GM's Only!


Destiny of the Magic Knights

   The truth behind the coming of the Magic Knights is that they were in reality sent to kill the Pillar of Cefiro. The Pillar, who supports the entire world, cannot by any means fall in love, or become interested in anything other than her world and her people. Unfortunately, Emeraude fell deeply in love with Zagato. The feeling was mutual, and as Zagato knew, Emeraude had to kill herself because of this. For some odd reason(don't ask me) no one from Cefiro can kill the Pillar(maybe they just don't have the power to). So as her final act, Emeraude summoned the legendary three from another world, for the purpose of her demise.

  The most unfortunate part about this is that Zagato, who loved the princess too much to see her go, whisked her away, and locked her from the rest of the world. He fought off all of her guards, and abducted her for the purpose of preserving her life. This was an excuse for the denizens(the more important ones) of Cefiro, like Clef, to have the Magic Knights do the dirty deed. The scapegoat was Zagato, and the purpose was to lead them to Emeraude, and push them into their job. Needless to say, by the time said event happens, the stuff will hit the fan. You can take it from the show, or you can come up with what happens yourself. However, what will result is up to the GM, and will also affect further netbooks. Know this, Emeraude must die, or Cefiro will collapse. And when Cefiro is gone, the one with the most Will Power must lead Cefiro as the new Pillar.

      Also, after the Magic Knights have done their job(if they have) they will be instantly taken back to their home worlds. They can go back, however, if they desire it enough, and will end up in the place where they were first taken from. Also remember I plan to make this coincide with the shows timeline, so if need be, go to whatever search engine you have, and look up Magic Knight Rayearth if you never plan on watching the show(heathen). You can probably find the stroy there, with descriptions and everything, so you can keep up with the actual story line. Or go here, to my webpage(though this is the manga version). Magic Knigth Rayearth page


Seres- Water Dragon Mashin:Umi is the pilot of this Mashin. Seres appears as a large Dragon before becoming a Mashin. Depending on when in the timeline whatever adventure is staged, Umi may have already gone to the Water Temple, and received Seres. Seres is a Water Mashin, capable of delivering fast attacks, and has decent speed in battle. The stats are as follows. Also, remember, none of the mashins can be used until all three have been found by the Magic Knights.

Stats: Speed of mach 13 flying, 320 m.p.h. on ground. Destroying the wings does not impair flight, but does decrease bonuses from the mashins performance by half, rounded down. Also, add 50 M.D.C. to all body parts. Regenerates all M.D.C. after going back to it's native dimension.


   Windam- Air Bird Mashin: Fuu is the pilot of htis Mashin. Found in the Shrine of Wind, which sits atop one of the floating mountains, the Wind Spirit Windam appears as a large green bird with a majestic wingspan. Fuu receives her mashin after Umi does, according to the show.

Fuu is very strategic, and as that is, this Mashin plays a support role rather than actually being a direct fighter (though it stands up well). Using its healing powers and magical protection, it is an invaluable member of the Magic Knight team. This one is medium speed.

Stats: Speed of mach 12 flying, 270 m.p.h. on ground. Destroying the wings does not impair flight, but does eliminate bonuses from the mashins performance. Regenerates completely after going back to it's native dimension.


Rayearth-Fire Wolf Mashin: Hikaru pilots this bad boy. When anyone first approaches the fire shrine, which is in a Volcano, a test of courage must be passed. GMs, be creative. The spirit of the Mashin, a large fiery wolf, stands imposing in front of the person being tested. This Mashin is the fighter, and front man/mashin of the group. Hikaru is a capable leader, and a capable fighter, able to spearhead the three in battle. This one is meant for close in combat, and powerfull attacks. It has no wings, but boosters in the back. Other than that, it is as capable as the others of standing up in a tough battle, if not more-so.

Stats: Speed of mach 17. flying, 400 m.p.h. on ground. Regenerates completely after going back to it's native dimension.


Zagato's Mashin: You guessed it, Zagato has his own Mashin, and that is why the others need them to fight him. Zagato constructed the mashin from his will to protect Emeraude. Zagato's mental strength has made the Mashin a very tough opponent. Note that Zagato will invariably be waiting for the Magic Knights once they get their mashins. If anyone wishes to get to Emeraude, they have to go through Zagato first.

Stats: Speed it 250 MPH ground or mach15 flying. It gives the pilot a bonus of +4 on all combat rolls. The weapons include a large lance and the mashin itself regenerates. Don't forget about Zagato's incredible magic, which is made more powerful by the mashin's power.


Emeraude's Mashin-???? Who knows? it is invariably stronger than Zagato's, so lets say... twice as strong? GM's, make it a challenge(if you need to use it at all) but not too strong.

Rayearth!- To defeat Emeraude, Rayearth, Seres, and Windam must join into the ultimate mashin! This one should have the power to defeat Emeraude, but... only barely.