User blog:Mhazard/Rules: Tamriel Magical Girl (Experimental RP)

Tamriel Magical Girls - Aethermaiden (Experimental RP Proposal)



(Jukebox - Year of Verdict War)

Briefing
The year is 5E 001, where advanced Arcane Arts and Dwemeri technology are commonplace. Tamriel is now under leaderless anarchy due to prolonged warfare. most governmental parties in Tamriel are either exhausted or defunct, as a result, Arcane Art industries are quickly arising, taking over the economy and thus become the most influential power. However, as resources and influences are limited, sparks between Arcane Art industries are now growing slowly...

Magical Girls, or the technical name, the Aethermaiden, are the result of the advanced technology, they're selective, exclusively underage females attuned with a potent magical powers for amplifying their powers and reflexes in order to carry out the duties for their masters, the Attuners, Magical Girl have various uses in daily life situations, from household services, quest taking, mercenary soldiers, to an extent they can be served a biological computers powering the Animunculi automations for the paramilitary corporations, those automations are also known as Aetherium Cores, the primary weaponries for various corporations.

One day, you received a package containing license and instructions for creating your own Magical Girl, above all, there's already a fresh Magical Girl in a capsule, you can attune her into whatever your like, how'd you run your arcane art business?

Objective
This is the era where you attune and assemble your own girl for your own sake, you can attune her clothings, equipments, personalities, into whatever you like, be it your powerful mage daughter, your cute servant, your biological computer, or whatever you like, the maiden is yours.

You can also grow your own arcane art industry or join the other corporations. What type of industry would you make? Magic Academy? Biological Power Plant? Mercenary Task Force? Paramilitary Corporation? Genetic Laboratory? It's all up to you.

Glossaries
Aethermaiden: Recent products since 5E, also referred as Magical Girls, they're underage girl specifically attuned to be served as personal companion or biological computer, they're only function before their adulthood, any Aethermaiden exceeded the age of 20 must be disposed or dispatched to avoid potential mental instability, one their innocence is lost, they'll become the peril to their masters. Although one may breed them by extracting their gene

Aetherium Core: Advenced Animunculi powered by Magical Girls by using them as a biological computer placed inside a capsule, they do not contain Aetherium, though.

Attuner: The people who attune their Magical Girls, the girls' appearances and personalities are all dependent to the Attuner.

Breeding: The act of creating a new Magical Girl, it can be done by extracting their egg gene via injection, or manual mating during their age between 15-20.

Human PLUS: Experimental enhancement of transferring the gene of a Magical Girl into a human Attuner, these Attuners are amplified with a raw magical power which allows them to possess the same ability as their Magical Girls, it also slows down aging slightly. However, they also shared the same mental instability.

Character Card:

Name:

Race:

Gender:

Age:

Appearance:

Skills(One Master, Two Expert, Three Adept):

Spells(Up to 4 + 1 custom spell):

Powers(Racial + 1 more max):

Resistances(Racial + 1 more max):

Weaknesses(mandatory, not optional):

Mental Weakness(highly mandatory):

Faction:

Bio/Background: