Link to the IC threadThe Mayan civilization. Known probably best for it's sacrifices of women. It is because of these sacrifices the Spanish dare not enter their territory and the Aztecs... Well, Mexico is missing a civilization. But who is it they really are sacrificing and why. The answer... is magic girls. It is said that if the magic girl population reaches to high of a number that the sun would cease it's rising and doom the planet to a short and dark existence. That is why they have magic girl teams. Sets of magic girls and their handlers to go out and hunt down rogue magic girls, their handlers, or magic creatures known to cause magic girls to be born. The magic girls that choose to assist as a team are given a free pass on selections for sacrifices and much more freedom than those who do not choose to go rogue or get paired with a handler.
Oh yeah, a handler is someone born with magic and thus not technically a magic girl who has their powers granted.
Name:
Gender:
Appearance:
Main skill: Adds plus two to the affected stats(Handling which buffs your magic [support and attack], Fighting which increases your strength and vitality, and Snakieness which increases your charisma and agility)
Minor skill: (These are little tricks working somewhat like feats in D&D which I will ask for suggestions on)
Stats: (All of these stand at three which is average [you know besides magic of which it's the best a civilian can get to] excluding ones related to your main/minor skill.)
SMagic: Healing, shielding, and making sure your girl is okay
AMagic: Fighting, blinding, and making sure your girl is okay through murdering things that try to hurt her.
Strength: AMagic except you don't need to learn spells for it at the cost of it being weaker.
Vitality: How much you can take before your violent end at the hands of some big ugly. Also helps healing since you know what bits can take what.
Charisma: How skilled you are at talking things down. It also helps with magic and preventing magic due to you being able to bend the magic langue like it was your own
Agility: Affects sneaking, dodging, and being able to make sure your girl is okay through putting a bullet in anythings brain at 100 yards.
Name:
Gender:
Appearance:
Main skill: Adds plus two to the affected stats(Graammar which buffs your magic [support and attack], Fighting which increases your strength and vitality, and Snakieness which increases your charisma and agility)
Minor skill: (These are little tricks working somewhat like feats in D&D which I will ask for suggestions on)
Stats: (All of these stand at three which is average [you know besides magic of which it's the best a civilian can get to] excluding ones related to your main/minor skill.)
SMagic: Healing, shielding, and making sure your handler is okay. Also assists in making items for healing, enchanting armor, and otherwise not hurting things. You quicker fixer upper you.
AMagic: Fighting, blinding, and making sure your handler is okay through murdering things that try to hurt them. Helps with enchanting weapons. You murderous genius you.
Strength: AMagic except you don't need to learn spells for it at the cost of it being weaker. Also helps with smithing weapons and armor.
Vitality: How much you can take before your violent end at the hands of some big ugly. Also helps healing since you know what bits can take what.
Charisma: How skilled you are at talking things down. It also helps with magic and preventing magic due to you being able to bend the magic langue like it was your own. Also helps with getting good prices on things.
Agility: Affects sneaking, dodging, and being able to make sure your handler is okay through putting a bullet in anythings brain at 100 yards.
Tinker: You excel at making little gadgets and doodads. Of course they may not be useful but you do get to make them in half the time someone else would. (When you create something that I haven't made rules for yet [which is anything that's not mentioned in the list below.] you make them in half the time stacking with other bonuses from skill points.)
Cloth armor: A lousy protection rating of one but gives a bonus of plus one potency to every spell cast with it on. It can also be enchanted to have even better potency scores or actually provide more protection. Has a noise radius of five feet. (Cut in half by a muffle enchantment.)
Chainmail: Two protection but no bonuses or maluses. Can be enchanted to have spell protection. Noise radius of ten feet. (Can be enchanted with muffle)
Heavy armor: Knight Templar armor that was 'donated' and provides a whopping ten protection. It can be enchanted with magic block that blocks ALL magic. That includes the users magic. It has a twenty foot noise radius and can't be muffled. It also carries a minus one agility penalty that can be enchanted away to remove and even provide an agility bonus unlike other armors.
Spiffy Hat: Increases agility by one due to the sheer spiffyness. Can't be enchanted.
Magic bottle: This technology was generously donated by a man known as Steve?. (Yes the question mark is part of his name.) It will store any liquid it is either filled with or submerged in. It can also be enchanted (For free at the cost of only being able to get enchanted once.) to turn water into other liquids. (Only healing, energy, and smoke potions allowed due to alcohol prices nearly crashing.)
Shield: It protects you bits and makes a decent weapon. Can be enchanted to assist in either use.
Wand: Increases potency of spells by one per wand you can wave in the general direction of the target. Yes that means if you figure out how to do that with twenty wands you can do that. Be wary of the blast radius.
Hand Gun: A semi-perfected spell gun. It doesn't (naturally) increase potency but it does improve your range by a bit and penetrates armor for three points. It has to be equipped with spellstones to determine what spell effect it has. (Spellstones work best with people the glow for. We still don't know why.)
Long gun: Like the above but also increases potency and greatly improves the range. However they also are horribly loud and thrive off both stone and life energy. So don't go around firing it at random.
Dagger: If you don't like loud stompy guys then this is the weapon for you! Pierces for five damage and can be enchanted to poison as well.
Rapier: Like the above but gets bonuses for dual wielding. Namely a plus one for agility on the wearer. Why wouldn't you want it? Well, they do a piddling damage to creatures that lack fleshy things that are needed.
Big Swords: Most of the time you can only wield one. We found and enchantment that lets you still dual wield with them. They also give you a strength bonus of one each.
Pure magic: You get cloth armor that's enchanted with a tier one empowerment (plus one potency) enchantment. As well as a two wands and three magic bottles.
Magic Snake: Cloth armor with protection one enchantment. One pistol enchanted with a poison spellstone, one dagger, one wand, and a magic bottle.
Pure Snake: You get cloth armor with a muffle enchantment as well as two daggers and two pistols with a spellstone of your choice or one rapier and one long gun with a spellstone of your choice.
Gentleman Rogue: You get one set of chainmail enchanted with spell protection, a choice of a dagger and rapier combo or a pistol (with a spellstone of your choice) and rapier combo and a spiffy hat.
Pure Warrior: You get heavy armor with tier one of magic block as well as a choice of two swords that would normally be two handed if not for the fact they are enchanted with feather weight five. Or a two handed sword and a shield.
Damage is going to work with everyone have really low health but high resistances due to shielding charms and thus things that would normally kill you bounce off until the big uglies break down the barrier at which point you work like a human and will probably die to what you could take before. Try not to get hit.
On the bright side enemies aren't nearly as resistant to damage. In fact most of them don't even have shielding charms. On the other hand they do have an edge in raw power so it all evens out.
In summary: You have shields and small amounts of health along with okay damage. Enemies generally have no shields and okay health and hit like donkey carts.
As this game is expected to be noncombat heavy due to me being horrible at describing fights these rules will not be a case of 'wait until the last moment and then have people argue in the OOC until they agree on something' Rolls will use the odd numbers of a skill as bonuses and even numbers for rolls on the time. And if anyone wants to make really high tech things... You have better roll at least one crit depending on how high tech.
APPS:
Totally not Carl Anderson.
Male
(Appearance)
Skills: Fighting, Tinkering
SMag 3
AMag 3
Stre 5
Vita 5
Chsa 3
Agil 3
Totally not Angel Carlson.
Female
(Appearance)
Skills: Graammar, ?
SMag 5
AMag 5
Stre 3
Vita 3
Chsa 3
Agil 3
Name: Emetaly
Gender: Female
Appearance: Black hair, dark eyes, and generally a brooding look about her.
Main skill: SnEAkiness
Minor skill: Barrier Finesse (ALL THE SHIELDS)
Stats:
SMagic: 3
AMagic: 3
Strength: 3
Vitality: 3
Charisma: 5
Agility: 5
Other notes: Powers revolve around shadow magic and barriers.
TRAITS:
-Innocent.
-Friendless, hopes the other Girls will be her friends.
-Motivation: to end the fighting
Name: Jafneh
Gender: Female
Appearance: Her hair changes colour with the sun. When it is high in the sky her hair is bright yellow, during sunrise or sunset it is fiery red and during nighttime it is impossibly black. Her eyes are brilliant orange, and glow faintly in the dark. Despite having no pupils, she can see perfectly fine.
Main Skill: Magic
Minor: Fire Magic
SMagic: 5
AMagic: 5
Strength: 3
Vitality: 3
Charisma: 3
Agility: 3
Notes: Has no idea that the magic girls she helps hunt down are sacrificed, and instead thinks that they become fellow hunters like her. Is generally happy and energetic, but becomes dead tired when the sun goes down.
Name: Eztli
Gender: Male
Appearance: A gaunt man who obviously has a little bit of foreigner in him, as evidenced by his carefully oiled and waxed facial hair.
Main skill: Snakieness
Minor skill: Poisoning
SMagic: 3
AMagic: 3
Strength: 3
Vitality: 3
Charisma: 5
Agility: 5