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.


    • C7_creative7inc_FloatingIsland.jpg

      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.




    • image0.jpg

      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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@Luma
After having passed her Rite of Initiation, Rune gained an astonishing level of intelligence that even surpasses most witches.
That's just weird. Please change it.

You already made apparent that Aurora's living Historia is deeply connected with Rune on multiple levels, like the vision share. That's good. I'm just repeating it for the sake of putting emphasis on it! Without Rune around Aurora would kinda feel naked ever since she passed the Rite.

You don't have to provide me a specific example list for the different Magics. The way I initially meant is that I wasn't all too sure what you were aiming for, but I understand now, it's really more for the comedic effect than having a use. That said, it goes without saying that I reserve the right to outright tell you if something just doesn't work as the rp is happening.

So, change the blatant statement about Rune and the intelligence level, and I can accept it.


@Ehb DEUS VULT
Sheet looks good. There are just a few things I wanna put some attention on together with you.

  • On a grand picture, Seia suffers the exact opposite problem of Aurora. If she's such a genius she should have been allowed(read:forced) to do the Rite of Initiation and passed it way ahead of the usual age of 14. It's just for the sake of being more coherent with the lore. That said I have an easy suggestion to fix that without being required to change much of the overall flair while staying okay with the lore:
    • For reasons, strings have been pulled for Seia to not be allowed to do the Rite when she would have clearly passed it. Instead, delaying it a few years. One of such reasons, unbeknownst to her, could be the fact that she is very diligent in wanting to be a Questing Witch. Not wanting to run into the risk of losing such a prodigy just because of her Zeal, entry to the rite has been delayed. It's something that someone who is being told she is the cream of the crop could actually get annoyed about.
    • Being put on recruiting duty right after passing the Rite seems a bit iffy in such a structured and big Order under normal circumstances. However, if you're fine going ahead with the suggested change above I also don't see much of a problem that she spends some theoretical time recruiting others right after passing the Rite of Initiation (or even before already?). I'm assuming she was also picked for this to break a bit more out of her shell.
  • Just so you're aware, each and every Historia is actually very durable anyway. However, I don't like the line of stating that the ribbon would out-last Seia. It's not about that not being the case, it could be, I just want to make my own life easier and avoid possible discussions that could or could not happen. I'm sure you understand! I don't have the impression you're the arguing type however, and it's nice fluff and gives me some horrendous ideas, so as long as you're aware of what I have said you don't even have to change it.
  • Since you put a very diligent list together, I should tell you that flying is a super common thing for every Witch. So maybe you want to add something in that regards?
  • Is she usually being referred to as Flavia or Seia?
Bottom line, your character is solid. Most of what I've written is more of a 'keep in mind' kind of thing. If you're fine with the suggested change about her being regarded a prodigy and actually doing the Rite a year later than is usual because of reasons, that's good. Otherwise, you may suggest an alternative.
 
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You already made apparent that Aurora's living Historia is deeply connected with Rune on multiple levels, like the vision share.
Wat.

Made the change though.
 
@Karyra How dare you bring a totally-not-a-boy into my Waifu dreams! Rejected.

  • She actually likes card games? Not rejected.
  • Please ensure that the font color you're claiming is colored in the actual color.
  • Also, you forgot to add height. While I'm reminding you, I prefer to see meters instead of those dirty imperials. Look at Ehb being an inspiring example.
  • For her Historia, if cards destroyed return to the deck how about making a deck box of sorts part of the Historia? An anchor point for the actual deck, so to say.
  • You mention a transformed self, when does it appear? Are you going for the magical girl transformation trope and it's essentially just her fighting form?
  • Magic is fine. There are some small hicc-ups like the 'physical strength' of a normal Witch not being that strong in the first place, but the cards convey what they do well enough.
    • That said, what happens after the time is up? Is there some sort of cool-down?
  • What's up with everybody of you being 15? Is this a conspiracy of the Karyra-Ehb-Luma triangulate?
  • Look at me not writing a wall of text for once. Maybe not doing these at 1 AM or something helps.


@Vinn Yay for an actual new person that I've never seen before! c:

  • Your pictures are, indeed, not working. Also three pictures? I only see two image links+a Youtube.
  • Please ensure that the font color you're claiming is colored in the actual color.
  • 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.
  • 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.
    • Also, just to confirm, she got the 'complete scroll' from said place but did more work on it herself, right?
  • 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.
    • 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.
 
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  • Ah Seen It
Reactions: Vinn
I added a regular theme and a battle theme to Eirlys' profile, because I was feeling left out.
 
She actually likes card games? Not rejected.
I looked at Stella Gambit and went 'that one'.

Please ensure that the font color you're claiming is colored in the actual color.
Fixed. I am a fool.

Also, you forgot to add height. While I'm reminding you, I prefer to see meters instead of those dirty imperials. Look at Ehb being an inspiring example.
Fixed. Filthy foreigner. :P

For her Historia, if cards destroyed return to the deck how about making a deck box of sorts part of the Historia? An anchor point for the actual deck, so to say.
That sounds smarter. Done.

You mention a transformed self, when does it appear? Are you going for the magical girl transformation trope and it's essentially just her fighting form?
Fixed. Now see the Transformed section for info. And yes, it's the magical girl trope.

Magic is fine. There are some small hicc-ups like the 'physical strength' of a normal Witch not being that strong in the first place, but the cards convey what they do well enough.
  • That said, what happens after the time is up? Is there some sort of cool-down?
I mean doubled is doubled no matter what. It's more a 'oh crap there's the enemy right next to me' card. Cooldown added.

What's up with everybody of you being 15? Is this a conspiracy of the Karyra-Ehb-Luma triangulate?
I made her 16 out of spite.

Look at me not writing a wall of text for once. Maybe not doing these at 1 AM or something helps.
Possibly...
 
Gv4GDSU.png

Name: Wilhelmina "Mina" Fridasdottir
Font: #56afb3
Appearance: Mina's tattoos cover her entire body, including a large magic circle on her back. She tends to prefer wearing as little as possible, and often hangs around either naked or in her underwear when in her room. She has a lot of underwear, most of it intricately designed with lace and other nice things. Mina is 153 cm tall.
Age: 13

Personality: Mina considers herself to be an "ordinary" witch, regardless of any indications to the contrary that others might point out. In most situations, she has a smile on her face, although her attitude and words may show it to be false. Her knack for at least forced cheerfulness in most situations can still come in handy at times. Given her usual manner of dress, she's either an exhibitionist or just has no nudity taboo.

Mina has a razor wit, tends to be sharp-tongued and sarcastic often, and will not spare anyone from either if the situation calls for it. While she certainly does have a high capacity for snark, she also tends toward gallows humor, and is often just straight-faced enough with her strange talk that one can't quite tell if she's joking when she says nobody's found the bodies. Most people who know her well enough know that it's just the way she tends to work, at least.

Historia: A staff made of strange silvery wood bearing a number of black runes along its length. The wood appears to be still living, and requires occasional pruning of leaves and shoots to maintain its shape (which is already rather twisted, rather than a perfectly straight haft of wood). It blooms once a year, at night. Mina often refers to it as the cursed bough Mysteltainn, and it lives up to its name, being a very effective conduit for curse-type magic. The staff can even allow transfer of curses from a slain target to a new one in the middle of combat (the duration, however, remains unchanged). Although wielded like a staff, and certainly capable of giving things a good whack, Mysteltainn can also cut through things almost like a blade.

Coven:Lingua Caelesti - 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.

Magic: Mina inscribes runes and spells directly onto her body, in an unusual, and some might say crazy, approach compared to most of her coven. As a result, much of her spellcasting is swift and efficient, as it is simply activating magic previously prepared (and can be done so repeatedly, as long as it remains engraved upon her flesh. She is, however, limited in the number and complexity of the spells she writes onto herself. There's only so much space to go around. She can remove specific runic tattoos in a process just as long and painful as putting one on in the first place.

Some of the spells engraved onto her body are enhancement spells of various sorts, improving her physical strength and durability, and her tolerance for heat, cold, and other hazardous weather conditions. She is somewhat resistant to some of the more common forms of elemental damage, as well.

Whether through her tattoos or just general training, Mina can do the sort of things any with can, such as produce magical shields and projectiles, and flight.

Other:
Mina has a cat, because any "proper" witch should. It is an ordinary shorthair cat and does ordinary cat things.
Theme music: Normal non-battle, Alter
 
@Skyswimsky

Cool. I did add in some parts as suggested:
  • Mentioned a delay in her rite of initiation, of which she herself isn't sure of why.
  • Added details of her capacity in flight.
Finally, she's usually referred to as Seia. Flavia would be her original last name as Augustus was simply slapped on due to her membership in the Order.
 
@Ehb Accepted.

@R-9 Pilot It's a pimp-my-waifu! Accepted. Now that I see the pic you've drawn in more detail she actually does not have a nose that people can make fun o :c. I'm also assuming she makes the ink now out of !Mysteltainn.
 
@R-9 Pilot It's a pimp-my-waifu! Accepted. Now that I see the pic you've drawn in more detail she actually does not have a nose that people can make fun o :c. I'm also assuming she makes the ink now out of !Mysteltainn.

I probably should have mentioned something about that. It's not her historia, but Mina's tattooing kit is still probably a pretty interesting item, with inks derived from all manner of interesting or unusual things, and similar for the needles and so-on. It's definitely magic of some sort, becuase you can't just remove a normal tattoo anyway. Exotic components are important and all.
 
@Vinn Pictures work now. However, there's another problem:
1543690308369.png

The font you're now using is barely readable on Iwaku's default theme. I did highlight it to read it though but please ensure that the text is readable by default.

Everything's in order now. Under normal circumstances the Historia is something she had made/customized/added to herself. I initially assumed part of the Historia was from the mentioned tomb place. But you make it sound like it had been passed down from one Witch to the next. I can give enough leeway to have that be acceptable, thou. Likely some sort of cooperate property that has now been given to her.

In regards to her magic I'm still a bit eh in some regards, but we'll just see how it plays out. I, as usual, take all and every right as a GM to say if something just isn't gonna work~

So, yeah. Fix the visibility problem and I can accept you and send you an Discord invite.

The IC should be up on Monday.
 
@Vinn Pictures work now. However, there's another problem:
View attachment 170019

The font you're now using is barely readable on Iwaku's default theme. I did highlight it to read it though but please ensure that the text is readable by default.

Everything's in order now. Under normal circumstances the Historia is something she had made/customized/added to herself. I initially assumed part of the Historia was from the mentioned tomb place. But you make it sound like it had been passed down from one Witch to the next. I can give enough leeway to have that be acceptable, thou. Likely some sort of cooperate property that has now been given to her.

In regards to her magic I'm still a bit eh in some regards, but we'll just see how it plays out. I, as usual, take all and every right as a GM to say if something just isn't gonna work~

So, yeah. Fix the visibility problem and I can accept you and send you an Discord invite.

The IC should be up on Monday.
@Skyswimsky Woah. I'm really having a hard time with coding, hm..
Sorry for all the trouble. I believe it should be fixed now.


If its better, I can edit the fact that the scroll was passed down. Instead, she could be the sole proprietor and the one to paint each landscape. I also understand the vagueness and limitations on her magic. I'll take careful consideration, and be sure to run things by you. Her magic is reflective on her personal interest and passion than a means for battle. I'm not really a huge fan of my characters being all too strong, so hopefully it won't become a problem.
Accepted!
 
QsvAUug.png

Name: Evangeline (El for short)
Font:"Sometimes I seriously have no clue what's going on, hahaha!
[Themes:]
[Theme of Evangeline]
[Angel of Battle]
[Finale of The Angel]
[EX Battle]

Appearance: Evangeline has a very stereotypical build for a young teen. A somewhat scrawny looking girl that probably measures in around 5 feet (she would be sure to stand on her tip toes to cheat!). Her hair is a delicate shade of pink that almost seems to have golden highlights when lit by her passion in battle! She usually has some goofy smile plastered on her face unless others are in danger.

Always dressed in flowing white garments, with gauntlets made of a brilliant unknown metal. Upon further examination one may notice her right gauntlet is fairly more elaborately carved and holds a large gemstone within it. Possibly marking it as her Historia.

They say the eyes are the gateways to the soul and Evangeline's eyes are somewhat off putting at times compared to her demeanor and outgoing appearance. Often times when alone or lost in thought, she may appear cold or distant from those around her. While in battle she tries to have fun with it and a twinkle of excitement may be seen, there are other times...


Age: Forgot it some time ago.

Personality: Calling herself 'The Angel of Battle', a girl who puts up many fronts. At first she may appear to be loner but once you get to know her...

She can be outgoing, a lover of good times, good food, and occasionally a good fight! Evangeline believes in beating the good into you and when you accept she gives you a hug and makes you her friend! She also can come off as both oblivious yet extremely knowledgeable at times. Often having no clue what shes fighting or who she's with at a given time. Other times she can almost see 'too' informed on situations at hand.

Evangeline also has a great distaste for talking about past experiences. Even good ones. Usually she just says her motto:

"Don't look back when you gotta create what's next!"


Historia: Justice Star
The gauntlet that adorns Evangeline's right hand. Never seen without it on, she acquired it long ago and often stares at it when others aren't around. It's origins much like her own are a mystery. Possibly even to her due to her disinterest in even talking about things that happen longer than a week ago.

This fist weapon is extremely hard. Able to withstand any temperature without even the slightest damage. The gemstone inlaid within it often changes color and fluctuates in brightness based on the intensity of the moment. The more driven and charged up she is, the more brilliant it shines. Reaching the point where she is like a shooting star zipping around in battle. Hence the name Justice Star.

Careful examination may reveal that it possesses the following letters carved into it's wrist: E/D/A/N/R/W.

Evangeline will refuse to remove the gauntlet under any and all circumstances.

Coven: Etranger

Magic: Outrealm Drive
A extremely dangerous and borderline suicidal ability. Evangeline possesses a magic that grants her the ability to 'shift' either her physical or mental self into parallel realities. The ability is not entirely under her control either. Often she can become plagued with visions of the exact situation occurring but in a different location, or with different people, often with varying outcomes.

Evangeline has however mastered the ability to use this for battle. Unlike most Witches, she is almost entirely physical in how she deals with opposition. By manipulating phase shifting, she can move at near instantaneous speeds and strike with the force of many versions of herself at once. A example of this would be to dimension shift into a Manablight's ''face' and just wail on it with punches that are combined from various parallel 'existences'. For defense this is a effective way to take damage as she can share it with hundreds of other 'hers' on the spot.

She can also use this on others to attempt and find less damaged versions or stronger variants of them to buff or heal them. This requires her to touch and remain touching the recipient for quite some time. If it is too difficult to find a better reality, the issue could get worse rather than better.

Unfortunately (or fortunately...) she is unable to remain in a altered reality for longer than a split second. Although her daydreams often feel much longer. So no matter how much better or worse the reality, she can only exist for but a moment.This act also sometimes tears Evangeline's body often leading to rapid use becoming quite bloody.

In Laymans Terms: Evangeline possesses super human speed (by shifting through dimensions, strength (from actually attacking from many different realities at once)and can do healing/buffing through replacing the damaged flesh or giving energy form a allies other realities.

Bathed in Light
More of a trait than anything. Evangeline has a high affinity to the light and holy based powers. It isn't uncommon for those catching sight of her in battle to feel a strong warmth and boost in their own resolve.

 
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Name: Parou Hitorie
Age: 16
Font:#FF00FF
Appearance:
Parou Hitorie stands at a height of 6'1 [1.85m], with a slender, lithe build. Her eyes are brilliantly violet, and that same color is replicated in the underside of her silver hair when she casts magic. Countless beads and baubles are tied to the strands of her long hair, and, more often than not, she has her hair tied up in a complex updo. This is held in place by a pair of engraved, onyx Restraining Pins, and, just for emergencies, Parou often keeps three other pins on her person. Her prosthetic legs are forged from a mithril-silver alloy that errs on the heavy side of things, but provides good traction even on slippery terrain. Though powered by magic, these prosthetics are only capable of reaching human levels of physical ability.

Due to the make-up of her legs, Parou generally wears mini dresses and spats. She always carries has a small belt pouch on her with essential oils, combs, perfumes, and a mirror so she can take care of her hair even when missions go on for too long.


Personality: Parou doesn't give a shit. She really doesn't. A girl with a devil-may-care attitude and a quiet chutzpah that allows her to say exactly what she wants, when she wants, she refuses to go with anyone's flow except her own. Some random rival character challenges her to a duel? Sorry, honey, she's gotta do her nails. Some friendly acquaintance gets together a whole flash mob to ask her out to a date? Uh…first, no, second, never talk to her again. Though her magic and her coven are 'pure mages' who can only launch so many spells before being useless, Parou is still fiercely independent. She's not the one who's being protected by her teammates; they are the ones that depend on her to serve as the ultimate safety net. She doesn't have a limited amount of magic she can use, she simply chooses to use them only when absolutely necessary, and to hell with what others think when she lets them do all the heavy lifting during an inconsequential fight. If that makes her like an insufferable diva, wnat of it?

Her inability to care about what other people want or expect out of her, however, does not mean that Parou lacks sympathy or compassion for her fellow Witches. The ideal of a Witch that's engraved upon her mind is not a warlock bearing a blade of flame, nor a sorceress calling down meteors with a few forbidden words of power, but rather that of an individual who can call upon the right spell at the right time to enable everyone else to become the protagonist. Power alone did not inspire others to further greatness, after all, and most of the other covens covered grand offensive magics easily enough anyways. For her own work, Parou is content on letting others sate their bloodlust as she combs her hair and waits for the singular opportunity where their might alone isn't enough to see the day through.

Like they say, clever hawks hide their talons.

Historia: Telorias Marxiwen
A two-handed sword the length of Parou's body, Telorias Marxiwen is less of a conduit for her magic and more a steadfast weapon to rely on when she is unwilling or incapable of using magic. The fang of a leviathan grinded down over the course of seven months using sand that had been exposed to eighty years worth of moonlight, it is a weapon as resilient as a mountain and as light as a feather. Further enhancements are engraved upon it using a chisel crafted from a branch of a petrified tree, before being painted over with the blood of highborn fairies, granting the sword a repulsive 'film' beneath its blade, allowing impacts to be reflected or diverted when blocking with the shield-like crossguard.

When an effective strike lands, Telorias Marxiwen chimes like a bell.

Coven: Opera House of the Sundered Firmament
"Beauty and function are one and the same. Like a star that provides life with its light, a Witch seeks strength not in what she holds, but what she is."

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 rivalling 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.

Magic: Parou currently has enough magical capacity to cast two spells, and thus has two Restraining Pins binding her hair down. Casting past that will be life-threatening, and for all that is said about a star's supernova, no sane Witch would cast to the point of physical collapse. Like other Witches of the Opera House, the sheer extensiveness of the rituals she can form with her hair gives Parou a great deal of flexibility in what she can cast, with the only limit being that none of the magical effects she imposes can be long-lasting. Beauty is eternally fleeting, after all. Of the many magical rituals she can perform, there are five particular spells that she can reliably construct in the heat of the moment.

Dispersion, Guillotine Falling Upon the Great Tree
An unfathomably long blade constructed of pure force and indiscernible to the naked eye. Suspended above the area dictated, when released, this invisible guillotine curses all those that make contact with it during its fall, cursing them to turn to salt. This curse lasts a maximum of three seconds, before fading, and can be fought off with either massive size or an exceptional regenerative ability. Normal, human-sized creatures are instantly converted into salt due to Dispersion's curse, however.​

Apex, Turning Point of the Aspirant's Tale
A blessing akin to the favor of a God unto their champion. For a singular action, the stars themselves will align to ensure that everything falls towards the best possible result, and even the most unlikely probabilities will manifest if it further optimizes the result. Regardless of what any others do to oppose it, the actor will always be critically successful in performing their action, so long as they are capable of initiating the action.​

Sanctuary, The World of a Child's Gourd
An infinitely-massive pocket dimension devoid of everything. Manifesting as a jet black orb, the Sanctuary absorbs the first thing that its creator commands it to, holding them within its emptiness for three seconds, before releasing the being where they initially stood and collapsing upon itself. No matter what is done, escape before those three seconds are up is impossible, but no harm is done towards the banished creature either.​

Grail, Mercy Within Phantasmal Flesh
A benediction that can chase away death itself. A seed of a pomegranate, bright red and pulsating with life, weaves itself together within the palm of the caster, and, upon being pushed into the mouth of an individual that is recently dead, will regenerate body parts necessary for survival until they are 'merely' comatose. To function properly, the corpse's jaws must be intact and present, but every other part of their body can be wholly vaporized and the seed will still take effect.​

Sweep, Light that Makes Shadows of the Weak
A wide-scale extermination spell that burns away all. Upon casting, light radiates outwards from the user, vaporizing all lifeforms it comes in contact with, provided that these lifeforms are a certain degree weaker than the user. Those that were hidden from the light when the Sweep was cast will be saved, and those strong enough need not fear the life-taking light. But for all else, from the trees to the soil to the very bacteria in the air, all are turned into naught but shadows, leaving behind an empty wasteland. In the empress's presence, the lowly deserve not to exist.​
Stats
Vigor ☆ ☆ ☆​
Force ☆​
Grace ☆ ☆ ☆​
Magic ☆ ☆ ☆ ☆ ☆ ☆​
Vibrance ☆​

Forte | The World, Turned to Ash
When rolling Magic, can consume Vigor to increase dicepool by a value equal to Magic stat.​
Each 6 rolled counts as 2 successes if this Forte is used.​

Trait | Pride and Arrogance
Greater resistance against GESTALT.​

Trait | Re:Create
+2 Grace.​
 
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@Pandora
All the times but not a single Yuuki Yuuna one, hmpf.

  • For the font color, please include the actual code somewhere.
  • While it's fine that she can't be bothered to remember her own age, her date of birth is nonetheless noted down somewhere. So please put up a valid age.
  • For her Historia, note that any Historia is generally very, very durable, but I'm not fond of absolutes. Change 'any temperatures' to 'extreme temperatures'.
    • What do you mean with HER origin being a mystery?
  • About her magic. While it's fundamentally okay, I feel like I have to talk a bit about it:
    • Keep in mind that, just because she perceives her magic working in a way as if there were a multitude of other realities, that this might not actually be reality. Ahem. To put in other words, imagine a Witch with the powerful and mighty magic that makes her believe blood is actually tomato-sauce and she can eat tomato sauce to get stronger and also make delicious pasta out of the most rare kinds of tomato sauces. Now, for her, it totally makes sense that blood is just ketchup, but in reality blood's still blood!
      • Bottom line is, as I explained in the magic section, that magic is about projecting ones own, individual, reality onto the world rather than being one 'absolute reality'. That was enough anime for today!
    • Actually, there is some confusion. You mention how she can pick another reality for a better outcome or how she can punch stronger by shifting the punches of all other realities into a single one. At the same time, however, you also say that these shifts are not longer than a split-second, so permanent changes (healing/buffing) wouldn't really have an effect? So she's rather permanently replacing/swapping two 'version of herself'? or others
    • And the only reason it's suicidal is because rapid use of teleport tears up her body?
  • You make her sound rather unstable, keep in mind that too unruly Witches have a tendency to simply disappear.
So, with some small fixes and clarification on her magic, it should be good to go. Don't forget you can always message me over Discord if you wanna talk more about your sheet.



@ERode
goawaytoyourlostmangraffitirphmpfD<

I have less of actual problems with the sheet and more just certain reminders for you.
  • While they haven't freshly graduated anymore, unlike the ones the RP started with, they still graduated only recently. And she's 16. So for all her demeanor, she graduated later than some others ;3.
  • You make it sound like her hair and hair-care products are more important to her than her Historia. I'm just reminding you that, nonetheless, their Historia isn't just a 'fancy object' and is very special to each Witch. A requirement to pass the Rite of Initiation is being able to complete one's Historia, implanting part of the Witch's own Soul into it, which is only possible if the object has special meaning to them in the first place.
  • There are a bunch of 'absolutes' inside your sheet. Like "ritual magic speeds unattainable by any others" or the general description of the magics. I'm aware it's mainly for the prose, but I also know your tendency to sneak in things and make borderline powerful/very strong characters. Donttalktomeormyneufaqeveragain. This just serves as a reminder that just because I'm okaying this without telling you to rephrase certain things or wanting clarification doesn't mean I'm willing to put up with certain bullshit inside the RP just because you passed "character acceptance".
    • Having said that, I don't think there will be any problems, but just making sure.
  • I'm right to assume that her Coven has actual stage plays and stuff and that she could be, to an extent, an actual celebrity?
  • Lastly, her legs. On one hand, there's recovery magic and all that stuff available so one would have to wonder why she has dem legs. On the other hand, it's still an anime RP and rule-of-cool and too much realism is uurrrggghhh. So I guess she never skipped leg-day.
So, yeah, the sheet's okay. Mainly just me reminding you about things just to make sure. She sounds a bit like a bitch, but as long as she didn't bully other young Witches into outright suicide and it actually seeming possible to get along with her then all is well. Why did she become a Questing Witch again?
 
@Skyswimsky She graduated later than others for the same reason why she doesn't have her thicc thighs no more. And I figured it was alright to go big with the ritual speeds, because this is basically an entire coven dedicated to turning ritual magic into single-turn spells. If there's another group out there that focuses on that, then sure. But that group is still inferior to the Opera House.

Opera House is basically the classy version of Girl's Generation, yeah. They're divas rather than idols. But the plays they put on are more of a hobby for the witchmother, and isn't really related to the magic they're studying in.

Why get legs of flesh when you can have legs of mecha-steel? Surprised there aren't more cyborg witches out there. ;3
 
800


Name: Celestia Nightfallen

Font:#9365B8

Appearance: Celestia stands at around 5 feet 7 inches, with a lean body build. Her pale skin seem to accentuate her eyes which most people have described to be piercing red orbs that feel like they could easily burn through someone. She normally ties her sandy blonde hair in pigtails as a means of keeping her long hair in check to avoid getting in the way of her activities. She usually wears a black and white corset, a black wrap skirt, knee high stockings, and a black hat and cape with gold accents. She also wears a fingerless glove on her left hand and a golden gauntlet on her right.

Age: 15


Personality:

As skilled as she is now in practicing Dark Magic, one would not believe that Celestia was once thought to be a talentless enigma. In a society where the study and pursuit of magic is the focal point of one's life, one could imagine the difficulty she had gone through as a child. Branded at an early age as a failure for being unable to cast even a simple spark when chanting a fire spell, Celeste drowned her frustrations by adopting a mantra one of her teachers taught her. "Hard work betrays none. Keep moving forward."

With no idea what kind of magic she would specialize in, if she could perform magic at all, Celestia was certain that almost no Coven would allow her to join their ranks... all but one, of course. So she joined the one Coven that welcomed her with open arms despite her infamous reputation: Essentia Magia. With the wide array of magic the Coven teaches its practitioners, she was certain that she could specialize in at least one of them. And with the mantra her former teacher told her, she earnestly and tirelessly studied and experimented with all the materials at her disposal to discover what kind of magic she could cast.

Her efforts bore fruit as one day, in pyromancy class, she was able to create her first spark, a feat, that while others looked down upon as something even a toddler should be able to manage, was an achievement of a life time for her. She finally understood what her teacher meant... that despite how talentless a person may seem, they could still achieve results by getting back up after each failure and moving forward. From that day on, Celestia's conviction was renewed and her efforts increased ten fold. The results may not have been achieved over night but little by little, she was able to climb her way up the proverbial ladder and be on par with her peers.

Ever since that day, she had become an embodiment of hard work and determination. She sets eyes on a goal and works to the utmost of her abilities to achieve them. After learning to become a decent witch, she set her sights on finding what she was truly good at. When she discovered her potential for dark magic, she worked day and night to hone her craft and gain more mastery at her chosen form of magic. And finally, after she passed the Rite of Initiation, her classmates and friends, seeing how far the once thought to be talentless witch had come, all agreed that the word "quit" doesn't exist in Celestia Nightfallen's vocabulary.

Even after successfully passing the Rite of Initiation and graduating, Celestia has never left Essentia Magia. She decided to adopt the persona of a friendly and reliable senior, helping fledgling witches discover their talents and specializations the same way the Coven did for her, all through while instilling in them the value of hard work and determination.



Historia:
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Fabula Secare - Celestia's Historia is a scythe which she uses both as her main weapon and a conduit for her magic. The blade is made out of one of the fangs of a World Serpent and the shaft is made out of iron found on the River Styx, forged during only nights of a new moon. The blade is bound to the shaft by the reinforced sinews of a Fenrir and the bones of a Basilisk. Due to the various components that were used in making the scythe, Celeste's Historia gains several enchantments related to the components' properties.

First, the scythe is able to produce the corrosive acid of the World Serpent that burns away through most material. A fail safe has been placed to ensure that Celestia and those she considers to be her allies are not affected by this property. Secondly, the Stygian Iron allows Fabula Secare to harm spiritual entities. Third, the scythe's powers increase threefold during nights of a New Moon. Fourth, the Fenrir's sinews allows the weapon to cut through anything that is designed to lock, bound, snare, or capture. Lastly, the scythe is able to temporarily petrify any biological target it cuts.

With the help of some seniors, two other enchantments were added to her Historia: An enchantment that turns it into a hairclip when not in use, and another enchantment that automatically returns it to Celestia's pocket after a minute when it is separated from her, preventing it from being lost or stolen.

Coven: Essentia Magia

Magic:

While Celestia has shown decent compatibility and control with most forms of magic, her talent truly shines when it comes to Dark Magic. She is able to perform a variety of feats with her seemingly unnatural aptitude to dark magic that aren't solely limited to combat use. In fact, the limits of what she can create out of darkness seems to be limited only by her imagination and her mana reserves. However, she has come up with several original spells that she could utilize in combat.

Ephemeral: The Armaments of Darkness

Her staple combat spell, it allows her to create items, mostly bladed weapons of all shapes and sizes made out of darkness. She can either launch towards targets or utilize for personal use. The amount of mana consumed by this spell is determined by the amount and durability of the weapons created by this spell.

Rakshasa: The Jaws of the Void

An AoE spell that Celestia uses to summon razor-sharp stakes that burst from the ground in order to impale multiple targets. The stakes' length, size, and number can be altered depending on the caster's will and the amount of mana she's willing to expend.

Charon: The Gateway of Shadows

A spell that allow the caster to create "portals" out of shadows. She can use this spell to enable her to travel large distances over time, however, she can only link these gateways to either places she has been before or locations visible to her. Celestia has developed a way of utilizing this spell in combat by linking the portals this spell creates to the shadows of her targets and sending attacks through these portals.

Note: This spell is only capable of spatial transportation and as such, cannot be used for cross dimensional travel from Phantasmagoria to Horizon and vice versa.

Invitation: The Otherworldy Call

Celeste summons various tentacle-like appendages to her side seemingly out of thin air which she can direct to aid her in battle. The tentacles seem to display considerable strength. While at first, many would think these appendages are only capable of moving according to Celestia's will, they seem to gain sentience of their own as they will override any commands Celeste orders them to in order to shield her from attacks and any possible threats.

Erebus: The Primordial Veil

Upon being cast, black mist envelops Celestia before turning her invisible for a short amount of time, the longest being 10 minutes. The mist must envelop Celeste's entire body for the spell to take effect. Otherwise, if casting is disrupted before it is completed, she the spell fails and cannot be cast for another 10 minutes.

Lucifina: The Brightest Star Grows Ever Dim

Arguably one of the most powerful spells in Celestia's arsenal, upon being cast, the skies dim around the target before a portal opens from the sky and a beam of concentrated dark energy is fired below, vaporizing anything that is incapable of resisting. It goes without saying that casting the full power version of the spell takes a huge toll on Celestia's mana reserves so she has devised an alternative way to cast the spell which involves sporadically raining smaller, weaker versions of the spell in a specified location.

Stats

Vigor: 3

Force: 3

Grace: 2

Magic: 4

Vibrance: 2

Traits

Moving Forward

Through sheer will power and determination, Celestia forcibly turns a critical failure ( a 1 in a die roll) into a success (a 4) once per mission.

Dark Sacrifice

Once per mission, a Void Creature takes Celestia's place if she were to suffer fatal damage. (+ 1 Vigor)

Forte:

Bribes for the Ferryman

Each scene, Celestia gains 1 Void Token. These tokens do not disappear until they are spent but she can only carry 5 tokens at any given time.

Certain effects are achieved by "spending" these tokens:

Celestia can spend these tokens to temporarily increase her stats for a single scene. The amount of stat points gained is directly proportional to the amount of tokens spent. She can select multiple stats to enhance as long as she has tokens available to spend. However, her Magic stat still cannot be higher than the combined total of her other stats - 1

Spending 3 tokens on a single stat guarantees one successful dice roll for the chosen stat.

Spending 2 tokens enables Celestia to summon a Void Creature to act as her familiar.

Spending 3 tokens allows Celestia to restore one point of Vigor to herself or an ally.

She is also able to resurrect a party member once per mission if she spends 4 tokens.
 
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