Turn 12: In which they seek a door, and Tersr is NOT The Goddamn Batman.Actions:
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Jump into the hole, using Wind Magitech if necessary!
(5) You... clear the slight hurdle with ease. Beyond is a large room, missing two walls (to the left, and straight forward), with several singe marks in the middle suggesting wooden tables. Looking past the gaping holes in the rubble of the walls, you see a fairly large crater.
To the hole!
(3) You fail several times at jumping the wall. You blame your dress, and go stomping off to look for the front door to try it. You stomp carefully, though, because you're still not use to heels.
Get something from the remains and create an improvised lantern/light source of it.
Then follow the group in whatever they plan.
((Are our talismans activated btw?))
((Your talismans are in whatever state was last given, as none of you have indicated you wished it to change recently.))
(
3) You find a few interesting items and fit them together into something that should serve as a weak electric lamp, but when you turn it on, nothing happens. You know you didn't forget the batteries, though... You attempt the hole with the others, but struggle abit and decide to follow Derek as he goes to find the front door.
(NPC'd): Follow the others. Be useful. Carry Jasper.
(4) The text <AFK> appears above your head, and you move behind Derek, auto-following him. Though it's amusing to watch the AI Pathfinding struggle with obstacles like corners, small gaps, and poles, it does take the others alittle more effort to get you where they want to go. Jasper seems to appreciate the ride, though, even if it is a bit bumpier than usual.
Freelance crimefighting!
(5) Even if both your parents are still alive and you don't think of bats as anything special, you look for some muggers or other criminal lowlife to bring to justice. You find a small group of angry drunks after several minutes, and they pause in the middle of beating up a young teen to oggle you in surprise and confusion. It's surprisingly difficult to beat all of them unconscious, even with the muffin pan you're suddenly holding. You get hit a few times in the process, but the teen is too terrified by you to do anything but run away screaming about psychopathic crossdressers.
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: