Wanderlost

Seona Bradford (AMGC)

Mar 29th, 2016
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  1. Name: Seona Bradford, Astral Maiden
  2. Apparent Age: 16
  3. Body Type: Underdeveloped [+1! MAG, (AGI) or LCK]
  4. Hair: Platinum Blonde, largely straight, loose hanging, and knee length.
  5. Eyes: Blue-green, attentive.
  6. Skin: Light and dotted with freckles.
  7. Height: 5'2"
  8. Weight: 96 lbs
  9. Birthday: August 23 (The day she was found. True birthday unknown)
  10. True Age: Probably older than she looks, at least when counting whomever she used to be. Hard to say by how much. ...Of course, her life experience since waking up without any memories would place her at far younger.
  11. Picture: http://i.imgur.com/roidu93.jpg
  12.  
  13. Long, strands of platinum blonde hair stream down over a freckled face with focused eyes colored in blue-green.
  14.  
  15. Transformed:
  16.  
  17. STR: 4 [4]
  18. AGI: 16 [4+1+1+1+1+4+2+2]
  19. VIT: 6 [4-1+1+1+1]
  20. MAG: 12 [4+4+1+1+2]
  21. LCK: 5 [4+1]
  22. Stat Total: 43
  23.  
  24.  
  25. Human:
  26.  
  27. STR: 3 [3]
  28. AGI: 5 [3+1+1]
  29. VIT: 2 [3-1]
  30. MAG: 5 [3+1+1]
  31. LCK: 3 [3]
  32. Stat Total: 17
  33.  
  34. Dice (Atk/Def): STR: 4 AGI: 10 VIT: 3 MAG: 8 LCK: 5/4
  35. Disengage/Retreat: 11
  36. Initiative: 10+2 Auto
  37. Perception: 10 [6+2+2]
  38.  
  39. Wound Pool: 12/12 [VIT*2] (Thresholds below 9, 6, 3)
  40. Mana Pool: 12/12 [MAG]
  41. Fortune Pool: 5/5 [LCK]
  42. Soak: 7/7 [base 1+2+1(VIT/2)]
  43.  
  44. Four free stat points: +4 MAG
  45.  
  46. Specialization: Psychic - "Mind over matter, right?"
  47. - Psychic users can read and influence minds, and induce feelings of terror, anger or sympathy in their target. With practice they can harm their opponents with a mental blast. While they are adept at disrupting or destroying their enemy’s minds, the greatest psychic girls can make subtle changes without damaging the target mind, allowing them to edit memories or even temporarily turn people into their slaves. Sadly their powers do not work on entities with no minds. Strong-willed opponents can resist psychic manipulation. These girls also become resistant to effects that meddle with their own minds.
  48. - Out of costume, Psychic girls are resistant to mind effects and can sense the presence of other minds, though they can’t read them.
  49. - Spell Tree: http://mgcyoa.sync.in/PsychicSpec or maybe http://mgcyoa.sync.in/ArchetypeMentalist
  50.  
  51. Weapon: Ranged - Enter Sandman - A glowing rifle of purple and gold, slightly longer than Seona is tall. She finds it difficult to fire without bracing, though she has learned to tactically make use of its overwhelming kick. Seona often draws the ammo from her mind, to uncertain effect.
  52. - [+1 AGI]
  53. - Free Enhancement: Recoil: +1 die to Disengage rolls. +1 die to Flee rolls.
  54.  
  55. Transformation Phrase: "Dream of starlight, Astral Maiden!"
  56.  
  57. Outfit: Uniform - A dark, fur-lined coat with silver adornments and many pockets, lined inside with protective plating. Beneath the jacket is something akin to a school uniform.
  58. - [+1 VIT]
  59. - Free Enhancement: Reinforced: [+2 maximum Soak]
  60.  
  61. Power: Focus Fire: I like to think I'm pretty good at strategy. At least, when my side listens to me...
  62. [+1 (AGI), MAG or STR]
  63. - You are adept at commanding your allies, and when you yell a command, they are more inclined than usual to listen especially in the heat of battle. You also gain an instinctive grasp of tactics and when to strike for best effect. By combining these, you can direct your allies to new opportunities in battle they would otherwise have missed.
  64. - 3 Mana action: Select one target. All of your allies can immediately make a basic weapon attack against that target.
  65.  
  66. Patron: Somni, a Puchuu which resembles a tiny sheep. Her wool is dark like the night sky and has an independently scrolling star pattern.
  67.  
  68. Perks:
  69. 1 Soul Jar: "..."
  70. - [+1 VIT]
  71. - Your body is a puppet controlled by your soul which is contained in a breakable, handheld object. Keep it safe, because destroying it will instantly kill you but leaving it too far away will weaken your control. At 10 miles you start losing fine control of your body, and at 20, you can only moan and shuffle like a zombie. Being dimensionally separated from your Soul Jar also causes complete loss of fine control.
  72. - Keep your body in good working order, too you can still force it to move while it's injured beyond repair, but it's much harder, and if it's obviously dead you might be mistaken for a vampire or zombie. Still, you will never die from bodily damage. If your body is destroyed but your Soul Jar is intact, you can recreate a new body far faster than rebirthing yourself entirely.
  73. - Passive:
  74. - [+1 maximum Soak]
  75. - Passive, when playing in a Cakes & Candy game:
  76. - You gain the Determination outfit enhancement. If you already have it, you can use it one more time per encounter.
  77. - Passive, when playing in a Guns & Grim game:
  78. - You ignore the usual consequences of physical death. Instead, you remain alive as your Soul Jar and may revive in however much time is appropriate.
  79.  
  80. 2 A Way Out: "Make the most of your time on this earth. An unrealized dream is a terrible thing."
  81. - [-1! VIT]
  82. - [+1! in 2 other stats. (AGI) and (MAG)]
  83. - Unlike other magical girls tied to reincarnation, you can truly put your life on the line. At any time you wish, you can overclock your magical power, burning out the force keeping you tied to life for one short burst. This can make your death permanent, giving the middle finger to the Puchuu one last time.
  84. - Instant, when playing G&G mode: Recover all HP. Until the end of the encounter, you ignore Wound Threshold penalties and gain a 2x dice multiplier to every roll. If you go under 2 Wound Thresholds, increase to 4x. After the encounter, you die.
  85.  
  86. 3 Astral Projection: "In a dream, I am weightless and free."
  87. - [+1! MAG]
  88. - When sleeping you can lurk around although not interact physically with objects. Max distance of 1 mile away from your body. Magical beings can sense your spirit if they are perceptive, and can attack. You cannot defend while projecting, and if you are attacked, you will merely wake up as if from a nightmare.
  89.  
  90. 4 Awareness: <The wise magical girl is one who pays attention to her surroundings. Or that's what I'm told.>
  91. - [+1 AGI]
  92. - 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.
  93. - Passive:
  94. - +2 successes on Initiative rolls.
  95. - +2 dice on Perception rolls.
  96.  
  97. 5 Super Map: <Convenient and great for planning trips and tactics, but it also gets to be a headache sometimes. Sometimes a double headache. Note to self: Don't try to read it while walking again.>
  98. - [+1 LCK]
  99. - 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.
  100. - +2 dice to Perception rolls.
  101.  
  102. 6 Big Backpack: <It's good to be prepared and all, but the backpack tends to eat my candy if I put any in. It also gets awfully jealous if I wear a more normal backpack...>
  103. - [ +1 VIT]
  104. - You gain what amounts to a magical girl's survival stash, all contained in a large, mysterious backpack. The backpack contains everything you will need for survival, food, water, changes of clothes, and a computer with a fantastic Wi-Fi connection... All you need do is concentrate on what you want, and reach inside the pack. Whatever entity that inhabits the backpack is not all powerful however, and non-essential items do not appear inside.
  105.  
  106. Coins:
  107. 1 GOLD COIN
  108. - +4 AGI
  109. 3 SILVER COINS
  110. - +2 AGI
  111. - +2 AGI
  112. - +2 MAG
  113.  
  114. Inventory: - Seona's things. Please do not touch without permission. -
  115. Big Backpack: Navy blue. It has "Bradford" written on it in green glitter glue.
  116. Super Map: Normally an amber cube that projects a round, holographic local map when gripped. It also possesses a more large-scale planning mode that activates when pressed against a mostly flat surface, at which point it will expand the shown area outward in a square until one of the expanding edges meets an obstacle in the terrain. It is quite visible when in use and only seems to work in Seona's hands.
  117.  
  118. Cell phone: An old flip phone. It's not easy to break, but somehow it gets no coverage in Overcity. Works fine in any world with cell towers, though.
  119. A handful of candy: Warheads appear to be her candy of choice, considering the dozen or so pieces she carries in her pockets.
  120. Key ring: Two dozen keys of various age and make. Seona would claim they went to past residences, but at least two of them are clearly car keys.
  121. Old photograph: Faded almost beyond recognition, what can be made out of this photo is a Seona who can't be a day over thirteen with another girl of maybe 7 or so.
  122.  
  123. Last updated: 1/14/2018 (AMGC 1.15.1)
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