Post by Hoots Rowlet on Feb 19, 2015 22:52:17 GMT -5
LUCY HEARTFILIA
Wandering Supermage and Last Hope of her Guild
QUOTE: "As long as I live... Fairy Tail will never die! I fight for my friends, our hopes, and our future!"
Age: 99
Occupation: Wandering Mage, Former Adoptive Mother of Asuka Connell, Technically 7th Guild Master of Fairy Tail
Height: 5'4"
Weight: 122 lbs
Eye color: Brown
Hair color: Blond
Measurements: B91-W59-H88
Species: Human
NOTES: She has the Fairy Tail symbol on her right hand.
ABILITIES
Int: 9(i)
Str: 7/12 (From Triforce of Power)
Agl: 8
Spd: 6/10 (Using Jet's speed magic)
Dur: 5
HEALTH: 5 PL: 10
ENERGY: 66(i) PL: 30
REGEN: 23 PL: 18
ACTIONS
Close Combat: 10
(Spd. and Agl.bonus, or 2 Wpn.Modifiers)
-Super-Efficient
-Deflect Projectiles
-Redirect Shot
-Hand-to-hand
-Requipped Weapons
-Swords
-Fighting mages
-Using powers in combat
-Fightin g multiple opponents
-Fighting larger opponents
Ranged Combat: 10
(Agl.bonus and Wpn.Modifier, or 2 Wpn.Modifiers)
-Super-Efficient
-Magic Revolvers
-Requipped Guns
-Thrown objects
-Thrown opponents
-Using powers in combat
-Precise shooting
-Handling recoil
-Fighting larger opponents
Acrobatics: 7
(Str.bonus)
Celestial Spirit Magic: 30
(Int Bonus)
-Super-Efficient
-May summon Celestial Spirits by paying the spirit's Durability in stones. Requires the Spirit's specific summoning Key.
-Requires vocal component, usually involves stating "Open the Gate of [title of the Spirit]! [name of the Spirit]!"
-Maintaining any Spirit's presence requires 1 stone/panel/Spirit, although it does not require an action. Some Spirits may choose to remain of their own will and are strong enough to do so, although... (read below)
-Mass Summoning: A very rare, powerful technique, mastered by Lucy. Allows her to summon up to AN Spirits at once, paying only the stones of the most powerful one.
-Force Gate Closure: Another very rare ability, again quickly mastered by the young woman. By paying stones equal to a Spirit's Durability, Lucy can forcibly but harmlessly banish one back through their gate, for example if an enemy mage took control of one of her Spirits and tried using it against her.
-Combination Attacks: Lucy can order two or more Celestial Spirits to combine their powers for greater techniques, with results similar to Special Techniques with bonuses equal to half this action's AN, rounded up. Alternately, she could combine one of her Celestial Spirits' techniques with one magic power of her own.
-Unison Raid: As Combination attacks, but used in conjunction with another Mage.
-Star Dress (Allows the user to incorporate the power of the Celestial Spirit they summon into their body by placing the key of the Spirit in question on their chest. The power manifests itself in the form of a wardrobe change (similar to Requip), this case in the form of a dress centered around the Spirit in question's own wardrobe. It works as Metamorphosis, Transformation occurs on same panel, Needs not maintain, Transformation is based off a given Celestial Spirit; Abilities can be increased up to their ANs, may acquire their Magical powers at up to their own AN, etc.)
-Very reluctant to use
Fire Dragon Slayer Magic: 12
(Int.bonus)
-Super-Efficient
-As Mastery of Fire
-Create/Manipulate
-Force Blast (With some or all the following advantages, depending on the attacks: 2x damage, AP and/or Area Attack of Area 5 [Can be augmented by paying stones], Sets flammable objects on fire.)
-Absorb (Eat) 3 stones of Fire/Heat (Except for fire she creates herself) per panel; fire created by setting fire to objects can, however, be absorbed.
-Absorb Fire attacks by eating them. She can absorb up to 3 times this Action's AN without any trouble; any stone over this total "bleeds off" by creating a large fire aura around her, causing her to lose a similar amount of her absorbed stones. Attacks thus absorbed can either be redirected at the same strength on the next panel without taking up an action, or used to improve Lucy's own Fire Magic techniques, in which case she can use the stones as a temporary modifier, up to one half this action's AN, rounded up, per panel.
-Fire Dragon's Roar (Adds +3 to a Fire Dragon Slayer Magic blast, making it Area attack, and allowing Lucy to Accumulate Energy for a panel before attacking. This technique requires her to take a deep breath before unleashing it, so she needs to have her mouth free.)
-Combine with Close Combat
-Flame of Emotion: If Lucy is angry, resolute or determined to do something, she gets a +2 bonus to any use of this action as she gets 'fired up'.
-'Transform' into element (While she can't turn her body truly into flames, Lucy can wreathe her body in flames without damaging herself nor her clothes, but possibly looking very badass, frightening, and... setting almost anything she touches in fire if flammable.)
-Dragon Force (As Metamorphosis; can boost Physical Abilities, Toughness, Reflexive Dodge, and Fire Attacks. Must pay stones to maintain.)
-Fire Resistance (Adds half this action's AN, rounded up, as Fire Defense)
Sky Dragon Slayer Magic: 15
(Int.bonus)
-Super-Efficient
-As Mastery of Air/Wind
-Create/Manipulate
-Force Blast (With some, none or all the following advantages, depending on the attacks: Normal or Stun Damage, 2x damage, AP and/or Area Attack of Area 5 [Can be augmented by paying stones].)
-Absorb (Eat) 3 stones of Air/Wind (Except for air she creates herself) per panel; may be lowered or lost altogether if the air quality is poor
-Absorb Air/Wind attacks by eating them. She can absorb up to 3 times this Action's AN without any trouble; any stone over this total "bleeds off" by causing powerful winds around her, causing her to lose a similar amount of her absorbed stones. Attacks thus absorbed can either be redirected at the same strength on the next panel without taking up an action, or used to improve Lucy's own Air Magic techniques, in which case she can use the stones as a temporary modifier, up to one half this action's AN, rounded up, per panel.
-Sky Dragon's Roar (Adds +3 to a Sky Dragon Slayer Magic blast, making it Area attack, and allowing Lucy to Accumulate Energy for a panel before attacking. This technique requires her to take a deep breath before unleashing it, so she needs to have her mouth free.)
-Sky Dragon's Healing Spell (Allows Lucy to use this action as Magical Healing at AN. She can heal up to 2 times her AN of White Stones per day. However, while she recently created a variant allowing her to heal herself as well, doing so is very difficult and takes up 2w off that total for every stone healed... and forces her to spend 5 stones in this action for every White Stone healed on herself.)
-Sky Dragon Soul (Assuming some aspects of a Sky Dragon, Lucy uses high-level magic to gain more power. This works as Metamorphosis, but without the Healing effect.)
-Dragon Force (As Metamorphosis; can boost Physical Abilities, Toughness, Reflexive Dodge, and Air/Wind Attacks. Must pay stones to maintain.)
Iron Dragon Slayer Magic: 15
(Int.bonus)
-Super-Efficient
-As Mastery of Iron
-Create/Manipulate
-Force Blast (With some, none or all the following advantages, depending on the attacks: 2x damage, AP, Area Attack of Area 5 [Can be augmented by paying stones], Automatically Causes Collateral Damage.)
-Absorb (Eat) 3 stones of Iron (Except for Iron she creates herself) per panel; can also eat other metals (even Magic-cancelling metal!), but only Iron regenerates energy.
-Absorb Iron attacks by eating them. She can absorb up to 3 times this Action's AN without any trouble; any stone over this total "bleeds off" by causing chunks of iron 'crystals' to form in her immediate vicinity, causing her to lose a similar amount of her absorbed stones. Attacks thus absorbed can either be redirected at the same strength on the next panel without taking up an action, or used to improve Lucy's own Iron Magic techniques, in which case she can use the stones as a temporary modifier, up to one half this action's AN, rounded up, per panel.
-Iron Dragon's Roar (Adds +3 to a Iron Dragon Slayer Magic blast, making it Area attack, and allowing Lucy to Accumulate Energy for a panel before attacking. This technique requires her to take a deep breath before unleashing it, so she needs to have her mouth free.)
-Allows Lucy to use a Weapon Morphing modifier of up to half this Action's AN, rounded up; with any, none or all of the following advantages, depending on the weapon formed: 2x damage, AP, Telescopic, Range 4 if Ranged Weapon.)
-Iron to Steel: If Lucy eats trace amounts of Carbon somehow (which is still as toxic to her organism as anyone else, however), she can alter her iron to steel for up to AN panels, adding +2 to all of her attacks.
-Iron Dragon Scales (By paying 2 stones per panel, Lucy can transform her skin into iron dragon-like scales, adding half this action's AN as a Toughness bonus, and the other half as a bonus to physical attacks, making her physical attacks AP.)
Lightning Magic/Lightning Dragon Slayer Magic: 12
(Int.bonus)
-Efficient
-As Mastery of Lightning/Electricity
-Create/Manipulate
-Force Blast (With some or all the following advantages, depending on the attacks: 2x damage, Normal and/or Stun damage, Area Attack of Area 5 [Can be augmented by paying stones], Indirect (Attack gains +2 when the enemy does not expects it. Reflected in Laxus' case by causing a lightning bolt to fall from the sky at a target).)
-Absorb (Eat) 3 stones of Lightning/Electricity (Except for that which she creates herself) per panel; may also absorb electricity directly from electromagnetic sources, such as machines or magnets.
-Absorb Lightning/electricity attacks by eating them. She can absorb up to 3 times this Action's AN without any trouble; any stone over this total "bleeds off" by creating raging electricity arcs around her, causing her to lose a similar amount of her absorbed stones. Attacks thus absorbed can either be redirected at the same strength on the next panel without taking up an action, or used to improve Lucy's own Lightning/Electricity Magic techniques, in which case she can use the stones as a temporary modifier, up to one half this action's AN, rounded up, per panel.
-Lightning Dragon's Roar (Adds +3 to a Lightning Dragon Slayer Magic blast, making it Area attack, and allowing Lucy to Accumulate Energy for a panel before attacking. This technique requires her to take a deep breath before unleashing it, so she needs to have her mouth free. Alternately, Lucy can use this as an Attack VS Durability to paralyze.)
-Combine with Close Combat
-Transform into element (As Metamorphosis; Lucy can transform her body into lightning for various effects, namely enhanced physical power. Can also add 'Electrification' through this use. Must pay stones to maintain.)
-Lightning Flight (Allows user to use this action as Blasting at up to AN speed (although additional stones can be used to attack), with the difference of not acting as Unstoppable as much as Phase shifted, with the attack stones being simply the electricity dealing damage as Lucy passes through targets/materials.)
-Lightning Resistance (Adds half this action's AN, rounded up, as Lightning/Electricity Defense)
Ice-Make Magic: 12
(Int.bonus)
-Efficient
-As Mastery of Ice
-Unlimited Create/Manipulate
-Force Blast (With any, all or none of the following advantages due to the extreme versatility of potential attacks: 2x damage, AP, Normal and/Or Stun Damage, Area Effect up to AN)
-Can use as Flight up to AN using various means (an ice kite, a floating giant snowflake, ice slides, etc)
-Ice Dummy (As Duplicate Self; can create up to 1 ice clone/3 AN with the same physical abilities as the user, who can also use Ice-Make magic. Very difficult to discern from the original. Must pay Stones of Durability to create clone, then 1 stone/clone/panel to maintain.)
-Dynamic Ice-Make (Allows this action to use as Summoning to create temporary creatures made of ice.)
-Accumulate Energy for greater effect
-Requires use of at least one hand to cast; using both grants +2 to the spells.
-Mystical in Nature (Energy Defense doesn't work, Magical Defense applies)
Wood-Make Magic: 8
(Int.bonus)
-Efficient
-As Mastery of Wood
-Create/Manipulate
-Force Blast (With any, all or none of the following advantages due to the extreme versatility of potential attacks: 2x damage, AP, Normal and/Or Stun Damage, Area Effect up to AN)
-Wood Merge (As Phase Shifting, but only through wood. Isn't anymore invulnerable to damage as anyone else, but can pass through wood unhindered.)
-Accumulate Energy for greater effect
-Requires use of at least one hand to cast; using both grants +2 to the spells.
Plant Magic: 10
(Int.bonus)
-Efficient
-As Mastery of Plants
-Create/Manipulate
-Force Blast (Either Normal and Stun damage, or Atk VS Agility to paralyze via grappling with dozens of vines)
-Requires use of seeds the user must plant
-Note: While the plants created by this power are not magical in nature, manipulating them as the user wishes is.
Water Magic: 12
(Int.Bonus)
-Efficient
-As Mastery of Water
-Create/Manipulate (Lucy is capable of creating Water blades that can actually cut through rock or metal. Her created weapons can be AP by spending stones for it, despite being made of water.)
-Transform into Element (As Phase Shift, except user's body is actually water and can be affected/stopped as such. For example, while user could 'phase' through a fence (as water could), she couldn't do the same through a solid wall (as water would be stopped there.)
-Force Blast (With any, all or none of the following advantages due to the extreme versatility of potential attacks: 2x damage, AP, Normal and/Or Stun Damage, Area Effect up to AN)
-Water Lock (A dangerous attack VS Agility+Reflexive Dodge; if successful, traps the victim into a sphere of water for 1 panel/stone of damage. Victim may drown at a normal rate if user so desires.)
-Combine with Close Combat
-Accumulate Energy for greater effect
-Conjure Rain (At up to half AN; 1 being light rain, 3 Heavy rain and 5 downpour. Area, however, can be as much as AN. User has little control over it; it is normal rain. May be activated unconsciously when user is sad/depressed.)
-Adds Swimming as a separate action at half AN for free
-Breathe Underwater (May also grant to others at the cost of 1 stone/2 targets per panel, by generating bubbles in the water around their heads to hold oxyygen.)
Purple Flare: 10
(Int.Bonus)
-Efficient
-As Mastery of Purple Fire (As Fire, but purple, and its flames can't be extinguished by wind or water.)
-Create/Manipulate (As Purple Flare can produce semi-solid flames, its created objects actually last for at least 10 panels even if no stones of duration are spend, just like ice would.)
-Force Blast (With any, all or none of the following advantages due to the extreme versatility of potential attacks: 2x damage, AP, Normal and/Or Stun Damage, Area Effect up to AN)
-Accumulate Energy for greater effect
Rainbow Fire: 10
(Int.Bonus)
-As Mastery of Fire, but different colored flames have different effects.
-Create/Manipulate
-Force Blast (Effect may vary with flame color, see below)
-Blue (Fire is actually cold, and deals Cold/Ice damage. Force Blast is Normal and Stun damage.)
-Indigo (Flames are actually more a mental attack than actual fire. Blast works against Intelligence+Mental Defense.)
-Red (Extremely hot fire. Deals 2x damage, Normal and Stun damage, Sets flammable objects on fire and Automatically causes collateral damage.)
-Orange (Regular fire. Force blasts is 2x damage, Sets flammable objects on fire.)
-Yellow (Smells strange. Normal damage blast, Sets flammable objects on fire.)
-Green (Illusory fire. Doesn't actually hurt, but gives the feeling of pain of normal fire. Blast deals only Stun damage.)
-Violet (Sticks to objects at AN 3. Force Blast will deal 2x damage, Sets flammable objects on fire and inflict damage again on next panel if not removed somehow.)
Smoke Magic: 10
(Int.Bonus)
-User gains the ability to manipulate pink smoke from a pipe and use it for various purposes.
-As Telekinesis (with Wpn.modifier); the pink smoke will manipulate objects it touches from a distance as per the user's command.
-Create/Manipulate (As per the Mastery option; may only manipulate own's smoke, not smoke from other sources.)
-Smoke Duplicates (User spends 2 stones/clone to create visually identical clones made of pink smoke. They have no actions/modifiers, but look and sound the same as user (D/R of AN to see through the illusion), and have Abilities of 2 all around.)
Sandstorm Magic: 10
(Int.bonus)
-Efficient
-As Mastery of Sand
-Create/Manipulate
-Force Blast (With any, all or none of the following advantages due to the extreme versatility of potential attacks: 2x damage, AP, Normal and/Or Stun Damage, Area Effect up to AN)
-As Force Field
-Accumulate Energy for greater effect
Light Magic: 10
(Int.bonus)
-Efficient
-As Mastery of Light
-Create/Manipulate
-Force Blast (With any, all or none of the following advantages due to the extreme versatility of potential attacks: 2x damage, AP, Normal and/Or Stun Damage, Area Effect up to AN)
-Accumulate Energy for greater effect
Darkness Magic: 10
(Int.bonus)
-Efficient
-As Mastery of Darkness
-Create/Manipulate
-Force Blast (With any, all or none of the following advantages due to the extreme versatility of potential attacks: 2x damage, AP, Normal and/Or Stun Damage, Area Effect up to AN)
-Accumulate Energy for greater effect
Earth Magic: 10
(Int.bonus)
-Efficient
-As Mastery of Earth
-Create/Manipulate
-Force Blast (Normal damage, 2x damage if target is on/in the ground, 3x damage if target is underground)
-Combine with Close Combat
-Accumulate Energy for greater effect
Fairy Magic: 10
(Int.bonus)
-As Mastery of 'Fairy Dust' (Actually a very explosive powder-like matter)
-Create/Manipulate (User can create solid object made with Fairy dust. All such objects can explode at user's discretion by simply paying stones in this action and adding bonus stones due to the size of exploded fairy dust object, with the same advantages as the Force Blasts, but centered on the object.))
-Force Blast (2x damage, Area effect of up to AN around point of impact, Automatically causes collateral damage. Can fire a wide variety of 'blasts', such as simple blown powder that explodes, projectiles such as spears, simple Fairy Dust beams...etc)
-Cloud of Dust (By paying for Area and Duration in panels, user can spread dust as a cloud to restrict vision. Doing so will cause anyone with unprotected eyes (force fields, goggles, etc) to perform actions using sight with a -3 sitmod. The user, of course, sees perfectly well in said cloud without any problem.)
-Flight (At up to AN 5. User sprouts fairy-like wings and can fly at will.)
Heavenly Body Magic: 10
(Int.bonus)
-Efficient
-Magic controlling the effects of stars, astronomical objects, meteors, etc.
-Meteor (As Blasting up to AN for speed, but full stones for Effect)
-Essentially works as numerous types of Force Blasts. For simplicity's sake, the user simply adds any, some or none of the following to create the desired effects, which can range from shooting stars, to meteors falling and exploding, to generating small balck holes: 2x damage, 3x damage, AP, Area attack, Area effect of up to AN around point of impact, Normal and/or Stun damage, Automatically causes collateral damage, Accumulate Energy for greater effect.
Sky Dragon Support Magic: 15
(Int.bonus)
-Arms (Increase targets' damage output for specific body parts, for example the arms, or the legs. Lucy pays for effect, for duration [1 stone/panel] and for the number of affected targets. The effect is basically a modifier to Physical Attacks made using the enchanted body parts.)
-Vernier (Increase targets' Speed and Leaping ability. Lucy pays for effect on both/either, for Duration [1 stone/panel] and the number of affected targets. Again, this acts as a modifier, adding directly to the user's Speed and Leaping abilities without them needing to spend more stones.)
-Armor (Increase targets' defensive potential, either, or both, physical and magical. Lucy pays for either aspect she wishes to increase, for Duartion [1 stone per panel] and for the number of targets. This basically works as either an increase of Toughness, or Magical Defense.)
-Body Anomaly Resistance, Raise (This spell allows Lucy to dispel most harmful magical effects from her target. It works as a counterspell, dispelling dangerous spell effects from a given person if she beats the stones of the curse/spell with her own.)
Solid Script: 10
(Int.bonus)
-Efficient
-As Sorcery
-Must be able to speak and move her hands to use
-Base Range of 4, may spend stones for higher distances
-All spells and effects will be shaped like a word composed of whatever makes more sense depending on the desired effect, at least before the spell is actually used. For example, 'Fire' will be made up of flames, 'Iron' will be massive letters of iron. User is encouraged to be original and come up with interesting shapes and uses for this magic.
Dark Écriture: 10
(Int.bonus)
-Efficient
-Teleportation (Up to AN)
-Pain (As a Force Blast, Ignores Toughness entirely.)
-Fear (As the action itself.)
-Suffering (Like Pain, but 2x damage)
-Death (A deadly attack. Functions as an Attack VS Durability with a range of 2. May only target one foe at once.)
-Wings (As Metamorphosis up to AN; may only grant Flight, Reflexive Dodge, Agility or Speed.)
-Darkness (As Metamorphosis. Transforms user into a demonic, muscular, grey-skinned version of themselves.)
-Absolute Shadow (As Metamorphosis up to AN; May only increase Toughness, or add a Special Force Blast of 2x damage, Normal and Stun damage of an electricity nature. This transformation makes the user covered with black, dark body armor and a menacing appearance.)
-Destruction (Combines with Close Combat. Makes an unarmed or melee weapon attack 2x damage and AP; Ignores the Hardness of objects.)
-Reflect (By beating an attacker's Intelligence+Magical Defense, the user can repel any projectile attacks - not magic, but ranged combat attacks using actual projectiles - back to their user at the same attack level as the original attack.)
-Slay (Just like Destruction, but also Automatically causes collateral damage.)
-Using this magic will make the user's right eye becoming dark with the iris a glowing purple.
Organic Link Magic: 10
-Atk VS Durability against two targets (Oneself being an acceptable target for this effect; same goes for Lacrima); Success will deal no damage, instead forcing victim to take any damage the other person does for a Duration of red stones of damage in panel.)
-Range 3
Card Magic: 10
(Int.Bonus)
-Efficient
-Grants user the ability to use a deck of Magic Cards to perform a fairly wide variety of effects.
-Throw Cards (As Force Blast; attack is 2x damage and Limited AP. User basically throws their magical cards, which become lethal, very sharp projectiles.)
-Card Wardrobe (Covering oneself with cards for a moment, user's clothes are transformed into another outfit. Functions somewhat like Shape Shifting at AN, but the change is an actual, permanent alteration rather than an illusion or a temporary form. Of course, another use of this effect cn alter the clothes again.)
-Sexy Ladies Cards (This strange effect functions a bit like Summoning, requiring 1 stone per said 'Summon'. It can only summon sexy, lightly clothed women with curvaceous bodies with standard, normal human stats, but very beautiful and distracting (Int:2 Str:1 Agl: 1 Spd: 1 Dur: 1). Those Summons can remain present and obey the user for up to 5 minutes/stone of Duration played, they always obey the summoner, and while they can perform basic actions, they are not especially good at anything nor are they truly 'real', more like 'solid illusions'. Aside from the duration and lack of particular and personal skills, they act exactly like normal humans, but in a seductive, enticing way, towards whoever the caster wants them to.)
-Sleep Card (Attack VS Intelligence+Magical Defense; success makes victim fall asleep for 5 minutes/red stone of damage.)
-Help Card (By paying stones for subject's Durability, Range and for Effect when in presence of said subject, the user assigns a card to the subject, and will be able to know when the person is in danger and her general direction as (Effect stones) AN, at up to the selected Range.)
-Communication cards (User pays 1 stone, plus stones for Range, to create a 'two-way communicator'. Basically, user creates 2 cards, links them both, and their owners can then communicate mentally via the cards by simply holding their own and sending their thoughts. The person receiving them must have the other card on their person or close by (5') to receive the thoughts.)
-Imprison (Atk VS Durability+Magical Defense, to imprison victims within a pocket dimension inside of cards. Does not harm, but can be sued for various reasons. It may be possible to escape via various powers and magics, though.)
-Explosive Cards (As Force Blast; 2x damage, Area effect 5 around point of impact, Range 5. User throws cards which explode violently.)
-Elemental Cards (Can be used for various effects similar to Mastery of Elements (Fire, Ice, Water, Wind, Lightning); Create/Manipulate, Force Blast (Fire - 2x damage, Sets flammable objects on fire; Ice - Normal and Stun damage OR Attack VS Durability to freeze solid; Water - Normal and Stun damage, 2x damage if target is on/in/underwater; Wind - 2x damage or Area effect 5; Lightning - 2x damage, Normal or Stun Damage), Mystical Nature (Energy Defense is useless; Magical Defense works.)
-Fortune-telling (As Clairvoyance; may only see in the Future, Can't Actually 'See' as much as sense)
Crash Magic: 10
(Int.Bonus)
-Efficient
-Destructive Aura (The user is constantly surrounded by an Area 2 aura that basically causes collateral damage of AN stones against everything around. This user can be shut down by consciously spending 1 stone/panel to negate it.)
-Destruction (Alternately, user can focus his aura against a specific object; this negates the Destructive Aura automatically, and the user spends stones VS target object's Hardness. If successful, objects breaks apart into pieces.)
-Break Magic (By beating an opposing spell's Effect stones, user can literally deflect/dispel a magical effect by breaking it into pieces via Crash Magic, thus negating its effects entirely.)
-Crash Fist (Can Combine with Close Combat; such an attack will be 2x damage, Automatically causes collateral damage; and it will project the victim at a distance of AN Range from the impact; less if the caster wants it to.)
-Crash Burst (As Unstoppable; 2x damage, Breaks through objects of Hardness up to AN. Gains 1 free stone of Movement speed per stone in this action, up to this action's AN or user's Speed AN, whichever is lower.)
-Crash Blast (As Force Blast; 2x damage, AP, Automatically causes collateral damage, Range 6.)
-Crash Barrier (May be used as Force Field.)
Disassembly Magic: 10
(Int.bonus)
-Can split non-living objects/energy into small cubes of the whole which still keep their properties and act normally, except they are reduced in size and are much more numerous; effects can be multiple depending on target.
-If used on living beings, acts as an Attack VS Durability+Magical Defense which, if it hits, will 'split' the victim into dozens of small, chibi versions of the victim (most abilities/actions/modifiers are all reduced by 2 to a minimum of 1, except Strength and Durability which is automatically 1). This attack causes no permanent damage, and victim will turn back to normal after 1 panel/AN, or whenever the caster wishes, whichever comes first.
Pict Magic: 10
(Int.Bonus)
-User draws pictures onto her body and can then manipulate them with this magic for various effects.
-Create objects (As a Create option from a Mastery; user draws objects and make them reality for a given time, paying for effect and duration as normal.)
-As Summoning (User draws creatures, beings or people and summon them into existence with this magic. Pays for the creature's Durability and characteristics as normal, but must pay 1 stone per panel of duration. 'Summoned' creatures so drawn are always loyal to user.
-Some effects cannot be reflected by the above two uses, such as drawing a hole in one's body to make enemies fall in; such effects are reflected by this action working as Hex Spheres in those situations, at up to AN. GM decides how useful such effects can be... or not.
Hair Magic: 10
(Int.Bonus and Wpn.modifier if applicable, depending on use)
-Efficient
-As Tendril Whip, or Hair Whip, in that case. User's hair have a Strength of half this action's AN, and can perform up to half AN actions at once with this action as base, paying only for the highest effect. May both be used to attack, or simply manipulate objects from a distance.
-Can heat up her hair, causing them to burn people/objects by contact. Adds a +2 Wpn.modifier to her heair of Heat/Fire element, making her attacks 2x damage, and Setting flammable objects on fire.)
-Hair Shield (As Force Field; only provides normal (not doubled) defense against slashing/cutting attacks.)
-Artistic Effects (User's hair effects supernaturally easily causes special effects at the user's will, such as forming 'hair animals' during attacks or very precisely affecting targets. For that reason, any effect, if user so wish, counts as though user spent 2 stones for the effect to 'look cool' somehow, without adding to the action's Resistance whatsoever.)
-Can extend her hair up to a Range of 3 without any problem.
Dancing Magic: 10
(Agl.bonus, only when simply dancing for the fun of it)
-Efficient
-As the Dance action
-Can power up to AN allies' offensive actions by up to half AN, at a Range of 2; simply pays for the highest of either allies affected or bonus given.
-Can decrease up to AN foes' offensive actions by up to half AN, at a range of 2; simply pays for the highest of either enemies affected or malus given.
Maximum Defense Seal: 10
(Int.bonus)
-As Force Field
-Also works VS Magical attacks
Dispel Magic: 10
(Int.bonus)
-User must beat a target spell's effect stones. If successful, the spell is negated.
Stone Eyes: 10
-Attack VS Durability; success will turn the victim to stone. If the victim isn't healed back by then somehow, they will die, as their body will turn to dust.
-Must maintain Eye contact with victim to use; Aware victims may avoid eye contact altogether by taking a -5 sitmod penalty to all actions requiring sight for closing their eyes.
-Only works on humans
-Doesn't work on people wearing glasses
-Having prosthetic or magical eyes will provide high defense against this magic: the victim may be turned to stone for 1 panel, but will revert to normal the next or when hit with any attack.
-User can turn any petrified victim back to normal by spending 1 stone at any time
-Unlike Evergreen, Lucy has full control over her eyes
Human Possession: 13
(Int.bonus and Wpn.modifier if applicable)
-Efficient
-Allows user to seal wandering souls inside objects and manipulate them as he wishes, thus creating 'dolls' serving for a variety of purposes.
-May be used as Telekinesis, either to attack using the dolls themselves or using the dolls to move objects from a distance; May deal Stun damage only by being used to distract an opponent (for example, flying all around them at great speed)
-May use to Animate Objects (As Summoning; resulting dolls tend to have capabilities linked to the base object, so a doll made out of a wooden chair will be weak and fragile, while a doll made out of a metallic mannequin will be tough, mobile and strong. Such animated objects are always loyal to 'summoner' and each count against the maximum of dolls manipulated at once.
-Can speak through dolls (Actually, the dolls tend to repeat whatever is said around them at any one time)
-Line Formation (By lining up at least five dolls, user projects a powerful beam of energy which acts as a Force Blast, 2x damage, AP, Area effect line of 5' wide, Range 6.)
-X Formation: Allows this action to be used as Force Field; However, the dolls being the ones to block the incoming attack, they may be damage/destroyed in the process, GM's call.
-Baryon Formation (As Force Blast; 2x damage, Area effect up to AN around point of impact, Automatically causes collateral damage. A whirlwind of energy thrown towards foes which explodes with impact.)
-Fight Formation (By joining enough dolls for user to stand on, user can use this action as Flight at up to one half the AN.
-May only manipulate as many dolls as half this action's AN at once
Animal Possession: 6
(Int.Bonus)
-User can steal the souls of animals, and then use them to channel powers and effects related to those animals.
-To acquire souls, user makes an attack using this action VS the animal's Intelligence or Durability, whichever is higher, and then the animal has to die. What kills the animal in question is unimportant, but some users make it a ritualistic hunt of some kind.
-Once a soul has been acquired, user can use this action as Metamorphosis to acquire qualities related to the animal, which must then be maintained by paying 1 stone/panel. The appearance of the user does not change, but the spectral form of the animal will surround his body or the parts benefitting from the power.
-User can hold up to twice this action's AN different souls at once, and must release one to get another afterwards.
Sleep Magic: 8
(Int.bonus)
-Pretty straightforward: Beat Durability+Magical Defense , put target to sleep for 5 minutes per stone of 'damage'
Bind Snake: 7
(Int.bonus)
-Atk VS Agility+Magical Defense; target is paralyzed for 1 panel/stone of damage
Thought Projection: 9
-As Astral Projection; can operate at the same time as base body is active, since it is more a thought double than anything else.
-Double seems real as per Create Illusions at AN, can speak, interact with surroundings normally, and is capable of basic actions. For all intents and purposes, it seems real. If attacked, it vanishes and the original retains its 'memories/gathered info'.
Take-Over - Animal Soul: 7
(Int.Bonus)
-As Metamorphosis; May only alter Abilities/Actions/Modifiers related to natural animals, although user does not have to change in natural ways (Ex: Changing legs into a fish tail and adding gills to become a mermaid, adding cat ears, tails and claws to turn into a catgirl, etc). Includes, but isn't limited to, Physical abilities, Claws/Fangs/Tail/Horns/Etc, Animal Senses, Enhanced Vision (Ex: See in darkness), Breathe Underwater, Leaping...
-Needs not transform whole body, and can mix certain animal characteristics with other animal's for various results
-Transformation occurs on same panel, but heals only 1w when transforming
Take Over - Beast Soul: 9
(Int.bonus)
-Beast Arm (As Metamorphosis, only up to AN; may use to transform his right arm into the right arm of any beast or monster the user has 'acquired' (read below), granting special effects. The actual upgrades depend on the beast or monster copied, usually involving added Strength, claws, or whatnot.
-Full Body (As Metamorphosis; can transform his whole body into the form of a given beast or monster; might even gain one of the original creatures' special powers at up to AN for free.)
-Acquire Beast or Monster form (Must touch a given monster or beast during at least one panel, and spend enough stones in this action to beat their Durability in order to acquire their forms.)
Take Over - Demon Soul: 10
(Int.bonus)
-Satan Soul (This incredibly powerful spell allows the user to transform into different demonic versions of themselves, often with stronger/new magics, and with highly enhanced physical abilities. Stones played can add/increase Magical actions/modifiers or add options/advantages in the same manner Metamorphosis does for Physical and Energy ones, and on top of it, the user gains +1 to one of any Physical Abilities, Physical Actions, Reflexive Dodge, Toughness, Deep Reserves or Energy Battery, per stone played, to a maximum addition of AN to any one characteristic. Finally, the user gains +1 to Power Level per 10 stones played.)
-User has up to AN different Demon Soul forms, which are fixed once they are used and can't be changed.
-Transformation lasts for up to twice the AN in panels
-Severe exhaustion (Using this powerful spell causes user to be exhausted afterwards; she'll take -2 to all actions and won't be able to use it again for one hour per 5 stones used in it)
Sword Magic: 9
-Used to temporarily enchant one's weapon, making it stronger and allowing it to perform various effects
-Gain 1 Element per AN
-Gain 1 extra Wpn.modifier per 2 stones played above starting cost
-3 stones to activate, 1 to maintain
-Elements: Fire (2x Damage), Ice (Atk VS Agility to paralyze, Damage = Panels of Paralysation), Water (Reduces automatic defenses by 1 stone per 2 stones of Damage for damage in panels), Lightning (2x damage, Normal and/or Stun damage), Light (Atk VS Intelligence, Target believes caster is an ally if Damage occurs. Duration = Damage in panels), Darkness (Atk VS Intelligence, Target is blinded if damage occurs), Non-Elemental (Limited Armor Penetration; Doubles Weapon Modifier VS Toughness), Gravity (Successful attack reduces foe's White Stones of Health by half; Can't be used to kill) and Earth (Armor Penetrating)
Gun Magic: 8
(Int.Bonus)
-Grants user the ability to infuse magic bullets from guns with various effects, or to simply enhance the power of regular shots.
-May Gain New Spells with new weapons. GM Discretion
-Combine with Ranged Combat (Magic Firearms only)
-Tornado Shot (Shot becomes a tornado. Acts as a Force Blast of Area 5 around point of impact, of the Wind element.)
-Spark Shot (Fires bolts of electricity. As Electric Force Blast, either as a 2x damage, Normal and Stun damage; or as an Attack VS Durability to paralyze.)
-Mud Shot (Fires a bullet which explodes into high-pressured mud, hurting and slowing down opponents. As a Force Blast, deals Normal and Stun damage, Area effect 3 around point of impact.)
-Sunlight Shot (As an Area effect 4 Attack VS Intelligence+Magical Defense; success means the victim is blinded for red stones of damage panels.)
-Blast Bullet (Simply fires many shots with his weapon(s), making the attack an Area attack and adding +2 to the total Wpn.modifier.)
-Omnidirectional Expansion (User surrounds the target with guns and opens fire from all directions at once. As a Force Blast; 3x damage, Area effect 2 centered on target, Automatically causes collateral damage.)
-Requires at least one Magic Firearm to use
-Homing Shot (Requires use of Magic Sniper Rifle. Shot explodes upon hitting target as an Area 5 explosion around victim.)
-Stinger Shot (Requires use of Magic Sniper Rifle. Shot will surround the enemy, making the attack almost impossible to dodge, negating target'S Reflexive Dodge. Upon hitting target, explodes as an Area 3 effect.)
-Deadeye (Requires use of Magic Rifle. Upon hitting a given target, the Magic Rifle's Good Luck modifier to hit will increase by 1 with each subsequent shot, up to twice the normal bonus (or +6 total), for 1 panel/stone played.)
-Wide Shot (Requires use of Magic Pump-Action Shotgun. Makes the attack not only an Area attack, but one that causes Area effects of 3 around point of impact with every hit target, for massive destruction if many targets are in reach.)
-Bullet Storm (Requires use of Magic Double Machine Guns. Actually make their effect into Area Attacks and increases their Modifier by 1 each.)
-Blast Bullet (Requires use of Big Bazooka. Fires multiple shots, increasing the Wpn.modifier by 1, and the hit area effect to 7.)
Requip Magic - The Gunner: 15
(Int.bonus)
-Allows user to store and summon various weapons of the firearms variety, usually with a magic effect or two on each weapon.
-Basically functions as Hammerspace, with the difference that the user may have only up to 2 different weapons/AN of this action, and may only holds Firearms-type weapons.
-Currently stored weapons:•Magic Sniper Rifle (A +4, 2x damage, Limited AP, Range 6 Sniper Rifle which cannot split stones for multiple targets. It has an Enhanced Vision 5 (Far Sight, See at high speeds) feature built in which magically allows user to benefit from it even without looking inside the scope.)
•Magic Rifle (Not unlike Bisca's husband's guns, this +3, 2x damage, Range 5 rifle is enchanted to almost never miss, and receives a Good Luck +3 effect specifically to hit targets.)
•Magic Pump-Action Shotgun (This powerful +4, 2x damage, Area attack, Automatically causes collateral damage, Range 3 shotgun is enchanted to ignore objects' Hardness entirely when firing, and is very good for general destruction of surroundings.)
•Magic Double Machine Guns (Those two Thompson-like machine guns are +3, 2x damage, Automatically causes collateral damage, Range 4 weapons, are enchanted to actually increase their modifier to +5 when firing upon groups of people as opposed to single opponents.)
•Big Bazooka (+7, 2x damage, Area effect 4 around point of impact, Range 7, is simply enchanted to shoot from great distances without loss of effectiveness.)
*Chloro Blaster Gun: +7 Causes Rampant Plant Growth
*Vega Ray: +7 Animate Plants
*2 Spore/Thorn Pistols: +2 (Spores Work as Pheromones)
*Web-'Shooter'(A +6 'gun' shooting webbing, causing no actual damage. It ignores Toughness and Armor, and if a single stone gets through, the target is webbed and immobilized (D/R: 7 to free oneself; resistance increases with each additional shot on the same target.)
*Pistol-Crossbow (+3 bullet-ended bolts, 2x damage, Range 4. Also uses special ammo as follows:•Sonic Bolt (+5, Normal and Stun damage, Ignores Hardness of objects)
•Electro-bolt (+5, 2x damage, Normal and/or Stun damage)
•Explosive-Tip Bolt (+5, 2x damage, Area effect of Wpn.Modifier)
•Smoke Bomb Bolt (+1, 6 Stones smoke screen upon impact)
•Suction-Tip Bolt (+0, Sticks to anything it hits with AN 5, No damage)
•Flare Bolt (+2, 2x Damage, Sets flammable objects on fire if used as a weapon, otherwise can be seen from 15 miles away)
•Tear Gas Bolt (+1, Releases a 6 stones Atk VS Durability, Area effect, Stun damage and temporarily Blinds victims only.)
•Acid Bolt (+2, Releases a 5 stones acid (Atk VS Durability; Ignores Hardness of objects)
•Cable Bolt (+0, Releases a 50' cable, No damage)
•Putty Bolt (+2; Deals no damage, releasing a 6 stones attack VS Agility to ensnare, D/R 6 to free oneself.)
•Bola Bolt (+4; Can deal no higher than 1w of damage, will tie up legs if aimed right.)
•Net Bolt (+5, 10'x10' area effect, Causes no damage, R: 3 to free oneself.)
•Rocket Bolt (+6, AP or Area effect, Automatically causes collateral damage)
•Boomerang Bolt (+3, Turns corners, Misses return)
*Melting Gun (+6, Doesn't harm living matter; Otherwise Atk VS Durability against anything else to melt it into a liquid form of itself.)
*Power Rifle (Can fire a +6, 2x damage, Range 4 Beam; a +5 Area effect, Range 3 Ionic blast; a +4, 2x damage, Area attack machinegun; a +3, Entangles opponents, Range 2 Cable/bolo (D: 3/R: 6 to escape); Electricity-draining discs (Range 3, Drains 6 energy per panel for 6 panels).)
*Makluan Blaster (Can fire a Concussive Force beam (+6, Range 5); a Disintegrating Ray (+4, 3x damage, AP, Range 2); a jet of flames (+4, Area attack, Sets flammable objects on fire, Range 2); a Lightning Blast (+6, 2x damage, Normal and stun damage, Range 4); or a Nerve Gas (+5 Atk VS Durability, Causes no damage; Red stones of damage = panels knocked out.)
*Sonic Screamer (A powerful shotgun-like gun, which has actually dozens of possible effects making use of Klaw's Sonic Converter technology. Can fire very powerful Sonic blasts +6 (2x damage or Area attack, Normal and Stun damage, Ignores Hardness of objects, Range 4), or be used as Create/Manipulate 8 (Sonic constructs).)
Requip - The Knight: 12
(Int.bonus)
-Efficient
-Allows user to store and summon weapons (usually swords), armors and clothes at will, often with magic effects on all but user's regular clothes. NOTE: Unless mentioned otherwise, if an armor grants an action at any AN, user must still pay the stones themselves.
-Basically functions as Hammerspace, but only for weapons/armors and clothes at AN.
-All Armors and Clothes can be resized automatically to user's size, or anyone else within 10' of range.
-Many different clothes, outfits and shoes of many different types, along with accessories such as hats, jewels, nail polish, and whatever else of the sort, are stored within this power.
-NOTE: The following weapons, armors and clothes are noted separately, but can be used interchangeably at the user's will. She could use a given sword with a different armor, and so on.
-Known Currently stored weapons/armors/clothes:
Psi-Whip: 7
Figure Eyes: 8
(Int.bonus)
-As Telepathy 'Control others' option, Requires direct eye contact; aware opponents will often close their eyes, suffering a -5 sitmod to actions requiring sight.
-Only works on living beings; not on undead, constructs, androids, etc. Also, victims must obviously have eyes which can be affected.
-Controlled victims count against the maximum number of 'dolls' under user's control via Human Possession.
-User may release control of victims at any time from any distance by will alone
-Controlled victims turn into darker colored version of themselves
-Unlike Bickslow, Lucy has full control over her eyes.
Transformation Magic: 9
-As Shape shifting; Cannot change clothe
Battle Mode: 9
-As Metamorphosis; can increase Physical Abilities, Close and Range Combat, Toughness, Reflexive Dodge, and Animal Senses
-Transforms Lucy into a tall, muscular, human-panther hybrid
-Difficult to maintain: Requires 3 stones of Energy per panel to keep up, and cannot maintain more than AN panels in a row, necessitating an hour of rest afterwards to use again.
Titan Magic: 10
-As Growth
-May only increase the size of specific body parts (May only use up to half AN if used that way, depending on the body part used)
-May increase the size of others by up to 5' per AN; will only grant +1 to Str and Durability per 3 AN used. Also, it still count against the active stones in this action, meaning using this power onto others will weaken the user's potential to use it on themselves
High Speed: 10
(Spd.bonus)
-Efficient
-AN replaces base Speed if higher
-Allows all the normal Speed effects such as running up walls/on water, creating tornadoes by running fast in circles
-May combine with Close Combat
-Magical in Nature; Can be dispelled or affected by magic/magic reducing effects
Aera: 5
-Allows user to generate beautiful white wings and fly with them at up to AN speed
-May only fly for up to 2 panels/AN, or 10 in this case; after this, may not fly again for an Equal number of panels as was used to fly in the first place
-Max Speed: By pushing oneself, one can exceed this action's Normal Maximum speed of 5 to up to speed 6; but doing so drains 2 panels of 'use', which still need to be recovered at normal rate.
-User can carry a passenger for free, but cannot carry more regardless of Strength, or else this spell ends and the user has to wait for the full length of time (10 panels) before using it again
-Limited to Speed 5 due to using wings
-NOTE: Since Lucy obtained the powers of Happy, Carla and Pantherlily, she can use three different Aera spells, allowing her to technically be able to use them one after the other if necessary, thus providing essentially unlimited Flight.
Jutsu Shiki: 15
(Int.bonus)
-User must pay for effect, Area and Duration. Base Area of 3. Effect will work VS the Durability+Magical Defense of anyone caught within the area. If 'damage' occurs (it doesn't actually hurt, though), the victim is stuck inside and must comply with the spell caster's conditions to escape, whatever those conditions are.
-The conditions can be anything the caster wants them to be, as long as they are possible for the trapped victims. For example, 'fight one another', 'strip down', 'sing the dumbest song you know' and 'state how wonderful I am and why' are all acceptable; 'fall in love with me' (since no one can just decide to fall in love with someone), 'teleport out' (if victims do not have a way to teleport) and 'commit suicide' (since it would defeat the purpose of getting out in the first place) are all unacceptable.
-Unlike Freed, Lucy can cast this spell within seconds.
-Individuals with skill with languages, writing, Letter magic, or who witnessed this spell being cast a couple of times are capable of dispelling it with an appropriate action beating the spell's effect stones. GM's call.
Fairy Law: 10
(Int.bonus)
-Tiresome (Takes up 1 more energy per 2 stones spent)
-Acts as a Force Blast, centered on Self (but not harmful to user), 3x damage, Area Effect of up to AN, Only targets one's enemies leaving innocents and friends unhramed, Automatically causes collateral damage
-Magic of Truth: One cannot lie to this magic; if the user considers, deep within her heart, certain individuals as good people or friends despite all claims to the contrary, this magic won't work on them.
-Reluctant to use (For all of its power, Fairy Law's users can't stress enough how such a powerful effect just shouldn't be used in just about any situation.)
Self-Destruction Spell: 8
(Int.bonus)
-3x damage, Area effect of AN force blast centered on self
-Adds 3 stones to effect per stone of Health remaining
-Using automatically kills the user
-Cannot be dispelled unless one knows the cancellation code, or happens to be Brain, the creator of the spell
Use The Force: 10
(Int Bonus)
-Efficient
-Telepathy (Telepathic Communications, Broadcast; Can benefit to others (Can make people able to communicate with one another with her as a liaison as long as both are within her range Read minds from Range 3, Mental Bolts, Can pay stones to increase range of Telepathic Communications up to AN, Induce Madness, Drain Knowledge)
-Tekekinesis (with up to 2 weapon mods. Mystical in Nature.
-Force Trance (A trained Force User is able to enter a Force Trance for 4 hours per stone spent up to AN. The user is fully aware of their surroundings during the trance, heals 1w of Health every two hours, can go for 10 times as long without food or water while it lasts, and will be as rested as after 8 hours of sleep after 4 hours of trance.)
-Search One's Feelings (Stones VS Resistance to sense how positive or negative the results of a given action can be. Difficulty will be higher based on how obscure, distant in range or time the results of the action will be.)
-Sense Force (Stones VS Resistance to sense certain things through the Force, such as the powerful Dark Side in an area, the death of millions on a distant planet, or a close friend being in danger, among other possibilities. More obvious, or more closely linked events to the user have a lower Difficulty.)
-Force Stealth (Basically a defensive, self-focused response to Sense Force, allowing a Force User to attempt to hide one's presence in the Force. Interestingly enough, a weaker Force user is harder to detect normally with the Force, whereas a stronger one shines like a beacon of light in the darkness, however the latter is better at hiding said light when they try. Luckily, Force Users can sense when others attempt to sense them, allowing sort of a Limited Prescience to activate this effect when they feel like someone is attempting to sense their presence in the Force.)
-Sense Surroundings (For 1 stone per AN, may sense one's surroundings despite blindness, pure darkness and cover as per a Sonar Sense Modifier. Can be maintained for 1 stone per panel.)
-Thought-Cast (May connect to a willing, distant being's mind by paying 1 stone for same planet/3 stones for same system/5 stones for same quadrant of the Galaxy/7 stones for another quadrant, allowing the user to exchange emotions, or a couple of words - literally, no more than 2 - with the being to warn/help them or whatnot.)
-Force Psychokinesis (as Force Telekinesis, but can lift up to stones played in Weight, not limited to AN. +1 CL to add a Weapon modifier. Must buy Force Telekinesis first. Must have Use the Force at AN 8 to buy.)
-Force Whirlwind (as Force Telekinesis, but Area Effect of Half AN rounded up, may Increase with stones. Must buy Force Telekinesis first. Mut have Use the Force at AN 4 to buy.)
-Ionize (As Atk VS A.I+Hacking Defense, Area Attack; 2x damage, Stun only, Will disable if more than 2x Dur stun damage is caused; Only usable against droids or electromagnetic devices.)
-Technometry (Atk VS A.I+Hacking Defense; Acts as Project thoughts/control others VS droids and electromagnetic devices. Must buy Ionize first.)
-Drain Energy (Stones VS Resistance to drain the energy out of an electromagnetic device, be it a power pack, battery or power generator.)
-Negate Energy (As Energy Absorption at AN (not doubled), but must use an Action; Requires hand gestures. Must have Use the Force at AN 5 to buy.)
-Rebuke Energy (As Negate Energy, but can redirect attack if one's Energy Absorption beats the attack's AN by 2 or more. Must buy Negate Energy first. Must have Use the Force at AN 7 to buy.)
-Necromancy (Allows user to raise the dead into zombies/skeletons animated by Dark Side energy, up to 2x AN such undead, Summon Dark Side constructs as per Summoning, or summon actual Dark Side spirits... although the latter two are incredibly dangerous. Requires vocal components and hand gestures. Sith Sorcery power. Must have Use the Force at AN 3 to raise the dead, AN 5 to bring forth Dark Side constructs, and AN 7 to summon Dark Side spirits.)
Shadow Animation: 9
(Weapon modifier)
-As Tendril Whip
-Normal Damage or Disables if Damage Occurs (Target De-Aged based on stones of damage GM discretion. Targets lose knowledge and stats along with powers if they did not have them at the point they were brought back to.)
-Can Only Manifest where shadows can exist.
Leadership: 5
Thieving: 8
(Agl.bonus)
-Stealth
-Search room/area
-Escape artist
-Lockpicking
-Pickpocket
-Using feet instead of hands
-Eavesdropping
-Slipping out of clothes to escape a grab
Spider Bite: 7
-As Corrosive Touch
-Poisonous Attack
-Must bite to use
-From Gohma Soul
Spider Walk: 6
(Agl.bonus)
-Efficient
-As Wall-crawling
-Manifest four proportionate sized spider legs to use
-From Gohma Soul
Perform: 5
(Agl.bonus)
-Singing
-Dancing
-Calligraphy
-Cooking
-Stripping
General Knowledge: 5
(Int.bonus)
-Efficient
-Magic/Occult Lore
-Fiore Mage Guilds
-Fairy Tail
-Fiore Lore & Culture
-Modern Era
Social Skills: 8
-Wandering Mage
-Kindness
-Persuade
-Intimidate
-Charm/Seduce
-Resolute
-Leadership
-Fairy Tail Guild Master
MODIFIERS
Power Level: 10
-Power Level Recovery
-Tireless: 3
Accelerated Healing Factor
Fanservice Shield: 5
-Action to Modifier
-Works as a skintight Force Field, doubling defensive stones, Can't be used offensively, and may only protect others by standing between them and an attack.
-For every white stone that would have been caused had it not been for this shield, The User's clothes are somehow damaged by the attack, while she escapes most of the damage herself aside from perhaps minor scratches, bumps or burns, depending on the situation. With 1w of avoided damage, part of her clothes (say her blouse, skirt, shoes, pantyhose, underwear, etc.) are damaged slightly (holes, scratches, etc) but is still holding together. With 2w, at least an item is destroyed. With 3w, it's birthday suit time.
Blue Magic
(Must spend time. (Ten Lines) with the creature she wishes to emulate)
Military Rank: 7
-Commands an Entire Regiment in the Fiorian Army plus support personel
Limit Break: +18
(Urano Metria: Divide Celestial Spirit Magic by 2 and add MN to it. Acts as Force Blast)
-2x damage
Limit Gauge: 9/30
Energy Battery: 16
Extended Life
-Due to absorbing the combined magic and vitality of her guildmates. Lucy retains the appearance of a woman in her early twenties, and will likely live long into the triple digits
Psychic Link
-With Din, the Goddess of Power
Deep Reserves +14
Reflexive Dodge +10
Toughness: +3/+6 (3 from Triforce of Power)
-Not so much due to a resistance to injury, this reflects Lucy's ability to ignore minor injuries and keep fighting as if unharmed
Mental Defense +10
-From Telepathy
Magical Defense +7
Force Defense: +5
Starship Access: 9
-Heavily Modified
Lightsaber Forms: (May only use one form at a time each panel, but can change every panel)
-Form I: Shii-Cho (Way of the Sarlacc): Provides a +2 bonus whenever user tries to disarm an opponent.
-Form II: Makashi (Way of the Ysalamari): Grants a +1 bonus to offense and defense against a single opponent, and +2 Defense VS Disarm attempts. Lose the bonus to offense and defense against multiple opponents.
-Form III: Soresu (Way of the Mynoch): Gains +2 to defense, and +1 to all attempts to deflect Blaster bolts.
-Form IV: Ataru (Way of the Hawk-Bat): Grants a +2 bonus to Lightsaber attacks, and +1 to Acrobatics uses. The +2 bonus to Lightsaber attacks drops to +1 when faced with multiple opponents.
-Form V: Shien / Djem So (Way of the Krayt Dragon): Grants +1 to defense, and +2 to all attempts to deflect blaster bolts and counterattacks.
-Form VI: Niman (Way of the Rancor): Grants +1 to either offense or defense, and +1 to Use the Force actions while using this Form.
-Form VII: Juyo / Vaapad (Way of the Vornskr): Grants +3 to attacks with Lightsabers, +1 to Use the Force offensive uses, but -1 to Defense and -2 to Force Defense when in use.
Precognitive Flashes
Glyph User
-When killing enemies, Lucy has the power to attempt to absorb a potential glyph from the soul of the defeated foe (doing so requires an Action, but no stones). If such a glyph is available (usually a matter of chance in the case of common foes, sometimes automatic in the case of unique opponents), she will gain the ability to manifest the glyph as a tattoo either on the back of either of her shoulders in the case of powers usable through her arms, or on her back in the case of a passive power. This power is a gift from Shanoa.
Spider Legs +2
-As Claws
-Retractable
-Manifest up to four at once; adding +1 to the modifier if using 2 legs at once, or +2 for using all four at once against one opponent
-From Gohma Soul
Transform Others By Touch
-Into Weapons or Items determined by the power of the person being transformed (GM Discretion)
Wealth: 9
Resources: 9
-Respected Status (Lucy is the head of Fairy Tail, and recognized as a hero of Earthland who has saved the world from many threats. Many of the wizard Guilds hold her and her guild in high regard.)
-Position of Authority (Lucy is the Guildmaster of Fairy Tail, and also the appointed chief of Magnolia Town's security forces)
-Heir Apparent (While lacking children of her own, Lucy does have a potential heir to her legacy in the form of her present-day self. While the other Lucy is nowhere near as powerful, she is still the closest thing to an Heir Guildmaster Lucy has, and will freely share any information with her she has of note.)
-Network of Informants (While she still thinks her predecessor took it too far, Lucy understands the need to have eyes and ears providing information on potential enemies, so she has hired and enlisted an extensive network of people to keep tabs on threats both inside Fiore, and abroad.
-Charitable Foundation (Using extra funds from the Guild, along with her, and present Lucy pooling together what was left of Jude's fortune after he died, Lucy started the Layla Heartfilia Foundation. A charity that seeks to provide mother, and father figures in the lives of children who lost one or both parents)
-Private Army (After building up an extensive budget, and earning favor from both the Royal Family, and Magic Council, Lucy has been able to hire a mass of Magic Knights to act as gfround troops, and security for the Guild. Though not as strong as most of the Guild members, they can be quickly mobilized to add extra numbers in an emergency)
-Secure Headquaters (The Fairy Tail Guild Hall is now more akin to a Fortress than a simple Guild Hall)
-Unique Technology (Based on Tranbsformer anatomy, and advanced technology examined by the tech experts of the Guild. Fairy Tail has access to powerful combat and utility robots that are nowhere close to being on the general market)
Influential Connections (Lucy is the lover of Princess Hisui E. Fiore, heir to the throne, and as a result can likely have an ear to help dictate national politics if she wished.)
CHALLENGES
-Psychological (-2; grim and resolute. Lucy has lost a lot, far more than any normal person can deal with. Because of that, she is hardly the cheerful, naive and innocent happy girl she was before. She is determined to save her friends at nearly any costs, and will fight to the end for that dream with no remorse or fear.)
-Honorable (-2; Always keeps her promises if humanly possible. Lucy is a respectable person who doesn't lie or cheats, and follows her own path in life... the Fairy Tail way.)
-Loyal (-3; to her friends and companions, even after their death.)
-Duty (-3; as Fairy Tail's 7th Guild Master due to being the last surviving member of her timeline.)
-C.T.S.U.F.U (-2; Helping others and protecting those in need whenever possible is simply in her nature.)
-Haunted Past (-2; the death of all of her Guild mates and several others of her friends.)
-Obsession (-3; save her friends from their fate)
EQUIPMENT
-Current Outfit: Mavis' Robes (A white and pink robe like dress) a set of wings in her hair, and pearl nail polish.
-13 Gold Celestial Spirit Keys, and 6 Silver Keys, worn on a keyring on the waist
-Deck of Magic Cards (Seemingly unending deck of magical cards used in Card Magic.) Stored in pouch on right hip.
-Magic Revolvers (Those two +3, 2x damage, Range 4 revolvers are loaded with magic bullets, enchanted to never miss. They act as with a Good Luck +5 effect, applicable only to hit a target. If both are used together with it, they provide a +2 bonus to Gun Magic, as opposed to using only one.) Typically kept in hip holsters.
-Smoking Pipe used for Smoke Magic. Typically kept in a small odds and ends pouch on Lucy's rear waist.
-Rapier +3 weapon, stored in sheathe on left hip.
-Mystogan's Magical Staves (The full extend and power of Mystogan's staves is unknown. At the very least, they provide +2 to all Elemental Magic uses when held in one's hand, and can cause a multitude of special Effects reflected by Mastery of Magic AN 7 (Int.bonus, Efficient, Can exceed normal 6 stones effect limit) and Sorcery AN 8 (Int.bonus, Efficient), as well as Magical Travel 6 (Flight, Teleportation, Dimensional walking, Phase shifting, Dream walking, and Burrowing), and Magical Healing 5.)
The Green Lightsaber is a (+4, AP) weapon, which might grant other bonuses when more is found out about it.
The Soul Calibur is the same as on Jessica's CAD, although Lucy is unaware of most of its powers:
-Soul Calibur: This sacred sword is said to have been crafted to defeat evil at all costs, and is the sister sword to Soul Edge. Its powers are nearly immeasurable, and it is a strong artefact with great potential.•Form shift: Will adapt and transform to suit the wielders' favorite weapon type. Thus, its characteristics can vary. It can be anything from a +2 to +5 weapon, with or without the following, depending on weapon type: 2x damage, AP, a range up to 5, Area of Effect, May deal Normal or Stun damage, etc. In all cases, though, it has the particularities below regardless of form.
•Sacred: Deals 2x damage against evil creatures. If already 2x damage from its current form, will deal 3x damage instead.
•Purify: The sword can be used to unleash a 10 stones effect to purify an evil or corrupted object/creature/area. Doing so requires an action and the sword can't be used for combat that panel, but the stones come from GP
•Connection:"Elysium" can communicate mentally with its wielders.
•Holy Power: Under proper circumstances (GM's call; usually during desperate times or when facing great evil), the Sword may be used as "Destiny Force", but only for good-aligned effects.
•Fast Healing: Wielder is granted Accelerated Healing Factor when wielded if it doesn't already have it
•Exclusive: Cannot be used by evil, impure-hearted beings. The sword will usually turn on them.
•Indestructible
•This legendary spirit sword was created to combat the evil of Soul Edge and mercilessly punish corruption. It has a life of its own, an intelligence calling itself Elysium.
Finally, the Batarang is simply a +2 (Returns to thrower's hand when thrown) ranged weapon.
-Majora's Mask (A cursed, very powerful sentient mask originally created from the essence of an eldritch abomination to be used in hexing rituals and dark magic. Wearing the Mask grants the bearer multiple powers, but comes with significant risks to the untrained, weak mind, a person weak against magic, or even someone left in a very vulnerable state to its unholy influence. The Mask's effects are as follows:
-Triforce of Power (Grants +3 to all Unarmed attacks, +5 to Strength, +3 to Toughness, Accelerated Heaing Factor, God-Like Power AN 8 (Int.bonus, Can be improved by Lines), Reconstitute Self, Special (If killed, the user will reincarnate as a new version of themselves, still with the Triforce of Power under their power. If uesd together with the Triforces of Wisdom and Courage, it can make wishes come true as per Destiny Force as long as the wishes are pure and made from the bottom of the heart.)
STORY: Blah Blah Blah... Alternate Future... Blah Blah Blah Fairy Tail were all killed. Yadda Yadda Mavis Vermillion transferred all of the slain members Magic into Lucy who was the only survivor. Yadda Yadda Yadda Lucy goes back in time to try and save her friends.
Other Outfits:
Casual: Orange sweater, shin-length denim pants, and black sandals, Orange nail Polish
Guild Master suit: Royal blue jacket over a light blue blouse, royal blue knee-length skirt, and red pumps, red nail polish, wire frame glasses, hair tied in a bun.
Battle Uniform: Midriff bearing black top with matching pants, and boots, a single black metal shoulder pad.
Wandering Supermage and Last Hope of her Guild
QUOTE: "As long as I live... Fairy Tail will never die! I fight for my friends, our hopes, and our future!"
Age: 99
Occupation: Wandering Mage, Former Adoptive Mother of Asuka Connell, Technically 7th Guild Master of Fairy Tail
Height: 5'4"
Weight: 122 lbs
Eye color: Brown
Hair color: Blond
Measurements: B91-W59-H88
Species: Human
NOTES: She has the Fairy Tail symbol on her right hand.
ABILITIES
Int: 9(i)
Str: 7/12 (From Triforce of Power)
Agl: 8
Spd: 6/10 (Using Jet's speed magic)
Dur: 5
HEALTH: 5 PL: 10
ENERGY: 66(i) PL: 30
REGEN: 23 PL: 18
ACTIONS
Close Combat: 10
(Spd. and Agl.bonus, or 2 Wpn.Modifiers)
-Super-Efficient
-Deflect Projectiles
-Redirect Shot
-Hand-to-hand
-Requipped Weapons
-Swords
-Fighting mages
-Using powers in combat
-Fightin g multiple opponents
-Fighting larger opponents
Ranged Combat: 10
(Agl.bonus and Wpn.Modifier, or 2 Wpn.Modifiers)
-Super-Efficient
-Magic Revolvers
-Requipped Guns
-Thrown objects
-Thrown opponents
-Using powers in combat
-Precise shooting
-Handling recoil
-Fighting larger opponents
Acrobatics: 7
(Str.bonus)
Celestial Spirit Magic: 30
(Int Bonus)
-Super-Efficient
-May summon Celestial Spirits by paying the spirit's Durability in stones. Requires the Spirit's specific summoning Key.
-Requires vocal component, usually involves stating "Open the Gate of [title of the Spirit]! [name of the Spirit]!"
-Maintaining any Spirit's presence requires 1 stone/panel/Spirit, although it does not require an action. Some Spirits may choose to remain of their own will and are strong enough to do so, although... (read below)
-Mass Summoning: A very rare, powerful technique, mastered by Lucy. Allows her to summon up to AN Spirits at once, paying only the stones of the most powerful one.
-Force Gate Closure: Another very rare ability, again quickly mastered by the young woman. By paying stones equal to a Spirit's Durability, Lucy can forcibly but harmlessly banish one back through their gate, for example if an enemy mage took control of one of her Spirits and tried using it against her.
-Combination Attacks: Lucy can order two or more Celestial Spirits to combine their powers for greater techniques, with results similar to Special Techniques with bonuses equal to half this action's AN, rounded up. Alternately, she could combine one of her Celestial Spirits' techniques with one magic power of her own.
-Unison Raid: As Combination attacks, but used in conjunction with another Mage.
-Star Dress (Allows the user to incorporate the power of the Celestial Spirit they summon into their body by placing the key of the Spirit in question on their chest. The power manifests itself in the form of a wardrobe change (similar to Requip), this case in the form of a dress centered around the Spirit in question's own wardrobe. It works as Metamorphosis, Transformation occurs on same panel, Needs not maintain, Transformation is based off a given Celestial Spirit; Abilities can be increased up to their ANs, may acquire their Magical powers at up to their own AN, etc.)
-Very reluctant to use
Fire Dragon Slayer Magic: 12
(Int.bonus)
-Super-Efficient
-As Mastery of Fire
-Create/Manipulate
-Force Blast (With some or all the following advantages, depending on the attacks: 2x damage, AP and/or Area Attack of Area 5 [Can be augmented by paying stones], Sets flammable objects on fire.)
-Absorb (Eat) 3 stones of Fire/Heat (Except for fire she creates herself) per panel; fire created by setting fire to objects can, however, be absorbed.
-Absorb Fire attacks by eating them. She can absorb up to 3 times this Action's AN without any trouble; any stone over this total "bleeds off" by creating a large fire aura around her, causing her to lose a similar amount of her absorbed stones. Attacks thus absorbed can either be redirected at the same strength on the next panel without taking up an action, or used to improve Lucy's own Fire Magic techniques, in which case she can use the stones as a temporary modifier, up to one half this action's AN, rounded up, per panel.
-Fire Dragon's Roar (Adds +3 to a Fire Dragon Slayer Magic blast, making it Area attack, and allowing Lucy to Accumulate Energy for a panel before attacking. This technique requires her to take a deep breath before unleashing it, so she needs to have her mouth free.)
-Combine with Close Combat
-Flame of Emotion: If Lucy is angry, resolute or determined to do something, she gets a +2 bonus to any use of this action as she gets 'fired up'.
-'Transform' into element (While she can't turn her body truly into flames, Lucy can wreathe her body in flames without damaging herself nor her clothes, but possibly looking very badass, frightening, and... setting almost anything she touches in fire if flammable.)
-Dragon Force (As Metamorphosis; can boost Physical Abilities, Toughness, Reflexive Dodge, and Fire Attacks. Must pay stones to maintain.)
-Fire Resistance (Adds half this action's AN, rounded up, as Fire Defense)
Sky Dragon Slayer Magic: 15
(Int.bonus)
-Super-Efficient
-As Mastery of Air/Wind
-Create/Manipulate
-Force Blast (With some, none or all the following advantages, depending on the attacks: Normal or Stun Damage, 2x damage, AP and/or Area Attack of Area 5 [Can be augmented by paying stones].)
-Absorb (Eat) 3 stones of Air/Wind (Except for air she creates herself) per panel; may be lowered or lost altogether if the air quality is poor
-Absorb Air/Wind attacks by eating them. She can absorb up to 3 times this Action's AN without any trouble; any stone over this total "bleeds off" by causing powerful winds around her, causing her to lose a similar amount of her absorbed stones. Attacks thus absorbed can either be redirected at the same strength on the next panel without taking up an action, or used to improve Lucy's own Air Magic techniques, in which case she can use the stones as a temporary modifier, up to one half this action's AN, rounded up, per panel.
-Sky Dragon's Roar (Adds +3 to a Sky Dragon Slayer Magic blast, making it Area attack, and allowing Lucy to Accumulate Energy for a panel before attacking. This technique requires her to take a deep breath before unleashing it, so she needs to have her mouth free.)
-Sky Dragon's Healing Spell (Allows Lucy to use this action as Magical Healing at AN. She can heal up to 2 times her AN of White Stones per day. However, while she recently created a variant allowing her to heal herself as well, doing so is very difficult and takes up 2w off that total for every stone healed... and forces her to spend 5 stones in this action for every White Stone healed on herself.)
-Sky Dragon Soul (Assuming some aspects of a Sky Dragon, Lucy uses high-level magic to gain more power. This works as Metamorphosis, but without the Healing effect.)
-Dragon Force (As Metamorphosis; can boost Physical Abilities, Toughness, Reflexive Dodge, and Air/Wind Attacks. Must pay stones to maintain.)
Iron Dragon Slayer Magic: 15
(Int.bonus)
-Super-Efficient
-As Mastery of Iron
-Create/Manipulate
-Force Blast (With some, none or all the following advantages, depending on the attacks: 2x damage, AP, Area Attack of Area 5 [Can be augmented by paying stones], Automatically Causes Collateral Damage.)
-Absorb (Eat) 3 stones of Iron (Except for Iron she creates herself) per panel; can also eat other metals (even Magic-cancelling metal!), but only Iron regenerates energy.
-Absorb Iron attacks by eating them. She can absorb up to 3 times this Action's AN without any trouble; any stone over this total "bleeds off" by causing chunks of iron 'crystals' to form in her immediate vicinity, causing her to lose a similar amount of her absorbed stones. Attacks thus absorbed can either be redirected at the same strength on the next panel without taking up an action, or used to improve Lucy's own Iron Magic techniques, in which case she can use the stones as a temporary modifier, up to one half this action's AN, rounded up, per panel.
-Iron Dragon's Roar (Adds +3 to a Iron Dragon Slayer Magic blast, making it Area attack, and allowing Lucy to Accumulate Energy for a panel before attacking. This technique requires her to take a deep breath before unleashing it, so she needs to have her mouth free.)
-Allows Lucy to use a Weapon Morphing modifier of up to half this Action's AN, rounded up; with any, none or all of the following advantages, depending on the weapon formed: 2x damage, AP, Telescopic, Range 4 if Ranged Weapon.)
-Iron to Steel: If Lucy eats trace amounts of Carbon somehow (which is still as toxic to her organism as anyone else, however), she can alter her iron to steel for up to AN panels, adding +2 to all of her attacks.
-Iron Dragon Scales (By paying 2 stones per panel, Lucy can transform her skin into iron dragon-like scales, adding half this action's AN as a Toughness bonus, and the other half as a bonus to physical attacks, making her physical attacks AP.)
Lightning Magic/Lightning Dragon Slayer Magic: 12
(Int.bonus)
-Efficient
-As Mastery of Lightning/Electricity
-Create/Manipulate
-Force Blast (With some or all the following advantages, depending on the attacks: 2x damage, Normal and/or Stun damage, Area Attack of Area 5 [Can be augmented by paying stones], Indirect (Attack gains +2 when the enemy does not expects it. Reflected in Laxus' case by causing a lightning bolt to fall from the sky at a target).)
-Absorb (Eat) 3 stones of Lightning/Electricity (Except for that which she creates herself) per panel; may also absorb electricity directly from electromagnetic sources, such as machines or magnets.
-Absorb Lightning/electricity attacks by eating them. She can absorb up to 3 times this Action's AN without any trouble; any stone over this total "bleeds off" by creating raging electricity arcs around her, causing her to lose a similar amount of her absorbed stones. Attacks thus absorbed can either be redirected at the same strength on the next panel without taking up an action, or used to improve Lucy's own Lightning/Electricity Magic techniques, in which case she can use the stones as a temporary modifier, up to one half this action's AN, rounded up, per panel.
-Lightning Dragon's Roar (Adds +3 to a Lightning Dragon Slayer Magic blast, making it Area attack, and allowing Lucy to Accumulate Energy for a panel before attacking. This technique requires her to take a deep breath before unleashing it, so she needs to have her mouth free. Alternately, Lucy can use this as an Attack VS Durability to paralyze.)
-Combine with Close Combat
-Transform into element (As Metamorphosis; Lucy can transform her body into lightning for various effects, namely enhanced physical power. Can also add 'Electrification' through this use. Must pay stones to maintain.)
-Lightning Flight (Allows user to use this action as Blasting at up to AN speed (although additional stones can be used to attack), with the difference of not acting as Unstoppable as much as Phase shifted, with the attack stones being simply the electricity dealing damage as Lucy passes through targets/materials.)
-Lightning Resistance (Adds half this action's AN, rounded up, as Lightning/Electricity Defense)
Ice-Make Magic: 12
(Int.bonus)
-Efficient
-As Mastery of Ice
-Unlimited Create/Manipulate
-Force Blast (With any, all or none of the following advantages due to the extreme versatility of potential attacks: 2x damage, AP, Normal and/Or Stun Damage, Area Effect up to AN)
-Can use as Flight up to AN using various means (an ice kite, a floating giant snowflake, ice slides, etc)
-Ice Dummy (As Duplicate Self; can create up to 1 ice clone/3 AN with the same physical abilities as the user, who can also use Ice-Make magic. Very difficult to discern from the original. Must pay Stones of Durability to create clone, then 1 stone/clone/panel to maintain.)
-Dynamic Ice-Make (Allows this action to use as Summoning to create temporary creatures made of ice.)
-Accumulate Energy for greater effect
-Requires use of at least one hand to cast; using both grants +2 to the spells.
-Mystical in Nature (Energy Defense doesn't work, Magical Defense applies)
Wood-Make Magic: 8
(Int.bonus)
-Efficient
-As Mastery of Wood
-Create/Manipulate
-Force Blast (With any, all or none of the following advantages due to the extreme versatility of potential attacks: 2x damage, AP, Normal and/Or Stun Damage, Area Effect up to AN)
-Wood Merge (As Phase Shifting, but only through wood. Isn't anymore invulnerable to damage as anyone else, but can pass through wood unhindered.)
-Accumulate Energy for greater effect
-Requires use of at least one hand to cast; using both grants +2 to the spells.
Plant Magic: 10
(Int.bonus)
-Efficient
-As Mastery of Plants
-Create/Manipulate
-Force Blast (Either Normal and Stun damage, or Atk VS Agility to paralyze via grappling with dozens of vines)
-Requires use of seeds the user must plant
-Note: While the plants created by this power are not magical in nature, manipulating them as the user wishes is.
Water Magic: 12
(Int.Bonus)
-Efficient
-As Mastery of Water
-Create/Manipulate (Lucy is capable of creating Water blades that can actually cut through rock or metal. Her created weapons can be AP by spending stones for it, despite being made of water.)
-Transform into Element (As Phase Shift, except user's body is actually water and can be affected/stopped as such. For example, while user could 'phase' through a fence (as water could), she couldn't do the same through a solid wall (as water would be stopped there.)
-Force Blast (With any, all or none of the following advantages due to the extreme versatility of potential attacks: 2x damage, AP, Normal and/Or Stun Damage, Area Effect up to AN)
-Water Lock (A dangerous attack VS Agility+Reflexive Dodge; if successful, traps the victim into a sphere of water for 1 panel/stone of damage. Victim may drown at a normal rate if user so desires.)
-Combine with Close Combat
-Accumulate Energy for greater effect
-Conjure Rain (At up to half AN; 1 being light rain, 3 Heavy rain and 5 downpour. Area, however, can be as much as AN. User has little control over it; it is normal rain. May be activated unconsciously when user is sad/depressed.)
-Adds Swimming as a separate action at half AN for free
-Breathe Underwater (May also grant to others at the cost of 1 stone/2 targets per panel, by generating bubbles in the water around their heads to hold oxyygen.)
Purple Flare: 10
(Int.Bonus)
-Efficient
-As Mastery of Purple Fire (As Fire, but purple, and its flames can't be extinguished by wind or water.)
-Create/Manipulate (As Purple Flare can produce semi-solid flames, its created objects actually last for at least 10 panels even if no stones of duration are spend, just like ice would.)
-Force Blast (With any, all or none of the following advantages due to the extreme versatility of potential attacks: 2x damage, AP, Normal and/Or Stun Damage, Area Effect up to AN)
-Accumulate Energy for greater effect
Rainbow Fire: 10
(Int.Bonus)
-As Mastery of Fire, but different colored flames have different effects.
-Create/Manipulate
-Force Blast (Effect may vary with flame color, see below)
-Blue (Fire is actually cold, and deals Cold/Ice damage. Force Blast is Normal and Stun damage.)
-Indigo (Flames are actually more a mental attack than actual fire. Blast works against Intelligence+Mental Defense.)
-Red (Extremely hot fire. Deals 2x damage, Normal and Stun damage, Sets flammable objects on fire and Automatically causes collateral damage.)
-Orange (Regular fire. Force blasts is 2x damage, Sets flammable objects on fire.)
-Yellow (Smells strange. Normal damage blast, Sets flammable objects on fire.)
-Green (Illusory fire. Doesn't actually hurt, but gives the feeling of pain of normal fire. Blast deals only Stun damage.)
-Violet (Sticks to objects at AN 3. Force Blast will deal 2x damage, Sets flammable objects on fire and inflict damage again on next panel if not removed somehow.)
Smoke Magic: 10
(Int.Bonus)
-User gains the ability to manipulate pink smoke from a pipe and use it for various purposes.
-As Telekinesis (with Wpn.modifier); the pink smoke will manipulate objects it touches from a distance as per the user's command.
-Create/Manipulate (As per the Mastery option; may only manipulate own's smoke, not smoke from other sources.)
-Smoke Duplicates (User spends 2 stones/clone to create visually identical clones made of pink smoke. They have no actions/modifiers, but look and sound the same as user (D/R of AN to see through the illusion), and have Abilities of 2 all around.)
Sandstorm Magic: 10
(Int.bonus)
-Efficient
-As Mastery of Sand
-Create/Manipulate
-Force Blast (With any, all or none of the following advantages due to the extreme versatility of potential attacks: 2x damage, AP, Normal and/Or Stun Damage, Area Effect up to AN)
-As Force Field
-Accumulate Energy for greater effect
Light Magic: 10
(Int.bonus)
-Efficient
-As Mastery of Light
-Create/Manipulate
-Force Blast (With any, all or none of the following advantages due to the extreme versatility of potential attacks: 2x damage, AP, Normal and/Or Stun Damage, Area Effect up to AN)
-Accumulate Energy for greater effect
Darkness Magic: 10
(Int.bonus)
-Efficient
-As Mastery of Darkness
-Create/Manipulate
-Force Blast (With any, all or none of the following advantages due to the extreme versatility of potential attacks: 2x damage, AP, Normal and/Or Stun Damage, Area Effect up to AN)
-Accumulate Energy for greater effect
Earth Magic: 10
(Int.bonus)
-Efficient
-As Mastery of Earth
-Create/Manipulate
-Force Blast (Normal damage, 2x damage if target is on/in the ground, 3x damage if target is underground)
-Combine with Close Combat
-Accumulate Energy for greater effect
Fairy Magic: 10
(Int.bonus)
-As Mastery of 'Fairy Dust' (Actually a very explosive powder-like matter)
-Create/Manipulate (User can create solid object made with Fairy dust. All such objects can explode at user's discretion by simply paying stones in this action and adding bonus stones due to the size of exploded fairy dust object, with the same advantages as the Force Blasts, but centered on the object.))
-Force Blast (2x damage, Area effect of up to AN around point of impact, Automatically causes collateral damage. Can fire a wide variety of 'blasts', such as simple blown powder that explodes, projectiles such as spears, simple Fairy Dust beams...etc)
-Cloud of Dust (By paying for Area and Duration in panels, user can spread dust as a cloud to restrict vision. Doing so will cause anyone with unprotected eyes (force fields, goggles, etc) to perform actions using sight with a -3 sitmod. The user, of course, sees perfectly well in said cloud without any problem.)
-Flight (At up to AN 5. User sprouts fairy-like wings and can fly at will.)
Heavenly Body Magic: 10
(Int.bonus)
-Efficient
-Magic controlling the effects of stars, astronomical objects, meteors, etc.
-Meteor (As Blasting up to AN for speed, but full stones for Effect)
-Essentially works as numerous types of Force Blasts. For simplicity's sake, the user simply adds any, some or none of the following to create the desired effects, which can range from shooting stars, to meteors falling and exploding, to generating small balck holes: 2x damage, 3x damage, AP, Area attack, Area effect of up to AN around point of impact, Normal and/or Stun damage, Automatically causes collateral damage, Accumulate Energy for greater effect.
Sky Dragon Support Magic: 15
(Int.bonus)
-Arms (Increase targets' damage output for specific body parts, for example the arms, or the legs. Lucy pays for effect, for duration [1 stone/panel] and for the number of affected targets. The effect is basically a modifier to Physical Attacks made using the enchanted body parts.)
-Vernier (Increase targets' Speed and Leaping ability. Lucy pays for effect on both/either, for Duration [1 stone/panel] and the number of affected targets. Again, this acts as a modifier, adding directly to the user's Speed and Leaping abilities without them needing to spend more stones.)
-Armor (Increase targets' defensive potential, either, or both, physical and magical. Lucy pays for either aspect she wishes to increase, for Duartion [1 stone per panel] and for the number of targets. This basically works as either an increase of Toughness, or Magical Defense.)
-Body Anomaly Resistance, Raise (This spell allows Lucy to dispel most harmful magical effects from her target. It works as a counterspell, dispelling dangerous spell effects from a given person if she beats the stones of the curse/spell with her own.)
Solid Script: 10
(Int.bonus)
-Efficient
-As Sorcery
-Must be able to speak and move her hands to use
-Base Range of 4, may spend stones for higher distances
-All spells and effects will be shaped like a word composed of whatever makes more sense depending on the desired effect, at least before the spell is actually used. For example, 'Fire' will be made up of flames, 'Iron' will be massive letters of iron. User is encouraged to be original and come up with interesting shapes and uses for this magic.
Dark Écriture: 10
(Int.bonus)
-Efficient
-Teleportation (Up to AN)
-Pain (As a Force Blast, Ignores Toughness entirely.)
-Fear (As the action itself.)
-Suffering (Like Pain, but 2x damage)
-Death (A deadly attack. Functions as an Attack VS Durability with a range of 2. May only target one foe at once.)
-Wings (As Metamorphosis up to AN; may only grant Flight, Reflexive Dodge, Agility or Speed.)
-Darkness (As Metamorphosis. Transforms user into a demonic, muscular, grey-skinned version of themselves.)
-Absolute Shadow (As Metamorphosis up to AN; May only increase Toughness, or add a Special Force Blast of 2x damage, Normal and Stun damage of an electricity nature. This transformation makes the user covered with black, dark body armor and a menacing appearance.)
-Destruction (Combines with Close Combat. Makes an unarmed or melee weapon attack 2x damage and AP; Ignores the Hardness of objects.)
-Reflect (By beating an attacker's Intelligence+Magical Defense, the user can repel any projectile attacks - not magic, but ranged combat attacks using actual projectiles - back to their user at the same attack level as the original attack.)
-Slay (Just like Destruction, but also Automatically causes collateral damage.)
-Using this magic will make the user's right eye becoming dark with the iris a glowing purple.
Organic Link Magic: 10
-Atk VS Durability against two targets (Oneself being an acceptable target for this effect; same goes for Lacrima); Success will deal no damage, instead forcing victim to take any damage the other person does for a Duration of red stones of damage in panel.)
-Range 3
Card Magic: 10
(Int.Bonus)
-Efficient
-Grants user the ability to use a deck of Magic Cards to perform a fairly wide variety of effects.
-Throw Cards (As Force Blast; attack is 2x damage and Limited AP. User basically throws their magical cards, which become lethal, very sharp projectiles.)
-Card Wardrobe (Covering oneself with cards for a moment, user's clothes are transformed into another outfit. Functions somewhat like Shape Shifting at AN, but the change is an actual, permanent alteration rather than an illusion or a temporary form. Of course, another use of this effect cn alter the clothes again.)
-Sexy Ladies Cards (This strange effect functions a bit like Summoning, requiring 1 stone per said 'Summon'. It can only summon sexy, lightly clothed women with curvaceous bodies with standard, normal human stats, but very beautiful and distracting (Int:2 Str:1 Agl: 1 Spd: 1 Dur: 1). Those Summons can remain present and obey the user for up to 5 minutes/stone of Duration played, they always obey the summoner, and while they can perform basic actions, they are not especially good at anything nor are they truly 'real', more like 'solid illusions'. Aside from the duration and lack of particular and personal skills, they act exactly like normal humans, but in a seductive, enticing way, towards whoever the caster wants them to.)
-Sleep Card (Attack VS Intelligence+Magical Defense; success makes victim fall asleep for 5 minutes/red stone of damage.)
-Help Card (By paying stones for subject's Durability, Range and for Effect when in presence of said subject, the user assigns a card to the subject, and will be able to know when the person is in danger and her general direction as (Effect stones) AN, at up to the selected Range.)
-Communication cards (User pays 1 stone, plus stones for Range, to create a 'two-way communicator'. Basically, user creates 2 cards, links them both, and their owners can then communicate mentally via the cards by simply holding their own and sending their thoughts. The person receiving them must have the other card on their person or close by (5') to receive the thoughts.)
-Imprison (Atk VS Durability+Magical Defense, to imprison victims within a pocket dimension inside of cards. Does not harm, but can be sued for various reasons. It may be possible to escape via various powers and magics, though.)
-Explosive Cards (As Force Blast; 2x damage, Area effect 5 around point of impact, Range 5. User throws cards which explode violently.)
-Elemental Cards (Can be used for various effects similar to Mastery of Elements (Fire, Ice, Water, Wind, Lightning); Create/Manipulate, Force Blast (Fire - 2x damage, Sets flammable objects on fire; Ice - Normal and Stun damage OR Attack VS Durability to freeze solid; Water - Normal and Stun damage, 2x damage if target is on/in/underwater; Wind - 2x damage or Area effect 5; Lightning - 2x damage, Normal or Stun Damage), Mystical Nature (Energy Defense is useless; Magical Defense works.)
-Fortune-telling (As Clairvoyance; may only see in the Future, Can't Actually 'See' as much as sense)
Crash Magic: 10
(Int.Bonus)
-Efficient
-Destructive Aura (The user is constantly surrounded by an Area 2 aura that basically causes collateral damage of AN stones against everything around. This user can be shut down by consciously spending 1 stone/panel to negate it.)
-Destruction (Alternately, user can focus his aura against a specific object; this negates the Destructive Aura automatically, and the user spends stones VS target object's Hardness. If successful, objects breaks apart into pieces.)
-Break Magic (By beating an opposing spell's Effect stones, user can literally deflect/dispel a magical effect by breaking it into pieces via Crash Magic, thus negating its effects entirely.)
-Crash Fist (Can Combine with Close Combat; such an attack will be 2x damage, Automatically causes collateral damage; and it will project the victim at a distance of AN Range from the impact; less if the caster wants it to.)
-Crash Burst (As Unstoppable; 2x damage, Breaks through objects of Hardness up to AN. Gains 1 free stone of Movement speed per stone in this action, up to this action's AN or user's Speed AN, whichever is lower.)
-Crash Blast (As Force Blast; 2x damage, AP, Automatically causes collateral damage, Range 6.)
-Crash Barrier (May be used as Force Field.)
Disassembly Magic: 10
(Int.bonus)
-Can split non-living objects/energy into small cubes of the whole which still keep their properties and act normally, except they are reduced in size and are much more numerous; effects can be multiple depending on target.
-If used on living beings, acts as an Attack VS Durability+Magical Defense which, if it hits, will 'split' the victim into dozens of small, chibi versions of the victim (most abilities/actions/modifiers are all reduced by 2 to a minimum of 1, except Strength and Durability which is automatically 1). This attack causes no permanent damage, and victim will turn back to normal after 1 panel/AN, or whenever the caster wishes, whichever comes first.
Pict Magic: 10
(Int.Bonus)
-User draws pictures onto her body and can then manipulate them with this magic for various effects.
-Create objects (As a Create option from a Mastery; user draws objects and make them reality for a given time, paying for effect and duration as normal.)
-As Summoning (User draws creatures, beings or people and summon them into existence with this magic. Pays for the creature's Durability and characteristics as normal, but must pay 1 stone per panel of duration. 'Summoned' creatures so drawn are always loyal to user.
-Some effects cannot be reflected by the above two uses, such as drawing a hole in one's body to make enemies fall in; such effects are reflected by this action working as Hex Spheres in those situations, at up to AN. GM decides how useful such effects can be... or not.
Hair Magic: 10
(Int.Bonus and Wpn.modifier if applicable, depending on use)
-Efficient
-As Tendril Whip, or Hair Whip, in that case. User's hair have a Strength of half this action's AN, and can perform up to half AN actions at once with this action as base, paying only for the highest effect. May both be used to attack, or simply manipulate objects from a distance.
-Can heat up her hair, causing them to burn people/objects by contact. Adds a +2 Wpn.modifier to her heair of Heat/Fire element, making her attacks 2x damage, and Setting flammable objects on fire.)
-Hair Shield (As Force Field; only provides normal (not doubled) defense against slashing/cutting attacks.)
-Artistic Effects (User's hair effects supernaturally easily causes special effects at the user's will, such as forming 'hair animals' during attacks or very precisely affecting targets. For that reason, any effect, if user so wish, counts as though user spent 2 stones for the effect to 'look cool' somehow, without adding to the action's Resistance whatsoever.)
-Can extend her hair up to a Range of 3 without any problem.
Dancing Magic: 10
(Agl.bonus, only when simply dancing for the fun of it)
-Efficient
-As the Dance action
-Can power up to AN allies' offensive actions by up to half AN, at a Range of 2; simply pays for the highest of either allies affected or bonus given.
-Can decrease up to AN foes' offensive actions by up to half AN, at a range of 2; simply pays for the highest of either enemies affected or malus given.
Maximum Defense Seal: 10
(Int.bonus)
-As Force Field
-Also works VS Magical attacks
Dispel Magic: 10
(Int.bonus)
-User must beat a target spell's effect stones. If successful, the spell is negated.
Stone Eyes: 10
-Attack VS Durability; success will turn the victim to stone. If the victim isn't healed back by then somehow, they will die, as their body will turn to dust.
-Must maintain Eye contact with victim to use; Aware victims may avoid eye contact altogether by taking a -5 sitmod penalty to all actions requiring sight for closing their eyes.
-Only works on humans
-Doesn't work on people wearing glasses
-Having prosthetic or magical eyes will provide high defense against this magic: the victim may be turned to stone for 1 panel, but will revert to normal the next or when hit with any attack.
-User can turn any petrified victim back to normal by spending 1 stone at any time
-Unlike Evergreen, Lucy has full control over her eyes
Human Possession: 13
(Int.bonus and Wpn.modifier if applicable)
-Efficient
-Allows user to seal wandering souls inside objects and manipulate them as he wishes, thus creating 'dolls' serving for a variety of purposes.
-May be used as Telekinesis, either to attack using the dolls themselves or using the dolls to move objects from a distance; May deal Stun damage only by being used to distract an opponent (for example, flying all around them at great speed)
-May use to Animate Objects (As Summoning; resulting dolls tend to have capabilities linked to the base object, so a doll made out of a wooden chair will be weak and fragile, while a doll made out of a metallic mannequin will be tough, mobile and strong. Such animated objects are always loyal to 'summoner' and each count against the maximum of dolls manipulated at once.
-Can speak through dolls (Actually, the dolls tend to repeat whatever is said around them at any one time)
-Line Formation (By lining up at least five dolls, user projects a powerful beam of energy which acts as a Force Blast, 2x damage, AP, Area effect line of 5' wide, Range 6.)
-X Formation: Allows this action to be used as Force Field; However, the dolls being the ones to block the incoming attack, they may be damage/destroyed in the process, GM's call.
-Baryon Formation (As Force Blast; 2x damage, Area effect up to AN around point of impact, Automatically causes collateral damage. A whirlwind of energy thrown towards foes which explodes with impact.)
-Fight Formation (By joining enough dolls for user to stand on, user can use this action as Flight at up to one half the AN.
-May only manipulate as many dolls as half this action's AN at once
Animal Possession: 6
(Int.Bonus)
-User can steal the souls of animals, and then use them to channel powers and effects related to those animals.
-To acquire souls, user makes an attack using this action VS the animal's Intelligence or Durability, whichever is higher, and then the animal has to die. What kills the animal in question is unimportant, but some users make it a ritualistic hunt of some kind.
-Once a soul has been acquired, user can use this action as Metamorphosis to acquire qualities related to the animal, which must then be maintained by paying 1 stone/panel. The appearance of the user does not change, but the spectral form of the animal will surround his body or the parts benefitting from the power.
-User can hold up to twice this action's AN different souls at once, and must release one to get another afterwards.
Sleep Magic: 8
(Int.bonus)
-Pretty straightforward: Beat Durability+Magical Defense , put target to sleep for 5 minutes per stone of 'damage'
Bind Snake: 7
(Int.bonus)
-Atk VS Agility+Magical Defense; target is paralyzed for 1 panel/stone of damage
Thought Projection: 9
-As Astral Projection; can operate at the same time as base body is active, since it is more a thought double than anything else.
-Double seems real as per Create Illusions at AN, can speak, interact with surroundings normally, and is capable of basic actions. For all intents and purposes, it seems real. If attacked, it vanishes and the original retains its 'memories/gathered info'.
Take-Over - Animal Soul: 7
(Int.Bonus)
-As Metamorphosis; May only alter Abilities/Actions/Modifiers related to natural animals, although user does not have to change in natural ways (Ex: Changing legs into a fish tail and adding gills to become a mermaid, adding cat ears, tails and claws to turn into a catgirl, etc). Includes, but isn't limited to, Physical abilities, Claws/Fangs/Tail/Horns/Etc, Animal Senses, Enhanced Vision (Ex: See in darkness), Breathe Underwater, Leaping...
-Needs not transform whole body, and can mix certain animal characteristics with other animal's for various results
-Transformation occurs on same panel, but heals only 1w when transforming
Take Over - Beast Soul: 9
(Int.bonus)
-Beast Arm (As Metamorphosis, only up to AN; may use to transform his right arm into the right arm of any beast or monster the user has 'acquired' (read below), granting special effects. The actual upgrades depend on the beast or monster copied, usually involving added Strength, claws, or whatnot.
-Full Body (As Metamorphosis; can transform his whole body into the form of a given beast or monster; might even gain one of the original creatures' special powers at up to AN for free.)
-Acquire Beast or Monster form (Must touch a given monster or beast during at least one panel, and spend enough stones in this action to beat their Durability in order to acquire their forms.)
Take Over - Demon Soul: 10
(Int.bonus)
-Satan Soul (This incredibly powerful spell allows the user to transform into different demonic versions of themselves, often with stronger/new magics, and with highly enhanced physical abilities. Stones played can add/increase Magical actions/modifiers or add options/advantages in the same manner Metamorphosis does for Physical and Energy ones, and on top of it, the user gains +1 to one of any Physical Abilities, Physical Actions, Reflexive Dodge, Toughness, Deep Reserves or Energy Battery, per stone played, to a maximum addition of AN to any one characteristic. Finally, the user gains +1 to Power Level per 10 stones played.)
-User has up to AN different Demon Soul forms, which are fixed once they are used and can't be changed.
-Transformation lasts for up to twice the AN in panels
-Severe exhaustion (Using this powerful spell causes user to be exhausted afterwards; she'll take -2 to all actions and won't be able to use it again for one hour per 5 stones used in it)
Sword Magic: 9
-Used to temporarily enchant one's weapon, making it stronger and allowing it to perform various effects
-Gain 1 Element per AN
-Gain 1 extra Wpn.modifier per 2 stones played above starting cost
-3 stones to activate, 1 to maintain
-Elements: Fire (2x Damage), Ice (Atk VS Agility to paralyze, Damage = Panels of Paralysation), Water (Reduces automatic defenses by 1 stone per 2 stones of Damage for damage in panels), Lightning (2x damage, Normal and/or Stun damage), Light (Atk VS Intelligence, Target believes caster is an ally if Damage occurs. Duration = Damage in panels), Darkness (Atk VS Intelligence, Target is blinded if damage occurs), Non-Elemental (Limited Armor Penetration; Doubles Weapon Modifier VS Toughness), Gravity (Successful attack reduces foe's White Stones of Health by half; Can't be used to kill) and Earth (Armor Penetrating)
Gun Magic: 8
(Int.Bonus)
-Grants user the ability to infuse magic bullets from guns with various effects, or to simply enhance the power of regular shots.
-May Gain New Spells with new weapons. GM Discretion
-Combine with Ranged Combat (Magic Firearms only)
-Tornado Shot (Shot becomes a tornado. Acts as a Force Blast of Area 5 around point of impact, of the Wind element.)
-Spark Shot (Fires bolts of electricity. As Electric Force Blast, either as a 2x damage, Normal and Stun damage; or as an Attack VS Durability to paralyze.)
-Mud Shot (Fires a bullet which explodes into high-pressured mud, hurting and slowing down opponents. As a Force Blast, deals Normal and Stun damage, Area effect 3 around point of impact.)
-Sunlight Shot (As an Area effect 4 Attack VS Intelligence+Magical Defense; success means the victim is blinded for red stones of damage panels.)
-Blast Bullet (Simply fires many shots with his weapon(s), making the attack an Area attack and adding +2 to the total Wpn.modifier.)
-Omnidirectional Expansion (User surrounds the target with guns and opens fire from all directions at once. As a Force Blast; 3x damage, Area effect 2 centered on target, Automatically causes collateral damage.)
-Requires at least one Magic Firearm to use
-Homing Shot (Requires use of Magic Sniper Rifle. Shot explodes upon hitting target as an Area 5 explosion around victim.)
-Stinger Shot (Requires use of Magic Sniper Rifle. Shot will surround the enemy, making the attack almost impossible to dodge, negating target'S Reflexive Dodge. Upon hitting target, explodes as an Area 3 effect.)
-Deadeye (Requires use of Magic Rifle. Upon hitting a given target, the Magic Rifle's Good Luck modifier to hit will increase by 1 with each subsequent shot, up to twice the normal bonus (or +6 total), for 1 panel/stone played.)
-Wide Shot (Requires use of Magic Pump-Action Shotgun. Makes the attack not only an Area attack, but one that causes Area effects of 3 around point of impact with every hit target, for massive destruction if many targets are in reach.)
-Bullet Storm (Requires use of Magic Double Machine Guns. Actually make their effect into Area Attacks and increases their Modifier by 1 each.)
-Blast Bullet (Requires use of Big Bazooka. Fires multiple shots, increasing the Wpn.modifier by 1, and the hit area effect to 7.)
Requip Magic - The Gunner: 15
(Int.bonus)
-Allows user to store and summon various weapons of the firearms variety, usually with a magic effect or two on each weapon.
-Basically functions as Hammerspace, with the difference that the user may have only up to 2 different weapons/AN of this action, and may only holds Firearms-type weapons.
-Currently stored weapons:•Magic Sniper Rifle (A +4, 2x damage, Limited AP, Range 6 Sniper Rifle which cannot split stones for multiple targets. It has an Enhanced Vision 5 (Far Sight, See at high speeds) feature built in which magically allows user to benefit from it even without looking inside the scope.)
•Magic Rifle (Not unlike Bisca's husband's guns, this +3, 2x damage, Range 5 rifle is enchanted to almost never miss, and receives a Good Luck +3 effect specifically to hit targets.)
•Magic Pump-Action Shotgun (This powerful +4, 2x damage, Area attack, Automatically causes collateral damage, Range 3 shotgun is enchanted to ignore objects' Hardness entirely when firing, and is very good for general destruction of surroundings.)
•Magic Double Machine Guns (Those two Thompson-like machine guns are +3, 2x damage, Automatically causes collateral damage, Range 4 weapons, are enchanted to actually increase their modifier to +5 when firing upon groups of people as opposed to single opponents.)
•Big Bazooka (+7, 2x damage, Area effect 4 around point of impact, Range 7, is simply enchanted to shoot from great distances without loss of effectiveness.)
*Chloro Blaster Gun: +7 Causes Rampant Plant Growth
*Vega Ray: +7 Animate Plants
*2 Spore/Thorn Pistols: +2 (Spores Work as Pheromones)
*Web-'Shooter'(A +6 'gun' shooting webbing, causing no actual damage. It ignores Toughness and Armor, and if a single stone gets through, the target is webbed and immobilized (D/R: 7 to free oneself; resistance increases with each additional shot on the same target.)
*Pistol-Crossbow (+3 bullet-ended bolts, 2x damage, Range 4. Also uses special ammo as follows:•Sonic Bolt (+5, Normal and Stun damage, Ignores Hardness of objects)
•Electro-bolt (+5, 2x damage, Normal and/or Stun damage)
•Explosive-Tip Bolt (+5, 2x damage, Area effect of Wpn.Modifier)
•Smoke Bomb Bolt (+1, 6 Stones smoke screen upon impact)
•Suction-Tip Bolt (+0, Sticks to anything it hits with AN 5, No damage)
•Flare Bolt (+2, 2x Damage, Sets flammable objects on fire if used as a weapon, otherwise can be seen from 15 miles away)
•Tear Gas Bolt (+1, Releases a 6 stones Atk VS Durability, Area effect, Stun damage and temporarily Blinds victims only.)
•Acid Bolt (+2, Releases a 5 stones acid (Atk VS Durability; Ignores Hardness of objects)
•Cable Bolt (+0, Releases a 50' cable, No damage)
•Putty Bolt (+2; Deals no damage, releasing a 6 stones attack VS Agility to ensnare, D/R 6 to free oneself.)
•Bola Bolt (+4; Can deal no higher than 1w of damage, will tie up legs if aimed right.)
•Net Bolt (+5, 10'x10' area effect, Causes no damage, R: 3 to free oneself.)
•Rocket Bolt (+6, AP or Area effect, Automatically causes collateral damage)
•Boomerang Bolt (+3, Turns corners, Misses return)
*Melting Gun (+6, Doesn't harm living matter; Otherwise Atk VS Durability against anything else to melt it into a liquid form of itself.)
*Power Rifle (Can fire a +6, 2x damage, Range 4 Beam; a +5 Area effect, Range 3 Ionic blast; a +4, 2x damage, Area attack machinegun; a +3, Entangles opponents, Range 2 Cable/bolo (D: 3/R: 6 to escape); Electricity-draining discs (Range 3, Drains 6 energy per panel for 6 panels).)
*Makluan Blaster (Can fire a Concussive Force beam (+6, Range 5); a Disintegrating Ray (+4, 3x damage, AP, Range 2); a jet of flames (+4, Area attack, Sets flammable objects on fire, Range 2); a Lightning Blast (+6, 2x damage, Normal and stun damage, Range 4); or a Nerve Gas (+5 Atk VS Durability, Causes no damage; Red stones of damage = panels knocked out.)
*Sonic Screamer (A powerful shotgun-like gun, which has actually dozens of possible effects making use of Klaw's Sonic Converter technology. Can fire very powerful Sonic blasts +6 (2x damage or Area attack, Normal and Stun damage, Ignores Hardness of objects, Range 4), or be used as Create/Manipulate 8 (Sonic constructs).)
Requip - The Knight: 12
(Int.bonus)
-Efficient
-Allows user to store and summon weapons (usually swords), armors and clothes at will, often with magic effects on all but user's regular clothes. NOTE: Unless mentioned otherwise, if an armor grants an action at any AN, user must still pay the stones themselves.
-Basically functions as Hammerspace, but only for weapons/armors and clothes at AN.
-All Armors and Clothes can be resized automatically to user's size, or anyone else within 10' of range.
-Many different clothes, outfits and shoes of many different types, along with accessories such as hats, jewels, nail polish, and whatever else of the sort, are stored within this power.
-NOTE: The following weapons, armors and clothes are noted separately, but can be used interchangeably at the user's will. She could use a given sword with a different armor, and so on.
-Known Currently stored weapons/armors/clothes:
- Heart Kreuz Armor (Simple +2 defense armor), and Sword (+2). This is Erza's standard outfit.
- Heaven's Wheel Armor (+4 Defense, No 2x damage; Flight 5 (May only fly for up to 5 panels), Makes the user's Telekinesis magic deal 2x damage, and may make up to 10 different attacks per panel by paying the cost of the highest attack, making her devastating against large numbers of opponents. Finally, has a Wing +3 Modifier (as Claws)) with hundreds of +3 swords floating around user. This armor looks like it's made of beautiful, shiny metal, and has wings made of blades.
- Black Wing Armor (+2 Defense, Grants Flight 4 (May only fly for up to 5 panels), Adds +2 to any physical/magical attacks) and a black hilt, crystal blue blade sword (+3, Limited AP weapon). This dark, sexy armor has a pair of black leathery wings allowing user to fly.
- Flame Empress Armor (A +3 defense armor granting +5 Fire Defense. It also grants its user Fire Magic 8 (Int.bonus, Efficient, Create/Manipulate, Force Blast - 2x damage, Sets flammable objects on fire, Combine with Close Combat, Mystical Nature)), and a +3 Flame Sword (2x damage due to the heat). This armor is a beautiful gold, red and black armor with dragon 'wings' in the back.
- Giant Armor (This strong +4, No AP, No 2x damage armor grants +5 Strength to its user, and a base throw range of 5 for free), along with the spear known as the De-Malevo Lance (a +5, AP weapon capable of Sealing Darkness with AN 8 (Either a stones VS effect stones to dispel evil/dark powers, spells or effects, or as an Atk VS Durability+Magical Defense to seal away dark/evil powers or magic from a given victim for 1 hour per stone of 'damage'.
- Adamantine Armor (The user's ultimate, high-end defense. A +8, No AP, No 2x damage armor with an additional +5 Magical Defense when worn, granting Flight 3 (for up to 5 panels) to its user. On top of it, she can use Force Field 6, by using both shields on that panel for that purpose), and two +3 Shields (baically 'weapons', but can be used as Force Field; read Adamantine Armor).
- Purgatory Armor (This armor is one of the most powerful in the user's possession. It is a +5, No AP, No 2x damage armor granting +3 to all Physical Abilities. It makes all of her attacks 2x damage, adding 3 stones to the attacks instead if they already are 2x damage. Finally, it generates Fear 7 as a Modifier against all foes within an Area 3 around her), and a large, Spiked Mace (+6, 2x damage weapon, Automatically causes collateral damage.). This armor is terrifying to behold, dark grey and metallic in color, with several spikes around. It looks frightening, and makes most souls who witness it tremble in fear.
- Lightning Empress Armor (A +3, No 2x damage armor also granting +5 Lightning/Electricity Defense. Also grants the girl Lightning Magic AN 10 (Int.bonus, Efficient, Create/Manipulate, Force Blast - 2x damage, Normal and/or Stun Damage, Accumulate Energy for greater effect, Combine with Close Combat, Mystical Nature). Also comes with the Spear of Lightning, a +4 Spear granting +2 bonus to all uses of Lightning Magic. This beautiful armor is golden, white and light blue in color. It is very beautiful to behold in action.
- Flight Armor (A light, +1 defense armor, which adds +5 to the user's speed and replaces it with the user's normal Ability bonus to Close and Ranged Combat if the result is better to the user. It also grants her +1 Leaping), along with two +2 Swords and two +1 daggers.
- Robe of Yūen (A sexy, revealing purple kimono. Grants no regular defense, but has elastic properties granting its user Flexible Skeleton +3 as well as Entangle/Grappling Defense +8, making it nearly impossible to get a hold of the user if she doesn't want to), also comes with a Bisentō (a +4 weapon with a reach of 10', similar to a halberd). This outfit is a fairly sexy kimono with few offensive properties, but excellent to escape attacks or effects useful to bind victims or grapple them.
- Morning Star Armor (This +2 armor has only one special power: a Force Blast of 8 (Int.bonus, Efficient, 2x damage, Automatically causes collateral damage)) of Pure Energy). It comes with two +2 Energy-charged Swords (both of which granting a +2 bonus to the Energy blast if not used for anything else on the same panel). This armor is light, not especially powerful, and not among the most beautiful available... but it has a freakishly powerful force blast.
- Armadura Fairy Armor (This +4, No AP, No 2x damage armor provides a solid +2 bonus to all Physical Abilities of the user, Adds +2 to all offensive actions, and grants the user a deadly, explosive Force Blast of AN 10 (Int.bonus, Efficient, 2x damage, AP, Area effect 6 around point of impact, Range 6, Automatically causes collateral damage).) It comes with a pair of +3 Energy-charged Swords (both granting +2 to the Force Blast if not used for anything else), making it very similar to, but far more powerful than, the Morning Star armor.
- Sea Empress Armor (Granting +2 to defense and +5 to Water defense (despite how little this armor covers), the Sea Empress armor either grants Swimming 5 (Can exceed normal human speed) or adds +3 to Swimming with the same option, whichever is higher, the armor grants its user a Water Magic AN 9 (Int.bonus, Efficient, Create/Manipulate, Force Blast - Normal and Stun damage, 2x damage if target is on/in/underwater, Combine with Close Combat, Accumulate Energy for greater effect, Mystical Nature).) Comes with a Crystal Sword (+3, AP weapon, Dispel Water powers and spells at AN 9 when used against them). This outfit makes the user extremely powerful with and against foes using water as their main power, truly making the wielder a Sea Empress.
- Seduction Armor (This 'armor' provides no defense whatsoever. Instead, it functions as Pheromones 8 against anyone, male or female, young or old, the user wishes to seduce within a range of 3, who is somehow made to look at the user while wearing it. The Pheromones do not inflict damage, nor do they stun; instead they will inspire love, lust and/or desire into the victims, an effect that might become permanent if the stones of 'damage' exceed 3 over the one necessary to cause the effect), along with a Love Sword (A simple +2 Weapon dealing stun damage only, with the words "Come on boy" inscribed on its blade). This 'armor' consists of a maid's headdress, pink panties, fishnet stockings and an apron, metallic gauntlets with a heart-shaped elbow plate on each... and nothing else. Needless to say, it is kinda embarrassing to wear... but its power is still fearsome... in a very pleasant sort of way.
- Nakagami Armor (A mere +1 defense armor granting an incredible +8 Magical Defense to the user. It grants a powerful Dispel Magic AN 10 (Int.bonus, Efficient) effect that dispels any magic in a Range of 4, and makes any weapon held by the wielder a 3x damage, Ignores Toughness entirely, Range 6 advantages, as it becomes capable of cutting anything, even 'space' - thus why it can attack from a distance even when a melee weapon is held). Comes with a large halberd +4. This armor is extremely powerful, but is very light in defensive potential, and comes with a large drawback. Using it will cause its user, as soon as it is removed, to suffer -2 to all Magical actions for three hours, per panel worn up to -10 for 15 hours, due to the incredible levels of magical energy drained by it.
- Piercing Armor (Interestingly, this armor is nothing more than a solid +3 defense, No 2x damage armor. Its real powers come from the lance usually accompanying this armor), and the Piercing Lance (a devastating +5, AP (Ignores 5 Toughness even when No AP), Ignores Hardness of Objects, Automatically causes collateral damage, melee weapon which can attack at a range of 10'.) This armor looks the closest to that of a real world knight, and is more practical than beautiful. Its weapon, however, is devastating avain even heavily armored targets.
- Farewell Fairy Tail Armor (This beautiful, extravagant armor is a +3 defense outfit mostly made to look magnificent and beautiful than to be actually very useful in a fight). Comes with a Fairy Tail banner (actually a +2 Spear with a flag with the symbol of the Fairy Tail Guild on it). Needless to say, more of a ceremonial outfit than anything else, but still looks great nonetheless, and a decent armor and weapon at the end of the day.
Psi-Whip: 7
Figure Eyes: 8
(Int.bonus)
-As Telepathy 'Control others' option, Requires direct eye contact; aware opponents will often close their eyes, suffering a -5 sitmod to actions requiring sight.
-Only works on living beings; not on undead, constructs, androids, etc. Also, victims must obviously have eyes which can be affected.
-Controlled victims count against the maximum number of 'dolls' under user's control via Human Possession.
-User may release control of victims at any time from any distance by will alone
-Controlled victims turn into darker colored version of themselves
-Unlike Bickslow, Lucy has full control over her eyes.
Transformation Magic: 9
-As Shape shifting; Cannot change clothe
Battle Mode: 9
-As Metamorphosis; can increase Physical Abilities, Close and Range Combat, Toughness, Reflexive Dodge, and Animal Senses
-Transforms Lucy into a tall, muscular, human-panther hybrid
-Difficult to maintain: Requires 3 stones of Energy per panel to keep up, and cannot maintain more than AN panels in a row, necessitating an hour of rest afterwards to use again.
Titan Magic: 10
-As Growth
-May only increase the size of specific body parts (May only use up to half AN if used that way, depending on the body part used)
-May increase the size of others by up to 5' per AN; will only grant +1 to Str and Durability per 3 AN used. Also, it still count against the active stones in this action, meaning using this power onto others will weaken the user's potential to use it on themselves
High Speed: 10
(Spd.bonus)
-Efficient
-AN replaces base Speed if higher
-Allows all the normal Speed effects such as running up walls/on water, creating tornadoes by running fast in circles
-May combine with Close Combat
-Magical in Nature; Can be dispelled or affected by magic/magic reducing effects
Aera: 5
-Allows user to generate beautiful white wings and fly with them at up to AN speed
-May only fly for up to 2 panels/AN, or 10 in this case; after this, may not fly again for an Equal number of panels as was used to fly in the first place
-Max Speed: By pushing oneself, one can exceed this action's Normal Maximum speed of 5 to up to speed 6; but doing so drains 2 panels of 'use', which still need to be recovered at normal rate.
-User can carry a passenger for free, but cannot carry more regardless of Strength, or else this spell ends and the user has to wait for the full length of time (10 panels) before using it again
-Limited to Speed 5 due to using wings
-NOTE: Since Lucy obtained the powers of Happy, Carla and Pantherlily, she can use three different Aera spells, allowing her to technically be able to use them one after the other if necessary, thus providing essentially unlimited Flight.
Jutsu Shiki: 15
(Int.bonus)
-User must pay for effect, Area and Duration. Base Area of 3. Effect will work VS the Durability+Magical Defense of anyone caught within the area. If 'damage' occurs (it doesn't actually hurt, though), the victim is stuck inside and must comply with the spell caster's conditions to escape, whatever those conditions are.
-The conditions can be anything the caster wants them to be, as long as they are possible for the trapped victims. For example, 'fight one another', 'strip down', 'sing the dumbest song you know' and 'state how wonderful I am and why' are all acceptable; 'fall in love with me' (since no one can just decide to fall in love with someone), 'teleport out' (if victims do not have a way to teleport) and 'commit suicide' (since it would defeat the purpose of getting out in the first place) are all unacceptable.
-Unlike Freed, Lucy can cast this spell within seconds.
-Individuals with skill with languages, writing, Letter magic, or who witnessed this spell being cast a couple of times are capable of dispelling it with an appropriate action beating the spell's effect stones. GM's call.
Fairy Law: 10
(Int.bonus)
-Tiresome (Takes up 1 more energy per 2 stones spent)
-Acts as a Force Blast, centered on Self (but not harmful to user), 3x damage, Area Effect of up to AN, Only targets one's enemies leaving innocents and friends unhramed, Automatically causes collateral damage
-Magic of Truth: One cannot lie to this magic; if the user considers, deep within her heart, certain individuals as good people or friends despite all claims to the contrary, this magic won't work on them.
-Reluctant to use (For all of its power, Fairy Law's users can't stress enough how such a powerful effect just shouldn't be used in just about any situation.)
Self-Destruction Spell: 8
(Int.bonus)
-3x damage, Area effect of AN force blast centered on self
-Adds 3 stones to effect per stone of Health remaining
-Using automatically kills the user
-Cannot be dispelled unless one knows the cancellation code, or happens to be Brain, the creator of the spell
Use The Force: 10
(Int Bonus)
-Efficient
-Telepathy (Telepathic Communications, Broadcast; Can benefit to others (Can make people able to communicate with one another with her as a liaison as long as both are within her range Read minds from Range 3, Mental Bolts, Can pay stones to increase range of Telepathic Communications up to AN, Induce Madness, Drain Knowledge)
-Tekekinesis (with up to 2 weapon mods. Mystical in Nature.
-Force Trance (A trained Force User is able to enter a Force Trance for 4 hours per stone spent up to AN. The user is fully aware of their surroundings during the trance, heals 1w of Health every two hours, can go for 10 times as long without food or water while it lasts, and will be as rested as after 8 hours of sleep after 4 hours of trance.)
-Search One's Feelings (Stones VS Resistance to sense how positive or negative the results of a given action can be. Difficulty will be higher based on how obscure, distant in range or time the results of the action will be.)
-Sense Force (Stones VS Resistance to sense certain things through the Force, such as the powerful Dark Side in an area, the death of millions on a distant planet, or a close friend being in danger, among other possibilities. More obvious, or more closely linked events to the user have a lower Difficulty.)
-Force Stealth (Basically a defensive, self-focused response to Sense Force, allowing a Force User to attempt to hide one's presence in the Force. Interestingly enough, a weaker Force user is harder to detect normally with the Force, whereas a stronger one shines like a beacon of light in the darkness, however the latter is better at hiding said light when they try. Luckily, Force Users can sense when others attempt to sense them, allowing sort of a Limited Prescience to activate this effect when they feel like someone is attempting to sense their presence in the Force.)
-Sense Surroundings (For 1 stone per AN, may sense one's surroundings despite blindness, pure darkness and cover as per a Sonar Sense Modifier. Can be maintained for 1 stone per panel.)
-Thought-Cast (May connect to a willing, distant being's mind by paying 1 stone for same planet/3 stones for same system/5 stones for same quadrant of the Galaxy/7 stones for another quadrant, allowing the user to exchange emotions, or a couple of words - literally, no more than 2 - with the being to warn/help them or whatnot.)
-Force Psychokinesis (as Force Telekinesis, but can lift up to stones played in Weight, not limited to AN. +1 CL to add a Weapon modifier. Must buy Force Telekinesis first. Must have Use the Force at AN 8 to buy.)
-Force Whirlwind (as Force Telekinesis, but Area Effect of Half AN rounded up, may Increase with stones. Must buy Force Telekinesis first. Mut have Use the Force at AN 4 to buy.)
-Ionize (As Atk VS A.I+Hacking Defense, Area Attack; 2x damage, Stun only, Will disable if more than 2x Dur stun damage is caused; Only usable against droids or electromagnetic devices.)
-Technometry (Atk VS A.I+Hacking Defense; Acts as Project thoughts/control others VS droids and electromagnetic devices. Must buy Ionize first.)
-Drain Energy (Stones VS Resistance to drain the energy out of an electromagnetic device, be it a power pack, battery or power generator.)
-Negate Energy (As Energy Absorption at AN (not doubled), but must use an Action; Requires hand gestures. Must have Use the Force at AN 5 to buy.)
-Rebuke Energy (As Negate Energy, but can redirect attack if one's Energy Absorption beats the attack's AN by 2 or more. Must buy Negate Energy first. Must have Use the Force at AN 7 to buy.)
-Necromancy (Allows user to raise the dead into zombies/skeletons animated by Dark Side energy, up to 2x AN such undead, Summon Dark Side constructs as per Summoning, or summon actual Dark Side spirits... although the latter two are incredibly dangerous. Requires vocal components and hand gestures. Sith Sorcery power. Must have Use the Force at AN 3 to raise the dead, AN 5 to bring forth Dark Side constructs, and AN 7 to summon Dark Side spirits.)
Shadow Animation: 9
(Weapon modifier)
-As Tendril Whip
-Normal Damage or Disables if Damage Occurs (Target De-Aged based on stones of damage GM discretion. Targets lose knowledge and stats along with powers if they did not have them at the point they were brought back to.)
-Can Only Manifest where shadows can exist.
Leadership: 5
Thieving: 8
(Agl.bonus)
-Stealth
-Search room/area
-Escape artist
-Lockpicking
-Pickpocket
-Using feet instead of hands
-Eavesdropping
-Slipping out of clothes to escape a grab
Spider Bite: 7
-As Corrosive Touch
-Poisonous Attack
-Must bite to use
-From Gohma Soul
Spider Walk: 6
(Agl.bonus)
-Efficient
-As Wall-crawling
-Manifest four proportionate sized spider legs to use
-From Gohma Soul
Perform: 5
(Agl.bonus)
-Singing
-Dancing
-Calligraphy
-Cooking
-Stripping
General Knowledge: 5
(Int.bonus)
-Efficient
-Magic/Occult Lore
-Fiore Mage Guilds
-Fairy Tail
-Fiore Lore & Culture
-Modern Era
Social Skills: 8
-Wandering Mage
-Kindness
-Persuade
-Intimidate
-Charm/Seduce
-Resolute
-Leadership
-Fairy Tail Guild Master
MODIFIERS
Power Level: 10
-Power Level Recovery
-Tireless: 3
Accelerated Healing Factor
Fanservice Shield: 5
-Action to Modifier
-Works as a skintight Force Field, doubling defensive stones, Can't be used offensively, and may only protect others by standing between them and an attack.
-For every white stone that would have been caused had it not been for this shield, The User's clothes are somehow damaged by the attack, while she escapes most of the damage herself aside from perhaps minor scratches, bumps or burns, depending on the situation. With 1w of avoided damage, part of her clothes (say her blouse, skirt, shoes, pantyhose, underwear, etc.) are damaged slightly (holes, scratches, etc) but is still holding together. With 2w, at least an item is destroyed. With 3w, it's birthday suit time.
Blue Magic
(Must spend time. (Ten Lines) with the creature she wishes to emulate)
Military Rank: 7
-Commands an Entire Regiment in the Fiorian Army plus support personel
Limit Break: +18
(Urano Metria: Divide Celestial Spirit Magic by 2 and add MN to it. Acts as Force Blast)
-2x damage
Limit Gauge: 9/30
Energy Battery: 16
Extended Life
-Due to absorbing the combined magic and vitality of her guildmates. Lucy retains the appearance of a woman in her early twenties, and will likely live long into the triple digits
Psychic Link
-With Din, the Goddess of Power
Deep Reserves +14
Reflexive Dodge +10
Toughness: +3/+6 (3 from Triforce of Power)
-Not so much due to a resistance to injury, this reflects Lucy's ability to ignore minor injuries and keep fighting as if unharmed
Mental Defense +10
-From Telepathy
Magical Defense +7
Force Defense: +5
Starship Access: 9
-Heavily Modified
Lightsaber Forms: (May only use one form at a time each panel, but can change every panel)
-Form I: Shii-Cho (Way of the Sarlacc): Provides a +2 bonus whenever user tries to disarm an opponent.
-Form II: Makashi (Way of the Ysalamari): Grants a +1 bonus to offense and defense against a single opponent, and +2 Defense VS Disarm attempts. Lose the bonus to offense and defense against multiple opponents.
-Form III: Soresu (Way of the Mynoch): Gains +2 to defense, and +1 to all attempts to deflect Blaster bolts.
-Form IV: Ataru (Way of the Hawk-Bat): Grants a +2 bonus to Lightsaber attacks, and +1 to Acrobatics uses. The +2 bonus to Lightsaber attacks drops to +1 when faced with multiple opponents.
-Form V: Shien / Djem So (Way of the Krayt Dragon): Grants +1 to defense, and +2 to all attempts to deflect blaster bolts and counterattacks.
-Form VI: Niman (Way of the Rancor): Grants +1 to either offense or defense, and +1 to Use the Force actions while using this Form.
-Form VII: Juyo / Vaapad (Way of the Vornskr): Grants +3 to attacks with Lightsabers, +1 to Use the Force offensive uses, but -1 to Defense and -2 to Force Defense when in use.
Precognitive Flashes
Glyph User
-When killing enemies, Lucy has the power to attempt to absorb a potential glyph from the soul of the defeated foe (doing so requires an Action, but no stones). If such a glyph is available (usually a matter of chance in the case of common foes, sometimes automatic in the case of unique opponents), she will gain the ability to manifest the glyph as a tattoo either on the back of either of her shoulders in the case of powers usable through her arms, or on her back in the case of a passive power. This power is a gift from Shanoa.
Spider Legs +2
-As Claws
-Retractable
-Manifest up to four at once; adding +1 to the modifier if using 2 legs at once, or +2 for using all four at once against one opponent
-From Gohma Soul
Transform Others By Touch
-Into Weapons or Items determined by the power of the person being transformed (GM Discretion)
Wealth: 9
Resources: 9
-Respected Status (Lucy is the head of Fairy Tail, and recognized as a hero of Earthland who has saved the world from many threats. Many of the wizard Guilds hold her and her guild in high regard.)
-Position of Authority (Lucy is the Guildmaster of Fairy Tail, and also the appointed chief of Magnolia Town's security forces)
-Heir Apparent (While lacking children of her own, Lucy does have a potential heir to her legacy in the form of her present-day self. While the other Lucy is nowhere near as powerful, she is still the closest thing to an Heir Guildmaster Lucy has, and will freely share any information with her she has of note.)
-Network of Informants (While she still thinks her predecessor took it too far, Lucy understands the need to have eyes and ears providing information on potential enemies, so she has hired and enlisted an extensive network of people to keep tabs on threats both inside Fiore, and abroad.
-Charitable Foundation (Using extra funds from the Guild, along with her, and present Lucy pooling together what was left of Jude's fortune after he died, Lucy started the Layla Heartfilia Foundation. A charity that seeks to provide mother, and father figures in the lives of children who lost one or both parents)
-Private Army (After building up an extensive budget, and earning favor from both the Royal Family, and Magic Council, Lucy has been able to hire a mass of Magic Knights to act as gfround troops, and security for the Guild. Though not as strong as most of the Guild members, they can be quickly mobilized to add extra numbers in an emergency)
-Secure Headquaters (The Fairy Tail Guild Hall is now more akin to a Fortress than a simple Guild Hall)
-Unique Technology (Based on Tranbsformer anatomy, and advanced technology examined by the tech experts of the Guild. Fairy Tail has access to powerful combat and utility robots that are nowhere close to being on the general market)
Influential Connections (Lucy is the lover of Princess Hisui E. Fiore, heir to the throne, and as a result can likely have an ear to help dictate national politics if she wished.)
CHALLENGES
-Psychological (-2; grim and resolute. Lucy has lost a lot, far more than any normal person can deal with. Because of that, she is hardly the cheerful, naive and innocent happy girl she was before. She is determined to save her friends at nearly any costs, and will fight to the end for that dream with no remorse or fear.)
-Honorable (-2; Always keeps her promises if humanly possible. Lucy is a respectable person who doesn't lie or cheats, and follows her own path in life... the Fairy Tail way.)
-Loyal (-3; to her friends and companions, even after their death.)
-Duty (-3; as Fairy Tail's 7th Guild Master due to being the last surviving member of her timeline.)
-C.T.S.U.F.U (-2; Helping others and protecting those in need whenever possible is simply in her nature.)
-Haunted Past (-2; the death of all of her Guild mates and several others of her friends.)
-Obsession (-3; save her friends from their fate)
EQUIPMENT
-Current Outfit: Mavis' Robes (A white and pink robe like dress) a set of wings in her hair, and pearl nail polish.
-13 Gold Celestial Spirit Keys, and 6 Silver Keys, worn on a keyring on the waist
-Deck of Magic Cards (Seemingly unending deck of magical cards used in Card Magic.) Stored in pouch on right hip.
-Magic Revolvers (Those two +3, 2x damage, Range 4 revolvers are loaded with magic bullets, enchanted to never miss. They act as with a Good Luck +5 effect, applicable only to hit a target. If both are used together with it, they provide a +2 bonus to Gun Magic, as opposed to using only one.) Typically kept in hip holsters.
-Smoking Pipe used for Smoke Magic. Typically kept in a small odds and ends pouch on Lucy's rear waist.
-Rapier +3 weapon, stored in sheathe on left hip.
-Mystogan's Magical Staves (The full extend and power of Mystogan's staves is unknown. At the very least, they provide +2 to all Elemental Magic uses when held in one's hand, and can cause a multitude of special Effects reflected by Mastery of Magic AN 7 (Int.bonus, Efficient, Can exceed normal 6 stones effect limit) and Sorcery AN 8 (Int.bonus, Efficient), as well as Magical Travel 6 (Flight, Teleportation, Dimensional walking, Phase shifting, Dream walking, and Burrowing), and Magical Healing 5.)
The Green Lightsaber is a (+4, AP) weapon, which might grant other bonuses when more is found out about it.
The Soul Calibur is the same as on Jessica's CAD, although Lucy is unaware of most of its powers:
-Soul Calibur: This sacred sword is said to have been crafted to defeat evil at all costs, and is the sister sword to Soul Edge. Its powers are nearly immeasurable, and it is a strong artefact with great potential.•Form shift: Will adapt and transform to suit the wielders' favorite weapon type. Thus, its characteristics can vary. It can be anything from a +2 to +5 weapon, with or without the following, depending on weapon type: 2x damage, AP, a range up to 5, Area of Effect, May deal Normal or Stun damage, etc. In all cases, though, it has the particularities below regardless of form.
•Sacred: Deals 2x damage against evil creatures. If already 2x damage from its current form, will deal 3x damage instead.
•Purify: The sword can be used to unleash a 10 stones effect to purify an evil or corrupted object/creature/area. Doing so requires an action and the sword can't be used for combat that panel, but the stones come from GP
•Connection:"Elysium" can communicate mentally with its wielders.
•Holy Power: Under proper circumstances (GM's call; usually during desperate times or when facing great evil), the Sword may be used as "Destiny Force", but only for good-aligned effects.
•Fast Healing: Wielder is granted Accelerated Healing Factor when wielded if it doesn't already have it
•Exclusive: Cannot be used by evil, impure-hearted beings. The sword will usually turn on them.
•Indestructible
•This legendary spirit sword was created to combat the evil of Soul Edge and mercilessly punish corruption. It has a life of its own, an intelligence calling itself Elysium.
Finally, the Batarang is simply a +2 (Returns to thrower's hand when thrown) ranged weapon.
-Majora's Mask (A cursed, very powerful sentient mask originally created from the essence of an eldritch abomination to be used in hexing rituals and dark magic. Wearing the Mask grants the bearer multiple powers, but comes with significant risks to the untrained, weak mind, a person weak against magic, or even someone left in a very vulnerable state to its unholy influence. The Mask's effects are as follows:
- Protection (+2 defense. At its very basis, the Mask provides supernatural protection to its bearer, rendering their body generally harder to damage just by wearing it.)
- Sentient (The Mask is an actual entity, quite alive, and quite capable of influencing its surroundings in various ways, often subtle, sometimes more obvious, through use of its powers. Also, as such, should the bearer befriend the Mask somehow, it could become a powerful ally. Its personality seems to be that of a mischievous child/female being, obsessed with 'playing' and 'making friends'.)
- Telekinesis (As the action, AN 10, Int.bonus, Efficient, 2x damage, Area effect up to Half AN)
- Teleportation (As the action, AN 8 (Standard or via Portals, May see through portal before entering it, Does not have to travel to send others, Open portals for other to return, Time travel)
- Lifeforce Leech (As Improved Energy Drain AN 9, Range 3, May cause Health damage and even kill if used on an already exhausted victim.)
- Terrify (As Fear AN 10, Area effect of Half AN; works via manifesting psychic illusions of the victims' worst fears.)
- Darkness (As Mastery of Darkness: 9 (Int.bonus, Efficient, Create/Manipulate, Force Blast (2x damage, Normal and Stun damage, Ignores Hardness of objects), Combine with Close/Ranged Combat, Accumulate energy for greater effects, Summoning: 8 (May only summon Living Shadows and darkness-based entities and fiends.)
- Levitation (As Flight 7, Perfect Maneuverability)
- Dark Healing (As Magical Healing 10, but at a cost. The wearer, and person healed if appropriate, will experience strong negative emotions of the Mask's choice, usually appropriate to the 'victim'.)
- Majora's Wrath (As Hex Spheres AN 10, but specifically limited to laying powerful, often evil curses. The user can influence to some level the results, but they must keep in mind that the mask always has the final say on the results.)
- Majora's Incarnation (If the wearer feels so inclined, they may ask the Mask to physically manifest itself into reality at the cost of some of the bearer's own Lifeforce, causing them to lose 1w of Health and take -1 to all Actions for 5 panels, thus allowing it to assume a powerful physical form for up to an Hour... or lose 3w, and take -2 to all actions for one whole hour, to allow Majora to incarnate into a much stronger form for up to one day! The wearer can't use the Mask for the duration, as it isn't worn in the meanwhile due to being part of the incarnation, but the Psychic Link is still usable. The true potential of those transformations is unclear to its wearer, but they are likely quite strong. As like many abilities, the wearer can try and influence the results, but the Mask will decide the end results.)
- Transform Others (Requires the wearer to grab the victim and hold the victim immobile, via either physical grasp or telekinetic powers, and glare into their eyes with the Mask's. If susceptible to the Mask's powers, the victim will be transformed into another form, normally permanently, although some powerful supernatural cures exist. As for the Hexes and Curses, the wearer may try and influence the results, but the Mask has final say.)
- Ghost Step (At a cost of 3 stones, the wearer can step into the spiritual realm, effectively functioning as 'Astral Travel: 7, Physical body travels with spiritual self' in terms of movement, and Invisiblity 8 which also silences the user's movements as far as the physical world is concerned. The drawback here is that the bearer can see the dead and other spiritual beings, and they can see them right back. Also, in the spiritual realm, Majora's Mask appears as some sort of alien, terrifying parasitic face with the same glowing eyes as the mask and strange, dark tendrils as hair-like appendages flowing freely in the wearer's back and conncected to their head, which in itself is pretty terrifying to some wearers.)
- Dark Knowledge (Majora's Mask has existed for a long time, and has delved into some of the darkest magics, curses and hexes ever known. It is quite capable of teaching secrets, spells and terrifying tales to its wearer, or using them itself, of course. However, knowledge is power, especially dark knowledge, and power corrupts. Sometimes the Mask will simply whisper secrets to a wielder it likes. Sometimes a wielder will ask for the secrets. The former is far less dangerous than the latter for one's sanity, but one needs to be careful either way.)
- Hidden Powers (The powers mentioned here are but what the Mask allows the wearer access to. Its true powers are actually more numerous and extensive, but it usually keeps those to itself. If the user feels bold enough, they may ask the Mask to exceed its limits, or accomplish something beyond its known powers. If the Mask is capable of it, and willing, it may actually do it. But as for many of its powers, the wearer must bear its mind the fact that overusing it, will come with a cost.)
- Psychic Link (The Mask can establish a Psychic Link with any bearer in order for them to communicate freely back and forth with ease, and subtlety.)
- Corrupting Influence (Like many major artifacts of evil, the Mask can potentially corrupt weaker minds and even possess them if they prove vulnerable, and even stronger individuals may feel discomfort, fear, and other negative emotions when wearing it too often or for extended periods of time.)
- Indestructible (The Mask is not just something that can be destroyed with enough force, or even with powerful magic or artifacts. Major cosmic entities, God-like beings and other eldritch abominations might be able to do so, but it would be difficult and require time and effort, and even then likely only after defeating the thing.)
-Triforce of Power (Grants +3 to all Unarmed attacks, +5 to Strength, +3 to Toughness, Accelerated Heaing Factor, God-Like Power AN 8 (Int.bonus, Can be improved by Lines), Reconstitute Self, Special (If killed, the user will reincarnate as a new version of themselves, still with the Triforce of Power under their power. If uesd together with the Triforces of Wisdom and Courage, it can make wishes come true as per Destiny Force as long as the wishes are pure and made from the bottom of the heart.)
STORY: Blah Blah Blah... Alternate Future... Blah Blah Blah Fairy Tail were all killed. Yadda Yadda Mavis Vermillion transferred all of the slain members Magic into Lucy who was the only survivor. Yadda Yadda Yadda Lucy goes back in time to try and save her friends.
Other Outfits:
Casual: Orange sweater, shin-length denim pants, and black sandals, Orange nail Polish
Guild Master suit: Royal blue jacket over a light blue blouse, royal blue knee-length skirt, and red pumps, red nail polish, wire frame glasses, hair tied in a bun.
Battle Uniform: Midriff bearing black top with matching pants, and boots, a single black metal shoulder pad.