Post by jen on Sept 6, 2020 6:51:30 GMT
Magical Girl Of Combat (Doppel Variant)
-->Tier 1<--
-The Hourglass Effect: Magical Girls hold an unlimited potential for growth within themselves, their magic whimsical and beholden to both the user's desires and the theme she chose. No magic comes for free, however, as for every action a magical girl takes with her power, 'despair' begins to accumulate within her, a type of energy utilized by those who become witches, as if one energy converts directly into the other. The conversion will reverse and replenish the Magical Girl's reserves over time, as if one were tipping the hourglass back in her favour. Your chosen theme is combat.
-->Tier 8<--
-->Tier 1<--
-The Hourglass Effect: Magical Girls hold an unlimited potential for growth within themselves, their magic whimsical and beholden to both the user's desires and the theme she chose. No magic comes for free, however, as for every action a magical girl takes with her power, 'despair' begins to accumulate within her, a type of energy utilized by those who become witches, as if one energy converts directly into the other. The conversion will reverse and replenish the Magical Girl's reserves over time, as if one were tipping the hourglass back in her favour. Your chosen theme is combat.
-Two Sides Of The Same Coin: Rather than give into despair and become a witch, this classification of Magical Girl is capable of connecting with her inner demons as they begin bubbling to the surface, balancing the good with the bad to become more powerful at best, and struggling with each other for control over the doppel's manifestation at worst. Gain X to Perspicacity where X is the level of this class.
-->Tier 2<--
-Weapon Manifestation: What's your theme good for if you can't even summon up a weapon? Channel your magical girl power into a solid form, creating a weapon that fits your personal needs and desires. Rolls for this weapon use your associated stat. You may decide on one specific weapon, for now...
-Flowering Fist- Once Per Day: Channeling MGP straight into your fist allows you to manifest a ghostly gauntlet in a form and colour that best fits your aesthetic, the image of whatever flower is best associated with you emblazoned on the back, empowering you for a single souped up punch before wilting away. This attack grants an additional success to your roll.
-Weapon Manifestation: What's your theme good for if you can't even summon up a weapon? Channel your magical girl power into a solid form, creating a weapon that fits your personal needs and desires. Rolls for this weapon use your associated stat. You may decide on one specific weapon, for now...
-Flowering Fist- Once Per Day: Channeling MGP straight into your fist allows you to manifest a ghostly gauntlet in a form and colour that best fits your aesthetic, the image of whatever flower is best associated with you emblazoned on the back, empowering you for a single souped up punch before wilting away. This attack grants an additional success to your roll.
-->Tier 3<--
-Blooming Blockade: Ghostly flower buds rapidly manifest and bloom before you, interlinking with each other to form a semi transparent barrier out of MGP. This ability may be used as an immediate interrupt once per encounter.
-Beacon Of Hope: Magical girls are recognized as symbols of femininity and hope on an almost multiversal level (Except for those few who know better...), and thus, those you interact with on a superficial level are more likely to take your words at face value, as they expect you hold justice in your heart and trust there's no malice behind the light in your eyes.
-Blooming Blockade: Ghostly flower buds rapidly manifest and bloom before you, interlinking with each other to form a semi transparent barrier out of MGP. This ability may be used as an immediate interrupt once per encounter.
-Beacon Of Hope: Magical girls are recognized as symbols of femininity and hope on an almost multiversal level (Except for those few who know better...), and thus, those you interact with on a superficial level are more likely to take your words at face value, as they expect you hold justice in your heart and trust there's no malice behind the light in your eyes.
-->Tier 4<--
-The Hourglass Effect BOOST: Is it me, or have you grown more efficient at managing how much energy you use? Waste not want not, good for you!
-Battle Bindings: Will your magic to form into enchanted combat wraps, apparating to bind whatever target you've cast them on be it an enemy or a bunch of grocery bags that need to be wrapped up. Always tied off with a sprightly, bouncy bow. Neat!
-The Hourglass Effect BOOST: Is it me, or have you grown more efficient at managing how much energy you use? Waste not want not, good for you!
-Battle Bindings: Will your magic to form into enchanted combat wraps, apparating to bind whatever target you've cast them on be it an enemy or a bunch of grocery bags that need to be wrapped up. Always tied off with a sprightly, bouncy bow. Neat!
-->Tier 5<--
-Unique- Doppel Manifestation- Once Per Day: Despair builds and swells, slowly bubbling it's way to the surface as you use up and convert more of your energy, a pooling feeling of dread settling in your belly as you wonder- Will this consume me? Suddenly, a voice reaches you from within, and after a few snide remarks and rough comments you realize it's your witch. It's time, she says, for the two of you to work together and unleash a little devastation... As a treat. Currently, you can only manifest a third of your Doppel's true potential while remaining in control, but perhaps that will change through continued growth.
---Doppel transform: For 1d2+1 turns a smaller, possibly cuter version of your witch manifests from within you, connected directly to your body in one way or another. You gain +5 to Perspicacity and +2 to Vitality for the duration of the transformation, as well as two active and one passive skill based on your witch. Activating this skill will tip 30% despair back in the magical girl's favor, somewhat refreshing her MGP reserves, though she loses a main action during the turn following deactivation as she takes the necessary time to compose herself- Channeling something that represents the opposite of your very being can be psychologically taxing.
-Two Sides Of The Same Coin- BOOST: The thrill of combat may be what you live for, but physical injuries don't just fade through sheer willpower (At least, not for you). It's time to toughen up. Gain X to Vitality where X is this class's level divided by 2.
-Unique- Doppel Manifestation- Once Per Day: Despair builds and swells, slowly bubbling it's way to the surface as you use up and convert more of your energy, a pooling feeling of dread settling in your belly as you wonder- Will this consume me? Suddenly, a voice reaches you from within, and after a few snide remarks and rough comments you realize it's your witch. It's time, she says, for the two of you to work together and unleash a little devastation... As a treat. Currently, you can only manifest a third of your Doppel's true potential while remaining in control, but perhaps that will change through continued growth.
---Doppel transform: For 1d2+1 turns a smaller, possibly cuter version of your witch manifests from within you, connected directly to your body in one way or another. You gain +5 to Perspicacity and +2 to Vitality for the duration of the transformation, as well as two active and one passive skill based on your witch. Activating this skill will tip 30% despair back in the magical girl's favor, somewhat refreshing her MGP reserves, though she loses a main action during the turn following deactivation as she takes the necessary time to compose herself- Channeling something that represents the opposite of your very being can be psychologically taxing.
-Two Sides Of The Same Coin- BOOST: The thrill of combat may be what you live for, but physical injuries don't just fade through sheer willpower (At least, not for you). It's time to toughen up. Gain X to Vitality where X is this class's level divided by 2.
-->Tier 6<--
-You're Just Not Made For Fighting- Once Per Day: Now we're getting to the more whimsical applications of thematic magic. Have you ever tried to suck the combat prowess right out of someone? No? Well now you can. Weaken your enemy by robbing them of the strength to fight, keeping some of their hard earned numbers just out of reach for 1d2+1 turns, or until they uhh... expire. This effect is represented by the loss of muscle mass on an enemy's body, or the shrinking of their form- Depending on what their form actually is.
-You're Just Not Made For Fighting- Once Per Day: Now we're getting to the more whimsical applications of thematic magic. Have you ever tried to suck the combat prowess right out of someone? No? Well now you can. Weaken your enemy by robbing them of the strength to fight, keeping some of their hard earned numbers just out of reach for 1d2+1 turns, or until they uhh... expire. This effect is represented by the loss of muscle mass on an enemy's body, or the shrinking of their form- Depending on what their form actually is.
-->Tier 7<--
-Fight On, Soldier!- Once Per Encounter: You can't return to the heat of battle with injuries like those... Summon forth soothing MGP bandages to patch up one target, curing both inner and outer wounds as the magic flows through them in an instant.
-Fight On, Soldier!- Once Per Encounter: You can't return to the heat of battle with injuries like those... Summon forth soothing MGP bandages to patch up one target, curing both inner and outer wounds as the magic flows through them in an instant.
-->Tier 8<--
No Pain, No Gain: A little scrape never hurt anyone, right? Well it's a good thing you're unbothered by pain, otherwise stuffing your fist through someone's sternum might incapacitate you, just a bit..... You are no longer affected by pain.
-->Tier 9<--
Diluvium- Once Per Day: A hail of bullets, a flurry of swords, or even a swarm of staves. Summon a multitude of your chosen weapon to be magically launched at your enemies. These projectiles follow your will, homing in on those you wish to strike down while avoiding anyone you don't consider a target. Enemies must roll a 1d2 to see how many weapons target them specifically. Enemies must be within range of sight to be affected. Maximum 6 targets.
-->Tier 10<--
Unique- Doppel Manifestation- Upgrade: As you become more in tune with your internal balance, it becomes easier to find a common ground with your witch, allowing you to now draw out 60% of your Doppel's true potential.
------>Doppel Transform: For 1d2+1 turns, a much more substantial version of your doppel forms from within you. You gain +8 perspicacity, +5 Vitality and +2 Appeal for the duration of the transformation. The prior 30% MGP refresh is now 60%, though it still costs a main action on the turn following de-transformation to recover from the shock of wielding such dreadful power.
------>Feder Hagel: 1d3+1 to determine number of targets.
------>Voreyeurism: Blumenflügel's stomach is like a black hole, pulling enemies towards her gaping maw like a violent, toothy vacuum. This attack can now be used at range, and gains an additional success.
------>Recruitment: Whenever a minimum of four minions are present, said four will combine into a super minion. These guys are only a little tougher than the standard bumbling bundle of plantstems and teeth, however, unlike their weaker brethren, super minions can remain in battle until combat ends, as opposed to dissipating as soon as the doppel transformation is over. (Strength equal to two minions combined)
Two Sides Of The Same Coin- BOOST: Magical girls have to be at least a little bit cute, right? Gain X to appeal where X is the number of levels in this class divided by four.
Diluvium- Once Per Day: A hail of bullets, a flurry of swords, or even a swarm of staves. Summon a multitude of your chosen weapon to be magically launched at your enemies. These projectiles follow your will, homing in on those you wish to strike down while avoiding anyone you don't consider a target. Enemies must roll a 1d2 to see how many weapons target them specifically. Enemies must be within range of sight to be affected. Maximum 6 targets.
-->Tier 10<--
Unique- Doppel Manifestation- Upgrade: As you become more in tune with your internal balance, it becomes easier to find a common ground with your witch, allowing you to now draw out 60% of your Doppel's true potential.
------>Doppel Transform: For 1d2+1 turns, a much more substantial version of your doppel forms from within you. You gain +8 perspicacity, +5 Vitality and +2 Appeal for the duration of the transformation. The prior 30% MGP refresh is now 60%, though it still costs a main action on the turn following de-transformation to recover from the shock of wielding such dreadful power.
------>Feder Hagel: 1d3+1 to determine number of targets.
------>Voreyeurism: Blumenflügel's stomach is like a black hole, pulling enemies towards her gaping maw like a violent, toothy vacuum. This attack can now be used at range, and gains an additional success.
------>Recruitment: Whenever a minimum of four minions are present, said four will combine into a super minion. These guys are only a little tougher than the standard bumbling bundle of plantstems and teeth, however, unlike their weaker brethren, super minions can remain in battle until combat ends, as opposed to dissipating as soon as the doppel transformation is over. (Strength equal to two minions combined)
Two Sides Of The Same Coin- BOOST: Magical girls have to be at least a little bit cute, right? Gain X to appeal where X is the number of levels in this class divided by four.
-->Tier 11<--
-The Hourglass Effect- BOOST: A magical girl's true potential lies in the vast flexibility of their magic, using clever wordplay and conceptualization as a way of manifesting their desired effects. More whimsical and wacky applications of your magic are more likely to succeed. The more outlandish of an application, the more difficult it may be.
-->Tier 12<--
Combative Concentration: Once per encounter, a ghostly green flower cannon manifests in front of your outstretched hand, firing off a beam of weaponized MGP towards your intended target, petals of your chosen flower scattering elegantly in the beam's wake. You may sacrifice your movement action to further charge this attack's MGP concentration.
-->Tier 13<--
Weapon Manifestation- BOOST: Boy, I bet you're really tired of using that golf club you chose as a joke, huh... Not to worry, you can now select one more weapon. Weapons can also now be summoned at will, rather than costing an action.
-->Tier 14<--
Diluvium- Once Per Day- BOOST: The rains fall heavier than ever. You may now cast Diluvium once per day for each of your associated weapons. 1d2+1 hits per target, 8 targets maximum.
-The Hourglass Effect- BOOST: A magical girl's true potential lies in the vast flexibility of their magic, using clever wordplay and conceptualization as a way of manifesting their desired effects. More whimsical and wacky applications of your magic are more likely to succeed. The more outlandish of an application, the more difficult it may be.
-->Tier 12<--
Combative Concentration: Once per encounter, a ghostly green flower cannon manifests in front of your outstretched hand, firing off a beam of weaponized MGP towards your intended target, petals of your chosen flower scattering elegantly in the beam's wake. You may sacrifice your movement action to further charge this attack's MGP concentration.
-->Tier 13<--
Weapon Manifestation- BOOST: Boy, I bet you're really tired of using that golf club you chose as a joke, huh... Not to worry, you can now select one more weapon. Weapons can also now be summoned at will, rather than costing an action.
-->Tier 14<--
Diluvium- Once Per Day- BOOST: The rains fall heavier than ever. You may now cast Diluvium once per day for each of your associated weapons. 1d2+1 hits per target, 8 targets maximum.
-->Tier 15<--
True Unique- Mankai (Full Bloom)- Once Per Day:Channeling your theme, you are able to empower yourself with a form built for combat. Streaks of rainbow light converge around you, before exploding outwards to form an aura the shape and colour of your associated flower, petals dancing in the wind and falling to the ground below. Flowers thrive on the battlefield, and you are now in Full Bloom.
--->Mankai Transform: For 1d2+1 turns, your magical girl outfit changes to closer resemble a traditional Miko's, and various mechanical protrusions spawn from the golden ring that now floats at your back- [Insert flavour text based on associated weapons]. You gain +10 Perspicacity and +5 Deftness for the duration of this transform, as well as the ability to levitate/fly at high speeds, unencumbered by your current mass. This form's offensive capabilities are based on this class's limited use attacks.
----->Sange (Wilt): This transform may be activated either at will or forcibly once per day without consequences. However, in response to a situation that would kill or critical condition you, Mankai will forcibly activate one extra time, in exchange for a personal sacrifice, a testament of your devotion to combat. Roll luck to determine what kind of physical penalty is applied once the transformation ends. Your Magical Girl outfit will change in order to compensate for this loss only while engaging in combat, and the hindrance will otherwise remain incurable until the end of the mission. As your physical form wilts, your attunement with combat blooms ever brighter.
[NOTE: MAY NOT BE USED IN CONJUNCTION WITH THE DOPPEL TRANSFORMATION]
Class Mastery: Once per encounter, use a simple action to empower the rest of your turn, gaining 1.5X to class based rolls.
True Unique- Mankai (Full Bloom)- Once Per Day:Channeling your theme, you are able to empower yourself with a form built for combat. Streaks of rainbow light converge around you, before exploding outwards to form an aura the shape and colour of your associated flower, petals dancing in the wind and falling to the ground below. Flowers thrive on the battlefield, and you are now in Full Bloom.
--->Mankai Transform: For 1d2+1 turns, your magical girl outfit changes to closer resemble a traditional Miko's, and various mechanical protrusions spawn from the golden ring that now floats at your back- [Insert flavour text based on associated weapons]. You gain +10 Perspicacity and +5 Deftness for the duration of this transform, as well as the ability to levitate/fly at high speeds, unencumbered by your current mass. This form's offensive capabilities are based on this class's limited use attacks.
----->Sange (Wilt): This transform may be activated either at will or forcibly once per day without consequences. However, in response to a situation that would kill or critical condition you, Mankai will forcibly activate one extra time, in exchange for a personal sacrifice, a testament of your devotion to combat. Roll luck to determine what kind of physical penalty is applied once the transformation ends. Your Magical Girl outfit will change in order to compensate for this loss only while engaging in combat, and the hindrance will otherwise remain incurable until the end of the mission. As your physical form wilts, your attunement with combat blooms ever brighter.
[NOTE: MAY NOT BE USED IN CONJUNCTION WITH THE DOPPEL TRANSFORMATION]
Class Mastery: Once per encounter, use a simple action to empower the rest of your turn, gaining 1.5X to class based rolls.