Okay, so the board is diagnostic only." You muttered. "I'll have to change this manually. Hand me some chopsticks."
I should probably have been concerned that at some point Jocelyn had managed to ditch her hand and arm manacles, but the neck one held firm by dint of the fact I had rebuilt the lock.
"Chopsticks." She said, handing them over. Spitting on the ends, you reached in, feeling the heat of the sword as the curses resisted their undoing. The last curse had been undone, thankfully, but the madness was still in there going strong
It needs to be sharp…"
Our thoughts hit the same point at the same time. "Glass!"
Rumaging through your drawers for a whiskey bottle, you chucked it in Oven 2 for a minute while you found a string and some vinegar. Once it was warm and in a pan, you put on some thermal gloves with the correct missing fingers and snapped the neck off cleanly, before subdividing the bottle in four. A few minutes of flintknapping later, and you had a workable knife tha
The middle paragraph of these quotes has a tense change away from the usual quest second person.
Also
@7734 some things I noticed in the spreadsheet:
-Spooky Sword not included in shop inventory
-Wand skill listed at 1, yet people are apparently able to vote for T2 wands. I take it the skill spreadsheet is outdated.
Outside of error-catching, It's worth noting our magical girl equipment stock.
There are four girls whose supply statuses know. Of them, two are missing wands (Calypso and Sofia), three are missing trinkets (Eowyn, Trompdoy, and Sofia), and two are missing costumes (Eowyn and Calypso).
By next turn, however, both Eowyn and Sofia will be SoL for equipment, having none of any of the equipment types. Eowyn will lose her wand, and Sofia will lose her costume.
All but Trompdoy are missing two pieces of equipment, and the least available type is trinkets. I'd argue that as far as kit is concerned, our priorities should be on trinkets this turn. Since we're facing something of an equipment shortage, we should focus on what's most able to fill in for other equipment, and that's probably trinkets. They are, after all, basically fancy tools, and it's a lot easier to use a wrench as a bludgeon than it is to use a club to tighten bolts. The least critical item to me is costumes, since there's a demonstrated external source of those, in costume seeds. It's a shit solution, but for lack of good choices we must take the least bad one.
[X] Trinket
-[X] Level 3
As for Jocelyn, I feel we should probably at least have a go at reform. Throwing her out would only result in alchemists knowing more about us, and we can't afford that. We could just kill her, which isn't unviable, but is a dick move and a half.
[X] Keep her in a cleared-out room: she's not inherently a bad person, and the artifact shrapnel in her could lead to some interesting research