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Wanderlost

Aysu, Daughter of Iset (AMGC)

Jan 5th, 2016
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  1. Name: Aysu, Third Daughter
  2. Apparent Age: 14
  3. Body Type: Underdeveloped [+1! MAG, AGI, or (LCK)]
  4. Hair: Chestnut brown. Neck length.
  5. Eyes: Yellow, with faintly blue sclera. Generally playful.
  6. Skin: Pale and often a little cold.
  7. Height: 5'0" as human, 5'2" as monster
  8. Weight: 108 lbs as human/186 lbs as monster
  9. Birthday: February 24th
  10. True Age: 19
  11. Picture: http://imgur.com/2oMJj1J,bWUYhYt (Lynnia you are a SAINT for drawing this.)
  12. Patron: Depths Dancer Iset
  13. Harmony Hill: Winter Wisps
  14.  
  15.  
  16. True Form: Aysu's ink-black eyes blaze with fiery golden irises, her skin turning blue-grey as her teeth grow pointed. Her hair lengthens and lightens to a pale lavender. Just below the waist, the girl's body shifts from human into roughly two meters of chitinous, pale-blue tail. Her tail resembles that of a lobster, with an underside of hardened, paddle-like swimming limbs and four pairs of legs spaced along the length. Her human legs shift upward and outward in the change, the feet reshaping downward into shovel-like digging claws. Save for her loose raincoat, Aysu's clothing soaks through with a transparent coating of almost living, protective water.
  17.  
  18. STR: 4 [4]
  19. VIT: 5 [4+1]
  20. AGI: 16 [4+1+1+1+1+1+1+1+1+4]
  21. MAG: 4 [4]
  22. LCK: 12 [4+1+1+1+1+2+2]
  23. Total: 41
  24.  
  25.  
  26. Human: A somewhat pale, young-looking girl with gleaming yellow eyes and neck length hair of chestnut brown. She typically wears bright colors beneath a vibrant yellow raincoat and boots, not that those necessarily help much. Owing to her transformation's effects, she has an unfortunate tendency to show up cold and dripping, suppressing shivers. Still, it doesn't seem to bother her as much as it should, if her friendly eyes and ever-present smile are any indication. She almost always comes across as a polite, friendly person to strangers, often leading to her befriending them. While Aysu is usually very careful and precise with her words, she may slip up when tired, stressed, or in pain. Perhaps she is not quite so confident in herself as she appears...
  27.  
  28. STR: 3
  29. VIT: 3
  30. AGI: 3
  31. MAG: 3
  32. LCK: 4
  33.  
  34. Dice (ATK/DEF): STR: 4/4 VIT: 5/4 AGI: 10/10 MAG: 4/4 LCK: 8/9
  35. - Initiative: 8 [+2 Auto]
  36. - Ranged Barrage: 9
  37. - Knock Back: 3
  38. - Grapple: +1
  39. - Grapple (Escape): +2, Penalties Halved
  40. - Perception: +5
  41.  
  42. Wound Pool: 10/10 (Thresholds below 8, 5, 3)
  43. Mana Pool: 4/4
  44. Fortune Pool: 15/15 [LCK+2]
  45. Soak: 4/4 [1+(VIT/2)+1]
  46.  
  47. Affinity: 🐟 WATER 🐟
  48. - WATER girls are masters of all things H20, able to harness the power of water to attack their foes with cutting jets of water, needles of ice, or plumes of hot steam. Puddles of water left on the ground can also be manipulated again to attack from unexpected directions. Ice can be used as powerful shields, placed between a water girl and her foe. Especially cruel water mages are known to drown their victims. Water spells require a sneaky mindset to utilize fully, but are excellent at ambushes. Water users also gain the ability to cast minor healing spells.
  49. - Out of costume, WATER users know when rain or snow is coming and are fast swimmers.
  50. - Spell Tree: http://mgcyoa.sync.in/WaterSpec
  51.  
  52. Weaknesses: Weak to WOOD
  53. When attacked by magic from the Specialization you are weak against, you take -1 defense dice against their Specialization magic.
  54.  
  55. Weapon: Ranged - Drifter's Departure: Aysu's weapon may once have been a large crossbow, but corrosion and coral growth have eaten away any appearance of functionality. Of course, she need only focus for it to begin spraying heavy bolts of dead coral, pointed fish bones, or other such ocean debris.
  56. - [+1 AGI]
  57. - Marksman: A natural 10 dice on an attack roll now counts as 3 successes instead of 2. This does not count for fortune points.
  58. - Rapid Firing: Dice penalty removed for attacking up to 3 targets. 1 dice penalty for all targets up to the 6th.
  59.  
  60. Transformation Phrase: "Know that you are blessed, Daughter of Depths. All that is above shall sink and become yours."
  61.  
  62. Outfit: Skimpy - While transformed, the water which pervades her clothes appears to be her magical outfit. It causes her clothes to cling to her form, but her raincoat remains as it is.
  63. - [+1 AGI]
  64. - Lucky Charm: Grants [+1 die to defense rolls that use LCK.] [Fortune points increased by +2]
  65. - Tentacle Bane: Penalties imposed by grapples, suppression or binding magic are HALVED. +1 bonus die to rolls when trying to escape grapples.
  66.  
  67. Power: Barrage - Typhoon: Rather than a stream of bolts, Aysu fires off one or more masses of the coral growth that encompasses much of her crossbow. These masses can either explode forward in a shotgun pattern or detonate explosively, showering the area in rough, unpleasant shrapnel. This attack seems to tire Aysu out, so she rarely has the chance to use it more than once in a battle.
  68. - [+1 MAG or (AGI)]
  69. - (-3 Mana cost)
  70. - You can focus your magic to over-perform for a brief, unfocused burst or multiple rapid blasts. This is very good at eliminating groups of weak targets.
  71. - Removes dice penalty for attacking additional targets. Up to 10 targets can be attacked, though they can defend as normal.
  72. - Ranged attacks gain +1 dice when using barrage.
  73.  
  74. Perks:
  75. 1 Awareness:
  76. - [+1 AGI]
  77. - You become much more aware of everything your mundane senses tell you. This won't help your magic, but will make you harder to surprise or ambush. You will quickly notice if someone is failing to cast a shadow or reflection, or if there's a particular scent in the air.
  78. - You may ask your GM if you sense anything usual about a location, object or NPC.
  79. - [Gives 2 automatic successes on initiative rolls and a +5 modifier to perception rolls.]
  80.  
  81. 2 Enhanced Outfit:
  82. - [+1 Soak]
  83. - Your outfit is tougher and just plain better than those of other Mahous, even if it’s just a chainmail bikini or a revealing robe.
  84. - Allows a second outfit enhancement slot.
  85. - Tentacle Bane
  86.  
  87. 3 Fortunate:
  88. - [+1 LCK]
  89. - Your girl is very lucky, who knows why? Maybe some deity smiles upon her, or the planets are aligned in her favor, regardless, she is lucky. Allows you to spend 2 fortune points on a single action in each combat encounter.
  90.  
  91. 4 Sturdy:
  92. - [+1 VIT]
  93. - Your magic keeps your body strong and resilient to attacks that would otherwise be overwhelming. You can never fall more than 2 wound thresholds in a turn.
  94.  
  95. 5 Enhanced Weapon:
  96. - Your weapon is just better than those of other mahou shoujo, allowing it double the enhancements.
  97. - Allows a second weapon enhancement slot.
  98. - Rapid Firing
  99.  
  100. 6 Super Map: (tentative)
  101. - [+1 LCK]
  102. - You gain an incredibly useful map that shows surrounding areas, features and topography, as well as the positions of you and your allies, and many enemies that are in the nearby area. Can be used in the Overcity too, but the rapidly changing features will often make your map very confusing and difficult to read. It cannot detect portals however. Gain a +5 modifier to Perception rolls.
  103.  
  104. 🐟 Monster Girl Perks 🐟
  105. 1 Prehensile:
  106. - Your flexibility is increased, you have supernumerary limbs or a body part that is distinctly inhuman. You may grasp things and balance on it as if it were a normal human limb.
  107. - [+1 to (AGI) or VIT.]
  108. - (+1 dice on Grapple rolls and +1 to Escape Grapples.)
  109.  
  110. 2 nPedalism:
  111. - You no longer have two human legs, so your motion can not be considered bipedally upright. Examples of creatures this would apply to include serpentine bodies, driders, genie-smoke lower halves, centaurs or satyrs.
  112. - [+1 to STR, (AGI), or VIT.]
  113. - (+1 dice on Knock Back rolls.)
  114.  
  115. 3 Intuition:
  116. - Your type of monster girl is attuned to the orders of chaos. You can sense the dark desires and get a general idea for the true motives of a target (if they intended to sow chaos/evil or if they believe they are doing something good).
  117. - If you have the Awareness perk, you are now always aware of when you are being told a lie, no matter how small.
  118. - [+1 ANY (LCK).]
  119.  
  120. 4 Legacy:
  121. - Your monster girl is very obviously cursed and afflicted with what makes them a monster.
  122. - [+1 ANY (LCK)]
  123. - Debuffs cast on them become HALF as effective (in terms of the dice penalty incurred, or rounds that the debuff is active for, at GM's discretion).
  124. - Out of combat, this means your monster girl can never be purified.
  125.  
  126. 5 Focus:
  127. - [+1 Any (AGI)]
  128. - A focal point of some object, organ, or other anomaly is inside your body or on the exterior living of your life forces.
  129. - Knock Back rolls now only knock you back by one Range instead of Out of Combat.
  130.  
  131. 6 Sanctum:
  132. - [+1 (AGI), VIT, or MAG]
  133. - You are one with the environment you have an affinity for. For some this may be shadows, for others water or lava. You are immune to environmental damages from your affiliated environment.
  134. - Water Environment.
  135. - For 1 mana the monster girl can meld into their affiliated environment. You may remain non-visible and immune to damage for 1 turn and reappear in the same location on your following turn, or use your action to change location to another area in visible sight from where you had originally been located.
  136. - Out of combat you may do this to sneak around or travel more freely through your associated environment.
  137.  
  138. πŸ₯ Coins πŸ₯
  139. 1 GOLD COIN
  140. - +4 AGI
  141. 3 SILVER COINS
  142. - Extra MonPerk: Sanctum
  143. - +2 LCK
  144. - +2 LCK
  145.  
  146. Inventory and possessions:
  147. (Gear)
  148. - Raincoat: An over-sized, hooded jacket of bright yellow which protects against rain. Because Aysu is always left drenched by her transformation, the coat rarely protects much more than her modesty. It is resistant to damage and any cuts or tears are gradually repaired when Aysu sleeps. She is highly protective of it and it serves as something of a security blanket to her.
  149. - Boots: Durable and sort of waterproof. They merge with Aysu's feet when she transforms and tend to completely fill with water when she turns back.
  150. - Boot knife: A small blade of some golden-hued metal, kept strapped to the leg. Definitely better suited to cutting ropes and nets than to combat, but it is properly balanced for throwing too.
  151. - Coinpurse: Holds Aysu's insignificant amount of wealth. She has five Bronze coins, as well as a handful of coppers.
  152. - Travel Bag: A duffel bag half-filled with most of Aysu's worldly possessions. She's used to carrying this around when she travels.
  153.  
  154. (Birthday Gifts)
  155. - Waterproofed clothing, three (3) sets:
  156. - Pearl earrings: A gift from Alex. Pearls set into copper. Aysu has never had her ears pierced, but the idea is at least vaguely tempting now that she owns a pair of earrings.
  157. - Humidifier: A gift from Lilianna. The humidity helps Aysu feel like she's home. Also has an infuser for adding tropical-scented oils to the humid air. A very thoughtful gift.
  158. - Parasol: A gift from Morgana and Aurora. As much an artistic piece of craftsmanship as it is sun protection. Aysu likes to turn it over in her hands and examine it, but is afraid to take with her while traveling for fear of having it break.
  159.  
  160. (School)
  161. - Uniform: Black, red, and dark blue aren't really Aysu's colors. She greatly resents not being allowed to always wear her coat over the uniform. [http://i.imgur.com/RNOxbiR.jpg]
  162. - Buff: A silvery-grey cloth which denotes Aysu as a member of the Winter Wisps. She prefers to wear it around her neck as a kerchief.
  163. - Textbook: Just one, covering English basics. It's rather battered from all the times Aysu has grown fed up with it and tossed or thrown it away, only to retrieve it again after cooling off.
  164. - School Supplies: Four notebooks, as well as plenty of pens and pencils.
  165. - Backpack: Not large, but Aysu doesn't need much space for books anyway.
  166. - Student ID card: Scan-able. Allows Aysu to make use of school services, namely the meal plan, her room, and the pool after hours. She doesn't understand how it works. The card lists her surname as "Iset".
  167.  
  168.  
  169. πŸ’° Reward πŸ’°
  170. - 5 Bronze coins: Currently the only actual currency Aysu has to her name, at least that she earned. A puchuu called Pioden is offering a reward for purifying corrupted beings, apparently even to said corrupted beings themselves. These were for helping to do so with Ceilia.
  171.  
  172. πŸ”± Story πŸ”±
  173. - Two (2) Curious crystals: A pair of marble-sized ovals, colored in a soft shade of nearly transparent blue and clouded with smoky darkness. Each holds a faint trace of magic, though one is more faded than the other.
  174. - Star Trinket: A small, glinting star trinket. Part of the magical girl Arleen's outfit, who exploded into a star. Though she is unlikely to ever have a chance at avenging the Star girl, Aysu keeps this trinket as a reminder.
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