Janaside
>"Oh, it is very much smashing time."
>Look for good places to start smashing machinery. And consider a good song for it.
Tranceside
>Consider the beastmen. They're going to be an issue.
Sanaside
>Give the leech a disconcerted ogle.
> :3 Hell yes it is.
>You could start with either the differently colored tubes or the machinery itself! Aside from a yellow set of tubes that run to the damaged oil container, there are green, red, and blue tubes. Their contents remain unknown, but smashing them would probably help you figure that out, yes? And pretty much any song that gives you a boost in strength would be suitable for smashin' machines. It just depends on how much power you're willing to use on a stationary target.
>Presumably, you want to see your available songs as well, so here they are!
>
Easy Strumming "Passionate Rhythm" Your signature attack. Fires a simple pattern of bullets at the target, crossing each other on their path. When played, you will become both faster and stronger, able to deal and take more damage in melee combat, as well as hit the enemy more often.
>
Swinging "Jumping Bullets" Erratic, fast bullets are launched right at the target. However, at certain points in the song, these bullets will "jump," or completely shift direction, confusing the target. When played, your ability to cast your next magic spell or next sheet music is amplified.
>
Mockery "Silly Town" A style of music believed to be deceased. The song forms slow bullets at various locations on the sides of yourself and your target, and the bullets appear to be flying around the target. However, when the target moves, the bullets move as well to keep the target from moving much at all. Bullets are then fired from your instrument directly at the target, trapped by their own movements. When played, greatly increases your speed in combat.
>
Berserker "Forever Brawling" A song with few changes in instrumental playing, meant to be sung (or rather, spoken) to a rhythm. While this rhythm is slow, the bullets fired from this sheet music are very large, easy crowding the space between the target and yourself. When played, your physical strength and endurance greatly increase.
>
Enchantress "Let's Get Smooth" Bullets slowly form from your body and make their way to the opponent, bobbing and weaving on their way. While these bullets are slow and do low damage, their density is quite high, leading to claustrophobic dodging. The sounds you play or sing will have an additional disorienting affect on the target, causing their vision to blur.
> :V They will be a problem for sure. Now that your group has spent a little bit of time in the chamber, one of them has noticed you and pointed you out to its four companions. They won't be able to attack you for a while with the leeches occupying them, though... But the young leeches are falling back.
>

You aren't sure you know, but it smiles back at you.
>Agress
>In fact: Inventory and skills. Been awhile.
>Seconding inventory and skills for everyone.
>The question now becomes how! Have a look at the methods available to you!
> :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)
>Check for $150, signed by N-Forza. (On desk)
>Check for $525, signed by Solais. (On desk)
>You have $1250 in credit.
>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: 4/10 You can now summon small needles and use needle bullets in your nonspell attacks. You can also conjure a dagger-length amount of sharpened metal.
>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 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)
>You have $5030 in credit.
>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: 2/10 You can force your perception of time to speed up, allowing your personal sense of time to alter! When concentrating on this, you will move as if time has slowed by a small degree, increasing your reaction time!
>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 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)
>You have $0 in credit.
>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: 2/10 Your combative upbrining has kept you from learning how to heal more than small cuts.
>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.
>
Ascend to godhood
>:3 The plan is in motion!