Spellcards: Alice Margatroid

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Spellcards: Alice Margatroid

Postby Alice Margatroid » 17 Apr 2011 01:35

Alice Margatroid
The Rainbow Colored Puppeteer

Just because Alice is a magician dedicated to her research, it would be a mistake to assume that she wants to avoid fighting. While she is often alone and occupied with her own business, the puppeteer rarely backs down from a fight should one present itself. After all, it is so much easier to just beat up the opposition and be on her way, rather than having to spend the time discussing the matter and working out a solution. It is also an excellent excuse to show off her prowess at controlling her dolls.

Once in a fight, Alice fights purely to win and is willing to go to great lengths to achieve that. Perhaps the clearest indication of this is the way she will sacrifice her dolls in order to gain a tactical advantage, even going so far as to rig them as suicide bombers to blow up when the enemy least expects it. Her general tactic is to use the superior numbers her dolls afford her to outmaneuver and overwhelm her opponents by attacks from multiple directions happening at the same time, giving them no pause to breath and organize their counterattack.

This way of fighting has its downsides, however. Being so intent on manipulating her dolls and controlling their movement leaves her little time to attack or dodge herself. Instead she leaves her defense to the dolls laying suppression that makes it impossible to get a clear shot at her and if necessary taking the bullet that was meant to hit Alice herself. While this is an effective defense than makes her hard to hit, any bullet that does hit tends to cause far more damage than it otherwise would, something further exacerbated by Alice having the poor health and frail body common to magicians.

HP: 25/25
Atk: +1 Def: 0 Evd: +2

Blue Sign “Benevolent Orléans Dolls”
The dollmaker has been diligent and has an army of dolls ready to overwhelm you with bullets. Is any escape possible?
Offensive Effect: Dense Type: (User) Attack roll becomes 2d10 this turn. (Cost 5 SP)

White Sign “Chalk-White Russian Dolls”
Alice’ dolls can be eerie, especially when they sneak up behind you and fire bursts of danmaku without warning.
Offensive Effect: Pressure Type: (Target) Spellcards cost 2 SP more to cast. Lasts 3 turns. (Cost 4 SP)

Darkness Sign ”Foggy London Dolls”
Dolls tightly join around Alice, creating a shield against incoming fire. Hitting someone with countless disposable bodies is going to be hard.
Defensive Effect: Speed Type: (User) +2 Evade this turn. (Cost 3 SP)

Elegant Sign ”Spring Kyoto Dolls”
Apparently carefully coordinated formations leaving no rooms to hide are elegant. Perhaps these dolls take inspiration from the falling of the cherry petals?
Offensive Effect: Homing Type (User): Roll attack twice, use the higher roll. (Cost 3 SP)

Puppeteer Sign ”Dolls at Sea”
So the doll maker has created nautical dolls as well? What versatility. The waves obscures and leaves you open to a counter.
Defensive Effect: Counter Type: (User) If evasion is successful, add half of your opponent's attack roll, rounded down to the nearest whole number, to your attack roll this turn. (Cost 4 SP)

War Sign “Little Legion”
Dolls spread out and lay suppressing fire. Alice can use this respite to prepare a devastating attack for later.
Defensive Effect: Graze Type: (User) Take no damage if your evasion is equal or higher than your opponent's attack. Lasts 3 turns. (Cost 5 SP)

Lance Sign “Cute Phalanx”
The dolls are armed and moving in formation too. Alice really is prepared for battle.
Offensive Effect: Focus type: (Target) -2 Defense this turn. (Cost 3 SP)

Dolls “Lemmings’ Parade”
As any general knows, sometimes you have to sacrifice a few pawns to achieve victory, Alice understands this and is prepared.
Offensive effect: Restrict Type: (Target) Cannot evade the next attack. (Cost 4 SP)
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Alice Margatroid
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