When I say "Turn out soon" I try to mean "I'm writing the turn up now." if there will be extra delays, I'll try to tell you guys that.
Turn 13: In which they poke around a hole in the ground.Actions:
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Improve my lamp, then find that other entrance!
(
5) You tinker as you walk, and after several moments you manage to fix the lamp. Turning it on causes a wide beam of pale light spill out, illuminating the area as you circle the building, looking for the main entrance. After a short time your lamp illuminates the door, and you beckon the others over.
Sneak to the left!
(
4) You're not sure who or what might be around, and decide that discretion is the better part of valour. Sneaking carefully through the large hole in the wall, you look down at the massive crater formed in the building. As you sneak along, you bump into something large and heavy, but nothing breaks or crashes
down. You exhale abit loudly in relief before you can stop yourself as a result, though. You now stand at the edge of the pit, staring down.
Investigate crater. Use small sustained lightning as light source.
(6{19}) After Nessara opens the door, you enter the building and attempt to use your own electrical abilities to produce a small, portable light, despite your companion's device. As you do, you accidentally overcharge it again, though your lack of mana prevents you from doing more than creating a glowing orb of energy that blasts out of your hand and strikes the ceiling. Pale light fixtures begin to flicker into life, and soon the entry hall is completely lit once more.
On the wall to the left is a badly charred sign with several arrows. Though barely legible, you can make out parts of words above each arrow. The first, pointing in the direction of the crater, reads "...atories" The second, pointing in the opposite direction, reads "...orage." The last is in two lines, and what you can make out of them read "... us expiremental ...ice storage."
Following the hallway the first arrow points you down, you arrive at the crater.
Follow Derek and look for plot-important items in the crater.
(3) Once you reach the crater you look around, but don't see anything that might be important. Or useable.
Examine muffin pan then head to the plot where Jeeves said to go.
(5) What muffin pan? You're not holding a muffin pan. You are, however capable of heading toward the burned out lab, so you do. When you arrive you find Derick's "Styling ride" sitting outside. Given all the build-up, you're kind of disappointed by it's current shabby appearance.
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: