[hider=Uno Girl] [u]Name:[/u] [b]Tetrad[/b], Lunetta Gallo [u]Age (Magical Girl):[/u] [b]7[/b]… uh, let’s just spend a copper to make that [b]16[/b] [u]Age (Before Magical Girl):[/u] [b]19[/b] [u]Gender:[/u] [b]Female[/b] [u]Gender (Before Magical Girl):[/u] [b]Female[/b] [u]Appearance:[/u] [hider=Transformed][img]https://i.imgur.com/fLI0DnD.png[/img][/hider] Tetrad has her hair tied in oriental style buns, but is Caucasian. The rest of her body is scantily clad with netted and form fitting clothes. She does wear a ton of accessories, from cufflinks to bandages to ammo belts that are filled with cards. Tetrad would fit right in at a corrupt casino or underworld gambling ring. She oozes danger and risk. A tempting thing that lures in risk seekers, only to take everything they have. While Tetrad has a mature appearance, she’s a bit short. Something that she tries to make up for with her platform shoes. [hider=Untransformed][img]https://i.imgur.com/yoohepj.jpg[/img][/hider] Tetrad is no less a bad girl in her untransformed state. Her wardrobe is entirely made out of slinky dresses and form fitting accessories. Shes the girl you see under a high roller’s arm, or the one seducing men at the bar for favors. She doesn’t over do it on accessories, but most of what she has is on the pricey side. One has to wonder how a magical girl could afford such things. You probably don’t want to know. [hider=Swimsuit]LOL U WUZ THE FOOL[/hider] In case it wasn't evident by now, "sexy and dangerous" makes up the entirety of Tetrad's wardrobe. Form fitting elastic "pants" paired with a string line bikini leave little to the imagination. Tetrad isn't ashamed of her tattoos, but will sometimes wear sleeves if she doesn't want to scare away the pure, innocent boys at the beach. [u]Specialization:[/u] [b]Empathic[/b] Tetrad’s magic involves transforming emotions that she comes in contact with into cards. The cards each have a color as well as a number or symbol on them. The four suits are red for anger/disgust, blue for sadness, yellow for happiness, and green for fear/shock. One for each of the basic emotions. Depending on which card Tetrad plays she will get a different boon and attack choices. It’s not enough to simply come in contact with one emotional individual to fill up her deck. Tetrad is constantly on the prowl for emotions. Perhaps that’s part of why she spends so much time around people. [u]Weapon:[/u] [b]Bipartisan[/b] It may look like a standard knife for hand to hand combat, but Bipartisan is balanced for throwing. Aside from the eyehook, there’s not much that makes the knife interesting to look at. All the same, it’s a formidable magical girl weapon that shouldn’t be taken lightly. With a bit of mana, she can make Bipartisan return to her, or have it replace a magical card in flight. It will inherit the cards magic if it does this. [u]Power: [/u] [b]#1 Focused assault [/b] For Tetrad, more is genuinely better when it comes to her cards. The more she has, the more options are available to her. Rather than dumping more mana into her attacks, she simply draws more cards to fuel her next play. [b]#2 Barrage[/b] Tetrad’s also good at making her attacks affect large areas too. She’s able to make Bipartisan and her cards split apart into smaller, weaker versions of themselves mid-flight. Tetrad is also capable of duplicating non-action cards in her hand for when she needs to spam cards. [u]Perks:[/u] [b]Mystic Artifact:[/b] Trigonal. Her gloves make up a single artifact that is able to show her images of an object or person’s past, present, or future. While this is helpful for finding out all sorts of information, she primarily uses it to look through her deck and draw to her advantage. [b]Enhanced Sustenance:[/b] Sometimes a gamble pays off, sometimes it lands you in the poor house. Fortunately, decent food, a full night of sleep, and breathing are all optional for Tetrad. That junk food she likes to eat has no nutritional value anyway. [b]Interdimensional Home:[/b] Tetrad is a pretty secretive person. Sometimes she needs a place to lay low for a while. Other times she just wants to host a party with some questionable friends. Regardless of the occasion, she has a home she can go to provided she has a few seconds to summon the front door. The interior looks like a seedy downtown bar, complete with a pool table, dart board, and a place to play cards. [b]Big Backpack:[/b] Less a big backpack and more an ample amount of pouches. They generate two meals a day and IDs for wherever she is. Tetrad also keeps an indestructible tablet device that always has an internet connection, survival tools, and all of her playing cards. If her tool belt somehow becomes separated from her, she can always summon it back. [b]Overcity Shift: (third 11 roll, I pick what I want!)[/b] With all of the above perks, it’s easy to see that Tetrad can make her home virtually anywhere. This includes the overcity. There are few places in the magical world that she can’t go. [b]Power Artifact (Artifact Background):[/b] Aleph. The two “plus” decorations on Tetrad’s head. It enables Tetrad to protect her thoughts. She can also use it to summon images into other people’s minds, evoking the emotions she wishes. Tetrad can not actually see the images that she calls forth. She only knows the type of emotion she’s going for, and the artifact does the rest. Aleph does not impede her ability to communicate with other cradle agents telepathically, or stop Veronica from dropping in on her, unfortunately. [b]Gifted Artifact (Patron Benefit):[/b] Lustrum, her feathered hairpins, are actually a disguise artifact. She can physically transform into someone else for 2 hours with a 6 hour recharge time. Tetrad can use the artifact to turn into anyone she can think of, but tends to use it to safely conceal her presence from her mark in crowded spaces. It even provides her with the right clothes and equipment, but none of her equipment actually works. [u]Patron:[/u] [b]Crimson Cradle[/b] [u]Patron Benefits:[/u] [b]Cradle Supply[/b] If Tetrad feels it’s necessary, she can request a weapon change, extra supplies, all while on the field. Though if she wants quick access to anything, it’ll need to be on her person before the fighting starts. [b]Connected[/b] Tetrad can communicate with anyone inside Crimson Cradle at any time. She can also tell imposters apart from the real deal thanks to a healthy glow they emit. Even if they are far off, she can sense their presence and locate them.with Veronica’s help. [b]Respected[/b] For the short amount of time Tetrad has been under Veronica’s watch, she has already earned the red rouge’s respect. Veronica trusts Tetrad with sensitive information she wouldn’t tell anyone else in the organisation. She’s also cleared Tetrad for a cradle artifact: Amnesty. It’s a purification artifact that’s strong enough to cause physical harm to monster girls. It can poison and weakon ones who linger around Tetrad for too long while it’s active. However, it can even hamper and harm normal magical girls too, it just takes longer to do so. [b]Gifted Item[/b] In addition to Aleph, Veronica has given Tetrad Lustrum, a disguise artifact. [u]Patron Drawbacks:[/u] [b]Exposed[/b] Nothing Tetad does escapes Veronica’s watchful eye. Her entire life is being watched. Even worse, it’s being recorded. The most intimate moments of her life could be displayed to anyone, should Veronica decide to do so. [b]Penance[/b] Veronica is not what most would call a nice person. People are permitted to live only so long as they are useful. Veronica does not tolerate weakness in her organisation, and those that can’t prove themselves serve the organisation with their lives. [b]Sworn to Silence[/b] Tetrad’s extra knowledge comes with a price tag. Veronica clearly can’t let some of the information that she holds get into the wrong hands. If things look hairy, Veronica has set things up to instantly give Tetrad an irreversible stroke of amnesia. Tetrad is not allowed to pursue targets with known mind reading powers for this reason. [u]Fighting Style:[/u] Tetrad’s Kit is very strong for locating targets, reconnaissance, movement utility, and bursting down key targets in a team fight. She can even buff and duel if conditions are right. Depending on how the cards line up she can be extremely dangerous or laughably inadequate. Preparation is very important for her to do well, and she has a lot of tools to help with that. Her mystic artifact is something she uses to keep tags on whoever or whatever her target is. Almost all of her perks are geared towards helping her stalk a target regardless of where they go. Overcity shift ensures they can’t just jump dimensions, and her tool belt and enhanced sustenance ensures that she has no reason to take breaks. If she needs supplies, she can always call on the cradle. She can then prepare a hand of cards appropriate for the situation and dispatch her target if required. If she isn’t successful, she can always try again later. It’s not like they’ll ever escape her. Tetrad does not always have time to prepare, like on the occasion someone tries to ambush her or she walks into a big fight. For the most part, Tetrad lets her cards guide her actions.Regardless of what cards she has, she can always rely on her agility to guide her through. With few exceptions, she can’t hold her own in direct combat for very long, and prefers to burst down her opponents before retreating to prepare her hand. While good preparation is Tetrad’s best friend, breaks in the action are a close second. [hider=If you want to get technical...] She is unique in that combat is a giant game of [url=https://www.unorules.com/]Uno[/url] for her. One where she can manipulate the cards. Taking a card bestows Tetrad with a boon. After throwing the card, she can activate it’s power at any time. She can also replace a card mid-flight with bipartisan, causing it to gain special properties. Boons do not stack, and instead change into the newest boon. The effects of each suit are as follows. [b]Red:[/b] Tetrad becomes able to perform superhuman feats of strength, such as lift massive objects over her head or bound over small houses. Red cards can imbed themselves in their targets and be detonated at will, shoving anything near the target away with an explosion. Bipartisan gains a homing effect on replace that lets it target exactly who Tetrad wants. [b]Blue:[/b] This one gives Tetrad a forcefield that repels things that get too close. Small projectiles are thrown off course, while heavier objects like people need to really push to get through. Blue cards have a restorative effect and heal wounds that they come in contact with. When Bipartisan replaces a blue card, it cuts right through most defences with its keen blade, and can shatter some enchantments. [b]Yellow:[/b] Tetrad becomes as light as a feather, and can freely float as long as this boon is active. She can move quickly, but can only float about 10 feet off the ground. If she is somehow above that height, she will gradually float downward so long as the boon hasn’t expired. Yellow cards are “attractive” and draw in whatever happens to be around them when activated. Bipartisan stuns targets when it replaces a yellow card. This can give Tetrad a chance at a follow up attack or to momentarily flee. [b]Green:[/b] These cards make Tetrad harder to notice. Her movements become silent, and she’s nearly invisible aside from some light distortion that’s only noticeable when she’s close. She is able to freely teleport to the location of her green cards. Green Bipartisan attacks have a poison like effect that slows regeneration and/or eats away at a magical girl’s vitality. Tetrad can also draw action cards. The normal cards each have a number from 1-9, but the number has no effect on the cards power. The action cards on the other hand add additional effects, or completely change how a card functions. [b]Reverse:[/b] Reversed cards instead grant the boon effect to whoever they hit for several seconds. Replacing a reversed card doesn’t affect Bipartisan’s attack, but it does cause the blade to return like a boomerang. [b]Skip:[/b] Causes her card or Bipartisan to blink (skip) to its intended location. Perfect for attacking through obstacles, defenses, or hitting fast targets. [b]Draw 2:[/b] The card or Bipartisan is three times as powerful as normal. This enhances the damage inflicted, healed, area of effect, and an increased likelihood that an effect will break through magical resistances. [b]Wild Draw 4:[/b] Can be played as any color, and it’s 5 times as strong as a normal. Tetrad is also capable of duplicating cards in her hand. This is useful for creating spares of color/number combinations she likes, or allowing her to use a few more cards before drawing. [/hider] [hider=Here are some stats you nerds] [u]Stats (Untransformed):[/u] [b]3 STR, 3 AGI, 4 VIT, 3 MAG, 4 LCK[/b] [u]Stats (Transformed):[/u] [b]4 STR, 10 AGI, 5 VIT, 7 MAG, 10 LCK[/b] [hider=With breakdowns because you'll think I screwed up otherwise] [u]Stats (Untransformed):[/u] [b]3 STR, 3 AGI, 4 VIT, 3 MAG, 4 LCK[/b] STR: 3 AGI: 3 VIT: 3 +1 Enhanced Sustenance = 4 MAG: 3 LCK: 3 +1 Underdeveloped Body = 4 [u]Stats (Transformed):[/u] [b]4 STR, 10 AGI, 5 VIT, 7 MAG, 10 LCK[/b] STR: 4 AGI: 4 +1 Ranged Weapon +1 Skimpy Outfit +4 2 Silver coins = 10 VIT: 4 +1 Enhanced Sustenance = 5 MAG: 4 +1 Empathic Specialisation +2 1 Silver Coin = 7 LCK: 4 +1 Underdeveloped Body +2 Empathic Specialisation +3 3 Bronze Coins = 10 [/hider] [/hider] [u]Personality:[/u] While she has quite the menacing aura, Tetrad is a prankster at best. Depending on her mood, she can come across as snide or playful. She’s always trying to fish big reactions out of people, but doesn’t seem to care what the reaction is. Some would say she does this because she is an empathic girl, but Tetrad tends to be the life of the party regardless of how full her deck is. It is not difficult to see Tetrad is extroverted. It’s more fun to do things with people, and more people is always better. However, Tetrad’s relationships tend to be shallow as a result of mingling with so many people. When people try to get to know her better or talk about something serious, she gets quieter and more awkward. It’s usually only a matter of time before she changes the topic with a joke or disengages from the situation altogether. Serious is not something Tetrad can tolerate for long periods of time. [u]History:[/u] Tetrad doesn’t remember much of her parents. They were there early in her life, but there came a day where she decided she had to start raising herself. The freedoms allotted to her by moving out looked better than remaining in her parents home. She was renting her first apartment at the age of 14 while managing a part time job as a convenience store clerk. She had little time to play, but it was fun to interact with people, so she didn’t care. When Tetrad was asked to attend a card gambling circuit at school (not entirely legal), she realized she had a knack for gambling and quickly hit up every joint she could to get as rich as possible. The more she made now, the easier it would be to enter a trade school, or even collage. On no particular day, another monster attack hit penrose. Tetra was approached by a puchuu and her new life started. She doesn’t remember much of her dealings with this critter, only that it went out of its way to try and get her killed. After being left for dead, she was rescued by an agent of Crimson Cradle. Veronica did not readily let the girl join the organisation, but she managed to prove her worth in a relatively short period of time. Tetrad has not been a magical girl long, but she’s impressed her superior and will happily continue to fight for the organisation that saved her. She was awarded two artifacts for her efforts. Well, maybe rewarded isn't the right word... [u]Incantation:[/u] “The many must lose so that the few can win.” [u]Additional Info:[/u] [url=https://www.roleplayerguild.com/campaigns/555]CYOA Rolls[/url] [Hider=Meta Rules] Tetrad is going to fight with cards that are randomly determined by dice, which will be rolled by our benevolent GM. Tetrad starts by drawing 8 cards. 7 go to her hand and 1 is selected to acts as the top of the discard pile. That’s the first card that Tetrad can use. Ari will roll a d12 and a d4 to determine the card's number/symbol and color respectively. This will also be done with every new Draw, and a d20 will be rolled to determine critical failure/success effects. After that, Ari will determine the value of the top card on the draw deck. Thanks to the Trigonal mystic artifact, Tetrad can see the first card before drawing. Tetrad can play as many cards from her hand as she wants in a single post. So long as the color or number/symbol matches the last card discarded. Tetrad can also duplicate 1 non-action card up to 2 times in a single post. when she is unable to play any more cards, or simply chooses not to play any more, she can choose to draw the revealed card. Alternatively, she can use "focused assault" and draw 4 cards instead. the other 3 cards will be revealed when Tetrad can post again. Regardless of draw method used, Tetrad will have the option to play the revealed card if she is able to legally. After that, Tetrad can not play any more cards until her next post. If she empties her entire hand, she can “speed draw” and fill her hand with 8 new cards, following the rules for creating her first hand. She can play the final card in her hand as a wild draw 4. [u]EXAMPLE OF A HAND IN PLAY[/u] Tetrad is ambushed, so she can't create a hand from her top cards. The first 8 cards rolled are a 16, 5, 25, 23, 17, 13, 35, and 3. Then I roll 4 d10s for the top cards, treating a 10 as a 0. Which gives me 7, 4, 2, 4. This gives me a Blue 6, Red 5, Yellow 5, Yellow 3, Blue 7, Blue 3, Green 5, and a Red 3 for my hand, and the 4 dice I rolled go to each top card for the discard decks in order. My hands and decks look something like this: [table=bordered][row][cell]LEGEND[/cell][cell][color=red]RED[/color][/cell][cell][color=cyan]BLUE[/color][/cell][cell][color=yellow]YELLOW[/color][/cell][cell][color=Green]GREEN[/color][/cell][/row] [row][cell]HAND[/cell][cell][color=red]3,5[/color][/cell][cell][color=cyan]3,R,7[/color][/cell][cell][color=yellow]3,5[/color][/cell][cell][color=Green]5[/color][/cell][/row] [row][cell]Draw CARD[/cell][cell][/cell][cell][/cell][cell][color=yellow]2[/color][/cell][cell][/cell][/row] [/table] Luck favors me this time, and I can easily clear my entire hand. Tetrad can use her cards in this order " Blue 7, Blue Reverse, Blue 3, Yellow 3, Red 3, Red 5, Yellow 5, and then play my final card (green 5) as a wild draw 4. After which I can then speed draw and look at my new hand next post. However... While that combo clears my hand, that might not be the best thing to do in the current situation. Maybe Tetrad was just thrown off a cliff. Then I'd want to play a yellow card first so that she could fly to safety. Or maybe I don't want to play all the blue cards at once because I need them to cut through the defenses of three different opponents. It doesn't matter so much with this hand, because there are so many matching numbers that let me jump between colors. But it's possible, and far more likely, that I'll get a less forgiving hand like this one: [table=bordered][row][cell]LEGEND[/cell][cell][color=red]RED[/color][/cell][cell][color=cyan]BLUE[/color][/cell][cell][color=yellow]YELLOW[/color][/cell][cell][color=Green]GREEN[/color][/cell][/row] [row][cell]HAND[/cell][cell][color=red]7[/color][/cell][cell][color=cyan]3,3,9[/color][/cell][cell][color=yellow]8[/color][/cell][cell][color=Green]2,2,5[/color][/cell][/row] [row][cell]TOP CARDS[/cell][cell][color=red]2[/color][/cell][cell][/cell][cell][/cell][cell][/cell][/row] [/table] It is impossible to play this entire hand in one post. All of my matching numbers are from the same suit, which limits the cards I can play. I know I have a red 2 coming up, so I can safely play all my green cards and be confident that I can change to red next turn, but this is one of those times Tetrad will probably be using her focused assault to draw 4 cards. Very little versatility this time around. But at the end of the day, it's not how quickly you empty your hand, it's what you make of each card that matters. [/hider] [/hider]