You know what? It's a pain to make social rolls when you're talking amongst yourselves, so talking is a Free Action from now on, and won't count against your turn, but only when you talk amongst yourselves. Talking to NPCs, or persuading the group to do or not do something everyone else does or does not want to do (depending), will still take a social roll.
Turn 11: In which they forgo sleep for ADVENTURE TIME!Actions:
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Head home
(
2) You leave the others to their gleeful exploration after confirming none of them have anything they need from you. You feel Jasper's disapproving stare as you walk away, but you ignore it. Unfortunately, you realize that due to the darkness and your lack of attention when following Derick have left you with very little to go on. You wander around for awhile, and find yourself at a dead end in one of the alley ways. Fortunately, it's not daylight, so you aren't being silhouetted against the mouth of the
alley. Would our glorious ringleader accept the quest to search out the smoke
(X)Talking! Yay!
Roll for vehicle.
(
3) You unveil a horse drawn carriage. It's not too impressive, and the horse isn't in the best of conditions, but it's still a vehicle. ... You realize it's good that Paul went home, as this only seats four. And only than, with much complaining and discomfort.
Ride with style.
(5) You get in the carriage and somehow manage to make it look stylish and cool, even crammed in with the others. Jasper even gets on someone else's lap so as to not ruin your dapper turn. You feel pretty smug about this, even if you are REALLY uncomfortable.
TO THE LABORATORY!
(4) You realize that it's dark out, and there's no way to follow the smoke. Jasper points you in the right direction, and even if you do end up taking a few too many side alleys, you get there in mostly one piece. The carriage, however, is chipped and dinged, and you feel alittle bad for it. As you get out of the carriage, you feel like a pteranodon should be swooping down or something, but realize noone here is a doctor, a ninja, or both. Oh well.
Name/Magical Girl Name: Tina/ Glowing Star
Gender: Female
Appearance: Slim and small, black hair. Conservative clothing.
Magical Girl appearance: Similar to before, but with much longer hair and a ridiculously gaudy costume generally purple themed. Goggles, fur and scarf like a WWI Aviator.
Background: Tina prefers to avoid the hustle and bustle of city life, prefering to find solitude among the rooftops or in the country, when she can. She has just finished high school, but does not have any plan for her life.
Abilities:
Restrained, Deceptive,
Flowing NightInventory:
Talismen of magitech.
Flute. Magical Girl style:
Wind HP/
MPName/Magical Girl Name: Paul Ericson/ Susy Moon
Gender: Male
Appearance: Very tall, normal weight, short black hair, look of disgust on his face. MG: Imagine a guy Sailor Moon cosplay, a really bad one, that's him, and girly and pink as well, burly frills.
Background: Engineer by trade before he got his Talismen, not very social, hates plants.
Abilities:
The Quiet One City Boy RAGE! Inventory: Talismen of magitech.
Brass knuckles. Magical Girl style: Plant
HP/
MPPenalties:
Valia Corset / Shining Guardian
Gender: Female
Curly brown hair, slender build, very tall / Hair flowing, wears a silver battle corset
Bio/Background: Valia, twenty one years old, is more responsible and weary of the world than other magical girls. Upon finding her Talisman, she had a strong desire - an optimistic one, strange for her usual cynical self - to protect her loved ones from a coming threat. She is not married, and tends to act as a motherly figure to younger friends. She hasn't worked in the steam industry, but preferred to be a secretary to various political figures.
Abilities:
Social Structure, Do Unto Others,
RetributionInventory: Talisman of magitech,
Metal staff Magical Girl style: Earth
HP/
MPName: Nessara / Elywen
Gender: Female
Appearance: Nearly five feet in height, with light skin and short black hair. Her body build makes her easily mistaken for a male at a distance. She wears a carefully knit white shirt with dark blue overalls and a red cap, supposedly for her everyday work.
Magical Girl appearance: It
seems that there is no difference from her normal appearance.
Background: Raised by only her father until now, she developed a love for mechanics and puzzles. Due to this, her mind quickly adapted itself in aiding her analytical abilities and logic, although she is not very social due to her line of work, and her looks. She is slow to anger but has little control over it once unleashed.
Abilities:
Tech Expert ;
Analytical ;
Tactical ManeuversInventory:
Talismen of magitech. Steel WrenchMagical Girl style: Fire
HP/
MPName/ Magical Girl name: Derek. Dermonster.
Gender. Male.
Appearance / Magical Girl appearance: Wears a topaz yellow colored lab coat, Blond hair, green eyes. 'bout 5'11'./ A yellow spiky dress-thing, along with an increase of four inches in height, changing the eyes to yellow and the hair to a perpetual statically charged look.
Background. Mad scientist.
THE mad scientist. Is extremely annoyed by the dress but cannot seem to change it no matter how hard he tries. (And good lord has he tried). Is prone to a maniacal cackle or twenty, but he means the best. Really.
Abilities:
Clanking gears Magical Reliance Magitek MagicianInventory: Talismen of magitech.
Omni-tool. Electro-shuriken ShooterMagical Girl style: Electricity
HP/
MPPenalties:
Sidekick:
Jasper