navigation :::
One day, I'll put a cut blurb here that describes Satou moderately well. For now, it's just an adorable and pink waste of space... hey, that sounds like 90% of my OCs!code credit | cut credit
GENERAL | powers
Satou comes from a world where magic is a genetic ability. Furthermore, her world's ability to use magic is actually split between two genes: "Magical Capacity" and "Empathy." Magical Capacity determines how much magic a magician can store in their body at once-- which further determines their potential for strong spells,-- while Empathy is the ability to fill that magic container. Furthermore, Empathy is a recessive trait and gradually being lost. This has led to the illusion that magic is rare, but it is a commonly accepted theory that 80% of the world's population does have Magical Capacity.
Another genetic consideration in her world's magic is a "curse" that most all magic users carry on their magical genes. It is something that, hundreds of years ago, all of the surviving magicians of the time accepted onto themselves. In essence, the curse causes the magic users to pay a price for overusing their magic. The price is "something very important," and because the curse is activated by the magician's subconscious, it is varied from person to person.
Satou has both genetic traits (empathy and magic capacity,) as well as the genetic curse. She was also born with increasing both traits as significantly as possible. Her magic style therefore tends to rely on high power magic attacks and speed, but she lacks defenses and stamina.
::: Empathy: The first genetic trait that a magician like Satou needs is "empathy." It is the sixth sense which allows a magic user to sense emotions. The feeling is akin to feeling pulses or waves in the air, with the speed and strength changing depending on the strength of the emotion. Empathy is also a raised trait and something that can be trained: It is linked to a sympathetic personality. People with emotional empathy can identify emotions more accurately and use them more effectively for magic. Becoming kinder can strengthen empathy, while losing touch can weaken it. Emotions are the source of magical energy and the basis for all spells.
In Satou's case, she was raised to have exceptional empathy. Her empathy is strong enough that she has even been known to mistake the feelings of others for her own. Though Satou can pinpoint where specific emotions are coming from, she is more likely to notice "crowd emotions" when she isn't focused. For example, she is more likely to notice collective fear than pinpoint a specific scared person. Lastly, she can "turn off" her empathy by not actively focusing on it.
Empathy can, however, be used to sense people. She can tell if living beings are within a certain radius of herself. This is because the energy sensed by empathy is a "Life Energy." Witches with strong empathy can read the emotions assigned to it, but the energy is a physical manifestation of a heart's willpower. Satou can therefore sense people even without pinpointing what their emotions are, and she can do so quite accurately. Her magic can also be sensed as "Life Energy."
At her current canon point, Satou struggles to create magic from herself. She almost exclusively makes magic from the emotions of others. Because she fears her negative emotions, she will only be able to accept and draw from positive feelings. Such as courage and the stereotypical "power of love."
::: Magical Capacity: The second genetic trait that Satou has and needs. This is probably her most important trait too, since it was the one manipulated at her birth. Magical Capacity refers to how much magic a mage can process in any given moment. It isn't something that you can train, either. Depending on how large or small a magician's capacity is, their strongest spell may be a simple spark or a nuclear explosion: Satou leans towards the explosive side.
However, reaching maximum capacity means processing a lot of magic at one time. This is physically stressful. While normal magicians with normal capacities don't need to worry about overloading their bodies, Satou can process more magic than her young body should be capable of. She gets very tired from using her maximum capacity, and can even die if she pushes herself too far. In a roleplay setting, Satou can create large scale blasts of magic that could level a street, but anything more would leave her sick for days.
Satou's magic capacity allows her to perform a wide range of spells. The general rule of thumb for her very flexible magic is "If you can truly imagine it, you can make it happen." This gives magic users like Satou a lot of freedom with their magic, but also one huge limitation: They cannot half-heartedly perform magic. Magicians like Satou need to believe in themselves and the spell they are casting, or it simply won't happen.
There are three categories that her magical capabilities, and limitations, fall into:
::: Magical Creations: This is the category most unique to Satou's brand of magic. Satou is able to create things with her magic, so long as she understands the process of their creation. In one sense, this means she has to understand the difference between "creating" and "stealing." If Satou wants to make it snow, she can either create snow or funnel it from a place she knows has snow. When creating something, Satou needs to understand the mechanics behind her creation process. If she doesn't know the science behind snow, she cannot create it from scratch.
This comes into play especially when Satou is creating complex objects. For example, Satou cannot make a television. Why? Because she does not understand how a television works. She may be able to make something that looks like a TV, but because she does not understand how it functions she cannot magic a functioning television.
There is a dangerous silverlining to this: If Satou thinks she understands something, she can make "her version" of it. This is why children in Satou's world normally don't begin using their magic until they have a firm grasp of reality. It is also why a strong and confident imagination is such a valuable tool to a magician.
Satou also cannot magic materials from no where. She needs to have raw materials to create lasting objects. Things made without a physical material basis are just magic illusions, which will disappear if she loses focus. Satou has an understanding of how to sew and how to handle metals, so finds it easy to make clothing and metal objects.
::: Magical Attacks: This is the category of your generic magical girl spam, and relies on Satou's imagination. "Raw Magic" is a glowy, hot energy that can be molded into magical attacks. Satou's magic tends to be pink or black, depending on how she's feeling. Her magical attacking style is typically ranged, relying on a combination of beamspam and magic bullets.
In close combat, Satou can use her magic to coat her fists or feet when making powered-up punches or kicks. She can also use magic on her feet to speed herself up, or slap magic on others to slow them down. Her limiting factor is her human brain: Using multiple spells at once requires a lot of multi-tasking. Satou has learned to overcome this by juggling her spells very rapidly, but this is still mentally taxing. After a big magic fight, Satou will often have a headache and be very tired.
::: Magical Modifications: This category is most important for examining Satou's healing abilities. Magic can be used to repair or reinforce breaking objects, simply because Satou can fix things on a molecular level. It also means she can speed growth, such as making flowers bloom, or even heal wounds. She simply needs to understand the process in order to speed it up. This requires some energy from Satou and will leave her feeling pretty wiped.
At her current canon point, Satou doesn't heal humans because she doesn't fully understand them. She was constantly healing herself when she was younger, and that has resulted in permanent damage to her left leg and scarring all over her body. This was a side effect of Satou not fully understanding the science.
::: Firearms: Satou has learned how to take care of a handgun. Because she knows how to take it apart and clean it, she also knows what pieces make-up a gun and how to recreate them. Unfortunately, she can only make the pieces. She has to reassemble it herself.
Her guns do hold magic bullets, which are pre-made spells that she loads into magazines. These bullets exist for scenarios where her magic has been disabled, so she has two hand guns with separate uses: The first is to cause damage and the second is to facilitate an escape. She cannot reorganize the order of the spells, so keeps them in a predictable pattern that she can keep track of.
The attack pattern is three magic shots and then a forth that drags a beam between the three bullets, like a homing mechanism. This pattern repeats three times, so a total of 16 bullets in the magazine.
The escape pattern is two bright flash bullets (blinding,) with the second including a distracting whooshing sound. The third bullet gives Satou a strength buff for her escape. This pattern of three bullets repeats five times, for a total of 15 bullets in the magazine.
She has to replace them after each fight, which takes her a few hours. Satou can also pre-load just about any spell into her guns, but it must be done ahead of time. She cannot create widescale explosive magic for the bullets, because she cannot control the blast without magic: In a scenario where her magic is nullified, they would be far too dangerous.
::: Aikido: Satou's preferred martial arts style.
::: Magic Wand: Satou can channel her magic through a magic staff. She purposefully creates an illusion of being dependent on it, in order to lure her opponents into trying to disable her by attacking the wand. Most children and teens in her world require a wand to safely channel their magic, but Satou was bred to be an excellent witch: She's never truly needed it. However, there is a major advantage to it: Magic Wands are made to eliminate the need for a witch to rely on their empathy. The witch fills the wand with magic, then the wand holds magic in its own artifact Magic Capacity Chamber. This means that, in the event that Satou's magic-making abilities are nullified, her wand still holds some brief magical energy. It can continue to cast spells against Witch Hunters who nullify her magic until the capacity runs out. This is because wands are a machine and magic is an energy similar to electricity: It doesn't depend on a witch once its been created.
Unfortunately, Satou cannot refill her wand with magic after a witch hunter has nullified her magic generating. That doesn't make the wand useless to her, as she can order it to cast spells that are programmed into it. Wands are programmed to create shields and controlled explosions. A further downside, in Satou's case, is that her wand doesn't have the same capacity as her. It's only got an average capacity, which is significantly less than her natural capacity.
She can modify her wand to be a physical weapon, often favoring a "Scythe Form." The forms of her wand are limited only by her imagination and ability to use them effectively. Satou has rough technique with her scythe (the heavy size gives it momentum, even if she doesn't have magic to propel it,) and some skill with a sword form.
When casting huge spells, Satou uses her wand to balance her magic and avoid unnecessary strain on her body. While she is not dependent on it, she does use the "training wheels" to limit her health risk.
::: Magic Price Finally, Satou's magic comes at a price. While she is capable of some high level magic, pushing herself triggers a genetic curse. In a roleplay setting, this will largely be used to restrict her IC power levels: Satou's canon abilities will be curved downward by the price and her fear of it. If activated, Satou subconsciously uses her magic to erase peoples' memories of her. This is very hard to reverse. She herself cannot reverse her own curse. While I am open to other characters being able to help, I intend for it to be very difficult to negate the price.
(no subject)
HANDLE: Berri
CONTACT:
OVER 18? Yes
CHARACTERS IN-GAME: N/A
▶ CHARACTER
NAME: Satou Kuroneko
CANON: Original Character
CANON POINT: "Rehomed Stray Cat"
AGE: 16
BACKGROUND: tl;dr
PERSONALITY:
Kuroneko Satou is a teenage girl caught between two facets of herself: Who she wants to be, and who she is. The balance between these is further stressed by the tragic circumstances of her life and the many people trying to control her. It's turned a simple teenage coming of age story into a hot mess.
So to begin, let's look at who Satou wants to be: She wants to be a magical girl heroine. Her mother had her read a lot of books in this genre in order to encourage Satou to be kind (good for empathy) and selfless (good to manipulate.) But Satou drew different lessons from the books. She saw a formula for how to get people to love her and like her. When trying to be the perfect heroine, Satou puts on a front as being optimistic, cheerful, a bit ditzy, and selflessly heroic. She leans towards "lady-like" mannerisms, ranging from polite speech to "pinky up," because she sees being a "good young lady" as desirable. Satou buries her negative emotions, like anger or jealousy, and tries to pretend that they do not exist. She is, after all, perfect. And she wants you to love her for it.
At the end of the day, what Satou wants is to be loved. She's been made very lonely by her circumstances, after all. So while the aforementioned persona is the default, Satou is capable of changing her outward persona if it will get her more love. This applies especially in an RP setting, where the magical girl values aren't as important to other people. If someone prefers Satou be a tomboy, she will drag up tomboy-ish traits in their presence. If someone wants her to be an adult, she will drop the ditzy act and shape up in order to impress them.
This results in her coming off as two-faced and usually adds to her stress. She's just a teenager and she isn't even sure who "she" is to begin with, so all of this acting leaves herself. Satou is full of self-hatred and has some degree of imposter syndrome, as she believes her "good traits" are just her acting and that worries she does not deserve the love that she is fighting for.
So now, let's get to what Satou is. And what she honestly wishes she wasn't.
Satou is a hyper-competitive, dark, and sorta violent teenager. The competitiveness may seem obvious: For someone obsessed with being wanted, it follows naturally that she may also want to be #1 in everything. Satou works herself very hard so that she can be better than everyone, then pretends to be modest while she soaks up praise. Call her out on it and she will become very flustered, because it is a part of herself that she hates.
Her darker streak and sharp-tongue as shaped by her dark circumstances. Satou has seen a lot of terrible things and learned many hard lessons, which have tainted her once rose-tinted world. She knows that her magical girl ideal is not real and she knows that you cannot solve everything with love and friendship. And while she will try-- put a pin in that thought,-- Satou knows when to pull the plug. She fights with a mix of strategy and heart, and she can seem downright merciless if a situation requires it. Her violence is why she is feared in the magical community.
Unknown to Satou, she's been forced to grow up this way. Between her mother and Benita, Satou has been raised very specifically. Hori wanted Satou to be kind and a doormat: Which she is. Satou is a genuinely kind girl who wants to use love and friendship to solve her problems. You can knock her down again and again, but though she may cry about it she will still get up. She faces every new problem optimistically, but has learned when to be realistic.
Benita wanted Satou to hate herself. She has put Satou in situations where her ideals cannot win and tried to force Satou to abandon them. She gave Satou the fearsome title "Witch of Sins," so that Satou would fear her own sinful nature. Satou is terrified of her own wrath, envy, lust, sloth, gluttony... Any sin, to the point of restraining herself in an unhealthy degree. She will bury her anger until it explodes, or not deny her wants (and needs,) until she has nothing left. She works herself to the bone so that no one can claim she's slothful (and Satou works very hard,) and makes herself unhappy in an attempt to avoid "selfishness." And in a game like Prisma, the fact she fears her youthful lust will make her very stressed out: She's young and never had an intimate relationship, so even hand holding might be a sin. She's not sure!
By sealing her emotions, Satou walks a line between being very controlled and ready to explode. She is quite level-headed in a fight, for example, where she has to control her feelings to use magic. Satou comes off as almost robotic. Her awareness of the emotions she hates in herself also makes her hyper aware of emotions in others: Satou is compassionate and empathetic, and always seeking to understand those around her. She also doesn't judge others as she judges herself, because she secretly wishes someone would do the same for her.
But when Satou loses control, she's a mess. Her anger explodes. Her crying is a gross mess. Even her happiness, when released, comes in an explosion of childish behavior. Add the fact the strong emotions=magic for Satou, and sometimes her emotional outbursts are also violent.
One trait remains true for her, always. And that is that Satou is hopeful. She believes things can change for the better. If Satou wants something to happen, she's obnoxiously stubborn about it. She puts in the effort, physical and emotional. So even if Satou doesn't always like who she is, she knows she can change.
POWERS/ABILITIES:
A full explanation of Satou's powers can be found HERE.
Satou comes from a world where magic is a genetic ability. Furthermore, her world's ability to use magic is actually split between two genes: "Magical Capacity" and "Empathy." Magical Capacity determines how much magic a magician can store in their body at once-- which further determines their potential for strong spells,-- while Empathy is the ability to fill that magic container. Empathy is a recessive trait and gradually being lost. This has led to the illusion that magic is rare, but it is a commonly accepted theory that 80% of the world's population does have Magical Capacity.
Another genetic consideration in her world's magic is a "curse" that most all magic users carry on their magical genes. It is something that, hundreds of years ago, all of the surviving magicians of the time accepted onto themselves. In essence, the curse causes the magic users to pay a price for overusing their magic. The price is "something very important," and because the curse is activated by the magician's subconscious, it is varied from person to person.
Satou has both genetic traits (empathy and magic capacity,) as well as the genetic curse. She was also born with increasing both traits as significantly as possible. Her magic style therefore tends to rely on high power magic attacks and speed, but she lacks defenses and stamina.
In game, she is slightly nerfed: Satou will never reach her full potential and her empathy (magical ability to sense people's emotions.) will require a permission's post. I also tend to dumb down her empathy in game, so that she cannot pinpoint emotions as specifically as she does in canon.
INVENTORY:
1. Magic Wand
2. Gun (Assault Mode)
3. Gun (Evasive Mode)
MOONBLESSING: Cordis | Cat
▶ SAMPLES
link #1
link #2
information → tl;dr
Satou's canon is a modern fantasy, where magic is existent but secret. The ability to use magic is genetic, and requires two particular genes to use effectively: "Magic Capacity," and "Empathy." Magic Capacity, or MC, refers to how much magical power a person can hold in their body at once: It may be only a spark, or a huge explosion. Empathy is the ability to create and use magic power.
Unfortunately, the "Empathy" gene is recessive. This results in pureblooded magic users being less common in the 21st Century. While many humans still have a capacity for magic, very few can use it naturally.
As you may suspect from the word choice, magic in this world comes from emotions. Emotions can be converted into magic power if they are recognized and understood: Hence, the term "Empathy" describing the process of isolating an emotion and turning it into magic. The magical energy that these magic users create can be used to do just about anything, so long as there is enough emotional drive to back it.
The magic gene can be traced back for hundreds of years. It is believed that all humans have "Magic Capacity," but that not all humans have "Empathy." This has created the illusion of magic being rare, and those with magical powers were respected in ancient times. As time went on, society could prosper entirely because of magic users: They could turn emotions into magical miracles, so moved human civilization forward with their determination and pride. As a result, the world Satou comes from is slightly more technologically advanced than "our world." There was no longer a reason to try one hundred times to create a light bulb-- It could be invented instantly with magic.
However, this world was not entirely peaceful in its changes.
Over time, magic capacity increased... But the number of people who could use magic, the empathy trait, declined. At the same time, religion was taking root in society, and most religious preached against magic. They persecuted magic users and tried to keep them in line with laws to restrict their magic. Humans were also inventing more and more dangerous weapons. Even when magic became stronger, it was nothing in the face of a well aimed bullet. There were also known ways to nullify magic and empathy, rendering magic users useless. They had plenty of reason to fear normal humans, who also felt they had reasons to fear magic.
This all came to an ugly hunt with witch hunts. "Witch Hunters" first started their work separate from the church, but began confusing their religious faith and personal fears. At that crossroads was the notion that they ought to eliminate magic from the world. They would hunt and kill female magic users, to prevent them from spreading the magic seed in the next generation. They feared a day when the growing capacity for magic reached God-like levels.
Magical families were naturally terrified. Many of them went into hiding and stopped openly using their magic. They wouldn't even tell their children about it, hoping to protect them from their own powers. It was as the hunting became more common that the secret magical communities began forming: Families that looked out for each other, communicating in coded writing and with "magic titles." This created a small comfort, but widened the divide between those with magic and those without.
Those that did not go into hiding often lashed out, becoming the "demonic witches" that the churches claimed they were. As both sides pushed each other more and more, their clashes became more and more deadly. Until finally, both sides were guilty of bloodshed and horrors that were beyond reason.
In this chaos, two young witches stepped forward. Benita and Felicity were regarded as some of the most powerful witches of their time, and they were feared even by Witch Hunters. The two girls proposed a truce with the Witch Hunters: Because Witch Hunters were worried about magic capacity, the girls would find a way to limit it. In exchange for that limit, the Hunters would back down.
Both sides agreed. The girls created what is still called "The Magic Price Curse." This was a voluntary curse placed on a magic user's MC gene. If they filled their magical capacity beyond the "legal limit," they would pay a price. They price was "the thing most dear to them," and it changed depending on the person who had activated it. In exchange for taking this curse, magic users came under the protection of the MASQ/uerade, a magical government that worked with Witch Hunters to maintain order.
It's worth noting briefly that those who did not take the curse became known as "Golden Mages," relics of the "Golden Age of Magic," but they were few in number. Over 80% of the magical populate opted in to the protection. The magical community fell into secrecy, but they were no longer hunted.
For many decades, this deal worked wonderfully. But as the years went on, Witch Hunters became uncomfortable again. They went back on their deal and decided to hunt the weakened magic users down. Now cursed, the magical community couldn't fight back at full force. They were slaughtered in the thousands.
Amidst this, Benita and Felicity had a fight. Felicity wanted to nullify the curse and fight off the Witch Hunters, but Benita refused. She believed that they had to keep the curse in place, because she didn't trust the magical community not to lash out with even worse levels of murder.
They could not, and did not, reach an agreement. Benita cast a spell to seal her friend away, locking Felicity outside the flow of time. Felicity could no longer affect the world, but she could watch it like a sad movie. Benita then strengthened the MASQ and broke away from the Hunters. She sent her military-isc magical force out to protect the innocents, accepting that they would pay magical prices for their service. The fighting ended with magic users disappearing into the shadows again, more terrified than ever.
For the next fifty-some years, until the 21st century, the magical community existed secretly. They do not have any sort of "magical school," because they do not want to draw attention to themselves. Modern weaponry is now severely overpowered compared to the average magic user. Parents rarely tell their children about their magic until they're adults, and the adults who do know about their powers all report to the MASQ. Adult magic users are given a "Magic Title," which is their codename in the magical community. Having a title also means you've been recognized as a responsible member of magical society.
The MASQ is still well and functioning. Modern technology has led to the invention of "magic devices:" Magic wands, and other containers, that channel magic in the place of magic capacity or empathy. These act as training wheels for new magicians as they adjust to the legal limit, but also substitute a missing gene if someone only has one. The MASQ trains magic users to practice safely. They also act as a Law Enforcement agency, with branches in most every city. MASQ agents hunt magical criminals and bring them to justice. They also clear magic prices from mistakeningly priced magic users, provided they've earned their Magic Title, often in exchange for community service.
Finally, the MASQ is responsible for a yearly event that brings the magical community together: The Young Title Competition. Traditionally, Titling tests are only held for magic users eighteen and above. For all the younger users who learn early, there's the Title Competition. The selected children are gifted to the point that their service to the magical community is invaluable, and this competition is their chance to prove that.
They travel the world completing good deeds with magic, and are awarded an early title in exchange. During this time, the entire magical community bands together to help them with travel, housing, and support. It's a time when everyone celebrates the good magic can do and remembers the strength of their secret community.
Backstory:
Satou's personal backstory begins with her mother, Hori Fletcher. Hori was alive during World War II, which she survived while her daughter and husband did not. Devastated beyond measure, the young witch vowed to find a way to revive the family who had been so cruelly taken from her.
However, Hori ran into a number of complications. The largest being the price of her magic: To revive her all important family would surely cost her more than she could pay. She needed a third party to perform the revival. That revival would also require an intense amount of magic power, far beyond the average magic capacity of the time.
The magic used in her small experiments was also costing Hori what really mattered to her the most: Her capacity to move on. Hori stopped aging, as if she were locked in that painful moment forever. This caught the attention of the MASQ's leader, Benita, who recognized the danger of an immortal witch. She approached Hori as a friend and tried to counsel her into moving on emotionally. The two became very close, but Benita never fully succeeded in helping Hori let go of her wish.
Hori also caught the attention of Felicity. Both of them were, in different ways, thrown out of the flow of time. This normally meant no one could see Felicity, but it resulted in Hori being able to see and hear the banished co-founder. Felicity's intentions were far less noble than Benita's. When she heard Hori needed a third party for her spell, Felicity approached her and offered to help. Felicity also needed another magic user with extreme magic capacity to release her from banishment. She and Hori struck a deal: Felicity would teach her how to "create" this ideal witch and Hori would make that person happen, then they would race to see who used their magical piggybank first.
The Birth of "Samantha"Hori finds a perfect magical husband and has the perfect magical daughter, many decades after the war. Satou is her daughter, originally named "Samantha." Hori raises Samantha to be very kind, so she can have a lot of empathy for her magic. Hori also learns to love her new daughter and husband. Her values change and she starts aging again. She tells Yosuke what she was scheming and he forgives her. They resolve to be the perfect family. But Felicity still wants to use Samantha. So the family decides to run away to Japan, where Yosuke's family is. The change Samantha's name, erase their records as much as possible, and scoot. To keep Samantha's incredible magical capacity under control, Hori creates a familiar for her. "Sakura" is to be Samantha's new adopted sister. Samantha is linked to Sakura and subconsciously fuels her with magic, thus never being able to reach her max capacity. But Samantha isn't happy. She just left her BFF Mikale behind, and now she's in a foreign country. Her parents even changed her name to SATOU, which sounds like toe. Gross. Her Japanese sucks and she struggles in school, while Sakura absorbs knowledge like she's magical or something??? Sammy kinda resents Sakura, blames her for the move, and is super desperate to be better than her.
Felicity's grand plan? A daughter. One whose birth Felicity and Hori would manipulate, to make her strongest the witch of their era... and then raise her to fulfill their wish. This perfect witch would be Samantha Kuroneko, aka Satou. She was born to Hori and her new high capacity husband, Yosuke Kuroneko, whom she had courted specifically for his magic.
Samantha grew up oblivious to her magical powers. She was, however, exposed to the fictional concept of magic. Sammy read a number of stories that featured magical protagonists, often with the themes of being "Good Girls" who made sacrifices for others. She was also raised to be very kind and empathetic, taught to value good will to others over her own selfishness.
She attended school in America, where her parents had met while studying. Samantha was decently popular in school due to her doormat personality. When she was seven years old, Samantha met her best friend Mikale Reed. The pair of them were inseparable during their childhood, and made a plot important promise to always be together. Then broke said promise quite quickly, as the story briefly returns to Tragic Mom:
Because over the years, Hori realized she loved her new family. In marrying Yosuke and having Samantha, she'd succeeded in a different kind of "revival." Hori came clean to Yosuke about her initial plan and involvement with Felicity: She feared that Felicity would one day use Samantha for her plans, and hurt her precious daughter in the process. So Yosuke arranged for the family to move back to Japan and take care of his parents. One day, ten year old Samantha came home from school to packed bags and the sudden announcement that they had to move. And she could not tell anyone, even to say good-bye.
Hori and Yosuke were terrified of Felicity, and for good reason. Back home, they changed Samantha's name to "Satou" and forbid her from speaking of her old life. This was very hard on now-Satou, but she had been raised to be "good" from the start. The last issue that the parents had to deal with was Satou's high magic capacity: They feared that Felicity could track her through the magic she held. So they created a magical familiar and linked her to Satou, so their daughter's extra magic would go somewhere rather than collect inside of her.
This magical familiar took the form of a little sister. Satou was told that "Sakura" had been adopted as her little sister, and they had moved to Japan to be with Sakura and her grandparents. This rubbed young Satou the wrong way. She struggled through Japanese school and felt like an embarrassment, while Sakura excelled at everything that she did. Satou put on a front of being "the best sister ever" in order to earn some form of praise from her parents, but she longed for a different kind of praise. She wanted something, anything, that she could be better than Sakura at.
Budding Magical GirlsThen Satou and Sakura discover magic. Satou discovers that she's really good at magic. Better than Sakura, even! So she gets obsessed with it. She starts going on crazy magical adventures with her sister, even fighting The Bad Guys, and is proving left and right that she is the best magical girl ever. Felicity orchestrated all of this. Because yeah, she found Samantha again. She wasn't going to let the magical piggybank just get away!
One day, that "something" found her. Though Hori and Yosuke had done all they could to hide Satou, she was still found. Felicity had used the strong, emotional bond between Mikale and Samantha to trace her new location. Felicity found the sisters and manipulated fate so that they discovered magic.
Magic was that "something" for eleven year old Satou. She was a natural where Sakura was very clumsy. She did not realize that her mother had raised her from day one to be a gifted witch. She also didn't realize that Sakura was clumsy because familiars weren't meant to wield their own magic. All Satou cared about was how she was finally good at something. The girls had no formal tutor, but learned about their powers through a book Felicity had dumped on their path. They also had magic staffs that had been crafted by one of Felicity's third parties.
For the next few months, the two girls got their noses in all sorts of magical mischief. What started as little acts of kindness bloomed into crossing paths with magical criminals and fighting bad guys. Satou excelled all of the way through, never knowing there was a magical community. The two sisters thought it was just them against only evil magicians, and their only allies were each other.
12 Years Old + TRAGIC BACKSTORYThen everything goes to shit. Benita learns about Satou and knows she has to get rid of her. Otherwise, Felicity is going to be able to fight back and destroy the magic curse. She would have left Satou alone, but now that the kid is learning magic, she is a threat. Felicity is pushing the sisters into really really bad trouble, in an attempt to get them stronger faster. Like impatient level grinding. But one of those situations is too much for the girls to handle. Sakura gets annihilated and Satou gets horrendously injured. The parents catch wind of their daughters' distress and rush to their aid, only now aware that the girls were secretly playing magical girl. Yosuke heals Satou, who was dying, and basically exchanges his life for hers. Hori uses a lot of magic to remake Sakura, and pays her new magic price for it: Her love for her family. Hori loses her mind in the process. Benita prevents Hori, now fueled by hatred for her family, from killing Satou. Hori runs off. Benita realizes she has to deal with these two kids, who just lost their dad and went through some trauma. She starts by erasing their memories, because Benita doesn't actually know how to handle the situation.
It wasn't until Satou was twelve years old that she learned of the magical community, under unfortunate circumstances. Which require briefly taking a step back into the unknowns of her life:
Felicity was not the only one with a strong interest in Satou. Benita had learned of Satou's birth, her purpose, and the fact she was a threat to the MASQ. If Satou was used by Felicity, Benita knew that the Magic Price Curse would be threatened again. She had to get rid of her, or at least prevent her from becoming too powerful.
So when Satou began learning magic, Benita decided that she had to act. Felicity was manipulating magical criminals to cross paths with the girls, and push them to become stronger. At the same time, Benita sent her own hired hands to guard the sisters and keep them from trouble.
One of those hired hands was Samantha's childhood friend, Mikale. His family life had fallen apart after she left, and he had been adopted into Benita's magical family. He loved his new sister dearly and wanted to help her, so volunteered to keep an eye on a little girl that Benita was worried about. In exchange, Benita was ironically giving him the resources that he needed to find his missing best friend... Something that was impossible, due to the price of Mikale's magic: Finding Samantha meant everything to him, so his magic prevented him from ever being able to recognize her.
All of this leads into the incident that exposed Satou and Sakura to the magical community:
Felicity pushed an especially powerful criminal to cross paths with the girls. In the fight, Sakura was temporarily destroyed and Satou was nearly murdered. Seeing he couldn't save them alone, Mikale rushed to Satou's magical parents for help. They were both shocked to learn that their daughters were secretly practicing magic, but rushed to Satou's aid. The scene they found was dire: Satou was bleeding to death from a grotesque neck wound.
This was all according to Felicity's plans. Without Sakura to channel magic into, Satou's magical capacity was rapidly filling. In her panic, the little witch was creating alarming amounts of magic to heal herself. Felicity was about to use Satou to break her seal. Yosuke and Hori both saw this, but neither of them knew of a way to heal such a horrible injury. At least, not without paying a massive price in exchange.
So Yosuke paid the price. He rushed to his dying daughter and healed Satou's wounds, effectively exchanging his life for hers. Hori recreated Sakura, using an exceptional amount of magic herself as she revived their second daughter. But Hori's price was not her life. She lost the thing that mattered the most to her at that time: Her love for her family.
Yosuke died. Hori lost her mind, and was left with nothing but absolutely hatred for the daughter who had survived. In all of the chaos, Hori fled the scene and Benita stepped in to help the two girls. She erased their memories of the incident, thinking it was the kindest thing she could do at the time. From that moment on, Benita did not take her chances with Felicity.
The Magic Title CompetitionSakura and Satou wake up, memory-less. Also, family-less. Benita reveals magic society to them and explains that they used a lot of magic, which they've paid a price for. This is a lie: Neither sister has actually used that much magic yet. Sakura doesn't even have a price, because she's a familiar. Benita claims the "price" was their parents' memories of them. She doesn't have the heart to say Yosuke is dead and Hori is now insane. She convinces the girls that if they join the MASQ, they can earn back what they lost. This, however, is just a ploy to get the girls under her control. To do this, they need to win a "Title Competition." tl;dr: It judges whether young magic users are competent enough to be treated like magical adults. Which means they can earn back what they've lost and be mature enough not to do it again. Satou and Sakura obviously win. They make a lot of friends along the way. Like Shugo Yumeno, a useless boy they have to protect for a while, and his less useless sister Usagi. And Touka Takamachi, a smart girl who teaches them to use strategy. Also, Satou reunites with Mikale. But he can't recognize her as his BFF Samantha. Finding Samantha means everything to him, so his magic price is his ability to find/recognize her. Satou decides to make him her friend anyway, starting from zero. These friends are all due to Felicity. She is pulling what strings she can to give Satou a network of protectors.
When the sisters woke up, they were in Benita's care. Benita revealed the secret magical society to the girls, and explained away their parents: She told them that the girls had overused their magic and "paid a price," which resulted in their parents forgetting that they existed. This lie was told simply because Benita didn't have the heart to tell them their father was dead and their mother had abandoned them.
The girls believed it. Satou rationalized to herself that she valued a family more than anything, making that the price of her magic. She felt guilty for wrecking Sakura's new family, so vowed to set things straight. Likewise, Sakura thought she was responsible and decided she would repair the damage. To do this, both girls needed two things: They needed to work away their magical debt through community service, and they needed a "magic title" in order to be allowed to do community service.
But they were young. Titling was usually reserved for older teens and adults. It's considered on par with being able to stand trial as an adult. Children cannot have titles, because their crimes are supposed to be forgiven more lightly. The sisters never questioned why their crime of overusing magic could not be forgiven, but assumed it was because they were exceptionally bad.
To get their title early, they had to demonstrate their magical maturity. The sisters were entered into a yearly competition that tested young magic users. Gifted witches were selected and sent around to help the world, while demonstrating to a panel of judges that they were mature and responsible with their magic.
Satou and Sakura were thirteen and twelve when they started the competition. They traveled with another competitor, Ryuu, and essentially did a lot of magical community service... With a specialty in tracking and hunting magical criminals. But Benita wasn't acting on pure motives: She wanted the sisters to be killed in an accident, before Felicity got her hands on them.
Benita thought she was controlling their movements and lives, hoping to keep them safe until Satou's magic capacity was ripe for the taking. But behind the scenes, Felicity was also manipulating their lives. She was forced the girls to cross paths with numerous other magic users and befriend them. These people, Felicity hoped, would protect the sisters from Benita's murderous intentions.
The plan worked. Satou is particular made two friends that fell in love with her: Shugo Yumeno, a golden mage that she rescued, and Touka Takamachi, a fellow competitor. Touka even joined her party and helped the sisters defeat the magical foes that Benita sent them after.
On the side, also noteworthy, was Satou's budding relationship with Mikale. He didn't recognize her, but followed her around protectively none the less. Satou did recognize her best friend and realized that the price of his magic was in their way. So, calmly and patiently, she began befriending the boy that shadowed her around.
Long story short: Sakura and Satou won the competition. Instead of being killed by their targets, the sisters conquered every challenge and impressed every judge. Benita was horrified and realized Felicity was winning. At the rate things were going, Felicity could combine both Sakura and Satou into one magic source and free herself. In order to buy time, Benita needed to at least separate the sisters.
Reset to ZeroOn their way to claim their prize, Satou and Sakura are separated. Benita leaked their location to Witch Hunters. She fears Felicity is still controlling the girls and thinks killing them may be the only option now. Satou gives Sakura a chance to escape, because Sakura is "allergic" to magic nullifying (because Sakura is made of magic, but no one realizes that yet.) In the process, Satou is nearly overwhelmed and killed. Fortunately, Mikale steps in to help. But not without a price. Satou has to go over her magic limit and pay her magic price in order to escape. The real price of her magic is her ability to be acknowledged and loved. So in an instant, (almost) everyone who loved Satou forgets that she ever existed. Exceptions: True love can't be erased, because this IS a magical girl story. Not that Satou knows about this fine print. Benita tells more lies to make Satou feel super isolated. Satou doesn't think she can ever see her friends again, unless she repays her new magical debt. Out of pity, Benita gives Satou the title "Witch of Sins." As a bonus, Satou gets a complex about the "sins" title and a lot of self-hatred!
On their way to the winner's ceremony, Satou and Sakura were messily separated. Benita leaked their location to Witch Hunters, having explained to them what a threat the girls posed. This was their first time fighting elite Witch Hunters, who had guns and could nullify their magic. Satou decided to defend her sister and give Sakura a chance to escape, promising to catch up later.
As Touka took Sakura and Ryuu to flee, Satou (the more offensive magic user,) tried to fight off the Witch Hunters alone. Her magic was nullified and she was nearly killed (just as planned,) until Mikale stepped in (not planned.) Benita was outraged to see her little brother helping the enemy, but Felicity had been purposefully pushing the relationship just for this reason. Against Felicity's desires, Satou had an OP moment where she broke the magic nullification by drawing from not on her own emotions, but the emotional bonds she shared with everyone that she loved. She could not create new magic in that moment, so instead tapped into the magic she had been storing due to her high magic capacity.
All on her own, Satou defeated the Witch Hunters. In the process, she used a lot of her magic capacity. She was also priced for using so much magic. Satou had thought that the price of her magic was her family being able to remember her. She had thought things would be fine if she went over limited, because Hori and Yosuke had already forgotten her. She planned to go to Benita and earn back her family.
But the price of Satou's magic was much more selfish. What she loved more than anything was herself and being loved. So the price she paid was acknowledgment. "Satou Kuroneko" was wiped from existence. All record of her birth, her school days, the memories of her helping people, of her magical achievements--- Everything vanished. Even people forgot her, and could not acknowledge her.
She was devastated. Through gossip, Satou heard that Sakura had received her magic title: The Witch of Virtues. Touka, too, had become The Peach Blossom Witch, and was remembered as Sakura's partner. But no one remembered Satou.
Separate Stories (15 years old)Witch of Sinstou gets a lot of work from Benita. Secretly, Benita is hoping to crush her spirit and maybe get her killed. Satou struggles A LOT. The price of her magic makes her seem invisible to other people. She can't get food, shelter, or any support. She's homeless and sad. Benita "helps" her sometimes, often making things worse. Mikale also helps her, but his help is sincere. He is immune to the magic price due to being head-over for Satou by now. They both think it's just luck that kept his memory in place. Satou struggles a lot, but still believes she can earn back her little sister and friends.
There were some silver linings. Benita was strong enough to resist Satou's curse and remembered her. So did Felicity. Since Sakura was linked to Satou as her familiar, she also remembered her sister. And those that had fallen in love with her remembered her throughThe Power of Love, strength of their bond.
Benita didn't want the sisters to know this. To Satou's confused friends, she explained that Satou had been killed in the battle. To Satou, she explained that no one remembered her and that reaching out to break the curse could hurt them.
Satou was given a title. No one could remember or acknowledge "Satou Kuroneko," but they could remember "The Witch of Sins." Benita pretended to help, saying she could give Satou jobs and slowly wipe her price away. The jobs she gave were exceptionally dangerous, and intended to kill her.
Now without anyone to support her, Satou had to relearn her magic as a solo fighter. She was put in scenarios where it was kill or be killed. Even then, Satou did a remarkable job of preserving her ideals: She chose diplomacy over murder, and reached out to save her enemies whenever possible. Though she sometimes had to hurt-- even kill,-- them to save herself and others, Satou resolved not to truly become "The Witch of Sins" like her title pressured her to being.
Her life was still difficult. At this point, Satou does not have a home or roof over her head. She struggles day by day, as it's difficult to earn money or have consistent housing when people can't acknowledge your existence. She relies heavily on her few friends-- Benita and Mikale,-- to get by... But Benita is secretly trying to make her life harder, while Mikale is defying orders in assisting her.
She does her best regardless, but understands that she would be dead without the "love" of Benita and Mikale.
... Or at least, all of that was the case. Until a canon update!
Rehomed Stray Cat (15-16 years old)By luck, Satou crosses paths with Shugo Yumeno again. His mother and him are immune to magic prices, because neither of them have the curse. Satou starts living with his family. In exchange, she tutors Shugo and his sister in magic. His mothers dote on Satou. With the help of their own magic, they enroll Satou in school. She begins living a fairly normal life again and is relatively happy. Things are finally looking up. Except that there are people trying to kill "the Witch of Sins" all of the time. And she's still doing Benita's dirty work. But other than that, it's the best it could be!
While on a mission given to her by Benita, Satou crossed paths with someone from her childhood: A boy named Shugo Yumeno, whom she had saved almost four years earlier. Shugo and his family knew Satou was a magical girl, and their memories of her had mostly persisted after the big price paying. This was because Shugo and his biological mother, Charlotta, were "Golden Mages:" Magical users with no price on their magic, and therefore stronger magic than most. Strong enough to resist Satou's curse.
When Charlotta and her wife, Yui, learned of Satou's troubles, they quickly adopted her into the family. Satou was given free room and board in exchange for tutoring their kids, Shugo and Usagi, in magic. At first reluctant to join a new family, as she feared abandoning Sakura and her own parents, Satou gradually warmed up to the idea.
She was enrolled in school and began her life anew. Because no one in this city had known Satou prior to the magic price, they had not forgotten her. They could meet her for the first time and she could start a life there. She happily tutored the two teens as well, and naturally they got involved in a few magical shenanigans here and there. Whenever the siblings got in trouble, Satou would be there to bail them out.
She did it all while hiding from them the fact that magic wasn't all fun and games. Satou wanted to protect the fantasy for Shugo and Usagi, even if it meant lying to them. Because despite now having a roof over her head, Satou still had to work for Benita and she was still being hunted as The Witch of Sins. Yui and Charlotta did what they could to help her, but Satou was still facing dangers that the family kept secret from "the children."
This is Satou's actual canon point. She's happier now, sure, but she still hasn't solved her initial problem. However, she believes that she's a step closer to reuniting her family. It'll just take a bit more elbow grease!
cr chart [canon / omniverse]
|
|
| ||||||
chart by photosynthesis |
Open Mingle Log: Remembrance Candles

When: The nights (&days) of June 5th and June 6th (+the candles will be left up all month.)
Where: Outside Genessia's Guardian Office
Who: Everyone! Satou will send out a mass text & set up some flyers around Genessia
( Read more... )
EMP. thread tracker
EMP. profile
kuro NEKO
satou
WORLD OVERVIEW
BACKSTORY PERSONALITY ABILITIES EMP CODE |
Player: Berri Canon: Original Character Canon Point: "Separated Arc" Alignment: Elios Date of Entry: 01/07/2019 | |
(no subject)
Lorem ipsum dolor sit amet, consectetuer adipiscing elit. Aenean commodo ligula eget dolor. Aenean massa.
Cum sociis natoque penatibus et magnis dis parturient montes, nascetur ridiculus mus. Donec quam felis, ultricies nec, pellentesque eu, pretium quis, sem.
Nulla consequat massa quis enim. Donec pede justo, fringilla vel, aliquet nec, vulputate eget, arcu. In enim justo, rhoncus ut, imperdiet a, venenatis vitae, justo.
Nullam dictum felis eu pede mollis pretium. Integer tincidunt. Cras dapibus. Vivamus elementum semper nisi. Aenean vulputate eleifend tellus.
Aenean leo ligula, porttitor eu, consequat vitae, eleifend ac, enim. Aliquam lorem ante, dapibus in, viverra quis, feugiat a, tellus. Phasellus viverra nulla ut metus varius laoreet.
Ability
Lorem ipsum dolor sit amet, consectetuer adipiscing elit. Aenean commodo ligula eget dolor. Aenean massa.
Lorem ipsum dolor sit amet, consectetuer adipiscing elit. Aenean commodo ligula eget dolor. Aenean massa.
Cum sociis natoque penatibus et magnis dis parturient montes, nascetur ridiculus mus. Donec quam felis, ultricies nec, pellentesque eu, pretium quis, sem.
Nulla consequat massa quis enim. Donec pede justo, fringilla vel, aliquet nec, vulputate eget, arcu. In enim justo, rhoncus ut, imperdiet a, venenatis vitae, justo.
Nullam dictum felis eu pede mollis pretium. Integer tincidunt. Cras dapibus. Vivamus elementum semper nisi. Aenean vulputate eleifend tellus.
Aenean leo ligula, porttitor eu, consequat vitae, eleifend ac, enim. Aliquam lorem ante, dapibus in, viverra quis, feugiat a, tellus. Phasellus viverra nulla ut metus varius laoreet.
History of.
At first, magic was a gift that users practiced openly. Witches would openly heal the sick or vanquish evil with their powers. But plagues and wars were where magic users were needed the most, and also dangerous to their own mortality. There was a massive decline in the magic using population, which eventually led cities to keep their resident witches a secret.
This was all well and good, as it meant witches no longer went to the frontlines, except that it meant few people openly talked about those "good witches." Instead, public chatter was only ever about the evil magic users who cursed and killed. Over many decades, this led to the tradition of "good witches" being forgotten. People came to fear magic users and a formal "Witch Hunter Guild" eventually formed, using the Church as its backbone.
At the same time, the magic using community was also coming to fear the general public. Human invention had given rise to weaponry that most magic users could not defend against. Magic users were realizing that with the push for weapons and science, their magic was honestly becoming out-dated. Magic in this world was a shortcut between "doing" and "done," which was limited by creativity and understanding. As magic users learned more science, they often lost their creativity and actually became weaker.
This meant that Witch Hunters had a huge advantage over your average witch and their hunts were incredibly effective. The magic using population began dwindling fast during the "Witch Trial" fad.
It was around that time that Vinita and Felicity stepped on the scene. They were two especially strong witches who wanted to help their fellow magic users. The two girls recognized that humans and witches had a potential for horrible evil, and they wanted to stall that. Their solution was a "Magic Price System." It was a curse on the magical genes that caused magic users to self-penalized themselves for their magic: They suffered the price of "their most important thing" in equal measure to the power they used. In other words, evil magic users had to sacrifice their selfish goal to achieve that goal with magic. Likewise, good magic users had to suffer a price for their magic... But the system trusted, at the time, that good would triumph.
The "MASQ," or masquerade, formed with this system as their basis. Magical families could come to the MASQ and receive the curse, in exchange for the MASQ and its secret community protecting them. The families that took the curse swore to limit their magic for the next few decades and to look after one another. To the Witch Hunters, it seemed like they had killed all of the magic users. In reality, they had forced them into hiding.
The system lasted and held up for over a century, but the relationship between immortal girls Vinita and Felicity did not. Felicity hated to watch good people suffer from the system. She pressed the MASQ to begin forgiving priced magicians when they accidentally invoked their own curses, which did become a common practice. But it wasn't enough. She still felt the new magic government was cruel and the price unnecessary. She wanted to remove it.
But that would take far too much power. The curse had been passed on through multiple generations and Felicity was not strong enough to remove it. She began scheming ways to get around the system and erase the curse behind Vinita's back. When Vinita caught wind of this, she freaked out and sealed Felicity away. Her former best friend was now unable to touch the world: She could only watch and cry as more people fell victim to the system that she had created.
(no subject)
Name:
Contact:
Current Character(s):
Character Info
Character's Name:
Character's Canon:
Character's Age:
Canon Point:
Background/History:
Satou is from an urban fantasy setting where magic comes from emotions. It is a genetic trait that allowed history to progress quite quickly. It also exposed the evil in many magicians' hearts and earned "witches" a bad reputation. Hundreds of years ago, all magicusers agreed to have a "curse" put on their magic DNA: It caused them to suffer a 'price' for their magic.
However, the creators of this system came to disagree. Felicity wanted to end it and Vinita wanted to immortalize it. Felicity was sealed away, but vowed to save witches from their curse. Vinita formed a magical government, the MASQ, to monitor that curse and those affected by it.
Then, in World War II, a witch named Horie lost her entire family. Limited by the price of magic, she devised a scheme to revive her family using a 3rd party source. Felicity found a way to contact Horie and offered to help. Vinita, also, wanted to help Horie.
That solution was to have a daughter. To love (Vinita hoped,) or to use (Felicity hoped.) Felicity offered to bless the child to be the strongest witch ever, strong enough to revive a dead familyor abolish the magic price system. Horie remarried 50 years later (immortalgrief,) and had Samantha(/Satou.)
But as Vinita predicted, Horie came to love her new family. However, Vinita also realized Felicity was going to use Samantha. Horie realized, too, that Vinita now intended to kill the magic piggybank and Fate was going to hurt Samantha. So she fled to her husband's home country of Japan, where Samantha adopted the name "Satou" to hide herself. To make it harder to track Satou, her parents split her building magical powers in two: They created "Sakura" as Satou's little sister, and Satou began unknowingly pouring her growing magic into the fake little sister.
Inevitably, Felicity did find Satou. She taught the sisters to use magic and sent them off to become stronger, under the guise of being "heroic magical girls!" To avoid accidentally losing her tool early, Felicity gave Satou a 'failsafe' that caused her to heal herself. So when Satou was wounded, she inflicted her wounds on her father when he came to save her. Yosuke died, and Horie used too much magic trying to save him. The price of Horie's magic was love, and she came to hate her daughter.
From there, the sisters were on their own. Vinita took them under her wing now, because killing Satou carelessly would be like setting off a bomb. She told them their parents had "forgotten them" because of their magic prices, and set the girls off on a pointless quest to repay their debt and unite their family.
Along the way, the girls were separated to make them less dangerous. Satou struggled to find Sakura and was priced: Her price being acknowledgment. The entire world forgot Satou. The only ones to remember her were those that didn't love her: Vinita, Fate, and now Horie.
Strengths:
Three strengths: 250 words min, 500 words max total.
Weaknesses:
Three weaknesses: 250 words min, 500 words max total.
Powers/Abilities: Can be bulletpoints.
Other Noteworthy Traits: Can they pick locks? Can they bake a mean cake? Are they blessed with the ability to remember the capital of every country in the world? Tell us here!
Weapons & Other Special Inventory:
Whatever they have on them plus one (reasonable!) item of the player's choice. Pets/Pokemon/etc can be brought along, and don’t count as an item. Please don't try to bring in things like jet planes, for example. If you're not sure, feel free to ask! Please mark which items are on the characters' person, and which item they're bringing in as extra.
Color: Please choose between red, blue or yellow; this can be chosen due to aesthetics or personality reasons. Please explain in a brief sentence why you chose that color. Please do not choose a shade of green, purple or orange, as those will have a different role in the game!
Sample: Links to threads from within the last 6 months with at least 5 replies from you -- enough to get a sense of the character. TDM threads are easiest but not required.
[ OPTIONAL ] World Aspect: Characters will be impacting the Town just from living there -- tell us an aspect of the character's world that you'd like to see implemented in the game, whether in events or setting changes! Please choose one, and give us plenty of information to work with (wiki links help too)! This is an optional portion of the app; if there's nothing you'd like to see used in events in the future, feel free to use N/A or leave it blank.
::: Refined Abilities
Another genetic consideration in her world's magic is a "curse" that most all magic users carry on that magical gene. It is something that, hundreds of years ago, all of the surviving magicians of the time accepted onto themselves. In essence, the curse causes the magic users to pay a price for overusing their magic. The price is "something very important," and because the curse is activated by the magician's subconscious, it is varied from person to person.
Satou has both genetic traits (empathy and magic capacity,) as well as the genetic curse. She was also born with increasing both traits as significantly as possible. Her magic style therefore tends to rely on high power magic attacks and speed, but she lacks defenses and stamina.
::: Empathy: The first genetic trait that a magician like Satou needs is "empathy." It is the title for a sixth sense which allows a magic user to sense emotions. The feeling is akin to feeling pulses or waves in the air, with the speed and strength changing depending on the strength of the emotion. Empathy is also a raised trait and something that can be trained: It is linked to a sympathetic personality. People with emotional empathy can identify emotions more accurately and use them more effectively for magic. Becoming kinder can strengthen empathy, while losing touch can weaken it. Emotions are the source of magical energy and the basis for all spells.
In Satou's case, she was raised to have exceptional empathy. Her empathy is strong enough that she has even been known to mistake the feelings of others for her own. Though Satou can pinpoint where specific emotions are coming from, she is more likely to notice "crowd emotions" when she isn't focused. For example, she is more likely to notice collective fear than pinpoint a specific scared person. Lastly, she can "turn off" her empathy by not actively focusing on it.
Empathy can, however, be used to sense people. She can tell if living beings are within a certain radius of herself. This is because the energy sensed by empathy is a "Life Energy." Witches with strong empathy can read the emotions assigned to it, but the energy is a physical manifestation of a heart's willpower. Satou can therefore sense people even without pinpointing what their emotions are, and she can do so quite accurately. Her magic can also be sensed as "Life Energy."
::: Magical Capacity: The second genetic trait that Satou has and needs. This is probably her most important trait too, since it was the one manipulated at her birth. Magical Capacity refers to how much magic a mage can process in any given moment. It isn't something that you can train, either. Depending on how large or small a magician's capacity is, their strongest spell may be a simple spark or a nuclear explosion: Satou leans towards the explosive side.
However, reaching maximum capacity means processing a lot of magic at one time. This is physically stressful. While normal magicians with normal capacities don't need to worry about overloading their bodies, Satou can process more magic than her young body should be capable of. She gets very tired from using her maximum capacity, and can even die if she pushes herself too far. In a roleplay setting, Satou can create large scale blasts of magic that could level a street, but anything more would leave her sick for days.
Satou's magic capacity allows her to perform a wide range of spells. The general rule of thumb for her very flexible magic is "If you can truly imagine it, you can make it happen." This gives magic users like Satou a lot of freedom with their magic, but also one huge limitation: They cannot half-heartedly perform magic. Magicians like Satou need to believe in themselves and the spell they are casting, or it simply won't happen.
There are three categories that her magical capabilities, and limitations, fall into:
::: Magical Creations: This is the category most unique to Satou's brand of magic. Satou is able to create things with her magic, so long as she understands the process of their creation. In one sense, this means she has to understand the difference between "creating" and "stealing." If Satou wants to make it snow, she can either create snow or funnel it from a place she knows has snow. When creating something, Satou needs to understand the mechanics behind her creation process. If she doesn't know the science behind snow, she cannot create it from scratch.
This comes into play especially when Satou is creating complex objects. For example, Satou cannot make a television. Why? Because she does not understand how a television works. She may be able to make something that looks like a TV, but because she does not understand how it functions she cannot magic a functioning television.
There is a dangerous silverlining to this: If Satou thinks she understands something, she can make "her version" of it. This is why children in Satou's world normally don't begin using their magic until they have a firm grasp of reality. It is also why a strong and confident imagination is such a valuable tool to a magician.
Satou also cannot magic materials from no where. She needs to have raw materials to create lasting objects. Things made without a physical material basis are just magic illusions, which will disappear if she loses focus. Satou has an understanding of how to sew and how to handle metals, so finds it easy to make clothing and metal objects.
::: Magical Attacks: This is the category of your generic magical girl spam, and relies on Satou's imagination. "Raw Magic" is a glowy, hot energy that can be molded into magical attacks. Satou's magic tends to be pink or black, depending on how she's feeling. Her magical attacking style is typically ranged, relying on a combination of beamspam and magic bullets.
In close combat, Satou can use her magic to coat her fists or feet when making powered-up punches or kicks. She can also use magic on her feet to speed herself up, or slap magic on others to slow them down. Her limiting factor is her human brain: Using multiple spells at once requires a lot of multi-tasking. Satou has learned to overcome this by juggling her spells very rapidly, but this is still mentally taxing. After a big magic fight, Satou will often have a headache and be very tired.
::: Magical Modifications: This category is most important for examining Satou's healing abilities. Magic can be used to repair or reinforce breaking objects, simply because Satou can fix things on a molecular level. It also means she can speed growth, such as making flowers bloom, or even heal wounds. She simply needs to understand the process in order to speed it up. This requires some energy from Satou and will leave her feeling pretty wiped.
::: Firearms: Satou has learned how to take care of a handgun. Because she knows how to take it apart and clean it, she also knows what pieces make-up a gun and how to recreate them. Unfortunately, she can only make the pieces. She has to reassemble it herself.
Her guns do hold magic bullets, which are pre-made spells that she loads into magazines. These bullets exist for scenarios where her magic has been disabled, so she has two hand guns with separate uses: The first is to cause damage and the second is to facilitate an escape. She cannot reorganize the order of the spells, so keeps them in a predictable pattern that she can keep track of.
The attack pattern is three magic shots and then a forth that drags a beam between the three bullets, like a homing mechanism. This pattern repeats three times, so a total of 16 bullets in the magazine.
The escape pattern is two bright flash bullets (blinding,) with the second including a distracting whooshing sound. The third bullet gives Satou a strength buff for her escape. This pattern of three bullets repeats five times, for a total of 15 bullets in the magazine.
She has to replace them after each fight, which takes her a few hours. Satou can also pre-load just about any spell into her guns, but it must be done ahead of time. She cannot create widescale explosive magic for the bullets, because she cannot control the blast without magic: In a scenario where her magic is nullified, they would be far too dangerous.
::: Aikido: Satou's preferred martial arts style.
::: Magic Wand: Satou can channel her magic through a magic staff. She purposefully creates an illusion of being dependent on it, in order to lure her opponents into trying to disable her by attacking the wand. Most children and teens in her world require a wand to safely channel their magic, but Satou was bred to be an excellent witch: She's never truly needed it. However, there is a major advantage to it: Magic Wands are made to eliminate the need for a witch to rely on their empathy. The witch fills the wand with magic, then the wand holds magic in its own artifact Magic Capacity Chamber. This means that, in the event that Satou's magic-making abilities are nullified, her wand still holds some brief magical energy. It can continue to cast spells against Witch Hunters who nullify her magic until the capacity runs out. This is because wands are a machine and magic is an energy similar to electricity: It doesn't depend on a witch once its been created.
Unfortunately, Satou cannot refill her wand with magic after a witch hunter has nullified her magic generating. That doesn't make the wand useless to her, as she can order it to cast spells that are programmed into it. Wands are programmed to create shields and controlled explosions. A further downside, in Satou's case, is that her wand doesn't have the same capacity as her. It's only got an average capacity, which is significantly less than her natural capacity.
She can modify her wand to be a physical weapon, often favoring a "Scythe Form." The forms of her wand are limited only by her imagination and ability to use them effectively. Satou has rough technique with her scythe (the heavy size gives it momentum, even if she doesn't have magic to propel it,) and some skill with a sword form.
When casting huge spells, Satou uses her wand to balance her magic and avoid unnecessary strain on her body. While she is not dependent on it, she does use the "training wheels" to limit her health risk.