Author Topic: Sana☆Jana Adventure (Intermission: JANAQUEST)  (Read 120196 times)

Jana

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Re: Sana☆Jana Adventure
« Reply #540 on: September 18, 2010, 04:20:45 PM »
>Janaside: "Get it away from me!"
>Tranceside: Try to discern what is happening
Sanaside: Panic! Heal Jana!
>Janaside: When the opportunity presents itself, play Enchantress: Let's Get Smooth to disorient our attacker. She can't dodge sound >=[

> :3 You exclaim in surprise! Thankfully, you don't move all that much, or you might have been cut again...
> :V The panic is wearing off, and as you come to your senses, you realize that you've received several small cuts on your body. Taking a look around, you realize that the petals in the wind are the most likely source of these cuts!
> :) You've recovered from the panic as well! As with Trance and Jan, you find yourself covered in a multitude of small cuts. Since Jan's arm seems to be the worst off, you try to heal it first.

> :3 you don't think you can get away with playing some music yet. Is there anything you want to do about it, or try to play anyway?

Sana

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Re: Sana☆Jana Adventure
« Reply #541 on: September 18, 2010, 04:23:04 PM »
> :) Slow down time, see if you can spot Rurougi!

Jana

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Re: Sana☆Jana Adventure
« Reply #542 on: September 18, 2010, 04:27:13 PM »
> :) Slow down time, see if you can spot Rurougi!

> :) With a little bit of focus, you can see her moving around in the treetops!

Sana

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Re: Sana☆Jana Adventure
« Reply #543 on: September 18, 2010, 04:31:01 PM »
> :) Report her location to the team!

Jana

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Re: Sana☆Jana Adventure
« Reply #544 on: September 18, 2010, 05:49:49 PM »
> :) Report her location to the team!

> :) You tell Jan and Trance that Ruro is in the trees! She's still sending the petals at your team, and you're still taking damage... It will be difficult to mount an attack in this storm.

Sana

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Re: Sana☆Jana Adventure
« Reply #545 on: September 18, 2010, 06:37:35 PM »
> Is there any stuff we can throw or use to defend against the petals lying around?

Jana

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Re: Sana☆Jana Adventure
« Reply #546 on: September 18, 2010, 06:47:32 PM »
> Is there any stuff we can throw or use to defend against the petals lying around?

>That sounds like an inventory check!


> :3 Jana's Inventory and Skills
>Cool Pajamas (Worn as clothing): A set of pajamas you wear all the time (except not really; you just have a lot of the same set!). You tend to fall asleep during boring times, so you like to be ready for it!
>Awesome Gift Hat (Worn as headgear): A nice hat Sana made for you some time ago, when you first became friends. It is in a similar style to her own, but is colored to match your usual pajamas. "Jan<3" is embroidered on it, and you always let it show!
>Fantastic Night Robe (Worn as armor): A plaid night robe you can use to increase your defensive capabilities. It's very warm and comfortable~
>Backpack: A bag you can use to carry your things. While it has been enchanted with space magic to increase it's storage space, it is still limited!
>Temporary Flight License (In bag): A pin allowing you to fly in the city without fear of arrest as long as it is on your shoulder. The pin emits a magical signature unique to it, alerting officers of who gave it to you and when, as well as when it expires.
>Wallet containing $47 (In bag)
>Music Folder (In bag): With the space magic of your backpack, you have managed to fit all five of your current sheets into this folder!
>Awesome Axe (Main Weapon, at the ready): A heavy guitar made of  a thin sheet of enchanted lightweight steel. The edges of this guitar have been sharpened into blades, making this instrument usable as a double-bladed axe. When played, danmaku bullets will do more damage.
>Harping Harmonica (Sidearm, away): A harmonica you received from Solais, which was formerly evidence taken from a crime scene. The enchantments placed upon it are weaker than usual, but you can use it in a pinch. When played alone, it fires unaimed fanning spreads of bullets.
>5 blank sheets of music which can be used to make new sheets later on. (In bag)

> :) Sana's Inventory and Skills
>Nice Dress (Worn as clothing): Your usual dress. It's not very special, although it is to you!
>Sweet Classic Hat (Worn as headgear): Your first hat, and the hat that started it all! Thanks to your magic craftsmanship, it won't fly off of your head, even if you fly through a tornado. But why would you do that? Gives a slight benefit to all areas.
>Pro Capelet and Vest (Worn as armor): A capelet and vest that, like your hat, seem familiar to all who see it. They  makes you feel very mature and professional! Together, they slightly increase your defense.
>Messenger Bag: A bag you can use to carry your things. While it has been enchanted with space magic to increase it's storage space, it is still limited!
>Tourism-Level Flying License: A badge that lets you fly aerial tours of the city. Yourself and your customers (wearing identical badges) are allowed to fly slowly along pre-determined routes at pre-determined times. Boy, this city sure has strict laws on flying!
>Hat Box (In bag): Though the miracles of space magic, you have you hat box inside your bag! :O It is currently holding the Tricorn and Pan hats.
>Strong Rope (20m) (In bag): Some rope originally meant for a well. You've taken it to be on the safe side!
>Wallet containing $42. (In bag)
>Spell Card "Temperance" Your only signature spell card, which Jan thinks you should carry everywhere. Fires some slow waves of bullets, aimed directly at the enemy. You'd never want to go all-out and accidentally seriously hurt someone!
>Tall Lance (Main Weapon, away): A lance you made out of a hat and a hat rack! It will increase your magical abilities at the expense of some of your physical ability. As a melee weapon, it can deliver some punishing jabs!
>Fun Flute (Sidearm, away): A flute Jan gave you when she opened her business. It can be used as an improvised club. When played, it fires small, fast bullets as a nonspell attack. Can be used to boost curative magic.
>5 Blank spell cards which can be used to make new spells later on. (In bag)


> :V Trance's Inventory and Skills
>Regal Clothes (Worn as clothing): Some nice clothes. Through enchantments placed upon then, they manage to stay clean and in good condition, despite your lifestyle.
>Royal Crown (Worn as headwear): A crown that connects you to your past as a princess. It always manages to shine, even in the dark!
>Wanderer's Cloak (Armor, in bag): An old hooded cloak that allows you to hide your identity as royalty. Slightly increases your defense.
>Traveler's Satchel: A bag you can use to carry your things. While it has been enchanted with space magic to increase it's storage space, it is still limited!
>Wallet containing $17. (In bag)
>Confusion "Forced Androgyny" A spell card that fires needles and light beams. These needles increase in density over time or as the spell barrier is damaged. This card's special property forces an instant change of the target's gender upon contact with a needle, even if it is an indirect graze. The light beams of this card serve to further trap your opponent. With increasing density, the possibility of confusing your target and hitting them with even more needles increases!
>Ice Sword "Fenris" A spell card that uses the power of your only remaining sword. Instantly changing the water vapor in the air around you into bullets, you can generate attacks to surround your target. A swing of your sword will send a fanning pattern of icicles to the enemy, disrupting the condensed vapor bullets and knocking them around.
>Fenris (Main weapon, away): A thin scimitar with a cracked blue blade and a hilt wrapped in bandages. This sword is what gives you the ability to control vapors. A swing of it will be enough to send icicles as nonspell danmaku at a target.
>Wolf Pelt (1): A warm-looking pelt from a wolf. Should fetch a decent price, or could be used for your own purposes.
>Raw Meat (4): Fresh meat from a slain animal. Each unit serves as a small meal when cooked properly.
>Unknown Bone (4): Some bones you cannot put to a specific part of the body or species. They are fairly solid, though.
>Unknown Skull (1): A skull you cannot place a species to. It seems a little fragile.
>5 Blank spell cards which can be used to make new spells later on. (In bag)

>There are a number of items for you to use, but how you use them is up to you!

Hello Purvis

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  • Hello Jerry
Re: Sana☆Jana Adventure
« Reply #547 on: September 18, 2010, 08:41:03 PM »
>Janaside: Realize the only way to defeat a tree is to burn it! Employ fire magic on tree boughs!

E-Nazrin

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Re: Sana☆Jana Adventure
« Reply #548 on: September 18, 2010, 09:18:58 PM »
>Notruro: Punch Sana in snout to establish superiority
There was something here once. Wonder what...

Jana

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Re: Sana☆Jana Adventure
« Reply #549 on: September 19, 2010, 03:58:25 AM »
>Janaside: Realize the only way to defeat a tree is to burn it! Employ fire magic on tree boughs!

> :3 You try not to extend your arm too much and let a small fireball fly! It impacts a nearby tree trunk and leaves a black smudge.

>Notruro: Punch Sana in snout to establish superiority

> :) Thanks to your time magic, you can perceive Not!Ruro's attack. Rather than attacking you directly, you see her sweep her sword arm in your direction, and a gust of petals follows shortly. You feel the wind hit your face, and the petals will be next...!

E-Nazrin

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Re: Sana☆Jana Adventure
« Reply #550 on: September 19, 2010, 04:04:39 AM »
>Sakura, Sakura: Romance subplot.
>Helepolis: :helepolis:
There was something here once. Wonder what...

Hello Purvis

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Re: Sana☆Jana Adventure
« Reply #551 on: September 19, 2010, 04:30:26 AM »
>Sanaside: Get away from the petals, and made with that snout punch.
>Janaside: Try to retreat to a safe spot, then make with the song.

Sana

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Re: Sana☆Jana Adventure
« Reply #552 on: September 19, 2010, 05:28:46 PM »
>Current magic levels/effects?

Jana

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Re: Sana☆Jana Adventure
« Reply #553 on: September 21, 2010, 03:31:30 PM »
>Sakura, Sakura: Romance subplot.
>Helepolis: :helepolis:

> =[

>Sanaside: Get away from the petals, and made with that snout punch.
>Janaside: Try to retreat to a safe spot, then make with the song.

> :) You slide out of the way of the petals, but Ruro is a little too far away for a punch. She actually hasn't come close to your group at all since the fight began. You can feel them rushing past your head... That would probably have been very painful if it had hit.
> :3 You fall back to the entrance, but some of the petals that Sana dodged blow behind you, slicing your back a little. It seems that this not-Ruro is really pushing the offense.

>Current magic levels/effects?

> :V Jana's Magic Skills
>Enchantment: 7/10 Your specialty in magic! You can cast temporary enchantments on the fly with precision. Your enchantments can either boost or decrease your target's physical properties, or in the case of a person, physical and magical aptitudes. A permanent enchantment, such as the ones you use in the construction of your instruments, require certain materials to be cast. However, permanent enchantments cannot be cast on the living. Ever.
>Curative: 5/10 Your skill in enchantments, however, went a long way to your current level of curative magic. You can quickly use small healing spells on yourself or another person, but you cannot do so while in combat. More complicated procedures, such as mending bone or stopping internal bleeding, will take longer, but are still within your realm of mastery.
>Flight Magic: 5/10 You're a fairly capable flier, and can control your speed reasonably well.
>Space Magic: 1/10 You can move small objects from place to place with a short incantation, similarly to the psychic power of psychokinesis.
>Time Magic: 1/10 You can tell the time without a watch. Magical convenience at its finest!
>Elemental Magic
>Fire Magic: 2/10 You can shoot simple fireballs or heat a room with some effort.
>Water magic: 1/10 You are able to purify dirty water, but cannot conjure any of your own.
>Nature Magic: 2/10 You can kick up a little breeze, and maybe throw in some pine needles to hurt someone.
>Earth Magic: 0/10 You can stamp your feet and kick up some dirt, maybe.
>Metal Magic: 5/10 You can now create more complicated constructs, such as simpler mechanical objects, out of your ability. However, you cannot continue to train your Metal Magic without a greater understanding of the earth it comes from at this point.
>Light Magic: 3/10 You can use light to form bullets. Essential for your style of danmaku, since enchantments cannot conjure bullets!
>Dark Magic: 1/10 You can dim a bright room.

> :) Sana's Magic Skills
>Enchantment: 4/10 Jan taught you enough to let you go from making regular hats to designer ones. You can strengthen materials or cast specific spells on them, but you cannot do much to living things.
>Curative: 5/10 Your blessing of Temperance helped you fine-tune your curative skills. You are on about the same level of healing as Jan right now ("You can quickly use small healing spells on yourself or another person, but you cannot do so while in combat. More complicated procedures, such as mending bone or stopping internal bleeding, will take longer, but are still within your realm of mastery."), but you have plenty more room to grow with less effort because of your blessing!
>Flight Magic: 4/10 You know enough about flying for your job as a tour guide, but you're not too flashy with it.
>Space Magic: 1/10 Your skill as a tour guide has allowed you to learn a simple spell to divine your approximate location. You're not too great at it yet, though.
>Time Magic: 3/10 You are not only faster without activating it, but you can now force the passage of time to slow down or speed up with a minimal amount of focus. A higher degree of slowdown/speedup can be achieved with a greater degree of focus.
>Elemental Magic
>You have no skills in elemental magic, aside from...
>Light Magic: 3/10 You can use light to form simple bullets, as most folks around here can, in order to participate in spell card duels.

> :V Trance's Magic Skills
>Enchantment: 4/10 In addition to keeping your clothing in clean and good condition, you can strengthen materials or cast specific spells on them, but you cannot do much to living things.
>Curative: 3/10 Your physical endurance and ability to take physical low has slightly increased. You can heal deeper cuts, and repair simpler muscles, with a cast and time to focus.
>Flight Magic: 6/10 You are a fairly fast and nimble flier, using your skill in conjunction with your skill with the sword to great effect!
>Space Magic: 0/10 Your skill has been sealed by your missing sword, Ryuujintou Gram.
>Time Magic: 0/10 You have no magic skills involving time.
>Elemental Magic
>Fire Magic: 0/10 Your skill has been sealed by your missing sword, Wyvern Caliburn.
>Water magic: 5/10 You have a fair degree of skill in water magic thanks to your sword, Fenris! It's ability to control vapor and use ice projectiles is but a touch of its full power, but you cannot use it to its full extent because you are missing the Cunei Claymore, your power catalyst.
>Nature Magic: 0/10 Your skill has been sealed by your missing sword, Caladborg.
>Earth Magic: 0/10 You have no magic skills in magic involving the earth.
>Metal Magic: 3/10 You can use needle-like bullets in your danmaku attacks.
>Light Magic: 4/10 You know just enough to be able to make above-average light bullets for spell cards, as well as thin laser beams.
>Dark Magic: 0/10 You have no magic skills involving darkness.

Sana

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Re: Sana☆Jana Adventure
« Reply #554 on: September 21, 2010, 03:38:10 PM »
> :3 Produce a metal barrier around the party(?)

Hello Purvis

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Re: Sana☆Jana Adventure
« Reply #555 on: September 21, 2010, 09:34:10 PM »
>Janaside: Contemplate invoking the power of The Metal to mess up FakerRuro's sword. Preferably in a manner that involves making the handle sharp.

Jana

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Re: Sana☆Jana Adventure
« Reply #556 on: September 21, 2010, 10:53:59 PM »
> :3 Produce a metal barrier around the party(?)

> :3 You force four slabs of metal out of the ground, surrounding your group in a square. It won't work for very long since there's no top to it right now, but you hear petals plinking against what you already have.

>Janaside: Contemplate invoking the power of The Metal to mess up FakerRuro's sword. Preferably in a manner that involves making the handle sharp.

> :3 Since she will probably have magic of her own, you will need to be very close, if not touching the sword yourself, in order to enact this plan. Her own magic, as well as the likelihood of the sword being magical itself, means your own magic will not be as effect in such a direct application.

Hello Purvis

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Re: Sana☆Jana Adventure
« Reply #557 on: September 21, 2010, 11:51:06 PM »
>Janaside: Let's get smooth.
>Tranceside: Refuse to be outsworded! Guard Jana's back.

Sana

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Re: Sana☆Jana Adventure
« Reply #558 on: September 22, 2010, 01:00:47 AM »
> :) Make sure Rurougi doesn't pull off a SNEAKY SURPRISE ATTACK AT THE START OF THE ROUND

E-Nazrin

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Re: Sana☆Jana Adventure
« Reply #559 on: September 22, 2010, 01:39:42 AM »
>rurosord: the petal ruse was a...... DISTRACTION
There was something here once. Wonder what...

Re: Sana☆Jana Adventure
« Reply #560 on: September 22, 2010, 03:17:39 AM »
>rurosord: the petal ruse was a...... DISTACTION
fixed it for you

E-Nazrin

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Re: Sana☆Jana Adventure
« Reply #561 on: September 22, 2010, 03:19:43 AM »
Thanks, I am somewhat lacking in my sbhj details.
There was something here once. Wonder what...

Re: Sana☆Jana Adventure
« Reply #562 on: September 22, 2010, 08:58:18 PM »
Yeah, it'd just be totally bogus if a reference got completely ruined due to spelling something correctly

Jana

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Re: Sana☆Jana Adventure
« Reply #563 on: October 12, 2010, 08:37:08 PM »
>Janaside: Let's get smooth.
>Tranceside: Refuse to be outsworded! Guard Jana's back.

> :3 You take the chance to begin playing! The high density of the bullets protects you from the petals once your attack gets going, but the petals seem to also be protecting your opponent (who isn't moving much anymore, likely due to your spell's secondary effect). You think the two you might be at a bit of a stalemate, but your spell has a time limit. You don't know if the petals do.

> :V You take a position behind Jana to guard against any sneaky attacks, but nothing comes your way.

> :) Make sure Rurougi doesn't pull off a SNEAKY SURPRISE ATTACK AT THE START OF THE ROUND

> :) Safe from Jana's attack due to your positioning next to her, you try to keep track of the fake Ruro. It looks like she isn't moving much anymore, neither attacking nor defending.

>rurosord: the petal ruse was a...... DISTRACTION

> :) Actually, the fake Ruro is moving a little bit... Is she swaying?

Hello Purvis

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Re: Sana☆Jana Adventure
« Reply #564 on: October 12, 2010, 08:46:31 PM »
>Sanaside: Try to flank around her, until roughly at a 90 degree angle to her from where Jana is, then slow down time and throw them danmakus at her.
>Tranceside: Move between Jana and FakeRo as much as is practical; stay by her side at least, and keep up the defense.
>Janaside: Ponder if we know songs a mama leech would like and coming running toward.

Jana

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Re: Sana☆Jana Adventure
« Reply #565 on: October 12, 2010, 10:10:35 PM »
>Sanaside: Try to flank around her, until roughly at a 90 degree angle to her from where Jana is, then slow down time and throw them danmakus at her.
>Tranceside: Move between Jana and FakeRo as much as is practical; stay by her side at least, and keep up the defense.
>Janaside: Ponder if we know songs a mama leech would like and coming running toward.

> :) You move away from Jan and towards Ruro. It's a bit hard with all the bullets and petals in the air, though... This might take some more time than you had planned for!
> :V You try something similar to Sana, but on Jana's other side. Like Sana, you're finding it very difficult to make much headway.
> :3 You're not really sure, but you think that if the adult leech were to try and enter the very small opening to the chamber, it would either hurt a whole lot or collapse the whole thing.

Hello Purvis

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  • Hello Jerry
Re: Sana☆Jana Adventure
« Reply #566 on: October 12, 2010, 10:23:29 PM »
>Sanaside: Work toward getting into that position. And fire when there's an opening. Let time slowing help ease through the drama.
>Tranceside: Just stay close to Jana's side, be ready to slash up things that come close to hurting Jana or ourself.

Sana

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Re: Sana☆Jana Adventure
« Reply #567 on: October 13, 2010, 01:57:05 PM »
>Rurougi: Blockstring into unblockable knife throw!

Jana

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Re: Sana☆Jana Adventure
« Reply #568 on: October 15, 2010, 12:57:53 AM »
>Sanaside: Work toward getting into that position. And fire when there's an opening. Let time slowing help ease through the drama.
>Tranceside: Just stay close to Jana's side, be ready to slash up things that come close to hurting Jana or ourself.

> :) You try your best, and using your time magic does make things much easier! As you move into position, you take opportune potshots at Ruro. Most of them miss, but you can see her get hit a few times. You might be able to set her up for more damage if you watch everyone's attacks...
> :V You swing your sword a few times, cutting a few rouge petals, but you have to be careful for both yourself and to avoid hitting Jana's bullets. It doesn't feel too effective...
> :3 Your attack is about 1/5 expired.

>Rurougi: Blockstring into unblockable knife throw!

>Why would you want this? :(

E-Nazrin

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Re: Sana☆Jana Adventure
« Reply #569 on: October 15, 2010, 01:01:48 AM »
>Hotsprings: HEADSHOT
>Tree: Fall over.
There was something here once. Wonder what...