Haiiro and Honoo

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Description:

oops I copy pasted a pastebin
but at least it’s up to date
for real
at the moment
I guess

Points In Reserve: 2
Haiiro: Magician
Ability: Manipulation of Color
Modus operandi: Have fun. Cause a minor incident, or a major one, as long as she does something of note that can really be called an incident. And then, of course, make it hard to get actually resolved, with the fight of a lifetime. Perhaps won or lost, though she won’t stop until she’s beaten because what kind of incident stops with a loss? Either way, that revolves around getting a whole bunch of small time followers and becoming powerful enough to contend with the likes of our premier incident solver, Reimu. In the meantime, pranking people is OK.
The modus operandi is being fulfilled!

Aspects:
Might: 1
Agility: 5 (6)
-——-
Thought: 5 (6)
Spirit: 4
Mystique: 1

Derived Statistics:
Lives: 5
Spellcards: 6
Cherry Dice: 11

Combat Talents:
Dodge: 6

Danmaku Talents:
Curvy: 5
Laser: 5
Unusual: 5

Other Talents:
Willpower: 5
Awareness: 3
Incident Lore: 3
Stealth: 2

Advantages:
Beautiful Mind (3)
Wondrous Hat (3)
Shikigami (3): Honoo
Property (3): Haiiro’s Mansion
Determination (3): ‘Gensokyo, if not interesting, is nothing!’
Magical Talent (2)

Disadvantages:
Weak: Might (3)
Infamous (
2)

Magic:
CP Spent: 16 (52)
Leftover SP: 0
Where’d that extra 4 come from: Exploration is magic, literally
Spells Per Day: 18 (Royal Rainbow and White Wind are cast on both parties at the beginning of each day, so 14)
- Black Bale (8 SP, 2 2/3 CP + 2 Bonus, Negative): Dice Kept (5), Side (3), Damage (0)
- White Wind (8 SP, 2 2/3 CP, Positive): Fast Flight (3), Day (5)
- Teal Teleportation (6 SP, 2 CP, Positive): Teleport (3), Side (3)
- Royal Rainbow (8 SP, 2 2/3 CP + 2 Bonus, Positive): Small Hitbox (3), Day (5)
- Purple Prison (22 SP, 7 1/3 CP, Negative): Freeze (5), Encounter (3), Side (3), Eidetic Memory (-1), Kept Dice (5), Create Light (-1), Heal (-4)

Spellcards:
Five From That Other List I’ll Copy Paste Them Later
WHEN, THOUGH, SERIOUSLY
GOD DAMN ARE YOU EVEN GONNA USE THESE
SERIOUSLY, MAN, YOU HAVE DANMAKU TALENTS
LIKE, ACTUALLY HAVE THEM
JESUS

(Cost +1)
Points In Reserve: 0
Honoo: Fairy
Ability: Manipulation of Fire
Modus operandi: Warmth. Fire. Something to do. Haiiro has supplied her with the last, and made the others much easier. Yay!

Aspects:
Might: 1
Agility: 5 (6)
-——-
Thought: 1
Spirit: 5 (6)
Mystique: 1

Derived Statistics:
Lives: 6
Spellcards: 6
Cherry Dice: 12

Combat Talents:
Dodge: 6

Danmaku Talents:
Fast: 6

Other Talents:
Knowledge (Fire, And Everything About It): 3
Willpower (THE FLAME BURNS TOO BRIGHTLY): 5

Advantages:
Servants (4): Troop of Technicolor Fire Fairies, BEST OF THE BUNCH
Impressive Theme Song (2)
Specialist (2): Fire, And Everything About It
Property (1): Access To Haiiro’s Mansion
Confidence (2): Totally The Strongest Fairy, Who’s This Cirno
Wondrous Hat (3): TAKEN TO THE LIMIT
Beautiful Mind (3): WHAT HAVE YOU DONE

Disadvantages:
Fairy Loved (2)
Infamous (2): Fairy of Fire
Phobia (1): Ice, Snow, Intense Cold (It doesn’t seem to bother her as much. It still bugs her, but…)

Magic:
Nay

Spellcards:
A Hot, Windy Day
Honoo summons up some flammable goods, and sends them at the enemy, where they quickly ignite. Spellcards are quite diverse, aren’t they? Watch the oil lasers.
Spirit-Fast,

will I ever finish the Honoo Spellcards
magic 8 ball says ‘Most likely.’ but it seems to be full of shit
just treat it like a maxed out attack and catch easy graze on two of the weakest shots ever that follow if you can dodge the first

Bio:

Haiiro and Honoo

Shadow of the Boundary Genshuku