Info
REAL NAME:
IDENTITY:
AFFILIATION:
REGISTERED?:
​RELATIVE AGE:
MARITAL STATUS:
Melania Noches
Public
Mexican/Villain
No
20 years old
Doesn't believe in it
ALIAS(ES):
CURRENT TEAM:
FIRST APPEARANCE:
APPEARANCE DATE:
CREATED BY:
CREATION DATE:
History
Melania Noches was born in the Mexican city of Talaxaca, the daughter of Maria Noches, the local mystic who would eventually become known as the Witch of Talaxaca. Her birth was marked by one of the strangest magical coincidences in modern mystical history. Melania was conceived at the exact moment that the stolen magical energy siphoned by the Soltan Star Empire came cascading back to Earth, overcharging ley lines across the planet. One of those ley lines ran beneath Talaxaca.
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Whether this event merely empowered Melania, marked her, or made her something more than a normal human witch remains unknown.
Melania never knew her father. Rumors in Talaxaca claim Maria killed him shortly after Melania was conceived, though no proof has ever surfaced. Maria never confirmed the story, and Melania eventually learned not to ask.
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In the years following the Soltan devastation, Mexico struggled to recover, and Talaxaca became a place where fear, crime, superstition, and survival mixed together. Maria Noches became useful to the town’s underworld. She predicted deaths, warned criminals of danger, prepared charms, and sold small protections to desperate people, gang members, smugglers, and local bosses. She was feared, tolerated, and resented in equal measure.
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Melania watched everything.
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She learned how fear could become currency. She learned how superstition could become leverage. She learned that a witch did not need to be loved to be powerful.
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By the age of twelve, Melania was already showing signs of surpassing her mother. She could create simple spells, read omens, prepare potions, and handle relics with a natural confidence Maria found unsettling. Melania was quicker, more daring, and far more ambitious. Maria, jealous of her daughter’s growing talent, began taking greater risks. She purchased, traded for, and scavenged increasingly dangerous magical objects from black-market dealers, ruined Soltan battle sites, and relic hunters.
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Many of these artifacts were believed to have once been connected to the mysterious arcane warrior order known as the Knights Arcanus.
One relic changed everything.
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Among Maria’s collection was an ancient Aztec soul-sapper relic, an object capable of absorbing the soul of anyone who touched it with bare skin. Maria knew enough to keep it wrapped in cloth and hidden away, but not enough to truly control it.
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The disaster began when a group of angry youth gang members came to the Noches home demanding repayment for a “good luck charm” Maria had sold them. The charm, in their opinion, had failed. When Maria offered to recharge it for a price, the gang members began tearing through her home instead, looking for valuables. During the chaos, the hidden Aztec relic was knocked loose. One gang member grabbed it with his bare hand.
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His soul was instantly torn into the relic, leaving his body collapsed and lifeless-looking on the floor.
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The gang leader drew a gun and demanded Maria undo the curse.
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At that same moment, Crimemaster entered through the back of the house. He had come to warn Maria that the rival gang was angry and moving against her, but he arrived too late. Outside, the rival gangs erupted into a gunfight.
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Inside, Melania acted.
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She had only recently learned to fire an arcane bolt, but instinct took over. When the gang leader aimed at Crimemaster, Melania stepped into the line of fire. She unleashed an arcane blast at the gang leader just as he fired. The bullet struck Melania in the arm, but the blast threw the gang leader backward into Maria and into a table covered with unstable relics.
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The table shattered.
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A dozen arcane objects flew into the air, including the soul-sapper relic. They crashed down across Maria and the gang leader in the same instant, detonating in a violent surge of purple mystical force.
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Maria Noches and the gang leader vanished.
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No body. No ashes. No portal trace that Melania could understand. No proof of death.
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Only purple light.
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The gang member whose soul had been trapped in the relic suddenly revived, gasped for air, and fled the house in terror, only to be gunned down in the firefight outside. Inside the ruined home, Crimemaster lifted the wounded Melania and carried her out through the front, protected by his own armed men. He took her to his villa outside Talaxaca.
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When Melania awoke days later, she found herself bandaged, alive, and resting in a room finer than anything she had ever known. Crimemaster came to see her personally. He thanked her for saving his life, expressed sympathy over her mother’s disappearance, and explained that his men had searched for Maria without success.
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Melania listened, ate the best meal of her life, and then asked a question that changed her future:
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Could Crimewave use a new “token witch”?
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Crimemaster smiled and told her he had been hoping she would ask.
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From that day forward, Melania Noches became Bruja Púrpura, the Purple Witch of Crimewave.
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Over the next several years, she became one of Crimemaster’s most unusual and valuable assets. She warded Crimewave facilities, shielded safehouses from magical detection, created protective charms, detected rival mystics, and handled cursed or unstable relics that most criminals would never dare touch. She also inherited her mother’s collection of magical artifacts, books, tomes, and weapons, giving her access to more arcane tools than many older and better-trained mystics.
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Despite her youth, Bruja Púrpura has proven herself dangerous, resourceful, and difficult to control. She is flirtatious, vain, sensual, manipulative, and fully aware of the effect she has on others. She uses attraction, intimidation, humor, and magic interchangeably, treating people as distractions, toys, clients, enemies, or leverage depending on the moment.
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Crimemaster and El Scorpio know better than to underestimate her. Crimemaster has had to put her in her place more than once, but he also recognizes her value. Bruja Púrpura is not merely decorative, and she is not simply a gang witch. She is a growing magical power tied to a ley-line surge, an unresolved relic catastrophe, and the criminal empire that gave her shelter when her old life disappeared.
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Privately, Melania has never stopped searching for her mother. She still possesses several of the relics involved in Maria’s disappearance, though some are broken, burned, inactive, or impossible to interpret. She experiments with them whenever she can, hoping to recreate the event or discover where Maria went.
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Whether Maria Noches is dead, trapped, transformed, or waiting somewhere beyond the reach of normal magic remains unknown.
Bruja Púrpura tells people she wants answers.
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The truth may be worse.
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She may want her mother back.
Powers
Power Origin: Magic (mostly Arcane, but dabbled in Charm, Spirit and Divination)
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Arcane Magic
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Arcane Bolts
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When cast, it produces arcane bolts from her hands of good magical intensity at a range of 100 yards
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Arcane Shields
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When cast, it produces excellent magical, physical, energy and temperate protection in a sphere-shaped field that emanates 4 feet outward from the radius of her body
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Arcane Wards of Detection
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Can imbue items and/or relics with good magical detection powers, allowing detection of any and all levels of magic within a 100 yards range of the ward.
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Can create 10 detection wards a day
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Arcane Wards of Protection
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Can imbue items and/or relics with good magical protective powers, allowing good magical protection field to any and all that carry the ward upon their person or to anything in an open area of 2 feet in radius.
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Each ward can take a total amount of 50 units of damage before the relic and the ward are destroyed.
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Can create 10 protection wards a day
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Arcane Wards of Magical Sight
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Can imbue items and/or relics with good magical sight powers and/or any form of magical cloaking or invisibility up to and including good levels.
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If a magical person was using magical cloaking or invisibility at or below a good level, the person will now become visible, so long as the person is within a 100 yard radius range of the ward.
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Each ward can take a total amount of 50 units of damage before the relic and the ward are destroyed.
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Can create 10 Magical Sight wards a day
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Arcane Flight
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Can fly at 20 mph for 20 minutes max, no greater than 2000 feet above ground level (AGL)
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Cannot carry more than her own weight, as which flight is reduces to 1/2 speed, time and altitude
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Other Arcane Spells
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She is capable of performing up to 10 other arcane spells, but requires books, tomes or relics to perform them, none of which can be produced at anything greater than good ranks.
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Pain Domination
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Mystical Healing
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Can perform good magical healing 10% healing every several seconds per person; 10 people max
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Can only perform 10 healing sessions a day before she passes out and has to sleep for 10 hours
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Health Transfer
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She can transfer her or someone's elses health (at a max of 10%) to someone who needs it to heal
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She can also transfer a target's health and take it away and give it to herself or someone else (at a max of 10%)
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Can only do this 10 times a day
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Induce Pain
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She can mentally induce pain onto a target, making them think they are in good pain, even though physically the target is not being harmed.
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Targets with good or less psyche can be effected; those higher than good requires Melania focused concentration
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Divination Magic
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Has the good ability to see from 10 minutes, 10 hours, 10 days or 10 years into the future (no control over which)
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Can hold image and even bring another consciousness into her vision but for only 10 seconds of the vision's time
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Daily, she has a 10% chance for a random future vision to appear to her
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She has a 10% chance to conjure a divination and perform the same as a daily resultant
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Her visions have been 90% right, 10% wrong
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Darkness Control
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Dark Manipulation
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She can manipulate the darkness to make it darker by a factor of 4 for 10 seconds
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Can perform this again after 10 minutes time
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Dark Traps
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Can conjure a magical tentacled snare in a 6' x 6' area that has 10 tentacles that can stretch out 10 feet and can perform a good hold and/or immobilization on target(s).
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Last only 1 minute in length before it dissipates; takes 10 minutes before another can be conjured
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Equipment
Bruja Púrpura carries a variety of empowered relics, tomes, magical tools, and personal weapons.
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Weapons
Three Daggers
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Material Strength: Amazing
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Used for ritual work, close defense, thrown attacks, and intimidation
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Two Vials of Poison
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When smashed against the ground, each vial releases a gaseous toxin cloud
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Intensity: Good poison
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Duration: 15–22 seconds
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Arcane Staff
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Improves her spellcasting accuracy by one full level
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Used as both a focus tool and a symbol of her authority within Crimewave’s mystical operations
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Charms
Ten Influence Charms
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Function as Good-level psyche influencers
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Make a target unwilling to attack Melania for 1 minute
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Upon impact, each charm also reduces the target’s health by 10%
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Personal Ward
Bruja Púrpura carries a specialized personal ward that combines three magical functions.
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Durability:
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Can absorb 50 units of damage before the ward and its powers are destroyed
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Detection Feature:
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Provides Good magical detection
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Detects magic within 100 yards
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Protection Feature:
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Provides Good magical protection to the bearer
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Protects up to a 2-foot radius from the ward
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Magical Sight Feature:
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Provides Good magical sight
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Reveals magical cloaking or invisibility of Good rank or lower within 100 yards
Talents
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Arcane Magic (Proficient)
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Arcane Lore (Professional)
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Arcane relics/Objects (Proficient)
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Archaeology (Proficient)
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Witch Lore (Proficient)
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Crime (Proficient)
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Criminal Operations (Proficient)
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Martial Arts: Thrown Weapons (Proficient)
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Martial Arts: Dodge/Evade (Proficient)
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Languages:
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Spanish (Master)
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English (Proficient)
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Portuguese (Proficient)
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