Sheet:Amanda Faust
Contents
Amanda Faust / Magical Rocket Girl Red's Character Sheet
Focus
Like all Puella Magi, Amy has—technically, is—a soul gem, the source of her magic power. It must be on her person for her to transform, and if it is not within 100 meters of her body, her body's life functions cease until the soul gem is within range again. Exactly how long a Puella Magi's body can remain 'dead' and still be returned to is unknown, but a few minutes is probably safe at least, and healing magic probably helps.
Unlike other Magical Girls', Amy's reserve of magic power doesn't regenerate with rest—as she uses magic, her soul gem becomes corrupted by an amount commensurate with the power used, and this corruption can only be absorbed by grief seeds. There is no other known way—in this universe and timeline—to do this, but other magical abilities—such as Yellow Pearl Voice's song, or the Gold and Silver Crystals—can discount or offset some of the cost of magic use. On the other hand, a Soul Gem's magic reserve is multiple times that which other mahoujin can usually bring to bear in a single battle, especially if a Puella Magi has grief seeds saved up. The concern of potentially running out of magic generally limits their use to as much or less than others in battle, but just as other mahoujin can sometimes draw on some incredible power when they need to, a Puella Magi can simply opt to spend more of their massive reserve at once.
If Amy ever uses up all of her magic, she transforms into a Witch. If the gem housing her soul is physically destroyed—difficult to do accidentally, but necessitating protection against targeted magical attacks—she dies.
Style
Amy's magic naturally favors a white-and-red or red-and-white color scheme with black and/or pink accents and either traditionally cute and feminine magical girl outfits or something leaning towards a fantastic sci-fi aesthetic, however, due to her costume powers she can consciously change her outfit to anything. Although her henshin outfits can incorporate armor, it is primarily aesthetic and protective against mundane falls and scrapes—though hard rather than soft, the 'armor' pieces are no more durable than any other henshin outfit, and the aesthetic generally limits how much her torso and upper arms/legs are covered such that it would be of limited use against an attacker even if it were real armor.
Powers
What forms a Puella Magi's powers take is influenced by the individual and their wish when they become a Puella Magi; However, their actual use thereafter is not. IE, 'can magically change costumes' has an obvious connection to Amy's concern for how she would be perceived as a (magical) girl, but what outfits she can magically change clothes into are not limited by that concern.
Cute Magic
Amy's Wish to be cute led to magic that maintains her appearance and conjures costumes.
Appearance Maintenance
Amy's hair is never worse than 'anime bedhead' or 'attractively disheveled', even if she forgets to tie it up before bed. This affects her even out of henshin. Her clothing, hair, and the part of her skin that's dead cells can be repaired at negligable cost in magic. In combat, she can freely cover all but the most gruesome wounds or wounds to exposed skin by regenerating the outermost skin layer and making her hair and clothes pristine easily.
Together with pain-blocking, this can provide the appearance of being completely unharmed, but there will still be internal damage and internal bleeding unless she regenerates that at cost.
Costumes and Clothing
Amy can change her own clothing at will or others' clothing with a touch; when she's in henshin, any magically-swapped clothes she wears are as tough as a henshin costume. It's unknown how long this effect lasts on others, probably at least an hour. Clothes changed remain changed indefinitely while on her.
Clothing and accessories can provide some utility besides appearance; IE, a winter coat can protect against cold, a firesuit can protect against fire (although much more useful against 'the area I'm in is on fire' than direct magical attacks), and given her vaguely 'retro space adventure' theming this can include a portable air supply and even a space activity suit should it be called for.
This can combine with Rocket Magic to incorporate thrusters and weapons into a costume (job 650), although this is most useful for short bursts of combat flight and isn't an efficient use of her magic for transport, yet.
Cute ...Attacks?
Rarely, Cute Magic can ad-hoc extend when GMs think it's reasonable; IE, allowing the chance to turn Calaveras's ghosts into harmless 'cute' ghosts by touching them; such uses are not precedent for a feat to be repeated reliably.
Amy doesn't normally think to do it, but Cute Magic can reskin her attacks, ie, shooting pink heart-shaped explosives from a wand as if they were fired conventionally from a launcher. They still behave the same aside from looks, though.
(Not yet used) It may be possible for Amy to directly attack with more stereotypical magical girl hearts and beams and such; this wouldn't be purification or light/hope-aspected, though, but considered a "cute-elemental" attack for the purposes of determining whether it is more or less effective against a given target. Yes, that is potentially weird.
Rocket Magic
Without the emotional context to understand much social interaction and others' motivations for most of her life, Amy was the sort of SF geek who viewed overwhelming force as the sadly necessary go-to solution to stopping people from hurting innocents when diplomacy fails. As a result, her basic weapon is a rocket launcher: One of the most destructive man-portable weapons, the go-to stereotypical example for "overkill" in most situations. (While this is arguably stronger than most 'at-will magic attacks', given that others are throwing lightning, lasers, magic blasts and fireballs, and things like arrows, muskets, and swords keep apace with that, the difference is not nearly so much as she would hope.) This expands somewhat nebulously, primarily to weapons that involve explosives, or rockets which are like explosions that happen over a longer time. This also expands to (mostly realistic) grenade types, the avoidance of 'just using firearms' is more to not OOCly step on the toes of people like Mami and Homura. There is a grander underlying principle here, of weapons that use the laws of physics to deal immense damage, and this may well be territory expanded into, especially when tapping into Witch power.
She can also summon a rocket big enough to ride on, using it for long-distance flight and then keeping it ready nearby or in the sky to reuse for transport or to detonate for an attack.
Rocket Magic synergizes with Puella Magi damage mitigation and regeneration to protect Amy from her own attacks, including mitigating and regenerating hearing damage easily. This also allows her to 'rocket jump' like in a videogame without damaging herself, and use explosions to redirect herself in midair.
Rocket Magic and general mahou strength combined mean that Amy handles her conjured weapons as if they were about 1/10th their actual mass. Their physical interactions with anyone else do not have this effect. She can make use of this for melee attacks.
Conjured Weapons
Amy conjures weapons with a pink sparkly effect. She can make them look more ornate or magitechy, but usually just makes realistic military- or sci-fi-looking weapons instead. She can hand off weapons to others, but otherwise weapons she doesn't intend to use anymore herself poof into quickly-fading pink sparkles when she summons something else, dismisses them, or when she leaves the area.
Usually, magic is only consumed when ammunition is created, and Amy's learned to do this at the moment of firing so as not to waste magic. (The magic consumed by making and dismissing launchers is negligeable.)
Per genre convention, Calling One's Attacks is stronger than attacks done without. In Amy's case, this also represents the amount of magic put into the attack -- Amy might be able to throw a named finisher only seven or eight times (or far less!) before depleting a soul gem, but the same missiles or recoilless cannons fired without a callout are on a scale almost an order of magnitude less; for the purposes of basic attacks on a youma or blowing up hordes of kindabads, Amy can easily fire thousands of mini-missiles or hundreds of artillery shots on a full soul gem.
Examples of weapon types Amy has conjured so far are enumerated below; not so much as a hard limit proscribing specific options, as a reference for players wondering "what is a gyrojet or recoilless rifle again? What is my character seeing or interacting with here?"
Missiles/Rockets: These are projectiles that provide their own thrust, sometimes magically-guided. They usually detonate on impact or airburst with high-explosive warheads or shaped charges (HEAT/anti-tank), or are kinetic penetrators (hit a target really hard without exploding,) but they could do anything a grenade or flare does if desired. She can also summon a really big guided rocket, big enough to ride for transport and detonate as a near-finisher level attack. Her 'super mode' flight is basically just sticking non-explosive rockets in her armor that magically home in on where she wants to go.
Gyrojets: Small rockets (high-caliber bullet size) which are usually kinetic penetrators rather than carrying an explosive payload. Many players know an explosive payload version of this in WH40K's bolters.
Grenades/Bombs: Explosives that do not provide their own thrust and have to be placed, thrown, or launched. Some amount of utility is available -- besides explosives and frag grenades, Amy can conjure incendiaries, flashbangs, smoke grenades, and possibly more esoteric things like riot gas, chaff, firefighting gas, and others, but it either has to be a real-life thing or something she can assemble with the materials otherwise provided by her powers. Grenades should never be able to cover as wide a range of utility as the arrows of Bow and similar archer-with-trick-arrows characters.
Flares/Incendiaries/Thermite: Some things—like rockets—burn for awhile instead of exploding all at once. These can provide heat and/or light instead of thrust. Thermite is a mix of rust and metal powder that turns into slag and (usually) a puddle of liquid iron, which tends to melt and burn through anything easier to burn or melt than iron.
Recoilless Rifles: Often misidentified as rocket launchers, they're sort of like cannons, but being open at the back allows for a much lighter, thinner-walled tube to fire the same large projectiles at the cost of having a backblast and needing a more powerful explosion to get the same muzzle velocity. Ammo types vary as with rockets. While her projectiles usually go 300m/s or slower, her 105mm artillery cannon fires at 500m/s and her "Boom Gun" version fires small projectiles several times faster. Discarding sabots can be used to put the kinetic energy of a much higher caliber into narrow flechettes, useful for piercing armor and shields when shaped charges aren't enough.
Shaped Charge: Also known as HEAT—High Explosive Anti-Tank—these explosives concentrate most of their energy not into an all-around shockwave, but a jet of orange-hot metal that travels several meters at hypersonic speed before breaking apart. A piercing attack, and Amy's go-to for single-target attacks when not concerned about collateral damage. The actual mass is really small, though, and defenses can break apart or nullify the jet more easily than a big solid projectile. Verbiage about 'lances of light' and such in poses is usually this.
"Elemental Attack": Amy can just conjure and immediately detonate explosives without a container within a few feet of her, most commonly an anti-tank shaped charge since her power can eliminate the self-damage and reduce the collateral damage of the actual explosion while the jet of hypersonic, incandescent metal is still an effective attack at short range.
Explosively Formed Penetrator: Somewhere between a shaped charge and a oneshot cannon in range and penetration.
Plasma Explosives: Also referred to as hellballs, this sci-fi weapon somehow flash-superheats a large volume of air with minimal blast wave or concussive force. Kind of like a D&D fireball spell. Underwhelming when made with Amy's magic alone, only having their full effect when charged by an ally's power or in unusual circumstances.
Melee: Amy can also use those shoulder-fired launchers as clubs, especially when she exploits that they move as if they have 1/10 their mass in her hands, or that she can spin or accelerate herself without carrying anything, then summon a heavy weapon and smack something at speed. Or she could summon a rocket-powered hammer... or a big blunt anime sword with rocket thrusters along one edge!
Explosion BEEEEEEMU!: (Not yet used) Magic is magic; while not really physically sensible, it may be possible for Amy to simply fire a beam of "explosion-elemental" energy, especially if some sort of combo attack of everyone firing their magic as beams is underway.
Named Attacks
Called attacks are much more powerful, and use almost an order of magnitude more magic than an identical-appearing attack without the callout would. Some attacks, like firing an artillery cannon, are still not quite finisher-level from a single shot, and actually doing Finisher-comparable damage may require 4-5 shots.
She can come up with more on the spot, but here are some examples:
Aura Pillar: One big missile (usually arcs up into the air and then down at the target vertically then) splits into a bunch of smaller anti-tank missiles which airburst just above the target, showering it with hypersonic incandescent metal like lances of light.
Grand Blazer: Accelerating herself with her powers and using a melee weapon -- often a big blunt 'sword' with thrusters along the back edge -- to strike at high speed.
Mahou Missile Massacre: An "Itano Circus" of dozens of mini-missiles that home in on the target from all angles.
DG Girl Killer: A grid of 50-60ish shaped charge explosions as from her basic launcher's default warhead, all going off at once in a grid directly in front of Amy.
Communal Blazer: Conjuring waves of all kinds of weapons and explosives within her purview around her, from molotov cocktails and improvised mortars to artillery cannons and fancy missiles, all of them launching at a target. A super-finisher that uses over a quarter of her soul gem.
"Bang!" aka Shining Finger aka Rei Gun: This is just a big shaped charge used as a finishing-grade attack.
Repeating Blazer: Repeated melee attacks.
Repeating Fire or similar: Firing some manner of cannonball or shell from a 105mm recoilless artillery cannon. Needs a few shots to be a full finisher, but also she can abort early if one shot indicates it's a bad match for the target.
Neutron Piercer: Firing APDS flechette penetrator rounds from the 105mm cannon.
Puella Magic
Puella Magis' bodies, even henshined, aren't innately as tough as other mahoujins'; when they're thrown through a building, some magic is expended to protect their form from damage. It's not perfect and attacks that would deal actual harm to other mahoujin usually overpower this effect to similar result. This doesn't hugely change how to RP a fight save showing a preference for dodging or parrying/blocking attacks with their conjured weapons, but is ICly a concern when performing any feat of "tankiness"—doing so is costing magic. Amy's specializations, however, render the cost of protecting herself from her own attacks negligeable, though it can still be overpowered by a large enough explosion.
Witch Magic (Hypothetical)
This has been alluded to but not used, and isn't finalized, but is noted as a base for what might be drawn on should a scene call for such; hypothetically, my current vague sense of how Witch powers might manifest is that leaning into the feelings associated with either theme can result in drawing on powers and, if strong enough, a temporary shift in form based on either or both.
Nonamanda—She Who Is Not Worthy Of Love—is a Witch shaped by the despair of being othered and of others deciding to perceive one incorrectly and ascribe incorrect and malicious motivations to one's actions. Her physical form and abilities are shaped by combining two themes and aesthetics:
- Robot—The autistic stereotype, the feeling of neurodiverse in ableist societies that one is lesser and missing something humans are supposed to have and so is broken and malfunctioning, a form of existence where one is othered but is the loyal servant of those who do the othering. Amy's status as a magical warrior and an arguably inhuman Puella Magi makes this lean in a 'warbot' direction, and in many timelines this aspect dominated Nonamanda's form, resulting in a war machine without even a humanoid body plan.
- Demon—Being different and weird means being seen as a monster whose differences and weirdness are ascribed to evil and malice, sometimes even predatory malice against humanity. Aesthetically has signifiers like wings, horns, spaded tail, and possibly monstergirl-claw forearms and lower legs when leaning increasingly into the 'monster' aspect. This aspect leans towards a distinctly feminine humanoid body even as a Witch.
Robot-themed powers revolve around the arsenal and toughness and expendability of a battle construct; One of Nonamanda's signature gimmicks as a Witch throughout the timelines is animating a series of backup bodies before being finally destroyed.
Demon-themed powers are more about the motives ascribed by uncomprehending humanity upon a percieved other that desires the form of a cute girl. Besides the classic energy drain and charm, this includes things like corruption and possession that horrify Amanda, and though this extends to conceivably situationally useful things like body swapping and adjusting someone's form, they're tainted by the implied motives of theft, corruption, and predation. With Amy's dislike for such powers, some or all versions of the Witch may have such used by Familiars instead.
Amy sure would like to be able to use her Labyrinth to limit the collateral damage from fights, I have no idea what could lead to this.
Other Notes
Something More Than Meow: (Job 820) From spending much of a month around a human-turned-cat who could answer questions by keyboard, Amy's gotten better at reading the intent of cat vocalizations and can tell for instance whether meow means 'feed me', 'hello', 'pet me', 'human, come fix this problem' or the like.
Dreams
Though not a skilled lucid dreamer like Mamoru, let alone Emi, Amy has some pre-existing knowledge of dreams and has kept a sporadic dream log for a long time. If aware of the possibility that she is in a dream, Amanda knows usually-reliable-though-not-completely-foolproof ways to check, and she is expecting things like unstable or not-consistently-defined area layouts, unreadable text, and phone apps not working properly.
Amy's form is especially unstable in dreams and particularly easily altered by situational context and her own thoughts and feelings, albeit not so much conscious will; She may (for example) appear as a different age, or as her old form or a teenage version thereof, or her current form but with her old eye and hair color (blue and white respectively), or, rarely, revisit past transformations like doll or unicorn or hypothetical new transformations. She's struggled to transform on purpose, although she's working on it when given the chance. This is, notably, only of benefit to her in aesthetics or comfort and can't be used to gain any supernatural abilities she doesn't otherwise possess outside of her own dreamscape. If she's struggling to get out of a form, henshining to her default is always an option.
Similarly, she can manifest mundane or useless items in the dreamscape as long as she believes she can, whether concieved of as "something I would have on me" or something like a gimmick RPG-style inventory.
...and other Psychic Spaces
Any space shaped more by thought and feeling and will and less by physics than reality is a lot like a dream (and the below applies to dreams as well):
Amy's form may be somewhat more malleable than most; the threshhold of despair and negative emotion required for a Witch Magic-based transformation is much lower in such places!
Rocket Magic is a little more malleable and more easily extends to sci-fi weapons that aren't explosives or that Amy doesn't believe would work in the real world, like plasma weapons.
Witch: Nonamanda, She Who Is Not Worthy Of Love
CW: Awfulness — This Witch and her Familiars especially are intentionally full of horrible connotations. Not to glorify or revel in, but to represent the psychological effect of someone with obsessive tendencies being confronted with such things again and again and again and again and again and again and again over a lifetime, subconsciously and consciously, seemingly inextricably bound up in much of the same art or media where Amy sees bits of herself reflected. Honestly all of this is me trying to represent that in Witch form rather than setting out to make something cool, but I figure it probably hits all the same.

The exact form of Amanda's Witch changes over time. In late 2023 when Amy usually Witched in most timelines, Homura fought a large nonhumanoid battle robot as an Amy who didn't come to Radiant Heart or realize her gender identity saw herself as the adult whose duty was to sacrifice himself to protect these kids. The Labyrinth was a robot battlefield on the outskirts of overcast, ruined Tokyo; after Walpurgisnacht's familiar appeared, this changed to the city Hinoiri saw in https://radiantheartmush.com/2238/Time_Loops:_Amy . Sometimes it's weirder by looking like a manga with tone shading and such. The Familiars, and the genderswap effect, have always been the same as Hinoiri saw, while the Witch began gaining demonic features once Amy realized who she really was and now was conscious and sure of the wrongness of how she fears the world would see her desire to be a cute girl, as Hinoiri saw in early 2025, when Nonamanda was a 20-25' tall robot with small horns, wings, and spaded tail. Since Amy's begun to value herself more, her Witch has probably become less robotic over time.
Nonamanda's signature gimmick if faced as a Witch fight is that after her body appears destroyed, another one rises from among the junk robots strewn across the Labyrinth. Thus, piling on a ton of damage alone doesn't kill her right away—the Witch herself transmits to another body and comes back, limiting the overall effectiveness of anything that traps her in place or forces her to be in a damaging zone or is a single overwhelming attack.
Damage does still accumulate and eventually wear her down to the point she can't hop bodies anymore, and Purification and similar attacks that prioritize damage to magical essence over physical body probably help more here.
Conceptually she can probably come back several times, but in an actual scene this would be limited by the practicalities of scene-rounds, probably hard to fit in killing her more than thrice although the last or penultimate poseround might be 'how the mahou have a strategy that is used over and over again.'
Witch's Kiss - Charm: Like most Witches' Kisses, Nonamanda's initially puts a target in an altered state of consciousness that stops them from realizing anything strange is going on. Affected believe they saw someone attractive (or that they would like to look like) in the direction of the Labyrinth entrance (glimpse of someone disappearing around a corner, etc.) Once inside, their altered consciousness returns to normal and they can notice how messed-up their situation is; Kissed who are attracted to or envious of women are drawn to the female-type Familiars and have difficulty recognizing them as a potential threat. Seeing Nonamanda or being aware of her presence breaks the Kiss and its effects immediately—she can charm people into her labyrinth, but is, ultimately, Undeserving Of Love, after all.
Labyrinth
While the exact form varies with how Amy feels about her issues, Nonamanda's Labyrinth tends to incorporate 1. ruined/junk battle robots (necessary for her gimmick) and 2. a city.
Accidental connotations that happened to fit: Bodies being 'junk' == self-worth issues, human cities == the society she wanted to fit into but could not / monster-or-demon cities == a welcoming place she could fit in, or a terrible place human society would say she belongs.
Labyrinth environmental effect - Genderswap: (if Amy ever learns to call forth her Labyrinth she can probably control whether this happens) Intruders are "gender-bent," a curse from the Witch: If you're cis, be cursed with dysphoria in your last moments; if you're trans, be cursed with knowing this comfortable body will not last.
- Anime logic applies: this is a physical and appearance change, everyone is beautiful, cute, or handsome and there's usually a significant change in height, outfits are replaced by something that fits the new body, often gendered clothing but usually incorporating some element of the wearer's taste or personality, like a favorite color scheme or accessory.
- Some people's gender feelings may not care that much; despite the 'curse' conceptualization, the actual effect is based in media rather than on figuring out what would make intruders hate their bodies the most. Conscious control over the power probably could, but why do such a thing?
- The term is kind of a misnomer, since it's not gender that changes, but (for most) gender modality (cis/trans). If someone is already under the effect of such a change, the Labyrinth doesn't change them back.
Familiars
There are two types, one of which has multiple subtypes.
Silhouettes of men and women, mostly men. There are a lot of them, but only several in view at a time (one or two if you're alone), this Witch splitting the difference between a few mighty familiars and a zerg rush.
CW: Awfulness
Female: The women-silhouettes are magical girls, differentiable from Walpurgisnacht's by the lack of stars seen through them; they're moderately tough for familiars but weaker than Walpurgisnacht's, and use telegraphed magical attacks made up of that same voidy silhouette effect. They radiate a sense of being something unreachably far above you looking down at you with disgust. They attack mahou on sight, but initially leave civilians alone.
Male: The more common, male silhouettes are dressed normally, at least so far as can be determined by outline; and vary more in body type, with many being visibly overweight. This makes them no less dangerous, and while generally weak, their grappling strength and resistance to unarmed attacks is unexpectedly strong; they might take two punches from a Cure. Weapons and magic work better. They are armed with one of various attack modes:
- Knives instantly kill civilians, leaving only their suddenly-empty skins for the familiars to quickly slip on, taking on the victim's pre-Labyrinth appearance perfectly and continuing to stalk prey.
- More-forgiving-for-rescuers version: The victim is still in there, and reverts to normal if purified, or if the Witch is slain before the Familiar, though in the latter case probably terribly sick from being full of Witch-energy.
- Against mahou, a successful stab just changes the familiar's appearance to the target's pre-Labyrinth form, which they use to distract, confuse, menace, and lure. That it's the pre-Labyrinth appearance is a clue that something's up.
- Smartphones with a telltale lens glint attempt to get a good, unblurry picture of a victim, and on success swap bodies with a civilian target, reverting the victim's body to its pre-labyrinth appearance and either distracting others or attempting further swaps on down the line.
- Against mahou (unless someone actually wants to deal with this) as with the knives, this can just copy the target's original appearance instead.
- Purifying familiar and victim, killing the Witch before either of them, or taking the smartphone and redoing the swap or pressing an undo symbol on the screen, will return the victim to normal.
- If a swapped familiar is killed while the victim-in-familiar-body is alive, well... things get very fucked up, I guess.
- Small candy-or-pill-like objects offered in an outstretched hand. Familiars with this 'weapon' will not seek out anyone who's fought inside the Labyrinth. Anyone foolish enough to eat the candy—you guessed it!—gets bodyswapped with the Familiar, as with the smartphone.
- This can be undone similarly to the smartphone version.
I think the connotation is obvious, but if it isn't, the Familiars represent the implication that true femininity is distant and unreachable, and that transfeminine people are men that covet it and, even with magic, can only imitate or steal it in gross ways. That's gross and terrible and wrong but so are Witches, after all. (It's perhaps a bit at odds with the genderswap effect, and that they may sometimes be stealing or imitating the forms of boys and men, but eh. Familiars can be equal-opportunity with dealing out this violation.)
Ecology of a Witch
Nonamanda subconsciously charms prey near her Labyrinth to lure them in. Once inside, they're suddenly aware of being in this strange place, and of their new body, and will eventually encounter a Familiar or Nonamanda.
- "Female" familiars leave non-mahou alone unless attacked (although some non-mahou are drawn to them, the whole 'where am I and what happened to me' thing suddenly seeming less important)
- sooner or later, either a "Male" familiar will kill or swap with them, or Nonamanda will see them (breaking their interest in her familiars, if any) and kill them.
- Nonamanda will rage at and kill any of her own Familiars she sees that have stolen someone's appearance. They at least somewhat know this and prefer to avoid her. (She'll leave swapped victims alone unless they repeatedly try to attack her.) Replacements eventually reform somewhere in the Labyrinth.
- Against civilians Nonamanda is less *instant raeg* but, you know, they're prey. She can feed on their negative emotions while they're in her Labyrinth, but fear directed at her by a target she can see pisses her off. Still, she's not so much hunting down any targets she hasn't seen yet or lost track of, just wandering aimlessy in despair, rage, and pain.
The experience of mahou intruders is little different initially except that they're not Witch-Kissed.
- The female-type Familiars are drawn to the location of anyone attacking Familiars or Nonamanda and will attack them.
- Male-type Familiars will copy forms and run off looking for others to mess with, only really a hazard if the party is split up, although getting stabbed does suck -- they'll only fight if cornered, and aside from some of them having magic knives and the noted unarmed resistance aren't actually much more threatening in combat than humans unless they can gang up on someone to attempt 'I grab them you stab them'.
- Nonamanda will eventually be drawn to magical combat, wander by, or be stumbled onto. If encountered by chance and not feared/hated she might not throw the first attack right away.
- I guess it's possible that someone with a weird mindset (Entrapta?) could encounter and avoid aggroing Nonamanda, but this peace can't last forever; even if a fight with familiars doesn't break out, the Witch will eventually get mad, probably that you get to be a non-scary human and she doesn't.