerful strikes that can potentially decapitate a foe. She is trained but untested against an actual monster. She's had a couple of missions fighting against actual foes.

Flight

  • Hover - Capable of maintaining a spot in the air, even when engaged in a physical exchange. She can receive a charged attack without being blown back completely by counter-charging at the right moment.
  • Close - Seia is able to close towards a foe or object at a speed fast enough to be considered a charge. She uses that target as a point of reference. Her skill in flying is otherwise rudimentary without using a broom.

Ribbon Manipulation
  • Form Preservation - An enchantment from her mother. The ribbon will simply not be destroyed or damaged from any sword strike or magical spell that she's faced up until now. From what Seia understands, this ribbon holds a lot of Magic Power that was used in it's creation.
  • Blessing - Another enchantment from her mother. Grants a little bit of extra good luck in battle or in mundane things.
  • Manipulate - Seia's ability to control the ribbon at will. Enough for her tie or wrap it around something without her having to even touch the ribbon.
  • Rigidness - The ability for the ribbon to solidify. This is used in combination with form preservation and manipulate to allow the ribbon to be used in unorthodox ways such as being wrapped around her sword to reinforce it.

Hymn
  • Midrank - Midrank in Hymns describes a Witches' current potential spell-power as being enough to obliterate a human being if properly cast.
  • Multitask - Normally a high ranking skill. The ability to effectively cast a Hymn even when engaged in battle. Swinging blades and taking damage, she will carry through her hymn with a stony determination until it's cast.
  • Light Element - The light element is typically used to cleanse evil or illuminate. The superstitious widely believe it to be the best element against manablight, and it's the favored element of high ranking Order Members.
  • Fire Element - Used in cooking and warming in normal applications. People who use the fire element are stereo typically believed to be impulsive and passionate in what they do.

Seyonce
  • Lowrank - Lowrank in Seyonce describes a Witches' current potential buffing capacity as being 'novice'. Only providing a small effect.
  • Technique - Refers to the ability to imbue Non-hymn Magic into attacks at will. Making them stronger than they would be on physical strength alone and capable of feats that would otherwise be impossible.

Swordplay Discipline
Claw Thrust - Utilizes her ribbon, which is projected to either draw in or knock over a foe. Followed by a charging thrust of her sword.
Swallow Beak - A rising slash followed by a rapid series of thrusts that impale the airborne foe.

Slayer Discipline
Burning Fang - Jump fourth and simultaneously strike with a sword imbued with fire.
Solar Parabola - A series of slashes. Each one creates a crescent of light in its wake that immediately charges into the foe.

Hymns
Fire
Fire Arrow - Magic that casts an fiery arrow that burns a target on impact.
Fire Bolt - Casts a sizeable arrow of fire that explodes violently on impact.

Light
Photon - A charge of light that bursts right on an opponent's location
Light Pillar - A cleansing/burning pillar of light crashes from the heavens right onto a foe.


Seia Flavia Augustus - Unmatched in Close Combat
Seia is a highly competent physical fighter. She's trained and modeled her regimen after top ranking Seraph Augustus members whom are otherwise alike, but would have a much greater magic proficiency given their practical experience in it.
--------------------
Vigor 2 (+0)
Force 4 (+3)
Grace 3 (+2)
Magic 2 (+1)
Vibrance 2 (+1)


Forte Skills
Follow Up: If 'Seia' has 2 or more points of FORCE, she can perform a second attack in a row. Then, decrease her FORCE By 1.
Represents Seia's Tenacity and Confidence in Combat. She becomes fatigued by doing it, though.


Trait Skills
Fatal Strike: If 'Seia' has more than 2 points of FORCE, and Deals Damage to a Foe that is equal to, or more than half of their remaining PROGRESS, 'Seia' can roll 1D6. If 'Seia' Rolls a 1 or a 6, then the foe is destroyed, and decrease the FORCE of 'Seia' by 1. Cannot be chained with the Skill 'Follow Up'.
Lorewise, Seia is described as being ruthlessly efficient felling enemies and this skill shows it. It represents the foe leaving themselves open after being attacked, and Seia driving home a final strike to finish them off, but again, she overexerts and fatigues herself performing the feat

Practical Magic: When using the MAGIC Stat for a roll, 'Seia' can use 2 Additional Die.
Seia canonically does not have a lot of magical power when compared to the others, but is still considered to be proficient in it. This represents her practicality and efficiency when applying magic which earned her that high praise within her coven.


Extra Stuff for Flavor, Technically Doesn't Need To Be Followed to a Tee

Basic Attacks (The Skill Used is Based on number of sucessful die in a roll)
Slash -> Burning Fangs -> Ascending Raven -> Solar Parabola

Follow Up Attacks
Iron Cutting Blade -> Beast -> Lightning Thrust -> Twin Tiger Blaze

Magic Attacks
Luminite -> Brilliant Crane -> Photon -> Fire Strike
 
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