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A Strike Witches Roleplay 

Tags: Strike Witches, Military, Neuroi, Roleplay, Anime/Light Novel 

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NullEl

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PostPosted: Sun Feb 23, 2014 7:09 pm


If you're new to Strike Witches, you might get a little lost. You can watch the anime here, but if you don't have the time or you want to roleplay now, I've put down pretty much what you need to know.
PostPosted: Sun Feb 23, 2014 7:25 pm


Striker Units

A Striker Unit is pair of hybrid mechanical/magical propeller devices used by Witches for flight and worn over their legs. They are rigid, preventing movement of the knees, but can be disengaged on the field if needed. When wearing a Striker a Witch's power is vastly increased by a magic engine in the unit, resulting in the constant manifestation of their animal ears and tails. It grants them the powers of high speed flight, increased physical abilities, and the ability to raise defensive shields. It was improved by Miyafuji Ichiro, in the 1930s. The Strikers are also skin sensitive, so Witches are limited to tights, pantyhose, short skirt, short shorts or just panties.


Jet Striker: Etherjet Strikers were invented by researchers in Karlsland. They are faster than an average striker unit. However, only witches with strong magical capabilities as well as support from their familiar can safely use them.

Land Striker: Unlike the air infantry Strikers, which by necessity must direct much of the magic engine output to flight magic, land combat Strikers instead place much more emphasis on shields, firepower, and boosting physical abilities. The strength of their shields, and the firepower of their main cannons, are far beyond those of air infantry witches, and their operation times are also longer. In other words, flight magic consumes an enormous amount of magic power, which is used in other ways by land combat Strike Witches.

Sea Striker: The newly developed striker that allows underwater combat, and works just like the Jet Striker. The design is also close to an Jet Striker, only abit bulkier and require the user to wear a air helmet that connects to the striker through the magic of the user. Because of this, the Sea Striker consumes alot more magic, and is not meant for long combat. This Striker also has a "Jet Mode" to enable flight so the user can reach a water environment, but maneuvers horribly in the air, partly due to its weight.

NullEl

6,500 Points
  • Citizen 200
  • Treasure Hunter 100
  • Person of Interest 200

NullEl

6,500 Points
  • Citizen 200
  • Treasure Hunter 100
  • Person of Interest 200
PostPosted: Sun Feb 23, 2014 7:34 pm


Neuroi - They are a belligerent alien race that appears every so often. Since they derive much of their energy from consuming land, they can not travel over large bodies of water. Their hives give off a hazardous gas known as miasma.

Hives - Serving as the home/base for Neuroi. The outside is covered with a thick miasma fog, but it's appearance differs on each hive.

Familiar - The animal spirit of a Witch. When using magic, a witch will gain the ears and tail of their familiar. Familiar for the most part are exclusive to the user (with some exceptions like inherited or siblings), and the witches powers are effected by what their familiar is.

Witch - A girl that posses a familiar, giving them magical powers. The Witches are the military's thump card against the Neuroi, equipped with Strikers and weapons to take them down. The Witches are also unaffected by the miasma created by the Neuroi.

Warlocks* - Through years of genetics and evolution of witches, males are now able to have the same abilities of a witch. The only real difference is that they can still use strikers while wearing pants, and have more powerful offensive magic, while having weaker defensive magic and can rarely ever have healing magic (can only have healing magic through genetics passed down through family, but will still be very limited).
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