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Shuku

let's quickly patch something together now and hope it's ok

Aug 23rd, 2013
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  1. Lina Asami
  2.  
  3. Age: 15 or something
  4. Gender: lel
  5. Hair Color: Dark Purple
  6. Eye Color: Purple
  7. Bust Size: Fuck off
  8.  
  9. Magic: 10
  10. Fury: 5
  11. Heart: 9
  12.  
  13. Cool (Like Planes): 5
  14. Sharp (And Pointy): 7
  15. Aggro(n sounds like a good name for a tank, I guess): 3
  16. Social(izing could be worse): 4
  17.  
  18. Element: Technology
  19. Power: Creation of metal
  20.  
  21. History: Once upon a time, there was a little girl. She liked Qing a lot, and liked technology even more. This was questioned, but hey, she was good at that shit, she wasn't one of those people that went and disregarded their elders (KIDS THESE DAYS), and as such when it came for little girls to sign up in the military to become magical girls, well WHY THE FUCK NOT. She didn't have any major relationships besides her parents anyway. No small, sharp weapon nuts around here to have crushes on. ...Not that she was actively thinking about this, nor will she, but just throwing that out there.
  22.  
  23. In any case, she did her job well enough, and frequently helped out planes of her own with her very handy powers. She could have potentially risen in rank higher if she didn't become temperamental so early, thanks to MAGIC. Still, everything went as smoothly as a temperamental girl in a war would allow them to, at least until she separated from her magical self. Bitch doesn't need a pendant because THE MAGICAL GIRL MODE IS JUST RIGHT THERE NOW. Tensions would be higher if she weren't always so damned positive about everything and trying her best, not to mention helping out damaged planes...but even so, this is one very dangerous potential loose cannon. Er, plane. At least, despite her...colorful temperament, her latest development has actually caused more good than harm. Perhaps this is due to her temperament usually being good (and thus not prone to saying things like 'kill yourself', 'jump off a bridge', etc) because, despite her usual niceness, no one thinks it's a good idea to get her mad no matter the circumstance.
  24.  
  25.  
  26.  
  27. Changes, In Order Of Acquiring:
  28. Manic Depressive: After becoming a magical girl and a rather intense battle, Lina became...more intense. It might be said that this would be a direct result of a certain person liking mecha protagonists, years later...
  29.  
  30. Mascot Suit: Shortly after, she became a plane. Or rather, she was most definitely plane-like all the time in combat. When transformed (read: half of her, all the time) she's pretty much cosplaying a plane that exists. Whatever that is. Unless she's her own plane, which is distinctly purple...but still looks a lot like a plane that already exists, too.
  31.  
  32. Shifting Tattoos: And then she machined it up even more, by having circuit-board tattoos. That...move around sometimes. Especially when she becomes a plane. The ones on the plane are light blue!
  33.  
  34. Binary Fission: WHOOPS. This was a thing. Let's...just take the official text from here. 'Your regular and magical selves split apart into two separate girls. Your magical self is like a sort of robot that you can mentally command as long as you’re within 100 meters or so.' And then let's add that Normal Lina RIDES Magical Plane Lina (and hangs on while Magical Plane Lina isn't a plane) in battle and whatnot.
  35.  
  36. Magic Voice: Sometimes, Lina's words become unquestionable orders. She's working on her discipline, so this could be worse.
  37.  
  38. Ability: Plane Mode
  39. When it comes to aerial fighting, people flying around is...well, it doesn't have the presence of a REAL PLANE. OK, so in the face of magical girls, planes are kind of casually tossed aside. But that's because they don't have that magical girl touch. So...just become the plane. That solves a lot of fuss. With the power of being a (quite compact) plane, increase own to-hit and defense rolls by +2.
  40.  
  41. Yes, that comes with a drawback. While Lina can start in whatever array she wants with Plane Mode on, she must STAY in that array. If she changes her array any turn after, she loses the bonuses immediately. After spending 1 turn without having changed arrays (the turn she detransforms and any turn like the one does NOT count, that would be a turn that the array changed), and only after that one turn, the form may be immediately be resumed.
  42.  
  43. On the bright side, as long as she's in plane mode, her array cannot be swapped around by enemy hands. You know, if that becomes relevant.
  44.  
  45.  
  46. Ability: Supporting Fire
  47. Every little bit helps. When Lina (or her wingmen) is covered or covers successfully (14-16), do 1 Resolve damage to the one initiating the attack, ignoring defenses. If the cover is greatly successful (17+), do 2 Resolve damage instead, ignoring defenses.
  48.  
  49.  
  50. Ability: Wingmen (Level 2 Ability Probably, This Is PRETTY GOOD)
  51. While being powerful enough to be a lone wolf is great and all, what with cutting gashes through the enemy ranks like they're butter (lol planes, some say), the only reason anyone gets away with that is because they're MAGICAL GIRLS or aces. Mostly magical girls. Especially magical girl aces. But...being alone when you can make remote controlled allies is kind of silly. Lina, on encounter start, has 1 wingman, and may create another for 2 OC on the support stat by using her turn. Wingmen take their turns on the same turn Lina does, and there can only be a max of 3 wingmen on the field at once, due to magical upkeep and 'this could snowball, the writer better put some kind of limit here'.
  52.  
  53. THE WINGMAN CAN DO MANY THINGS.
  54. Attack: It's pretty bad at this, but every little bit of harassment helps, and even these things can get excessively lucky. Rolls 2d6 to attack (does not get +2 from Plane Mode, 6's explode but do not generate OC or boost potential damage, voluntary OC may not be taken). If the attack misses, the distracting little shots still give the foe -1 evasion until the end of the turn. If the attack hits, deal 1d6 (min 1 after defenses) damage instead. If the attack is clashed with a success against the wingman, the wingman blows up, at least it went out with a bang and a spent turn from the enemy. In case of emergency, fire may be held, but that's really not a good idea when battling in groups.
  55. Clash: Different than attack. If commanded to clash in Lina's stead (with the same stats/bonuses as Lina) and the clash fails, Lina loses the wingman and the original target (Disclaimer: Lina cannot take the damage for another target, but can take damage for herself) takes half damage instead of full. If it succeeds, in addition to the normal damage done, the foe gets -1 evasion. Lina still can't move (and thus can't clash again, wingman or not), but the wingman still can. Clashing with a wingman for another wingman and failing is a dumb idea, and will result in the destruction of both.
  56. Cover: They don't like their chances in front of fire, but each one alive lets Lina take 1 less damage (after halving, if 17+) from a successful cover.
  57. Get Shot: Like most solids, they can be targeted and destroyed. They can get covered and clashed for, too. If they're hit though, they blow up. I suppose that's useful when one has turn control, but...they have 2d6 to evade with (no +2 from Plane Mode, 6's explode but do not generate OC, voluntary OC may not be taken), much like their attack, so evading on their own terms requires extensive luck.
  58.  
  59. It should be noted that their evasion reduction becomes more and more useless when they don't attack ASAP. Reckless Attack is good for this, but defense penalties apply to them as well.
  60.  
  61. Finisher: Divine Wind
  62. Climatic finishes are explosively painful. In addition to the 1 OC taken, all wingmen and 5 Resolve (or at least as much as she currently has, which would result in needing to revive next turn) must be spent to activate this finisher. It's also best used first. The wingmen may attack before Lina, so they can give everything they've got before letting loose here!
  63.  
  64. The attack's base accuracy, with Lina's charge, is 2d6. This may not be boosted in any way except the sacrifice of any wingmen, which add 1d6 to the count. A full set of 3 will give an additional +1d6, for a max power of 6d6. The first two dice explode as they normally would for an attack. The rest of the dice may explode, and not give OC to Lina, but will give the usual +2 damage. Lots of explosions are preferred.
  65.  
  66. The attack SHOULD connect now. If it doesn't, that was a glorious waste of time. But if it does, add +3 damage and -2 evasion to the foe, and then another +3 damage and -2 evasion for every wingman sacrificed. Big damage, big prizes.
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