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Magical Girl (PL 10)


Cubismo

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Player Name: Cubismo 

Magical Girl

Power Level: 10 (150/150PP)

Trade-Offs: None 

Unspent Power Points: 0  

 

In Brief: Teenage boy becomes a magical girl.

Catchphrase: “Goddesses above. Help me protect those I cherish.”

 

Alternate Identity: Sam Warwyck

Identity: Secret

Residence(s): His parent’s home in Southside and Claremont Academy’s dorms.

Birthplace: Freedom City, New Jersey

Occupation: Volunteer Librarian (Freedom Public Library)

Affiliations: Claremont Academy, The Goddesses of Olympus

Family: Morgan Warwyck (Father), Doris Warwyck (Mother), Emma Warwyck (Younger Sister), Agatha “Grandmama” Megalos (Grandmother)

 

Description:

Age: 16 (DoB: October 31, 2002)

Gender: Genderfluid. Identifies as Male as Sam and Female as Magical Girl.

Ethnicity: White American. Greek and Irish ancestry.

Height: 5 ft. 5 in. (as Sam), 5 ft. 7. (as Magical Girl)

Weight: 130 lbs. (as Sam), 140 lbs. (as Magical Girl)

Eyes: Brown (as Sam), Grey (as Magical Girl)

Hair: Brown (as Sam), Black (as Magical Girl)

 

Physical Appearance

Sam Warwyck is a teenager who hasn’t quite gained all the benefits of puberty yet. Compared to most boys his age, he’s short and scrawny. He has short unkept brown hair, brown eyes and wears thick black-rimmed glasses. Sam’s skin is pale, but to his eternal appreciation, he doesn’t suffer from acne. Given his shyness, he tends to be rather awkward. Nervously talk a mile-a-minute when discussing something he’s interested in, but halting and subdued when he feels insecure or out of his depth.

 

When Sam transforms into Magical Girl, he, or rather she, becomes almost the complete opposite. Magical Girl is tall, athletic and graceful, with long black hair. Their eyes are different as well, with Magical Girl’s being grey instead of brown. And while Sam has pale skin, Magical Girl’s is fair and blessed with a nice tan. Even their inflections and mannerisms are different, with Magical Girl being confident and energetic All. The. Time. Magical Girl’s superhero attire, which is immediately summoned forth whenever Sam transforms, is an ancient Greek-style white tunic, with a golden waist-sash, two golden bracers, golden boots and a and red cape that’s always slightly flowing even there’s no breeze in the air.

 

Power Descriptions

Sam's powers are magical in nature, deriving from his connection to a council of goddesses who have reluctantly decided that he is their new agent on Earth. These powers only activate when Sam recites the words of the Atlantean spell that first made him become Magical Girl. When he does he literally (and quite spectacularly) transforms into a different body, one blessed with superhuman strength and endurance. The transformation also allows him to use a wand, the Caduceus, which has various magical abilities and spells. 

 

History

Sam Warwyck was an average teenager. Sure, he was a bit shyer than most people his age. And yeah, being a librarian isn’t exactly a common dream career for most people either, but despite that he was still a pretty average teen. He had insecurities, a complex relationship with his parents, and issues involving his burgeoning sense of identity. Actually, he has a LOT of identity issues, many of which he struggled to accept or even understand. That’s why he became so absorbed in books when he was younger. By delving into the past, or some work of fiction, he could run away from the one thing he never could: Himself. Thus, he was naturally drawn to libraries. Places where he could lose himself in vast amounts of knowledge and stories. With that in mind, it’s was only natural that Sam started volunteering as a librarian at Freedom Public Library as soon as he was old enough. It would ultimately be this decision that would lead him into becoming Magical Girl.

 

Besides working as a volunteer, Sam also did rudimentary Greek to English translations for the library, having learned Greek from his mother’s side of the family. One day he was tasked with translating a random book that was dropped off at the library’s donations pile. It was a tome that looked positively ancient, written in a proto-Greek dialect that took Sam ages to even get a basic grasp on. But he was determined, and instead of giving the tome to more experienced translators Sam made it his personal project, spending days trying to decipher it. Eventually, he made a breakthrough and was able to pronounce a single passage.

 

When he did something incredible must have happened because he was suddenly in his bedroom with no memory of how he got home or how several hours had passed in the span of a second from his perspective. Besides strange, scattered memories of women the size of giants starring down at him with confusion, being in a decaying temple, seeing birds of every kind, and having the overwhelming feeling that he was the world’s biggest disappointment, Sam had no concrete memory of what had happened to him. His co-workers at the library and his parents weren’t of much help as they were at a loss for a rational explanation as well. Thinking the tome was cursed and fearing what would happen if he tried to read it again, Sam left it to rot in the library’s archives.

 

Things were fine after that. Or at least that’s what Sam told himself. The blackouts kept happening and while none of them were as dramatic as the first one they weren’t stopping, and neither was his visions of being in that temple. This all came to a head when a group of armed cultists stormed into Freedom Public Library demanding the tome and taking several people hostage. Hiding in the archives, Sam wanted to do nothing more than to give it to them and save his colleagues, but some strange compulsion stopped him. Without even knowing what he was doing it he opened the tome once more and reread the same passage that made him first blackout.

 

When he did everything changed. Most of all Sam himself. He was engulfed in a flash of multicolored light and suddenly transformed into super-powered heroine, costume and all, with a wand to boot. While confused, astonished, and on the verge of mental collapse, Sam still somehow managed to use his newfound abilities to make short work of the cultists and leave them for the cops to deal with before flying off to figure out what had just happened. It would be hours after when a talking owl suddenly showed up literally out of nowhere that Sam would learn that, he, Sam Warwyck, had been found worthy of the Titles of Lady-Protector of Magic, Wardeness of the Pact, Maiden of Sorceries, and Champion of the Goddesses and that he had work to do.

 

Personality & Motivation

Sam is a quiet person that likes to tell himself that he prefers being alone but really he’s just shy around people he’s not very familiar with. That, along with his bookishness, are his most obvious personality traits. Beyond the stereotypical geeky facade, he is a kind, empathetic and sincere person that just can’t seem to get past his neuroticism and open himself up to people. Sam enjoys reading high fantasy, pulp sci-fi, historical fiction, and to his eternal shame, romance novels. He prefers his fiction to be hope-affirming and loves a good story about the power of friendship. Sam believes he’s fundamentally unqualified to be Magical Girl or any of the other titles that he apparently must live up to now. He wants to help people, but his self-esteem tells him that he’ll inevitability mess it all up in the end. Despite these insecurities Sam still transforms into Magical Girl whenever troubles afoot and while he denies it a big part of him loves being a superheroine fighting for magic, love and friendship.

 

Magical Girl is a LOT more open about Sam’s geeky interests and beliefs, and in a broader sense is the physical embodiment of Sam’s positive Id. She’s unashamed of what she loves, how she feels and seems to always have a fun, upbeat attitude that borders on naivety. Cynicism is anathema to her and she is not afraid to unleash a dramatic speech about love, friendship or the fundamental decency of humanity, to an evildoer that wishes to undermine those lofty beliefs. Magical Girl fully embraces the idea of being a superhero and believes that by defending the world from hostile magical forces, and other malicious threats, she can make it into not just a better place but transform it into something extraordinary and beautiful.

 

Powers & Tactics

Both Sam and Magical Girl hate violence and always try to talk things out before engaging in combat. Magical Girl’s disarming personality and ability to soothe the violent emotions of others makes this pacifistic approach sometimes effective. When forced to fight, Magical Girl relies on her strength and ability to take a hit. The hope being that her opponents will tire themselves out over time or realize the futility of fighting and just surrender peacefully. Sam in his spare time has been learning the ancient Greek martial art Pankration from his magical familiar. While being an owl makes it hard to effectively teach moves and positions, Sam has learned to utilize some of the art’s submission techniques when fighting as Magical Girl. He’s still quite a novice though and rarely uses choke-holds or other forms of locks out of fear that Magical Girl’s strength could kill someone by accident. Magical Girl’s spells are almost all supportive and restorative in nature and thus have little use when it comes to harming the bad guys. 

 

Complications:

Secret Identity: Only his best (and only) friend and the instructors at Claremont Academy know that Sam is Magical Girl. His parents have no idea and believe he’s going to Claremont because he’s a Terminus Baby with minor powers.

Naivety: Growing up reading fantasy novels and living in Freedom City has given Sam a very rose-colored view of superheroes and magic. The moral ambiguity and horrific violence that superheroes sometime encounter is something that Sam is mentally unprepared for.

Sam the Unworthy: Sam is beholden to the Goddesses who gave him his powers. While they are benevolent and see his potential, they could decide to take away his powers if they think Sam has failed to live up to their expectations. 

What Was That?: Transforming into Magical Girl requires Sam to say a magical phrase and undergo a rather flashy transformation sequence. He can’t "get into costume" without possibly drawing unwanted attention.

I Have No Idea What I’m Doing: Sam is pretty new to this whole magic thing and is fairly ignorant of all the rules, duties, and possible enemies he’s going to encounter as the Heroine of the Goddesses. He replies on his familiar, Nyctimene, to tell him about the ins-and-outs of his new position.

 

Abilities: 0 + 0 + 0 + 4 + 2 + 0 = 6PP

Strength: 10 [30] (+10)

Dexterity: 10 [14] (+2)

Constitution: 10 [30] (+10)

Intelligence: 14 (+2)

Wisdom: 12 (+1)

Charisma: 10 [18] (+4)

 

Combat: 16PP

Initiative: +2

Attack: +10 Melee (+4 Base, +6 Attack Focus), +4 Ranged

Grapple: +20/+24 (+ 10 Melee Atk, +10 STR, +4 Super-Strength)

Damage: +10 (Unarmed)

Defense: +10 (+4 Base, +6 Dodge Focus), +4 Flat-Footed

Knockback: -7

 

Saving Throws: 5 + 6 = 11PP

Toughness: +10 (+10 Con)

Fortitude: +10 (+10 Con)

Reflex: +7 (+2 Dex, +5)

Will: +7 (+1 Wis, +6)

 

Skills: 26R = 7PP

Computers 4 (+6)

Diplomacy 0 (+8, +12)

Disguise 0 (+4, +24 Morph [Single Appearance - Magical Girl])

Knowledge (Arcane Lore) 4 (+6)

Knowledge (History) 4 (+6)

Knowledge (Pop Culture) 8 (+10)

Language 2 (English [Native], Ancient Greek, Greek)

Notice 4 (+6)

 

Feats: 2PP

Luck 1

Ritualist 

 

Powers: 94 + 14 + 3 = 111PP

Blessed Form of the Heroine 18.8 (Container) (Divine) [94PP]

 

Might of Bia (35PP) 

Enchanted Strength 20 [20PP]

Super-Strength 4 (+20 STR carry capacity, Heavy Load: 12.8 tons.) [8PP]

Enhanced Feats:  Attack Focus 6, Power Attack [7PP] 

 

Grace of Nike  (16PP) 

Enchanted Dexterity 4 [4PP]

Flight 3 (50 MPH) [6PP] 

Enhanced Feats: Dodge Focus 6 [6PP] 

 

Vigor of Artemis (26PP) 

Enhanced Constitution 20 [20PP] 

Impervious Toughness 5 [5PP] 

Enhanced Feats: Interpose [1PP] 

 

Charm of Aphrodite (18PP) 

Enhanced Charisma 8 [8PP] 

Enhanced Skills: +8 Diplomacy [2PP]

Morph 4 (Single Appearance - Magical Girl, +20 Disguise) [4PP]

Enhanced Feats: Beautiful Voice (Diplomacy), Lionheart 1, Quick Change 1 [3PP] 

 

Caduceus: Device 4 (Easy to Lose, Only Usable by Sam Warwyck; Array, Alternate Powers 3) [14PP] (Divine)

  • Base:·Healing 5 ("Most Heavenly Remedy of Aceso!" Feats: Persistent, Regrowth; Extra: Total 5) 
  • Alternative Power: Boost 10 ("Glorious Boon Beam of Aglaea!" Single Trait, Flaw: Others Only)
  • Alternative Power: Emotion Control 10 ("Blissful Enhancement of Eirene!" Feat: Subtle 1, Flaw: Limited; Calm) 
  • Alternative Power: Summon 5 ("Evocation of Nyctimene!" Feat: Mental Link, Extra: Heroic)

Super-Senses 3 ("The Third Eye of Hecate" Awareness: Magic) (Sight) [3PP]

 

Drawbacks: -3 = -3PP

Normal Identity (Must say the Word of Power; Frequency: Uncommon, Intensity: Major) [x2] [-3PP]

 

DC Block

ATTACK

RANGE

DC

EFFECT

Unarmed

Touch

DC25 Toughness

Damage (Physical)

Emotional Control

Ranged (Perception)

DC20 Will

Damage (Mental)

 

Totals: Abilities (6) + Combat (16) + Saving Throws (11) + Skills (6) + Feats (2) + Powers (111) - Drawbacks (3) = 150/150 Power Points

 

Nyctimene the Talking Owl (PL 5 Minion)

Spoiler

Nyctimene the Talking Owl (PL 5 Minion)
Power Level: 5 (75/75PP)
Trade-Offs: None 

Residence(s): Mount Olympus, Sam's Birdcage
Birthplace: Ancient Rome
Occupation: Mentor to Heroes, Mascot
Affiliations: The Council of Goddesses
Family: All long dead.

Description:
Age: Around 2500
Gender: Female
Ethnicity: Used to be Roman. 

 

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Abilities: -4 + 2 + 0 + 14 + 8 + 0 = 20PP
Strength: 6 (-2)
Dexterity: 12 (+1)
Constitution: 10 (+0)
Intelligence: 24 (+7)
Wisdom: 18 (+4)
Charisma: 10 (+0)

Combat: 6PP
Initiative: +5
Attack: +5 Melee (+2 Base, +3 Attack Focus), +2 Ranged
Grapple: -7 (+2 Base, -2 STR)
Damage: -2 (Unarmed)
Defense: +5 (+5 Base), +5 Flat-Footed
Knockback: +2


Saving Throws: 2 + 3 = 5PP
Toughness: +0 (+0 Con)
Fortitude: +2 (+0 Con, +2)
Reflex: +4 (+1 Dex, +3)
Will: +4 (+4 Wis)


Skills: 32R = 8PP
Knowledge (Arcane Lore) 8 (+15)
Knowledge (History) 4 (+11)
Knowledge (Tactics) 4 (+11)
Knowledge (Theology and Philosophy) 4 (+11)
Notice 4 (+8)
Search 4 (+11)
Stealth 4 (+5)


Feats: 4PP
Attack Bonus (Melee) 3
Eidetic Memory


Powers: 6 + 4 + 9 + 5  = 24PP
Comprehend 3 (Languages – Read All, Speak All, Understand All, You’re Understood) [6PP]
Flight 2 (25 MPH) [4PP]
Shrinking 8 (Power Feats: Innate; Flaws: Permanent) [8PP]
Super-Senses 5 (Awareness: Magic, Communication Link: Sam Warwyck/Magical Girl, Low-Light Vision) [5PP]

DC Block

 

ATTACK

RANGE

DC

EFFECT

Unarmed

Touch

DC13 Toughness

Damage (Physical)

 
Totals: Abilities (28) + Combat (6) + Saving Throws (5) + Skills (8) + Feats (4) + Powers (24) = 75/75 Power Points

 

Edited by Cubismo
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