Magical Girl Gangs:Lyrical Shrike
Contents
Marry Miller/Lyrical Shrike
Description
Mundane
Magical
Refresh and Stress
Mundane girl
- Fate Point 2/ Refresh 2
- Stress [][][]
Consequences
- Mild Consequence -2
Magical girl
- Fate Points 2/ Refresh 2
- Physical Stress [][][]
- Mental Stress [][][]
Consequences
Magic Armor Consequence -2 (use all stress and consequences first and using this breaks the transformation): Mild Consequence -2 Moderate Consequence -4: Severe Consequence -6:
Sheet
Mundane
Normal Person Name: Mary Miller
- High Concept: Chair Bound Musical Soul
- Trouble: Too Sassy to be Oppressed
- Core Aspect: Professional not Celebrity
- Phase 1 Aspect: I'd even take a cat's paw
- Phase 2 Aspect
Skill
- Good: Will +3
- Fair: Provoke +2 , Lore +2
- Average: Rapport +1, Empathy+1, resources +1
Stunts
- Virtuoso: You get a +2 to all Rapport rolls relating to singing.
- Infuriate. Sometimes fear isn’t an option, but that doesn’t mean you can’t still get up someone’s nose. +2 to Provoke rolls whenever deliberately trying to get someone angry with you
- Architecture of the Heart. Reading a room is a triviality to you. Even more, you can spot the emotional lynchpins in a room and easily understand how actions would impact the mood. If you roll Empathy to read a room—difficulty Mediocre (+0)—count how many shifts you accrue. Over the course of the scene, you may ask the GM to tell you how people would react to any hypothetical scenario. You can do this a number of times equal to the number of shifts generated.
- Transformation Stunt (Workshoping required)
Magical
Magical Girl Name:Lyrical Shrike
Aspects
- High Concept: Monster Hunter First, Everything Else Later
- Trouble: Not yet a team player
- Core Aspect: Fey Bought Winged Sirenic Mermaid Form
- Phase 1 Aspect: I'd even take a Magical cat's paw
- Phase 2 Aspect:
- Phase 3 Aspect:
Skill
- Great: Shoot +4
- Good: Will +3, Athletics +3
- Fair: Physique +2, Provoke +2, Lore +2
- Average: Rapport +1, Empathy +1, Stealth +1, notice +1
Stunts
- Determinate: Your astonishing determination allows you to push yourself beyond your physical limits. Use Will instead of Physique on any overcome rolls representing feats of endurance.
- Only the Wind Will See Me Go: At the cost of a fate point, you may exit a scene, passing from sight.
- Magical Hunter: To you, Magic is not for harming the mundane; it's for killing Magical monster. +2 to Shoot attacks against magical monsters
Magics
Power Theme: Super-Form
- Drawback: Extended Transformation Sequence
Combat ready
- Power: Super toughness
- Enhancements:Full Sensory Overload
- Power Synergy: Super Strength
- Drawback: Clearly Inhuman Body
- Collateral Damage: Interception
Sound magic
- Power: energy blast
- Enhancements:Defensive Blasts
- Power Synergy: Influence
- Power Synergy: Empower
- Drawback: Clear and Loud [Basically a thematic very noticable]
- Collateral Damage: Charged Shot
Wings
- Power: Flight
- Enhancements: Master Flight
- Master Flight
- Power Synergy: Telekinesis
- Drawback: Very Noticeable.
- Collateral Damage: Speed Demon [stolen from super speed]