Depends on if whoever has some coins feels like handing them out I assume. No idea how many there are at the moment. The lab blew up and Beacon snapped up Binky so production had largely been haulted for most of the skip.
@BrokenPromise Here's something to appreciate: There is a phrase in Japanese that reads "盗人猫" and literally translates to《 thieving cat 》. But, colloquially, refers to an adulterer, or a homewrecker.
Her hair is extremely long in her human form and in contrast to her rather conservative appearance in her transformed state, she wears comparatively little clothing when she can, whether or not it is in good condition or not. Since she is rather prone to doing reckless things even in her human form, she is often covered with bandages and forgets to take them off even if the wound has healed.
While the strange dress-like armor and the ribbons don't exactly inspire fear from first glance, the juxtaposition from the bloodstains and the disturbingly bright yet twisted expressions she makes might. Aside from her armor, the most notable change from her human form is the shortening of her hair and the tips of each strand that almost seemed to be dyed red from blood.
As she succumbs to true madness, her armor almost seems to be corrupted along with her, emanating an ominous purple haze and turning a similar color. Also, it twists to accommodate her new features -- it gains a helmet with openings for the horns she sprouts, as well as spiked gauntlets for her claws. Though it is often quickly hidden, beneath the armor she grows fangs. During this time, her eyes glow an unsettling golden color which can be seen through the visor.
Specialization:
Gravity - As she is not as magically-inclined as other girls, she avoids going overboard with her use of Gravity. That said, she is as experienced as one can be in the specialization, able to use it in any manner a typical user could. She does not commonly use it to directly attack, preferring to use it as a supplement instead. Things such as reducing her weight so she can move faster, increasing an opponent's weight so they're slower, or even increasing the weight of an attack so it hits harder are all things she can be seen doing.
Weapon:
Mars - What appears to simply be a scutum. Naturally, it excels at blocking attacks. Though Hilaria wields it with apparent ease, it is rather heavy and thus can be used for blunt shield attacks. If she so desires, the shield can morph around her hands and become huge gauntlets that allow her to pummel enemies. As with her armor, it seems to be bloodstained.
Vulcan (G) - An odd weapon taking the form of a Spas-12 with what seems to be the head of an axe attached to the underside. Thus is can be used both chop foes to bits or to blast them away at a moderate range. Still, the weapon is most effective in any scenario when it is in close range.
Power:
Third Eye - Hilaria's special eyes allow her to detect magic, among other unnatural things. This allows her to properly identify and respond to spells being used by enemies, or to find Overcity entrances.
Regeneration (Dark Magical Girl) - Healing at a degree not possible by every magical girl, and a side effect of her corruption. What damage she takes is soon healed by her power, and even injuries like missing limbs are only temporary. Fueled by her corruption, she is essentially stitched back together via small black tendrils that extend from the wounds, pulling the wounds closed. Recovering from serious wounds is often accompanied by the unnerving sound of bones snapping back into place and the spurting of blood.
Perks:
Dual Weapon - Hilaria's shotgun, Vulcan, is also part axe. Her shield, Mars, can turn into a fist weapon.
Enhanced Outfit - Her armor provides excellent protection against most attacks.
Big Damn Hero - Hilaria can manage to arrive at the last moment to protect a person or a location, provided she has gifted them with a special curiosity in the form of a gold shotgun shell she has personally made.
Interdimensional Home - A small studio in a pocket dimension Hilaria has access to. She has decorated the walls with a few weapons from different ages, such as swords, shields, muskets, and assault rifles she has put into cases. It resembles a mini barracks more than anything.
Monstrous Metamorphosis (Contract) - Provided there's enough emotional stimulus, Hilaria may enter a berserk state where she becomes more powerful at the cost of rational thought.
Patron, Benefits, and Drawbacks:
Solo:
Free Agent - She is not obligated to stick to any one faction, so she is capable of being hired by anybody with the coin and the desire.
Physical Prowess - She is built tougher than your average magical girl.
Alone - Because she has no faction to call hers, she doesn't have anyone to depend on but herself.
Mana Starved - Her physical strength and preference came at a price -- her magical skills are lacking.
Fighting Style: Brutal and unpredictable are the two best words to describe how she fights. She is a physical attacker with both high defense and high attack, and is suited best for close-range combat. She has a couple different ways she can approach any given situation.
Typically, her first instinct is to use her scutum and shotgun-axe in unison. Vicious strikes from her axe, unpredictable blasts from the shotgun it is attached to, and an incredibly strong defense from her shield make head-on assaults a scary idea to most. Though certainly not lacking in offense, this approach is considered a very defensive one, and though she is able to provide quick, agile blows, she is rather slow to pursue or move long distances.
Her other method of fighting would be to transform her scutum, Mars, into a fist weapon, often also forgoing Vulcan, though not always. With this method, she pursues her foes with reckless abandon, putting her all into offense. She’ll throw relentless punches, grapple, and smash with gravity-empowered attacks that can create cracks in the ground. She is also more prone to allowing herself to be hit by an attack if it’ll give her a chance to return the favor, and has on more than one occasion lost limbs because of this.
She would fit the role of a tank or bruiser rather well, if one were to label her. With, perhaps, a side of berserker.
Strength - 4 = Base +1 STR from Overdeveloped +2 STR from having 2 Melee Weapons +2 STR from Dual Weapon bonus stacking twice +1 STR from Physical Prowess Universal Benefit +6 STR from spending 3 Silver Coins +2 STR from transforming into Monster Metamorphosis (temp) Total = 16 (18)
Agility - 4 = Base +0 AGI from no modifiers +2 AGI from transforming into Monster Metamorphosis (temp) Total = 4 (6)
Vitality - 4 = Base +2 VIT from having 2 Melee Weapons +1 VIT from having a uniform +1 VIT from Enhanced Outfit bonus +4 VIT from spending 4 Bronze coins +2 VIT from transforming into Monster Metamorphosis (temp) Total = 14 (16)
Magic - 4 = Base -1 MAG from Mana Starved Universal Drawback +4 MAG from having Gravity Specialization Total = 7
Luck - 4 = Base -1 LCK from Mana Starved Total = 3
Personality: As the self-proclaimed “most altruistic” magical girl alive, Hilaria is a selfless individual with a strong drive to protect humans and anyone who needs to be ‘saved’. She will go above and beyond the call of duty to ensure she accomplishes this goal, which would make her a rather reliable girl to befriend.
...were she sane.
Many factors, such as age, literal corruption, and traumatic experiences have taken their toll on the girl’s sanity.
She is a disturbed individual prone to incessant bouts of laughter, mood-swings, spontaneous, irrational conclusions, and a general misunderstanding of the commonly accepted definition of the word ‘save’.
To her, saving could mean eliminating someone trying to playfully roughhouse, to ‘save’ you from being hit. To her, saving could mean eliminating an item of sentimental value or importance, to ‘save’ you the need to look after it. To her, saving could mean eliminating a small, famished dog, to ‘save’ it from the misery it surely would go on to suffer.
Hilaria is almost incapable of denying a request from help from anyone, a trait that can and has been abused. She will aid a blatantly evil horror girl as quickly as she’ll help a member of Beacon, though she will not do so if it conflicts with someone she has already promised to help. In this odd way, she is rather loyal. The biggest problem, however, is that she doesn’t always help someone in the way they want to be helped, with her ‘help’ often leaving the person worse off than they were before. To be ‘saved’ by her is a risk someone must be willing to take.
This said, she does not always work for free. She justifies asking for compensation by concluding that if she were to perish, there would be people she wouldn’t be there to save. If it is an organization, such as the Beacon (as unlikely as it may be) or even a horror, she will demand to be paid.
In a casual scenario, she exhibits the traits mentioned in the first paragraph, but she can seem oddly calm and collected at times. Though her mind is not sound, she is not a dim-witted girl, though she is gullible. Aside from literal monsters, she will approach each and every single person with a bright smile, as she does not discriminate between factions, as stated earlier.
It is possible that, in her own odd, deranged way, her heart is in the right place. But it very clear that her mind is not.
History: As far as she’s aware, Hilaria is the oldest living magical girl. Her life has spanned a millennium, and her experiences are many. To list every single memory she has ever had is an impossible task, as with the passage of time has come the discarding of many moments of her life. The entirety of her human life, bar the moments leading to her contract with a Puchuu, have also been lost to time.
What she remembers, or at least a short summary of it, is that she had one point been a naive young magical girl with aspirations to protect all of humanity. To this end, she worked tirelessly, removing any magical threats to humans that she could. In the end, however, she was betrayed by both the parties she worked for, and her very own ideals.
A short clarification of the events described above: She originally sought an idealistic world where no humans had to die untimely deaths. She vowed rid the world of their biggest threats. However, Hilaria witnessed various wars and had begun to understand that the greatest cause of human deaths was none other than humans themselves, and thus an internal strife was set on the burner for years to come.
At a later point, she had courageously gave her all in a fight against a particularly mana-rich monster, which burst upon its death. Caught in this blast, Hilaria was subject to an influx of a tremendous volume of mana, which corrupted her. She did not become a monster girl herself, but she found her allies at the time, Beacon, abandoned her. Betrayed both by her ‘friends’ and her very own ideals, her psyche deteriorated over the centuries.
At some point, she settled on a new goal: It was impossible to save everyone, but she would save anyone she could. Though it seemed like a natural, noble goal to accomplish, by this point she was no longer what many would call “sane”. “Saving” had many definitions, by her book.
Most of them are… unpleasant.
Incantation: "In my hands, a weapon to save those who need to be saved. In my heart, courage to stand up to any challenge. And in my path, blood shed by those who would impede it.”
Additional Info: Her exact age is unknown, but going off of the armor she recalls seeing humans wear shortly after she was contracted, she was likely born at the beginning or just before the First Crusade. That said, she seems to have some fascination with Rome and the Greek Gods, going off her naming scheme.
Though normally her age would suggest she should own power unrivaled by other magical girls, she never remained loyal to any single patron long enough to gather that sort of power. What coins she did obtain, she frivolously spent on changing aspects about her -- her initial form was much different than the one she has nowadays.
Age (Magical Girl):7… uh, let’s just spend a copper to make that 16
Age (Before Magical Girl):19
Gender:Female
Gender (Before Magical Girl):Female
Appearance:
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.
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.
LOL U WUZ THE FOOL
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.
Specialization:Empathic
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.
Weapon:Bipartisan
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.
Power:
#1 Focused assault
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.
#2 Barrage
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.
Perks:
Mystic Artifact: 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.
Enhanced Sustenance: 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.
Interdimensional Home: 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.
Big Backpack: 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.
Overcity Shift: (third 11 roll, I pick what I want!) 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.
Power Artifact (Artifact Background): 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.
Gifted Artifact (Patron Benefit): 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.
Patron:Crimson Cradle
Patron Benefits:
Cradle Supply
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.
Connected
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.
Respected
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.
Gifted Item
In addition to Aleph, Veronica has given Tetrad Lustrum, a disguise artifact.
Patron Drawbacks:
Exposed
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.
Penance
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.
Sworn to Silence
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.
Fighting Style: 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.
She is unique in that combat is a giant game of Uno 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.
Red: 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.
Blue: 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.
Yellow: 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.
Green: 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.
Reverse: 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.
Skip: Causes her card or Bipartisan to blink (skip) to its intended location. Perfect for attacking through obstacles, defenses, or hitting fast targets.
Draw 2: 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.
Wild Draw 4: 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.
Personality: 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.
History: 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...
Incantation: “The many must lose so that the few can win.”
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.
EXAMPLE OF A HAND IN PLAY
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:
LEGEND
RED
BLUE
YELLOW
GREEN
HAND
3,5
3,R,7
3,5
5
Draw CARD
2
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:
LEGEND
RED
BLUE
YELLOW
GREEN
HAND
7
3,3,9
8
2,2,5
TOP CARDS
2
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.
There's going to be five islands surrounding a bigger middle island in the shape of a star, with one group starting on each. The smaller islands are far enough from each other that flying/teleporting is required. The central island is visible from every smaller island once the groups go around their starting beach area, but is too far to reach by a single jump; innovative use of magic is recommended. Allies and/or Twins mentioned in character sheets are included in the same group.
You are now free to make collabs and socialize. In the case you want to do events and earn participation magical coins, you can collab those too. I'll check in occasionally to see everything goes smoothly.
Hhhhh- Its probably too late for me to have Eliza or Celia jump in right now, so is it okay if they or the former stayed behind to keep an eye on the town?
@Majoras End Those characters can join the squirt gun war and stage show events; they can be retconned as having been at the islands as well and hung out.
@Majoras End The red coin just changes your magic, without really adding anything. Think of a magical girl as a glass, and the coins as different types of liquid.
bronze/silver/gold/plat liquid adds magic to the glass.
Black liquid corrupts the magic in the glass, and adds a sizable chunk to it.
White liquid causes the corrupted magic to evaporate
Red liquid causes the magic to change color, but does not corrupt or add anything to it.
A red coin doesn't have a violent reaction because of what it does. The bates took a white and red coin at the same time and it just had the effects of both. But a black and white coin directly oppose each other and cause violent change inside a magical girl, which has deadly consequences.
Whether it was for the first time or as a returning player, thank you for joining me on this magical journey. I would also like to announce that PlatinumSkink and BrokenPromise will be stepping down as Co-GMs. Stay tuned for more news on the next season.