Grave Matters

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Grave Matters (Scenesys ID: 6388)
Aw, geez! Ghosts in my coffee again!?
Full Name: Matsuri Noriyama, Ruri Tsuguhara, Shiho Shinozaki
Gender: Female
Species: Wizards
Theme: (OC) Grave Matters-1
Function: Dark Magical Girl Squad
Status: Active
Factional Information
Faction: Paladins (Chevaliers)
Groups: {{{Groups}}}
Other Information
Physical Age: 14, 16, 16 Actual Age: 14, 16, 16
Still Aging? Yes Voice Actor:
Height: 4'10", 5'3", 5'5" Weight: 105 lbs, 130 lbs, 145 lbs
Hair Color: Pink-Red, Red-Brown, Gray Eye Color: Yellow, Red, Yellow
Theme Song: {{{Song}}}


Grave Matters is the name of a squad of wizards whose job it is to police the world of the living against intrusions by spirits and hostile undead. Matsuri Noriyama is the leader, a death wizard who has used her close connection to the spirit world to become strong enough to face off against most foes on talent alone. Together with her are Ruri Tsuguhara, the crown princess of the underworld, and Shiho Shinozaki, a halloween sorceress with a horror fixation. Keen to the movements of deathly enemies, these three try to protect the innocent from harm without letting on to the fact that the living are being stalked by monsters from beyond the mortal plane. Stigmatized for their brands of wizardy, their heritage, or their conduct, they nonetheless maintain an upbeat, rambunctious crew, unafraid of danger to themselves... Even to the point of it being a fault. They know, however, that despite their power, they can't fix everything or save everyone alone. And that's where friends come in.



Spirit Vector:
Matsuri can allow the flow of the spirit realm to carry her, moving with unnatural speed, and augmenting her strength with the same. Her allies have superhuman abilities of their own.
Superior - Speed: Matsuri can seem to vanish briefly, cross long distances, dodge many types of projectiles easily, and others seem to be in slow motion to her. The others have a lower level.
Superior - Strength: Ruri has strength disproportionate to her size, build, and musculature, allowing her to raise huge objects overhead, throw massive weights, and tear barriers apart. The others have a lower level.

Unconventional Magical Girls:
They aren't your garden variety magical girls since they're all Actual Wizards, but Matsuri and her team are still girls with magic, so they count. They draw from the same pool of advantages.
(Consent) Mind Manipulation: Ruri can give orders to supernatural undead and spirits through eye contact with her left eye. They are generally compelled to follow these orders, as long as her will is stronger.
Weapon Mastery - Parasol: Shiho is a skilled melee combatant with a parasol, able to block and parry, poke someone in the eye, strike rapidly, and leap into the air then drift to throw off enemy timing.
Weapon Mastery - Scythes: Matsuri prefers her own enchanted scythe, but is a skilled wielder of any standard type of scythe, able to deflect bullets, haft-pull enemies into melee, and pole vault dodge.


Actual Wizards:
In addition to Shiho's actual learned spell knowledge, Matsuri naturally draws the spirits of the dead and the undead to her, and Ruri is a sort of death wizard herself due to her underworld heritage.
Attack List - Ranged: Matsuri can shoot ghost-themed projectiles from her palms, Ruri can strike with summoned chains from her environment, and Shiho can shoot Halloween-themed projectiles from her hands.
Hint: Matsuri can ask friendly spirits to help provide information, whether that involve something they already know, or digging around in the spirit world for her.
Stealth: By surrounding herself in ghostlings, Matsuri can blur herself to casual observers and quiet her movements, enhancing stealth attempts. Shiho can float silently in the air with her parasol.
(Consent) Mind Manipulation: A common damage control spell erases or modifies the memories of non-Elites who somehow saw or experienced something they shouldn't. It only applies to memories of the paranormal.

Lure Hunters:
Lures are the undead creatures from beyond that encroach upon the world of the living, and Matsuri and her team are some of the hunters who oppose them.
Bane - Undead: Attack List - Ranged: Ruri can scour supernatural undead and spirits painfully with her right eye, or fire a beam from it that deals extra damage to them. It's exhausting to do so.
Extraordinary Senses: Grave Matters can see invisible spirits and ghosts, but not other forms of invisibility. They can sense magic being actively used unless there is significant concealment.
Knowledge - Undead: Shiho is knowledgeable of a huge variety of undead and their characteristics, mythological, modern, and otherworldly. She can usually identify weaknesses, behaviors, and diets.

Quick And The Dead:
Matsuri has some durability from her magic and stored life force, but is comparatively flimsy. Ruri isn't human so is tougher, and Shiho uses magic barriers. They mostly rely on evasion though.
Damage Reduction: Matsuri uses dodging primarily, though she can form a shield of ghostlings to buffer supernatural harm. Ruri can endure major damage and not die, and Shiho has barrier spells.
Flight: Shiho can either drift on the wind with her parasol or supernaturally accelerate her flight for faster travel. Up to two people and a cat can hang from her but it's awkward for everyone.
Mobility: The girls are highly agile, and can run up walls, leap from one wall to another, balance on narrow surfaces, get around easily on other precarious perches, and use acrobatic maneuvers to evade.

Yet Another Scythe User:
Matsuri uses a huge scythe because of course she does.
Attack Redirection: Damage Reduction: Matsuri can avoid damage from ghost, spirit, or magic energy ranged attacks by timing her swing precisely, and using her scythe to send it back in the same form.
Improbable Defense: Matsuri can cut energy-based projectiles in half or smack them away with her scythe. This is effective against singular projectiles or swarms of blasts, not sustained attacks like beams.


Coffee Shops Are Convenient:
Matsuri lives in a coffee shop where wizards gather, exchange information, and post jobs. It has comfortable accommodations and she can earn cash from normies and doing jobs for other wizards.
Conveniences: Matsuri has a home, a job, and some basic conveniences. Shiho lives in a clock tower and Ruri is Princess Of The Underworld and can stay with any weaker spirit she wishes to.

Magical Girl Protection:
Even wearing attire that isn't necessarily suited to cold (or hot!) weather, their magic or physiology render Matsuri and her team able to operate in unpleasant environments.
Environmental Protection: Matsuri and her squad can operate in cold and hot weather without major inconvenience or temperature-based harm. They won't necessarily be COMFORTABLE, but they can do it.
Hammerspace: Matsuri and her team can magically shift directly into or out of a given outfit, and draw previously stored items, weapons, food, money, and other inanimate objects out as-needed.
Attack List - Ranged: If Matsuri spends too much time around a given non-Elite, the spirits that surround her gradually "borrow" life energy to give to Matsuri, to the detriment of the other person.

Magical Scouts:
Shiho can conjure bat familiars that extend her ability to scout her surroundings.
Remote viewing: Shiho can send conjured bats to scout for her, allowing her to see through their eyes and hear through their ears. If destroyed, the bats immediately cease transmitting.

Underworld Princess:
Ruri is not entirely human, nor even entirely alive.
Low Intake: Ruri isn't wholly human. She doesn't breathe and barely has a pulse.
Immortality: Ruri can not die from blood loss alone, nor drowning, nor suffocation. Physical injury, destruction of organs, decapitation, and other ways of killing work fine.
Stealth: She is noticeably colder than natural for a living human, and senses, detection, and instruments that rely on body heat or heart beats may be fooled.


Troubled <Trouble>: Matsuri holds tight to her convictions, risking life and limb for what she believes in right, even if it goes against the rules or jeapordizes an important mission. Not saving someone she could have weighs heavily on her, and being praised for completing a mission at the cost of her values is not something she ever wants to experience again. Shiho has lived most of her life feeling like she was a freak, a monster, and the only one of her kind. Finding people who cared about and understood her finally is a treasure she will kill to protect, and she will do any number of extreme things, including threatening and hurting innocent people, to defend her relationship with her team mates. Matsuri has an addictive personality, is easily swayed by the opinions of others, and can obsess over whatever her latest interest is until and beyond the point that it begins to physically affect her, such as playing video games constantly without stopping to eat or sleep, or being convinced to buy things she sees in infomercials until she is borrowing from others just to get more amazing products. She has to be dragged away and restrained just to make her stop, and that doesn't stop her in the long-term.

Creepy Creeper <Significant>: Shiho is a horror fanatic whose attention can be seized by all things monstrous and scary. The more gruesome and terrifying the better. She has creepy collecting and artistic hobbies, and can easily be lured with the promise of something too terrible for mortals to behold. It's also just plain weird, draws unhelpful attention, interferes with mission completion, and alienates potential allies.

Mommy Issues <Significant>: Ruri strives to live up to ideals she once ran away from, but takes extreme measures to prove herself worthy to not only others but also herself. She doesn't take well to being bossed around, preferring to do her own thing. She feigns a pompous and arrogant attitude, expects the best treatment from others, and is offended when she doesn't get it. She has unrealistic expectations of both others and herself, and pushes to achieve them where she finds them wanting.

People Suck <Significant>: Matsuri's social skills are unrefined, she is untrusting of living humans, and she is awkward in her attempts to establish and maintain relationships with them. The spirits that surround her try to help her by preying on non-Elites she spends a lot of time with, dissuading her from staying with people she might otherwise get along with.

They Can't Even <Minor>: Grave Matters is comprised of a trio of teenage girls. They are emotionally volatile, impulsive, prone to bickering and rebelling against authority, and testing limits as they try to define who they are as young adults. They may engage in risk-taking behavior like going places they shouldn't be, ducking magic classes, and putting off dealing with the consequences of their actions, and feel overconfident and practically immortal. They may charge in without a plan, or get distracted or tricked by emotional appeals from targets and bystanders.


Title Date Scene Summary
One Year Passed-2 June 8th, 2018 The walk down someone else's memory lane continues with post-depressing park scene.
One Year Passed-1 May 26th, 2018 The Paladins get an unpleasantly personal introduction to one of their new members through the magic of... Magic.
MISC: Blaster May 19th, 2018 The mechanized virus criminal, Blaster, has been sighted in Vector. News vlogs supposit his intentions, with most seeming to agree that he's planning some kind of robbery.

One in particular focuses on a single photo of him with a blonde program in a white bodysuit, with multiple tabloid-like theories as to who the mystery girl is. An inside contact or informant (Treachary in Vector?!)? A friend (which is immediately dismissed, after all, this is a virus we're talking about)? A kidnapping victim (Could the Four Felons sink even lower!?)? A new Drive Core Controller (Why is she not immediately killing the crap out of a virus?) and many more.

What could the Magikon Interdrive Syndicate of Crime be up to this time?


Title Date Scene Summary
No logs submitted yet.

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