Meguca Micro Empire Quest (PMMM)

What should I do regarding a change in system?

  • Notgreat's proposed simplification of hunting, leave rest intact.

    Votes: 5 55.6%
  • Chapter system vastly simplifying everything.

    Votes: 4 44.4%

  • Total voters
    9
  • Poll closed .
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Today was a monumental day. The start of something that would change lives by the dozen - for...
Character List and Basic Options
A non-binding incomplete list of current meguca:


  • Mami: You. Functionally immune to normal grief spiral chance because you have thrown everything into this group. Only severe damage to the group can prompt a grief spiral roll. After so much time talking people into joining your group, you are quite persuasive. +20% to persuasion checks.

    Capable of resisting negativity and positivity emotional auras.
  • Serena: A legendary rank magical girl, even if without full immoral exploitation of her powers not quite as strong as she could be. She wished to Always be a Beacon of Hope. She got her wish, and regrets it completely.
    Her power emotionally impacts humans and magical girls within a radius of 1 kilometer from her position at all times. The emotional effect is quite uplifting, pretty much anything can be viewed in a positive light and everything seems great. It's quite addictive however and viewing the world through it makes the world outside of it quite a bit bleaker.

    In humans the withdraw is similar to long term clinical depression, often resulting in other addictive outlets to try to recapture some of that feeling like narcotics or alcohol. In magical girls, so vulnerable to despair as they are, leaving the effect once fully addicted is fatal as they immediately begin grief spiraling when confronted with the colder world.

    The average human can experience 8 hours without lingering effects being too significant. Magical girls lead a harsher life and are thus generally less resistant in addition to the effects being more directly dangerous. Serena doesn't like to allow magical girls more than 2 hours exposure.

    She hasn't experimented with this much though because she finds the effects a horrifying perversion of her wish. She limited exposure in the past to once every 3 months with broad looping paths, which seemed to give those in the area time to recover without ill effects, but she hasn't closely studied the limits, nor does she really want to.

    When she transforms the aura's area and addictiveness remain the same, but it's intensity increases dramatically. It vastly reduces cost of magic use, but also severely compromises judgement. Hope becomes incredible overconfidence. You literally believe you can do anything you set your mind to.

    She normally uses this state only when necessary as people "drunk on hope" can be dangerous to themselves. This was her primary PVP tactic which let her humiliatingly defeat opponents by simply telling them they couldn't possibly do something and them proceeding to try to prove her wrong. Likening the effects to a stereotypical drunk redneck is fairly accurate.

    Her companions are much less affected by this effect due to the tolerance that has come with their permanent addiction.

    Her Companions that perform somewhere between elite and vet normally, but a little above elite when Serena is in her transformed state.
    • Amélie Poulain - Granddaughter in a family of French expats that were retiring in Mexico. Has a... unique outlook on life. Somewhat short, with a lithe build. (Totally stealing her from the movie, Amélie.) Omake
    • Betty Rae Allen - Came from Texas on vacation. Grew up with three brothers. Knows how to wrassle. Barrier Specialist Omake
    • Lita Valenzuela Pérez - Classic Latin beauty, tall, with dark eyes and a dancer's build. Healer Mini Omake
    • Nina Mamani - Native American ancestry, with lineage from tribes in the Andes. Her family had migrated north. Takes her heritage seriously.


    • Kyouko: Yes that Kyouko. Has upgraded Rossa Phantasma to allow her a completely solid and independent clone, similarly to how Mami developed ribbons into muskets. Has joined your organization after quite a bit of hesitance. Originally split over wanting to be safer instead of helping people. Old Friends, What Friends Are For - Sakura Kyouko
    • Taya (A clairvoyant that you recruited when she was a depressed veteran getting by on her own, she's grown significantly under your guidance, but she still holds significant self doubt.)Shrine and Maiden, Taya's Story, Burdens
    • Seto: Elite Teleporter that was running her own group, feels she failed to protect them Leadership, Rules

    • Keiko -- Totally not the same one that died, you had two (that's my story and I'm sticking to it). Secretly sacrificing kittens to maintain your good luck. (Originally a joke, not so sure given your outrageous luck) One of your original vets. Loves to do Science! Kittens, Operation Anunnaki
    • Taura Nakao (Your only wish-magic Telepath, and one of the original vets that helped you start your group. She's considered a little creepy due to her always on mind reading, even though it's only surface thoughts. Though not thought as creepy as Keiko can be, but unlike Keiko who shows no signs of caring about that, Taura is bothered by it. She has a strict sense of morality. Lately she's been serving as your assistant fairly regularly managing the huge paperwork your group generates.) A Tangled Web We Weave, Tsundere Taura, Remixed, Tsundere Taura Part 2
    • Akeno Yamauchi (Fastest! Has not actually crashed, Inertia Manipulation Magic) Speed, Morning Jog
    • Kaoru Gima (Her wish allows her to share emotions through her music, and she's on the cusp of graduating to the ranks of the elite, but her failures have shaken her.) Sharing The Same Tears, Burdens, Resonance Frequency, Emotional Resonance, Morning Jog
    • Aiko (Barrier user, tries to play counselor at times)
    • Hainako Konda: Incredibly clumsy even for a human, let alone a magical girl. Her ability to translate any language to any other language is quite useful though, and she makes more money for your group than any other girl using it. She's notable for the fact that she enjoys her wish quite completely. Whereas most are lucky if they don't regret their wish, she still loves hers. May be running fan translation sites on the side.
    • Akane: A magically good cook that lies at the heart of your budding restaurant. She was a green under Ayako and Mariko in Iwata before being pressed into the group alongside them, she is perfectly fine with the results though.

    • Haruka (Courier, thinks Hainako cursed, Healer)Haruka's story
    • Shinobu (Teleporter, Akido themed) Proving your Mettle
    • Sayaka (Healer) Rooftop Rumble - Sayaka Miki
    • Sora (Stealth, recruited T6 by Kyuubey) Sora's background
    • Nagisa (Animal speaker) So You Wanna Be a Hero?
    • Minako (Green recruited T15 after finding out about meguca through catching Shioko) So You Wanna Be a Hero?
    • Mariko and Ayako (Vets from Iwata pressed into the group after Kaori's kidnapping, Stealth and Clairvoyant respectively. Have mostly come to accept that they are better off in the group than they were alone, are still touchy about the pressganging though.) Rumors and Repercussions (Part 1: Mariko and Ayako)
    • Sakamae Ohta (original vet)
    • Shioko Okino (Was caught transforming by Minako and Ayase leading to their introduction to SIMP), Helped escort the Coalition girls Coaltion Training
    • Kit Toyoda (Maid cafe waitress, clairvoyant)
    • Yuma (Youngest of group at 10, Healer)
    • Kaori (age 12, father killed by demon, currently relocated to Iwata)
    • Yui (Barrier user)
    • Katsuko Uehara (Runs herd on Keiko usually)
    • Aisa and Kina Ogawa (In another time one was rich and one was a servant's daughter. Wished to be sisters and it is so now. Moderately rich family, helped arrange your business loan through their father.)
    • Maki - Trained under the master of the Guiana Highlands (aka: Kit Toyoda, though Kit would tell you said master was Kyouko). A day in the restaurant
    • Hisa Takei - Head of analysis and logistics Coalition Visitors, Yakuman
    • Yuka - Official and unofficial gossipmonger. Some Invitations
    • Miwa - Helped hunt Kyouko's territory as a green. Helped escort the Coalition girls. Coaltion Training
    • Tokyo Nomads: Escaped from the death zone in Tokyo and barely scraped by until they fell into your clutches.
    • Mura - Vet from a nearby rural area. Some Invitations
    • Tama, Kanon, Yukari - Friends from a nearby suburban area. Kanon is distrustful of others, Yukari has an idol obsession, and Tama loves cats, and often affects a cat-like personality as she tries to keep the others in line. Some Invitations, Who I Want To Be
    • Silent Metropolis Group profile, Omake 1, Omake 2
      • Reki
      • Nadeshiko
      • Amu
      • Ririka
      • Ichigo/Moka

  • Nagoya Magocracy
    Hino- General leader of Nagoya Magocracy. You suspect she's a powerful telepath and have avoided meeting her in person. It's unclear how absolute her power is, and she does maintain a council. She seems to genuinely want to clear out Tokyo.
    Uno- Military commander of the NM. A lead from the front type, some sort of spatial manipulation magic. Enforces a greater degree of military discipline amongst the Elite groups you've seen, but is entirely willing to take the greatest risks on herself.
    Yoko- Elite Clairvoyant with a summoned anti-material sniper rifle. One of the NM's elite combat units. Took some shots at Kyouko once upon a time, but Kyouko seems to have shrugged that off on meeting her. She wears far too little clothes though.
    Sumida Taki- A veteran, but on the NM's ruling council regardless, she runs their business operations and is usually who you get to talk to in making trade deals.

    Magick Company
    Masaki Sachiko- CEO of the Magick Company. You don't know much about her, but rumor has it that you should be as careful making deals with her as you would be with Kyuubey. Though it also says she is the richest magical girl in Japan. Her unique magic is the ability to create magically binding contracts. The party involved must agree of their own free will but is then bound to the spirit of the contract as they perceived it.

    Heaven's Chosen
    Yashiro Hiko- She runs the Heaven's Chosen organization in Kyoto. She is the oldest magical girl in Japan it's said, and she's extraordinarily powerful as well. She's known to be protective of those under her banner, but seemingly quite callous to anyone else considering she thinks it advantageous if Tokyo is destroyed. Having met her you get all sorts of mixed signals from her and you've no doubt that's intentional. She can certainly play the sweet little girl and she looks quite young, 10 to 12 in appearance; yet she definitely let you see she's far more than what she appears. She was originally an artisan, and her skill in magical craftsmanship is undeniable.




Please note this list is not all inclusive and only has limited mechanical impact.

Wish Magic Distribution (Updated for T35):
Healer: Many
Barrier: Many
Teleporter: Seto +4 vets +4 green
Clairvoyant:Taya +5 vets +3 green
Stealth/Illusion: Kyouko +5 vets +4 green
Telepath: 1 (Taura)
Translator: 2
Cooking: 2
Ability to speak to animals: 1

Completed Research (Work in progress) Meguca Micro Empire Quest (PMMM) | Page 266
    • Demons are far more fluid than they expected. Conceptually they had heard that demons were the result of negative human emotions, but in a magical girl's usual fights with them they tended to be quite physically solid. Observation for longer periods than the space of a usual fight though let them see that demons forms are quite mutable. The demons spring into existence seemingly from nothing and often fall into infighting against each other in the absence of magical girls to unite against. The demons seem to change form slowly all the time, but the majority of them seen now are rather well adapted to facing the normal strategies of Mami's group despite the fact that the girls have been sweeping areas completely of demons rather than leaving some alive.

      The veterans also observe that during the time taken at the start of the month for training the demons general form seemed to adjust to combat each other more effectively to some degree rather than magical girls, although this effect was minor enough that it took extensive notes and observation to detect.

      In essence Demons seem to undergo something similar to Lamarckian evolution, with changes not being prevented by wiping out entire groups and not leaving survivors. Your group has speculated that Lamarck may have been aware of Demons, but of course you have no way of knowing.

    • It is the observation of the Incubators that demons appear in places where there are concentrations of humans based on the negativity thereof. In general it takes the negativity of a vast number of humans to fuel enough demons to provide for a magical girl safely. The quality of life for the humans in question tends to make surprisingly little difference in the number of demons produced, but Incubators lack sufficient understanding of magic and emotion to explain why. They have some theories though. He then diverts without expanding on that statement

      Typically it takes at least around 20,000 to 25,000 humans to support a magical girl sustainably, he estimates that Mami's territory is only sufficient to provide 20 grief cubes a month safely. It is this which drives magical girls to be territorial. A sufficiently large demon population remains adapted to infighting, while too heavy a magical girl intervention drives adaptation to fighting them instead.

      These adaptations occur far more rapidly than normal evolution can justify and in spite of efforts that would prevent normal evolution such as eliminating entire populations via orbital bombardment to eliminate not just the existent demon population but the human population from which it was derived. When a new human population was relocated into the area the demons that appeared displayed their previous adaptations along with some new ones designed towards dealing with the weaponry used before, if not sufficiently to be effective. The Incubators have largely given up on determining the cause.
    • Inspired by the nature of demons adaptation you have developed a regime of hunting in which you selectively use specific methods to kill demons in order to reduce the rate at which their total resistance increases.

      While basic implementation reduced demon adaptation rate by 34% at the cost of some small additional danger which was considerable and useful. You've since performed further research to isolate more precisely when to change tactics, how, and in what order to reduce it by a total of 40%.

      You've also developed an even more restrictive version that would allow you to reduce their adaptation by a whopping 50%, but at the cost of considerably more danger.

      RT: .6 multiplier on demon strength gains, +5% hunting casualty rate
      IRT: .5 multiplier on demon strength gains +10% hunting casualty rate
    • There exist demons significantly more powerful than the general ones. Demons for which magical girls can be the hunted instead of the hunter. Most demons that a magical girl encounters day to day would be classified by the Incubators between Class 1 and 2, and are easily dealt with as part of their hunting.

      When an area is sufficiently overhunted however, there is a risk of higher Class demons emerging.

      Class 3 Demons
      • Incubators would say that recommended force at this level is minimum 3 Grade 3 (Elite) Contracted. Of course that's with a 40% survival rate.
      • At this level their depressive effect on emotions partially penetrates the immunity granted by the inherent defenses of a magical girl. Green magical girls are rendered almost completely combat ineffective, while Veterans lose around 30% of their combat effectiveness and require .2 GCU per minute simply to stave off death by grief buildup. Elites with their greater power and experience are much more resistant and can withstand the depressive aura with only minor negative impact on their combat effectiveness (-5%)
      • The second trait that is usually noticed is at this level you can expect powers parallel to magical girls themselves.
        • There is a chance when a demon of this class or above defeats a magical girl that it can absorb their powers and utilize them for its own at a similar strength to what the magical girl originally possessed.
        • Similarly while magical girls can sense demons at a distance, these demons can sense magical girls at a distance.
      • High Class demons largely view magical girls as a very energy dense food source which can potentially fight back, though a sufficient number of humans can still sustain them. They will act to pursue magical girls that they feel they can feed on, while fleeing if facing overwhelming power.
      • They can coordinate in a collective manner similar to pack hunting animals.
      • Their miasma is generally slow moving enough that a magical girl can simply run away, unless the demon is capable of teleporting.
      • When they have consumed enough power can undergo a meiosis type process to produce two weaker Class 3 demons, or may simply retain that power and grow into a stronger Class of Demon.

      Class 4 Demons
      • Incubators recommend no less than 15 Grade 3 (Elite) Contracted for an engagement, with incentivizing Grade 4 (Legendary) Contracted as a significant option.
      • Possess all the traits and abilities of Class 3 demons, only magnified further.
      • While for most lower level demons the interior space of the miasma is the same as the corresponding space outside the miasma, at this level and above significant differences can be expected, with the interior space typically significantly larger than the exterior.


    • 10 to 40 Humans are noticeably more positive and hopeful, though this can be a negative impact as it can go too far, chance for Youma to spawn starts low and scales up as it increases.
      0 to 10 Humans are a little more positive as it goes up, but not that big a a deal
      -10 to 0 Humans are a little more negative, but mostly okay and the average person involved probably won't notice from within
      -30 to -10 Humans are noticeably more negative, harder for them to actually do things that rely on having a positive outlook, suicide rates uptick gradually
      <-30 Negativity reaches critical levels. Expect large numbers of suicides that scale up as you go lower. Things like businesses trying to think about the future will have their views seriously skewed, it becomes almost impossible for a manager in the area to believe it will ever get better, this results in changes to their economic planning. Though when you deal with more distributed corporations, effects can be weird.
      Below -40 it becomes very noticeable to outside human observers that something is wrong, that it's not natural, a lot of deaths where the person just kind of stopped like Miranda in Firefly.


      Kyouko kept her territory around -10, because below that the effects on humans were kind of a drag on her by association. Not because the effects on humans were directly affecting her, but because all the humans being depressed has a sort of peer effect. Magical girls don't directly suffer from negative demon strength. But their senses can roughly detect it and it can be likened somewhat to a bad smell: very noticeable on entering, less so if you're living there.
    • Enchantment represents passive effects, largely on normal physical properties.

      At some point many magical girls notice that objects they pick up to use as improvised weapons tend to hold up far better than they should. A couple of the veterans with an extra allotment of grief cubes run a series of tests on this process. These tests reveal that objects wielded by a transformed magical girl rapidly increase in strength over a few seconds to approximately double their natural strength though it varied somewhat dependent on the object and the magical strength of the girl applying the effect. They seem to lose that strength just as rapidly when let go though. Many trees, chairs, knives, soda cans, and cinderblocks died for this knowledge.

      In addition to strength materials gain some increase to a "defining" secondary property. Glass becomes twice as clear, which makes it essentially invisible to the naked eye. Copper has its already high heat and electrical conductivity boosted significantly. Steel it seems didn't have much of a secondary effect but its strength seems a bit higher than you'd expect from the normal enchantment, they simply hadn't noticed before due to their improper equipment and technique. Aluminum lost fully half its already low weight. Wood tended to become more pliable, able to bend much more before breaking but without losing strength, but there was significant variability depending on the type of wood in question. Plastic had a wide range of effects: sometimes becoming more flexible like wood did, other times a bit more lightweight, still others clearer like glass. It seemed to be based on the variability of types of plastic itself though, with the same specific sample producing the same result.
    • The first development in this field was a technique for holding onto an enchantment cast by another, it works by sort of wrapping it up with a field of your own magic outside it so it can't leak away. This at least lets Mami charge up another girl's shield and the other girl can maintain the superior strength as long as she holds it. Mami found it rather interesting as she started seeing the girls' shields before they went out how they've all decorated them in various colors and patterns.

      Research since then has indicated that insulating an enchantment can be done in a similar way to insulating an object against heat loss to similar effect, significantly increasing the time it takes for the enchantment to discharge proportional to the degree of insulation utilized. Notably magic is behaving similar to heat, but is not at all the same, active refrigeration or heating has no noticeable effect. You currently make use of thermoses and cyrogenic laboratory coolers to best utilize this effect. Extending the duration enchantments without maintenance can last in storage to just over a day.
    • The results of your experimentation on technology are a bit unclear. You weren't able to derive anything of actual immediate use though. While use of magic in the area has no effect on technology that you were able to detect, enchanting the objects directly usually caused them to fail or introduced wild inaccuracies between the object's design and the results, and in cases where it didn't cause problems didn't seem to help either.

      Keiko believes that this is a result of the materials making up the objects being altered individually. Modern technology is made up of a huge number of smaller components working in carefully constructed harmony based off their properties. When you enhance the properties of those individual components without concern for the overall design, there's not really much benefit, and it even causes problems. For instance most electronics fail if the semiconductor properties are altered even slightly without a complete redesign based on the new properties.

      She's not really sure that there's anything your group can do about this right now. Something like assembling a computer out of parts would be easy enough, but redesigning and building the parts based off changed properties of the materials would be very difficult; she's not even sure where to begin on something like that.
    • This technique for storing spells for later use was purchased from the Nagoya Magocracy. While they referred to them as spell anchors, your group has largely taken to referring to them as charms.

      The technique involves a form of mental gymnastics where you essentially form a spell within an object and crystallize it in that state, binding it in place with a further layer of magic. When the outer layer degrades the inner spell is unleashed. It is scribbled in several places that you should include orientation in your imagining of the spell relative to the object and that this orientation should be clearly indicated on the object.

      Any girl can maintain the outer shell of magic holding the spell in place, but they can't recharge a discharged ability they couldn't cast on their own. It notes that typical usage involves charging them at home base before passing them to whoever is going out and needing them so that the one carrying it can maintain the shielding.

      Their most common usage would be an emergency shield, teleport, or healing items useful to non-specialists. Effects generally do not last long enough for it to be a useful device for stealth or illusions, a distraction at best.

      Teleport items are useful but the destination can only be set in advance by the original caster. While it is possible to set such destinations as a certain distance in a certain direction rather than to a specific location, there's significant danger involved as there is no automatic safety like an actual teleporter making a similar maneuver and it can easily result in you being stuck in a wall or worse buried alive if the orientation is wrong. They recommend a destination set substantially off the floor inside your base above a padded teleport pad: so that the actual destination is filled as short a time as possible. Range is still a factor though, and the usual result of an out of range attempt is just a fizzle.

      Clairvoyant and telepathy items are possible, but the information dump is painful at best and getting anything coherent out of it is difficult. They suspect that there is some degree of mental remodeling or improvement involved in being a specialist in those fields to allow the user to handle the additional information.

      It's clear that there is no processing ability inherent to this mechanism. The spell executes exactly as it was originally designed to, without any conditionals.
    • You came up with the idea for two girls pooling their magic to create a greater effect after observing other girls from area 1 (now part of the Coalition) performing such a feat.

      Interfacing the magic of two separate girls, even those with similar abilities is not so simple as you'd like. There's a lot of destructive interference from two people trying to apply the same effect.

      Simply pushing magic together wasn't enough, the magic from each source was always in conflict. In an analogy to sound you're playing the same tone, but if there's a difference in phase the elements interfere with each other.

      Based off the time you observed it in use you were able to determine that the "dance" they performed was in fact a part of using their magic together. There's not usually any ritual needed for the magic of a girl's wish, but use of a ritualistic pattern helps to synchronize the participants magic to minimize destructive interference.

      It's not as good as you'd been dreaming of, being significantly slower than normal magic use, but it has its purposes.
    • Even untransformed magical girls are at a peak of human capability, able to perform more like an action movie character than a normal human. Transformed their abilities are magnified further, they are stronger, faster, and more durable than any human. They also are significantly less vulnerable to the emotional effects used by demons than humans are.

      They are however vulnerable to emotions in a way no normal human is, as negative emotions, even temporary ones which a human could shrug off after a while can prove lethal. This compounds on top of the fact that they are selected in the first place partly for being emotional.

      Dying magical girls vanish without explanation. Though this is often referred to as taken by the Law of Cycles.
    • An image of the body is made on Contracting. Magic acts to gradually restore that state in cases where deviation occurs. A minor regeneration effect presents in all puella magi when there is deviation from their state on originally contracting, this is accurate to the genetic level and negates the effects of aging. It is slow enough that it is not normally enough for combat inflicted wounds during an engagement, and death is still quite possible to significant enough damage, but slower causes of death such as most poisons are rendered null. Slow acting poisons or low levels of radiation exposure are mostly ignorable as the image preserved in the Soul Gem is immune to damage from such and can restore even genetic damage. Lack of neural reconfiguration from this would normally be a concern in that it would prevent formation of new memories, but neural processes are exported to the Soul Gem to avoid this.

      The image does not necessarily perfectly match what the individual looked like on Contracting, it is possible to be somewhat different if the individual at the time of Contract had a mental image of themselves which did not match with their physical appearance.

      There have been experiments done in removing or modifying this image. In the few successful cases they have produced modifications to form that are believed to represent whatever the particular puella magi is thinking moment to moment or possibly some deeper component of their minds. These cases mostly are non-viable and vanish in the same matter as dying puella magi normally do.

      As ever, some exceptions exist in cases in which the Wish overrides the general template, such as Wishes for shapeshifting.
    • Magical Girls all have some similar abilities, but they can also have abilities as a result of the specifics of their Wish. While wishes can result in entirely unique powers, many fall into some general categories which follow similar principles though may have the occasional specific wrinkle.
      • Healer: Those who wish to heal some sort of physical problem are quite common, and this results in the ability to heal themselves and others. Even whole lost limbs can be recreated, and most diseases can be easily cured.
      • Barrier: Those who wish to protect gain the power to create barriers. These are capable of blocking both mundane and many magical attacks, but there are limits to their strength.
      • Teleporter: Usually a power given to those that wish to travel or to escape. They can teleport themselves along with others instantly across a distance. Internal safety mechanisms ensure that the destination is not occupying any solid matter and pushes fluid matter aside. This allows teleport to be done blind to some degree. Range is limited based on the degree of power of the user (20km vet, 35km elite or tandem vet). Users generally develop a reflex of teleporting out of the way of attacks, similar to a flinch response, very difficult to suppress.
      • Clairvoyant: Wishes to see something or have clarity often result in this type of power. Allows the user to remote view from a distance. This essentially gives them a 360 degree supernatural vision and other senses radiating from a point of space that they can move. This can be viewed simultaneously with their normal perspective as the process includes some added mental enhancements. Power to the effect is somewhat divided between intensity of sight and range of the remote viewing. Allowing them to more easily penetrate illusions closer than further.
      • Stealth/Illusion: Usually a result of wishes to deceive or conceal. Allows one to veil themselves from view or project illusions.
      • Telepaths: You have limited experience with this type as the only one you possess is Taura a veteran. Her experience is that she can only read whatever a person is currently thinking, and she has trouble not "hearing" what everyone in her immediate area is thinking.
      • Magic Cooking: This ability has two primary components. First the magical girl gains knowledge equivalent to a highly skilled professional chef. Secondly food that she prepares is magically imbued such that it is both better tasting and healthier than the same food prepared the same way by someone else would be.




Basic Options Listing, you can always suggest new ideas and I will give costs:
[] Dispersed Hunting: Magical Girl will individually hunt demons throughout your territory and gather the grief cubes for the central supply. This can be dangerous.
Cost: Variable, specify number of Meguca dedicated; Reward: 2 grief cubes per Meguca assigned. 20% base casualty (significant injury or death) chance.
-[] Rural: Base modified to 1.5, dispatch bonus does not apply.

[] Hunting Pairs: Magical Girls will hunt in pairs reducing the danger, but because they are not covering as much area their efficiency is reduced. Death is less likely.
Cost: Variable, specify number of Meguca dedicated; Reward 1.6 Grief Cubes per Meguca assigned; 16% base casualty chance
-[] Rural: Base modified to 1.2, dispatch bonus does not apply.

[] Pack Hunting: Magical Girls will hunt in groups vastly reducing the danger, but because they are not covering as much area their efficiency is reduced. Death is significantly less likely.
Cost: Variable, specify number of Meguca dedicated; Reward 1.25 Grief Cubes per Meguca assigned; 10% base casualty chance
-[] Rural: Base modified to .9, dispatch bonus does not apply.
[] Optional addon, Rotating Tactics: You could have your meguca rotate their ability use in order to reduce the level of adaptation the demons develop. While it would result in an immediate increase in casualty rate due to loss of effectiveness compared to the current approach, it would reduce the ability of the demons to adapt.
Cost: +5% casualty rate; Reward: Reduces increase in demon strength from overhunting by 40%

[] Improved Rotating Tactics: By further narrowing of techniques and tightening up rotation schedules you can further reduce demon adaptation at the cost of even more difficulty for your hunters. 0.50 multiplier to demon strength increase from overhunting, +10% casualty risk

[] Evac Team: A telepath will stay in rotating contact with all girls hunting, with them waiting to engage until a telepath line is freed up if necessary. The hunters will also call in their positions before engaging so that coordinates are available. If they are injured the telepath will relay the endangered girl's view of the scene to a teleporter that waits with her at readiness to pull the injured girl out of the situation.
Cost: 2 Veterans (Telepath and Teleporter); Reward: Lethality modifier on solo hunting reduced from 50% to 30%.

[]Teleportation Relocation: You could reduce transit times between each set of demons significantly by assigning someone to teleport your hunters between locations. It would be a large use of magic though.
Cost: 1 Vet (Teleporter) per 50 Cube territory, .25 cubes per hunter supported; Reward: Increase to hunting rate of: 15% solo, 25% pair, 35% pack
[] Gather money, illegally: Magical Girls assigned to this role will commit crime to gather mundane currency which can be used to improve living conditions, using powers to commit simple burglaries or cheat in games of chance. Your Magical Girls have joined in search of a better life they are unlikely to much enjoy this and wish to avoid harsher crimes. You also lack connections with the criminal underworld, so the take is not all that good. There might also be complications with other criminals or the law.
Cost: Variable, specify number of Meguca dedicated; Reward: ~$3,000 per month per Meguca assigned, but it is highly variable

[] Gather money, legally: There are not a great number of jobs that will take young girls as workers: working as a bike courier, waitress, or maid are likely options. This project benefits from regularity, and discontinuous execution may have negative side effects. Chance of success 25% per Meguca, following up on a previous month's success brings the chance to 100%.
Cost: Variable, specify number of Meguca dedicated; Reward: $1,000 per month per Meguca assigned.

[] Start your own business, restaurant: Starting a restaurant is a fairly complex proposition. You can get a family rate loan to get the startup capital but it will still be tough going breaking into the market, most restaurants do fail afterall. You at least have the advantage that you count labor costs as a profit to your group though. Smoothing out the paperwork will also be a bit more costly with Kyuubey. You'll have to deal with a tougher market and one you don't have experience in, but the potential market size is much larger if you manage to do well.
Cost: $500k debt, 4 grief cubes, 2 Veteran +4 Meguca; Reward: Income scaling up over initial 3 month startup period to 10k a month after loan payment; potential to increase size of operation. Chance of Success: 60%

[] Start your own business, healing: Now might be a great chance to start this business, with a lot of people interested in extra ways to protect themselves. Specify your pricing (this will affect how many people take our offer).
Cost: Minimum 1 veteran meguca, .5-1 grief cubes per customer, attention; Reward: ??? Highly variable. Likely to increase over time.
[] Improve Housing: Another Apartment: You could get some more apartments and reduce the crowding or provide closer locations for hunting in distant areas.
Cost: $125 monthly upkeep per person; $250 per capacity and 1 Veteran Meguca per 20 capacity the first month; Reward More housing capacity


[] Improve Housing: House: You could always get another house, perhaps in Kasamino this time. Will still be quite a few people per bedroom, but gives more of a feeling of home.
Cost: $10,000 and 3 Veteran Meguca; Reward House (for up to 25 Meguca extra capacity), ongoing cost 4000$ per month or you get kicked out. Payable at the beginning of the month.
Cost: $160 monthly upkeep per person; $320 per capacity and 1 Veteran Meguca per 20 capacity the first month; Reward higher quality housing capacity

[] Increased Stipend: Giving the girls more money will further improve their morale a little bit.
Cost: $200 per Meguca; Reward: Improved Morale. Chance of success: 100%

[] Armor up, Leather Jacket and Pants: The American biker look isn't really that fashionable, but leather has been used for millennia as armor and is at least a little bit better than your normal clothes, though not much.
Cost: $250 per girl, Reward: 2% casualty reduction (does not stack with kevlar clothes)

[] Armor up, Kevlar Clothes: Surprisingly you found online dealers that will sell you normal looking clothes made out of kevlar. Not really bullet proof on their own, but quite a bit better than normal.
Cost: $1000 per girl, Reward: 4% casualty reduction (does not stack with Leather)

[] Armor up, Kevlar Vest: The basic bullet proof vest. Constricting and doesn't really cover much, but stops bullets for normal people, let alone magical girls.
Cost: $600 per girl, Reward: 2% casualty reduction (stacks with others)

[] Purchase Bicycles: While getting bicycles for everyone is quite expensive given you have so many people and so little income; it would make your girls somewhat more mobile. You could of course have them share bicycles as well, since it's likely that you won't need them all at the same time much.
Cost: $150 per bicycle, specify amount (29/42); Reward: More mobility
[] Enchanting, Secondary Properties: Further investigate just what determines what property gets boosted. Katsuko begs you not to let Keiko try hypnotism.
Cost:3 months of: 2 Veteran Meguca, 3 Grief Cube, $1000; Reward: Information on deeper effects of enchanting. Chance of success: 60%

[] Research, Improving Strength: Magical girls are naturally stronger than a human, capable of physical feats that scoff at human limitations. But there are still limits. Maybe there are ways you could strengthen your own bodies further with magic?
Cost: 3 Veteran 1 Green, 3 grief cubes, $300; Reward: Improved Strength; Chance of Success: 5% +5% per month researched

[] Research, Improving Speed: Magical girls are naturally faster than a human, capable of physical feats that scoff at human limitations. But there's always value in being that little bit faster, to get out of the way of attacks or close or open the distance.
Cost: 3 Veteran 1 Green 3 grief cubes; Reward: Improved Speed; Chance of Success: 5% +5% per month researched

[] Research, Improving Durability: Magical girls are naturally more durable than a human. But for the most part it isn't sufficient to make much difference against a demon's attacks. Maybe there are ways you could strengthen your own bodies further with magic? This is a significantly more ambitious project than you've previously undertaken, working directly to improve something you already have rather than just exploring the limits of your powers..
Cost: 3 Veteran 1 Green 3 grief cubes; Reward: Improved Durability; Chance of Success: 5% +5% per month researched

Telepathic Defenses: Attempt to develop means of protecting the mind against telepathy.
Cost: 2 vets (including Taura), 1 month repeatable. Chance of Success: Poor


Spell Anchoring: Single-Spell Layering
Instead of having a single cast spell inside a single "shell", an item can be made to behave more like an onion, with an anchored spell cast inside a shell, which is inside another anchored spell inside a larger shell, and so on and so on. Can only be done by the same spell; effectively creates an anchored spell with multiple uses, or "charges".
Cost 2 months of 3 Vets, 3 cubes; Chance of Success: 80%

Spell Anchoring: Heterogeneous Layering
Allows different types of spells to be layered together. "Healing barriers" are a popular use: the first spell pops out a barrier to keep the enemy at bay, while the second heals an injured meguca while safely behind the barrier.
Cost: 2 months of 4 vets, 4 cubes; Chance of Success 70%

Spell Binding
By separating the "intent" of the spell from the magic that actually "powers" the spell, the magical pressure that causes the outer "shell" of the anchored spell to quickly break down is much reduced, allowing such "bound" spells to be kept on-the-shelf, so to speak, without the constant intervention of a magical girl. When a spell "bound" in this way is to be activated, the magical girl must actively push magic into the bound spell. This takes effort and magic from the magical girl; having spare Grief Cubes is recommended.
Cost: 3 Veteran 3 grief cubes; Chance of Success: 5% +5% per month researched

Fusion Pipelining
Inspired by the pipelining technique used to improve processor throughput, you could develop a similar technique for allowing two pairs of casters to get the same throughput that would normally take 3 pairs of casters. It's a relatively simple idea, but there are potential difficult points.
Cost: 2 veterans, 2 GCU; Duration 1 month for basic level; Success Chance: 75%; Requires multiple matching pairs of trained fusion casters.

Fusion Dependency Removal
The requirement of trust between casters in fusion casting is a serious limitation which you'd like to work around. It's a tricky problem.
Cost: 3 veterans, 3 GCU; Success Chance 20%+10% per month
[]Training, Raise Veteran: Raise one of the Green Girls to be a veteran
Cost: 3 Meguca, 1 Veteran Meguca; Reward: Raises one Green Meguca to veteran status.

[] Rising Stars: In the time SIMP has been in existence you've noticed that you have a couple girls that stand out from the rest. With some personal training to hone their skills and push them to their limits and beyond they might be able to make it to Elite status. This can be run for up to two candidates at a time.
Cost: 1 Elite, 1-2 Veterans, 1 grief cube per candidate; Reward: Elite promotion; Time: 3 months maximum; Chance of success: 30% per month on each girl, if they succeed they are immediately freed from the program for use, if they fail all 3 months they lose elite candidacy as they proved not strong enough.

Current Elite Candidates: Kaoru

Tandem Casting: Now that you've deciphered how to combine two girls magic for greater effect they have to be taught it.
Cost: 1 Veteran per 4 girls trained in the task.

Advanced Detection: Learning how to do a proper grid pattern search and how to properly triangulate a miasma by being more quantitative in miasma assessment will make our clairvoyants more useful, and decrease the amount of time each spends on detection duty. Cost: Dispatch bonus reduced in effectiveness from 30% to 15% for two months while they develop new techniques; Reward: Territory coverage per clairvoyant on dispatch increased from 20 to 30

Magical Girl Combat: With the increasing danger of having to fight other magical girls, you could use some training in fighting each other.
Cost: 5 vets .5 elites (10% of meguca); Reward: Bonus to PvP combat.

Fusion casting training: At present with the difficulties involved this is less assured then other forms of training. 1 veteran/elite + 1 GCU per pair to be trained, base success chance ~75% subject to modifiers.
Charm Production:
100 basic charms for .5 meguca + .2 GCU
100 Tandem charms for 1.5 meguca + .6 GCU
100 Fusion Charms for 3 meguca + 1.2 GCU (1/4 that cost per month beyond first to maintain)
Hunting bonuses, 20 charms per hunter per month:
Teleport charms:
Solo: -3% risk casualty, reduces hunting productivity (multiply by 0.95)
Pair: -1% risk casualty, reduces hunting productivity (multiply by 0.95)
Pack: -1% risk casualty, no significant effect on hunting productivity
Healing charms are -10% death risk for solo and pair. Tandem give -15%.

[] Group sports day: You'll take the time to organize a full group outing to have some fun in a park and play some games, it will have to be fully mundane though as going out to somewhere secluded likely would take too much time.
Cost: 3.3% of Meguca (representative of one day for everyone essentially); Reward: Increase to morale (group cohesion)

[] Fun with magic: It's kind of a sad statement about magical girl life that you don't really get to play with your magic, it's too costly to use it much beyond what you need to use to get grief cubes. You might be able to afford to ease up on such restrictions and let people have fun with magic for once.
Cost: +0.1 grief cube to upkeep cost per girl; Reward: Increase to morale, you actually get to play with magic a little rather than just use it to fight, possible other effects

Grief Use Tracking/Management: You could assign someone to keep tabs on each girl individually and determine how many cubes they actually need per month, this would let you save a little.
Cost: 1 Veteran per 40 Meguca; Reward: Meguca upkeep GCU cost reduced 5%

Demon hunting diary: Recording more data on every aspect of the hunt, in particular date/time of each fight, GPS location, and tactics used, both by megucas and demons, should help with future process-related improvements
Cost: 1 Veteran per 16 hunters (rounded up, technically 1 of the type you're using, but you never use greens anyways); Reward: Bonus to demon research rolls
[] Expand territory X, by force: The demons in Mitakihara have grown strong, but you could try to take over adjacent territories where they aren't as strong. The magical girls in those areas probably won't take kindly to this.
Cost: PvP combat; Reward: New territory

Open Formal Relations: Set places for safe contact, methods (phone numbers, email) for setting up a meeting, etc; note that this is only valid for other groups, when against a single person it's effectively attempt to recruit.
Cost: 1 Meguca; Reward: Price reduction on further options (-1)

Safe Passage Agreement: Normally traveling beyond your territory as a magical girl is very risky as it can result in an unexpected battle due to others defending their territory. You'll make an agreement with another group to allow your girls to travel through safely so long as they don't do any hunting, while their girls will be free to do the same in your territory.
Cost: 3 Meguca (2); Reward: Generally reduces tensions, Improves odds of further actions

Business is Business: A further extension of safe passage, allowing your girls to extend your mundane business operations into another's territory, while they will be free to do the same in yours. Differs in that the previous stage is meant for short term movements, while this sets up locations inside their territory, a more risky prospect for both sides.
Cost: 3 Meguca (2); Reward: allows expansion of business operations for both sides

Aid, Information: You have valuable information of various sorts, providing it free of charge may make them look more kindly upon you.
Cost: None if relations opened beyond the information itself being disseminated; Reward: Variable depending on if they can actually benefit from information

Aid, Cubes: If they're in trouble don't you want to help them? Variable boost to their opinion depending on if they actually need them.
Cost: The cubes themselves, 1 (0) Meguca; Reward: Almost certain to improve relations

Trade Information/Cubes/Money: Variable availability, trading one useful item for another.
Costs: Variable; Rewards: Variable

Suggest they join the Imperium: Variable success rate depending on how desperate they are, how much they like you, and the advantages they perceive to doing so.
Cost: 4 (3) Meguca; Reward: Expansion
 
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Turn 1
Turn 1
Mami's first moves are to boost the organization and level of communication between girls. She wastes no time in buying a batch of decent cell phones and service for them with a bulk discount giving the girls the ability to communicate easily over long distances, and a treasured bit of normality in their lives. She hands out a bit of money to each of the girls along with the cell phones, letting them spend it as they like, though many of them use it just to buy food. (-$4050)

The first few days of the month are dedicated training the girls' sensitivity to demon miasma. This lets them detect demons from greater range and thereby improve the speed at which they are located. (+20% hunting effectiveness)

Building on this she establishes a central dispatch system with the veteran Meguca, it's sad that such a term applies to those with only a few months of experience. The dispatchers act as a scouting group, wandering the territory and scanning for demons. When they locate them they use the cell phones to coordinate with the hunting packs to take them out. By doing this the hunting groups spend less time aimlessly searching and the best girls at finding demons are not tied down with fighting them. As the girls get used to their roles the system improves in effectiveness over the month. (+15% hunting effectiveness this month, full in future months if you keep taking the action.)

The pack hunting is amazingly effective. With Mami and another veteran leading patrols of the newer magical girls around the city and directed by the dispatchers there are no casualties, not even an injury. They swoop down like avenging angels upon the demons. The prospect of a month of hunting without even being hurt buoys the spirits of the girls significantly. +21 Grief Cubes

While the bulk of the girls are hunting Mami has assigned a few of the girls to try to get jobs wherever they can. Contrary to your expectations all of them managed to get jobs, which perhaps is as much a condemnation of the employers as anything given how transparent the claims of some of them being 15 are. Nonetheless one manages to get employed as a waitress at a maid café leveraging her inherent cuteness to levels bordering on illegal. The other three collectively manage to make extra at a small bike messenger business, leveraging their slightly superhuman characteristics even untransformed to make high speed deliveries. (High rolls, +$4600)

A few resources are also dedicated to investigating some of the magic that any magical girl has access to but is rarely taken advantage of. At some point many magical girls notice that objects they pick up to use as improvised weapons tend to hold up far better than they should. A couple of the veterans with an extra allotment of grief cubes run a series of tests on this process. These tests reveal that objects wielded by a transformed magical girl rapidly increase in strength over a few seconds to approximately double their natural strength though it varied somewhat dependent on the object and the magical strength of the girl applying the effect. They seem to lose that strength just as rapidly when let go though. Many trees, chairs, knives, soda cans, and cinderblocks died for this knowledge.

There also seem to be some secondary effects that varied strangely, the soda cans became lighter, while the knives became sharper despite being dull knives salvaged from various places. Wood seemed particularly unpredictable. Although each individual article would give the same result, the results varied between different pieces sometimes beginning to grow again other times being able to channel other magic or boosting general strength. One of the girls complained about the lack of proper devices for more testing, particularly wishing they could test other physical properties.

Unfortunately despite the gains made this month pallor was cast over it by three girls beginning to grief spiral. Apparently Chihoko's little brother just died of the illness that she'd used her wish to cure her sister of, she blamed herself. She died at the hospital away from everyone else and there wasn't even a chance to try to save her. Two more girls that had grown close to her began to despair when they heard about her death. You were able to console them and drain away their grief with grief cubes well enough to prevent their deaths though; it was touch and go for a bit with Katsuko who required two precious grief cubes to save though. They needed to live on; her death didn't mean they shouldn't go on. (-3 grief cubes)



________________________________________________________________________________________

Resources
  • 14 Green Meguca, 5 Veteran Meguca, 1 Elite Meguca (Mami)
    • 1 Meguca upkeep on demon finding training (can be canceled if desired, assumed not)
  • Grief Cubes 24
  • Money: $8550
    • $400 upkeep on cellphones
  • Morale: [Low] They still have the jitters and aren't all that close, but there are some signs that they are feeling a little better.

Turn 2 Options
[] Dispersed Hunting: Magical Girl will individually hunt demons throughout your territory and gather the grief cubes for the central supply. This can be dangerous.
Cost: Variable, specify number of Meguca dedicated; Reward: 2 grief cubes per Meguca assigned. 20% base casualty (significant injury or death) chance.


[] Pack Hunting: Magical Girls will hunt in groups vastly reducing the danger, but because they are not covering as much area their efficiency is reduced. Death is significantly less likely.
Cost: Variable, specify number of Meguca dedicated; Reward 1.25 Grief Cubes per Meguca assigned; 10% base casualty chance
[] Gather money, illegally: Magical Girls assigned to this role will commit crime to gather mundane currency which can be used to improve living conditions, using powers to commit simple burglaries or cheat in games of chance. Your Magical Girls have joined in search of a better life they are unlikely to much enjoy this and wish to avoid harsher crimes. You also lack connections with the criminal underworld, so the take is not all that good. There might also be complications with other criminals or the law.
Cost: Variable, specify number of Meguca dedicated; Reward: ~$3,000 per month per Meguca assigned, but it is highly variable

[] Gather money, legally: There are not a great number of jobs that will take young girls as workers: working as a bike courier, waitress, or maid are likely options. This project benefits from regularity, and discontinuous execution may have negative side effects. Chance of success 50% per Meguca, because it is summer vacation, following up on a previous month's success brings the chance to 100%.
Cost: Variable, specify number of Meguca dedicated; Reward: $1,000 per month per Meguca assigned. (For current 4 keeping jobs $1,000 and 3x $1,200 and guaranteed success.)
[] Improve Housing: Cramped Apartment: A great deal of your Magical Girls are orphans and their basic living conditions are squalor. You may be able to afford a couple apartments to improve their conditions somewhat, though it would have to be cramped at the level of hot-bunking. Though renting an apartment as a middle-schooler will take some illusions and telepathy.
Cost: $6,000 and 2 Veteran Meguca; Reward: Cramped Apartments instead of homeless as minimum housing level (for up to 25 Meguca), ongoing cost 3000$ per month or you get kicked out. Payable at the begining of the month. (not repeatable)

[] Improve Housing: Small house: Instead of a dinky apartment you could pool your resources for a small house, giving everyone a bit more room. Will still be quite a few people per bedroom, but gives more of a feeling of home.
Cost: $10,000 and 3 Veteran Meguca; Reward Small House instead of homeless as minimum housing level (for up to 25 Meguca), ongoing cost 5000$ per month or you get kicked out. Payable at the begining of the month. (not repeatable)

[] Stipend: Giving your magical girls a small amount of money to spend on themselves will improve their morale.
Cost: $50 per Meguca; Reward: Increased morale. Chance of success: 100%

[] Purchase steel shields: for those that can afford to carry them they will provide an extra bit of protection with the inherent strengthening that the transformation provides.
Cost: $1500; Reward: -2% Hunting Casualty rate
[] Central Dispatch, Demon Finding: Dedicating the most sensitive Veterans to snifing out demons and pointing them at others means they get much less tired and can search for longer finding more demons. Requires cellphones, only once per turn.
Cost: 2 Veteran Meguca; Reward: +25% grief cube acquisition from hunting actions, -1% hunting causality rate. (Forgot to mention that this is a recurring action, not permanent, though it should make sense logically that it keeps taking the Meguca to do it.)

[] Training, Pack tactics: Your Magical Girls aren't very used to working together and relying on others. They often get in each other's way and fail to support each other. Friendly fire can even occur. Working to improve their coordination will help to reduce their casualties when working together.
Cost: 2 Meguca, 1 Meguca maintenance; Reward: -4% casualty rate on Pack Hunting

[] Training, General Combat: While the Magical Girls recruited all have a certain natural combat skill instilled as part of being a magical girl, there is still a lot they have to learn. Practice can help prevent mistakes that would be lethal in the field.
Cost: 2 Meguca; Reward: -2% casualty rate on all Hunting actions

[]Training, Solo Tactics: Sometimes solo Magical Girls are taken out by surprise from their blindspots, training may help them learn to use their demon sensing ability to avoid being taken by attacks from outside of their vision.
Cost: 2 Meguca; Reward: -3% Dispersed Hunting casualty rate, -1% Pack Hunting casualty rate

[]Training, Raise Veteran: Raise one of the Green Girls to be a veteran
Cost: 3 Meguca, 1 Veteran Meguca; Reward: Raises one Green Meguca to veteran status.
[] Enchanting, Secondary Properties: Further investigate the secondary properties that individual materials exhibit. Including buying some simple tools to test more properties.
Cost:2 months of: 2 Veteran Meguca, 1 Grief Cube, $1000; Reward: Information on deeper effects of enchanting.

[] Enchanting, Duration/Charge: It was noticed that the effects of enchanting rapidly faded when the object was set down. Also the stronger magical girls could produce somewhat greater effects. Perhaps you could investigate ways to extend the charge period, or allow Mami to charge effects that other girls could maintain so that others might benefit from the stronger characteristics she could imbue.
Cost:2 months of: 2 Veteran Meguca, 3 Grief Cube, $500; Reward: Allow Mami's grade of enchanting to be carried by all girls, step towards long term enchantments.

[] Recruitment: Go out and find other Magical Girls to try to rope in to this crazy pyramid scheme you're setting up. Success of this action is very much dependent on the status of your current girls.
Cost: Variable, specify number of Meguca dedicated; Reward: 1 Meguca per recruiter; Chance of Success: ??% (+10% if using Veteran Meguca)



________________________________________________________________________________________
Rolls were all quite good right up until the grief spiral roll. Also couldn't resist the reference to TTS on making money considering you rolled 57, 89, 92, 94.

Grief Spiral roll you rolled quite badly, then on the individual chance to save them rolls the first one was a 3 so I figured that justified saving you the grief seeds as just being too deep a spiral to even try to save her.

As I said before feel free to suggest additional options keeping in mind their reasonableness.

Also I feel like I should point out something that people don't seem to have picked up on. The casualty chance on hunting is noted as base chance and you're going to stack up lots of modifiers to reduce it from training and equipment. Modifiers that increase it also exist, though currently I'm not showing you those values (none are currently in effect but will likely start appearing in another turn or two, and I expect people will catch on fairly quickly what's causing them).

Hat tip and possible bonus to those that guess what's the explanation behind the enchanting secondary properties.

Also I might just make the central dispatch a maintained action like training if people want just to save effort/space, but thought for now I wouldn't since it ties up 2 veterans.
 
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Turn 2
Turn 2

Mami begins the month with giving out their allowance again and telling them that by the end of the month they should have a decent place to live. (-$1000)

She assigns some of the veterans to use their illusion magics to disguise themselves as adults and try to find a few cheap apartments for the girls to live in. They spend much of the month apartment hunting in various guises trying to find enough places cheap enough to house the group. Given their small budget compared to the group's size it's a pleasant surprise that they manage to get four run down apartments in the same building, likely only so cheaply due to the owner struggling to fill such a place. It's not much, but it's a start, and a very symbolic thing to have the girls all in the same building. (-$6000, Morale gain starts next turn)

You maintain the dispatch service with your dispatchers beginning to develop shorthand for directing the girls and rapidfire communications. There's a surprising sense of being part of something developing from having a dispatcher directing their movements about the city.

This month the hunting proves a little more dangerous however, the demons are a little stronger than the previous month and two of your Meguca are injured in one of the harsher battles. They manage to safely disengage covered by their fellows and are healed back to strength quickly enough not to reduce your income much. The injuries rattle the group as a whole though, the effect of seeing your friends be hurt in person magnifying it. The veteran and one of the more promising greens managed to pull in some extra demons and make up the grief cubes lost by their short down time for the most part. (+17 Grief Cubes)

The group that is maintaining their part time jobs is doing as well as ever. Keeping a job is significantly easier than getting one, especially when they do such good jobs at it. They are quite satisfied with being in reasonable non-dangerous professions, and contributing their pay to the pot in exchange for getting their necessary grief cubes without combat is quite motivating in keeping them. (+$4600)

Mami takes two of the younger girls around outside their territory to try and recruit a few more girls to join their group. They run into a few different girls but struggle to convince them to join. Magical girls are naturally a rather skittish and territorial lot and just contacting them without fighting takes arranging a meeting through Kyuubey as an intermediary. They meet with several girls in multiple meetings over the months to try to convince them but only barely manage to persuade two towards the end of the month when they have safe housing to sweeten the deal with. (+2 Green Meguca)

Only two girls began grief spiraling this month and both were saved with proper application of extra grief cubes. Mami isn't even sure what prompted the rather shallow grief spiral from Shioko, who she just gave rather generic platitudes to while administering a grief cube and she came out of it rather easily. The other was a significantly more serious case, apparently one of the younger girls who had been shook up by seeing the injuries in this month's hunting. With a couple of grief cubes and words about how those girls survived and how much everyone relies on each other she was able to pull her out of it. (-3 Grief Cubes)


________________________________________________________________________________________

Resources
  • 16 Green Meguca, 5 Veteran Meguca, 1 Elite Meguca (Mami)
    • 1 Meguca upkeep on demon finding training (+20% grief cubes)
    • 2 Veterans upkeep on dispatch service (+25% grief cubes, -1% hunting)
  • Grief Cubes 18
  • Money: $5750
    • $400 upkeep on cellphones (-2% solo hunting)
    • $3000 upkeep on apartments
  • Morale: [Low] Having a place they can call their own has boosted morale significantly, though it's still not particularly good. The skeleton of a shared group mindset is beginning to take shape.

Turn 2 Options
[] Dispersed Hunting: Magical Girl will individually hunt demons throughout your territory and gather the grief cubes for the central supply. This can be dangerous.
Cost: Variable, specify number of Meguca dedicated; Reward: 2 grief cubes per Meguca assigned. 20% base casualty (significant injury or death) chance.


[] Pack Hunting: Magical Girls will hunt in groups vastly reducing the danger, but because they are not covering as much area their efficiency is reduced. Death is significantly less likely.
Cost: Variable, specify number of Meguca dedicated; Reward 1.25 Grief Cubes per Meguca assigned; 10% base casualty chance
[] Gather money, illegally: Magical Girls assigned to this role will commit crime to gather mundane currency which can be used to improve living conditions, using powers to commit simple burglaries or cheat in games of chance. Your Magical Girls have joined in search of a better life they are unlikely to much enjoy this and wish to avoid harsher crimes. You also lack connections with the criminal underworld, so the take is not all that good. There might also be complications with other criminals or the law.
Cost: Variable, specify number of Meguca dedicated; Reward: ~$3,000 per month per Meguca assigned, but it is highly variable

[] Gather money, legally: There are not a great number of jobs that will take young girls as workers: working as a bike courier, waitress, or maid are likely options. This project benefits from regularity, and discontinuous execution may have negative side effects. Chance of success 50% per Meguca, because it is summer vacation, following up on a previous month's success brings the chance to 100%.
Cost: Variable, specify number of Meguca dedicated; Reward: $1,000 per month per Meguca assigned. (For current 4 keeping jobs $1,000 and 3x $1,200 and guaranteed success.)
[] Build a shrine to honor the dead: Honoring the dead and praying for their protection and guidance is traditional. Building a shrine to honor your own dead members will help mitigate the damage to morale from deaths a small amount.
Cost: 1 Meguca, $200; Reward: Shrine to the dead, slightly reduces morale penalty from deaths.

[] Improve Housing: Small house: Instead of a dinky apartment you could pool your resources for a small house, giving everyone a bit more room. Will still be quite a few people per bedroom, but gives more of a feeling of home.
Cost: $10,000 and 3 Veteran Meguca; Reward Small House instead of homeless as minimum housing level (for up to 25 Meguca), ongoing cost 5000$ per month or you get kicked out. Payable at the begining of the month. (not repeatable)

[] Stipend: Giving your magical girls a small amount of money to spend on themselves will improve their morale.
Cost: $50 per Meguca; Reward: Increased morale. Chance of success: 100%

[] Purchase steel shields: for those that can afford to carry them they will provide an extra bit of protection with the inherent strengthening that the transformation provides.
Cost: $1500; Reward: -2% Hunting Casualty rate
[] Central Dispatch, Demon Finding: Dedicating the most sensitive Veterans to snifing out demons and pointing them at others means they get much less tired and can search for longer finding more demons. Requires cellphones, only once per turn.
Cost: 2 Veteran Meguca; Reward: +25% grief cube acquisition from hunting actions, -1% hunting causality rate. (Forgot to mention that this is a recurring action, not permanent, though it should make sense logically that it keeps taking the Meguca to do it.)

[] Training, Pack tactics: Your Magical Girls aren't very used to working together and relying on others. They often get in each other's way and fail to support each other. Friendly fire can even occur. Working to improve their coordination will help to reduce their casualties when working together.
Cost: 2 Meguca, 1 Meguca maintenance; Reward: -4% casualty rate on Pack Hunting

[] Training, General Combat: While the Magical Girls recruited all have a certain natural combat skill instilled as part of being a magical girl, there is still a lot they have to learn. Practice can help prevent mistakes that would be lethal in the field.
Cost: 2 Meguca; Reward: -2% casualty rate on all Hunting actions

[]Training, Solo Tactics: Sometimes solo Magical Girls are taken out by surprise from their blindspots, training may help them learn to use their demon sensing ability to avoid being taken by attacks from outside of their vision.
Cost: 2 Meguca; Reward: -3% Dispersed Hunting casualty rate, -1% Pack Hunting casualty rate

[]Training, Raise Veteran: Raise one of the Green Girls to be a veteran
Cost: 3 Meguca, 1 Veteran Meguca; Reward: Raises one Green Meguca to veteran status.
[] Enchanting, Secondary Properties: Further investigate the secondary properties that individual materials exhibit. Including buying some simple tools to test more properties.
Cost:2 months of: 2 Veteran Meguca, 1 Grief Cube, $1000; Reward: Information on deeper effects of enchanting.

[] Enchanting, Duration/Charge: It was noticed that the effects of enchanting rapidly faded when the object was set down. Also the stronger magical girls could produce somewhat greater effects. Perhaps you could investigate ways to extend the charge period, or allow Mami to charge effects that other girls could maintain so that others might benefit from the stronger characteristics she could imbue.
Cost:2 months of: 2 Veteran Meguca, 3 Grief Cube, $500; Reward: Allow Mami's grade of enchanting to be carried by all girls, step towards long term enchantments.

[] Recruitment: Go out and find other Magical Girls to try to rope in to this crazy pyramid scheme you're setting up. Success of this action is very much dependent on the status of your current girls.
Cost: Variable, specify number of Meguca dedicated; Reward: 1 Meguca per recruiter; Chance of Success: ??% (+10% if using Veteran Meguca)


________________________________________________________________________________________
Took me a long time on this one because your rolls on recruitment were pretty troublesome. 1, 3, and 7 short of the DC respectively. Felt really bad about such minor failures, but figured I might as well give you 2 bare successes.

I'd still like more ideas for actions too. Added the shrine one.

We really need to fast track veterans if we're going to stave off the grief spirals and the morale impact of losing girls every month. The boost to resource gathering and the reduction in fatality lets them actually become friends and bond rather than look at another newbie who's probably dead in three months.
I'd like to note that Veterans aren't actually protected from grief spirals you know. They're significantly less prone to injury or death by hunting actions, but they can still grief spiral. You just have less of them right now so they aren't as likely to be picked for spirals by simple statistics. The fluff about the grief spirals is pretty much me coming up with random things that might cause depression.
 
Turn 3
Turn 3

The girls are a bit disappointed that you're skipping out on the allowance this month, but you decided that you couldn't afford both to pay it with the extra expenses this month.

You order enough shields for everyone and a couple spares off the internet from a reasonable quality manufacturer. You receive them and hand them out after a couple days and the girls start using them as best they can. The combat instincts that magical girls gain cover their natural weapons but it seems they don't cover additional items. The basic thought of blocking with a forearm mounted shield isn't too complex though and the girls gain the basics rapidly enough. Especially since you dedicated a few days of everyone's time to general combat training this month and integrated shield use into their training. Ribbons work wonders as a nonlethal training weapon. Taking a half dozen of them at a time and training them to block your attacks or get a stinging blow from a ribbon made them learn quick to dodge or block. You give them some quick instructions on proper ways to avoid damage and where their instincts are missing useful details that you've learned from painful experience.(-4% hunting casualties)

You pick out the youngest of the girls and assign her the task of making a small shrine to honor your fallen comrades. You must admit that she probably wasn't the most suited for the task, but it's sometimes hard to resist trying to keep the younger ones out of harm's way where possible. You gave her some guidance and provided the supplies and she managed the job well enough. It's not a very traditional shrine by any standard, but perhaps the bright colors and cheer it tries for are better than a more mundane one given its audience. The other girls at least appreciate little Yuma's efforts. (-$200, +Shrine)

The girls that provide the money you need keep working as ever. Nothing outstanding seems to happen for them and they're quite content with it that way. Their deliveries are always timely and their cheer quite real. (+$4600)

With a little luck and the demons being perhaps marginally weaker this month none of your girls are injured this month. The veteran Sakamae and one of the greens manage to even pull in a little extra on top. Your dispatch system has reached its full maturity and directions are swiftly issued and obeyed, trust between the girls being quite high now after being together under this system for several months without any fatalities to hunting. Some of the girls that you took in immediately after they contracted likely have a much safer impression of the job than would normally be the case. While it was your intent to make that the case, you worry that they might be brittle if losses do occur. (+23 Grief Cubes)

Mami tries to recruit another girl this month but didn't quite succeed. She was doing well enough on her own she claimed. Though the signs of stress were there and it was obvious she wasn't really doing as well as she said. Perhaps she'd be more open to it next month. (Failed)

Two girls grief spiraled this month but you were able to save them both. The first was one of the girls you recruited last month. Apparently the relative safety of this group reminded her of those she had lost. With two grief cubes and some reassurances that those she lost would be happy that she found a safe place she managed to recover, though it was a close thing. The other grief spiral was one of the stronger original greens from this endeavor. A case of a beloved pet from before she became a magical girl dying, grieving for such a thing would be normal for any normal girl. For a magical girl it could be lethal if it went too far though. A single grief cube was enough to break the feedback loop though. (-3 Grief Cubes)
________________________________________________________________________________________

Resources
  • 16 Green Meguca, 5 Veteran Meguca, 1 Elite Meguca (Mami)
    • 1 Meguca upkeep on demon finding training (+20% grief cubes)
    • 2 Veterans upkeep on dispatch service (+25% grief cubes, -1% hunting)
  • Grief Cubes 16
  • Money: $5250
    • $400 upkeep on cellphones (-2% solo hunting)
    • $3000 upkeep on apartments
  • Morale: [Low] Having a place to stay continues to have a positive effect on morale, as does the continued lack of casualties. Low grief cube supplies are beginning to worry them though.
  • Assets
    • Tiny household shrine: Somewhat reduces losses to morale from deaths.
    • Basic Shields: -2% Casualties
    • Basic General Combat Training: -2% Casualties (May decay with losses or recruitment).
  • Mitakihara Demon Status: Below Average Strength Only a little though...

Turn 2 Options
[] Dispersed Hunting: Magical Girl will individually hunt demons throughout your territory and gather the grief cubes for the central supply. This can be dangerous.
Cost: Variable, specify number of Meguca dedicated; Reward: 2 grief cubes per Meguca assigned. 20% base casualty (significant injury or death) chance.


[] Pack Hunting: Magical Girls will hunt in groups vastly reducing the danger, but because they are not covering as much area their efficiency is reduced. Death is significantly less likely.
Cost: Variable, specify number of Meguca dedicated; Reward 1.25 Grief Cubes per Meguca assigned; 10% base casualty chance
[] Gather money, illegally: Magical Girls assigned to this role will commit crime to gather mundane currency which can be used to improve living conditions, using powers to commit simple burglaries or cheat in games of chance. Your Magical Girls have joined in search of a better life they are unlikely to much enjoy this and wish to avoid harsher crimes. You also lack connections with the criminal underworld, so the take is not all that good. There might also be complications with other criminals or the law.
Cost: Variable, specify number of Meguca dedicated; Reward: ~$3,000 per month per Meguca assigned, but it is highly variable

[] Gather money, legally: There are not a great number of jobs that will take young girls as workers: working as a bike courier, waitress, or maid are likely options. This project benefits from regularity, and discontinuous execution may have negative side effects. Chance of success 50% per Meguca, because it is summer vacation, following up on a previous month's success brings the chance to 100%.
Cost: Variable, specify number of Meguca dedicated; Reward: $1,000 per month per Meguca assigned. (For current 4 keeping jobs $1,000 and 3x $1,200 and guaranteed success.)
[] Improve Housing: Small house: Instead of a dinky apartment you could pool your resources for a small house, giving everyone a bit more room. Will still be quite a few people per bedroom, but gives more of a feeling of home.
Cost: $10,000 and 3 Veteran Meguca; Reward Small House instead of homeless as minimum housing level (for up to 25 Meguca), ongoing cost 5000$ per month or you get kicked out. Payable at the begining of the month. (not repeatable)

[] Stipend: Giving your magical girls a small amount of money to spend on themselves will improve their morale.
Cost: $50 per Meguca; Reward: Increased morale. Chance of success: 100%
[] Central Dispatch, Demon Finding: Dedicating the most sensitive Veterans to snifing out demons and pointing them at others means they get much less tired and can search for longer finding more demons. Requires cellphones, only once per turn.
Cost: 2 Veteran Meguca; Reward: +25% grief cube acquisition from hunting actions, -1% hunting causality rate. (Forgot to mention that this is a recurring action, not permanent, though it should make sense logically that it keeps taking the Meguca to do it.)

[] Training, Pack tactics: Your Magical Girls aren't very used to working together and relying on others. They often get in each other's way and fail to support each other. Friendly fire can even occur. Working to improve their coordination will help to reduce their casualties when working together.
Cost: 2 Meguca, 1 Meguca maintenance; Reward: -4% casualty rate on Pack Hunting


[]Training, Solo Tactics: Sometimes solo Magical Girls are taken out by surprise from their blindspots, training may help them learn to use their demon sensing ability to avoid being taken by attacks from outside of their vision.
Cost: 2 Meguca; Reward: -3% Dispersed Hunting casualty rate, -1% Pack Hunting casualty rate

[]Training, Raise Veteran: Raise one of the Green Girls to be a veteran
Cost: 3 Meguca, 1 Veteran Meguca; Reward: Raises one Green Meguca to veteran status.
[] Enchanting, Secondary Properties: Further investigate the secondary properties that individual materials exhibit. Including buying some simple tools to test more properties.
Cost:2 months of: 2 Veteran Meguca, 1 Grief Cube, $1000; Reward: Information on deeper effects of enchanting.

[] Enchanting, Duration/Charge: It was noticed that the effects of enchanting rapidly faded when the object was set down. Also the stronger magical girls could produce somewhat greater effects. Perhaps you could investigate ways to extend the charge period, or allow Mami to charge effects that other girls could maintain so that others might benefit from the stronger characteristics she could imbue.
Cost:2 months of: 2 Veteran Meguca, 3 Grief Cube, $500; Reward: Allow Mami's grade of enchanting to be carried by all girls, step towards long term enchantments.

[] Recruitment: Go out and find other Magical Girls to try to rope in to this crazy pyramid scheme you're setting up. Success of this action is very much dependent on the status of your current girls.
Cost: Variable, specify number of Meguca dedicated; Reward: 1 Meguca per recruiter; Chance of Success: ??% (+10% if using Veteran Meguca)


_______________________________________________________________________________________


Yeah it's pretty troubling to me that you guys are rolling so well (I expected you to be death spiraling by now). I mean before I started I did up some spreadsheets using average values and you guys shouldn't have been doing nearly this well. Stupid dice. Though it's probably going to get harder shortly as you run into a grief cube crunch.

It's also hard to write when everything is just going swimmingly :tongue:

You're about to run into some of the preplanned issues though, so hopefully that will help counter some of your dice luck.

In a couple more turns there will be two or three more new actions appearing that I have planned. Though I'm still looking for ideas for actions. Also ideas for what could cause grief spirals so I don't have to repeat them as much. As Mecrazyfang said:
Everyone has bad days. For Meguca, those can be lethal. All it takes is a loved friend coming down with HIV, or a rejected love confession, or your adopted cat getting hit by a car...
Those bad days can be lethal for a Meguca. It's not a nice thing to not be able to feel bad since you might trip a mystical feedback loop. I'm actually rolling a lot of dice to pick how many, how bad, and who for grief spirals. Veterans just haven't come up because they're only 5 out of the pool. Mami is actually not in the pool of possible grief spirals unless the group begins to fail since she's basically put all of herself into it. How could I give anything less.
That is also why she can manage little bits of the other tasks while still doing another action. Though if the group grows she'll end up completely locked up as administrative upkeep.
 
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Turn 4
Turn 4

This month you give them their allowance again and take a moment to appreciate how much happier the girls are now than when you started this endeavor a few months ago. They have really come together as a group, and can genuinely laugh and joke. A home, friends, and relative safety have made them a lot happier. Though they've grown accustomed to their current state and it's likely you'll need to improve conditions further to further reduce their chances of a critical bad day.

To shore up the dwindling grief cube supplies that have been worrying the girls this month you organize a massive hunt deploying almost your entire force to the field. You push your dispatchers and the packs own sensitivity to the limit finding enough demons to provide targets for everyone. For the most part it goes surprisingly smoothly, this level of force rapidly crushing any demons you find.

Towards the end of the month there's a noticeable increase in the strength of the demons though and Mami's own group is nearly overwhelmed. She draws the demons and covers her group's retreat as the dispatchers direct the remaining on duty groups to her location. It's only through Mami's raw power and experience that she manages to fend off the onslaught of attacks, ribbons twirling in a whirlwind about her forming a protective shell pureeing any demon that tries to reach her and her supernaturally tough shield deflecting any ranged attacks. She's still exhausted and grateful when relief forces arrive though.

The large hunt manages to do a bit better than expected even with a couple of the girls pulling in extra. (+33 grief cubes)

Those working normal jobs put in an extra effort too given how much effort is going into hunting this month. They all do fairly well, and Akeno even manages to get a significant raise, her speed is getting to the point of being somewhat absurd and she's easily doing the job of two normal couriers. Her pay was increased from $1200 to $1800, though she may be drawing a bit of unwelcome attention after she got in a race with a motorcycle and won. (+$5200)

There were another two grief spirals averted safely this month. Yui had the misfortune of walking down Hibane Street the other day, and saw a five-way car crash. Two little girls survived, both badly mangled. The screams haunt her dreams, it seems, as she's needed a Grief Cube to get to sleep for the past two nights. Shinobu had a panic attack the other day, when she realized that, in her excitement over hunting successes, she'd missed the chance to hand in four major assignments. A Grief Cube, and a promise to help her with makeup assignments, brought her out of it. (-3 grief cubes)
________________________________________________________________________________________

Resources

  • 16 Green Meguca, 5 Veteran Meguca, 1 Elite Meguca (Mami)
    • 1 Meguca upkeep on demon finding training (+20% grief cubes)
    • 2 Veterans upkeep on dispatch service (+25% grief cubes, -1% hunting)
  • Grief Cubes 24
  • Money: $5950
    • $400 upkeep on cellphones (-2% solo hunting)
    • $3000 upkeep on apartments
  • Morale: [Medium] The continued lack of casualties continues to boost the girls spirits. It seems that most of the other effects have largely tapered off at this point though as their lives have reached some level of feeling like lives rather than the time leading up to death.
  • Assets
    • Tiny household shrine: Somewhat reduces losses to morale from deaths.
    • Basic Shields: -2% Casualties
    • Basic General Combat Training: -2% Casualties (May decay with losses or recruitment).
  • Mitakihara Demon Status: Above Average Strength

Turn 5 Options
[] Dispersed Hunting: Magical Girl will individually hunt demons throughout your territory and gather the grief cubes for the central supply. This can be dangerous.
Cost: Variable, specify number of Meguca dedicated; Reward: 2 grief cubes per Meguca assigned. 20% base casualty (significant injury or death) chance.




[] Pack Hunting: Magical Girls will hunt in groups vastly reducing the danger, but because they are not covering as much area their efficiency is reduced. Death is significantly less likely.
Cost: Variable, specify number of Meguca dedicated; Reward 1.25 Grief Cubes per Meguca assigned; 10% base casualty chance
[] Gather money, illegally: Magical Girls assigned to this role will commit crime to gather mundane currency which can be used to improve living conditions, using powers to commit simple burglaries or cheat in games of chance. Your Magical Girls have joined in search of a better life they are unlikely to much enjoy this and wish to avoid harsher crimes. You also lack connections with the criminal underworld, so the take is not all that good. There might also be complications with other criminals or the law.
Cost: Variable, specify number of Meguca dedicated; Reward: ~$3,000 per month per Meguca assigned, but it is highly variable


[] Gather money, legally: There are not a great number of jobs that will take young girls as workers: working as a bike courier, waitress, or maid are likely options. This project benefits from regularity, and discontinuous execution may have negative side effects. Chance of success 25% per Meguca, following up on a previous month's success brings the chance to 100%.
Cost: Variable, specify number of Meguca dedicated; Reward: $1,000 per month per Meguca assigned. (For current 4 keeping jobs $1,000, 2x $1,200, and $1800 guaranteed success.)
[] Improve Housing: More Apartments: Currently the girls are packed in around 5 to an apartment. You could get some more apartments and reduce the crowding.
Cost: $6,000 and 1 Veteran Meguca; Reward Normal Apartment minimum housing level (for up to 25 Meguca), ongoing cost +3000$ per month or you get kicked out. Payable at the begining of the month. (not repeatable)
[] Improve Housing: Small house: Instead of a dinky apartment you could pool your resources for a small house, giving everyone a bit more room. Will still be quite a few people per bedroom, but gives more of a feeling of home.
Cost: $10,000 and 3 Veteran Meguca; Reward Cramped Small House instead of homeless as minimum housing level (for up to 25 Meguca), ongoing cost 5000$ per month or you get kicked out. Payable at the begining of the month. (not repeatable)


[] Stipend: Giving your magical girls a small amount of money to spend on themselves. At their current level of lifestyle this no longer really further boosts their morale, but will help prevent its decay.
Cost: $50 per Meguca; Reward: Maintained morale. Chance of success: 100%
[] Increased Stipend: Giving the girls more money will further improve their morale a little bit.
Cost: $100 per Meguca; Reward: Increased morale. Chance of success: 100%

[] Start your own business: It will take more than a bit of creativity to start a real business, and some significant startup funds. You'd likely also need some help from Kyuubey to cover up the details with some false identies. It would provide a much greater ability to rotate girls through the roles though and more flexibility in how much to provide each month as well though.
Cost: 20,000, 4 grief cubes, 3 Veteran Meguca; Reward: Your own business, more ability to rotate roles, slowly increasing income starting below the current legal income but able to go higher. Chance of Success: 60%
[] Central Dispatch, Demon Finding: Dedicating the most sensitive Veterans to snifing out demons and pointing them at others means they get much less tired and can search for longer finding more demons. Requires cellphones, only once per turn.
Cost: 2 Veteran Meguca; Reward: +25% grief cube acquisition from hunting actions, -1% hunting causality rate.


[] Training, Pack tactics: Your Magical Girls aren't very used to working together and relying on others. They often get in each other's way and fail to support each other. Friendly fire can even occur. Working to improve their coordination will help to reduce their casualties when working together.
Cost: 2 Meguca, 1 Meguca maintenance; Reward: -4% casualty rate on Pack Hunting

[]Training, Solo Tactics: Sometimes solo Magical Girls are taken out by surprise from their blindspots, training may help them learn to use their demon sensing ability to avoid being taken by attacks from outside of their vision.
Cost: 2 Meguca; Reward: -3% Dispersed Hunting casualty rate, -1% Pack Hunting casualty rate


[]Training, Raise Veteran: Raise one of the Green Girls to be a veteran
Cost: 3 Meguca, 1 Veteran Meguca; Reward: Raises one Green Meguca to veteran status.
[] Enchanting, Secondary Properties: Further investigate the secondary properties that individual materials exhibit. Including buying some simple tools to test more properties.
Cost:2 months of: 2 Veteran Meguca, 1 Grief Cube, $1000; Reward: Information on deeper effects of enchanting.


[] Enchanting, Duration/Charge: It was noticed that the effects of enchanting rapidly faded when the object was set down. Also the stronger magical girls could produce somewhat greater effects. Perhaps you could investigate ways to extend the charge period, or allow Mami to charge effects that other girls could maintain so that others might benefit from the stronger characteristics she could imbue.
Cost:2 months of: 2 Veteran Meguca, 3 Grief Cube, $500; Reward: Allow Mami's grade of enchanting to be carried by all girls, step towards long term enchantments.


[] Recruitment: Go out and find other Magical Girls to try to rope in to this crazy pyramid scheme you're setting up. Success of this action is very much dependent on the status of your current girls.
Cost: Variable, specify number of Meguca dedicated; Reward: 1 Meguca per recruiter; Chance of Success: ??% (+10% if using Veteran Meguca)

[] Recruitment, via Kyuubey: Ask Kyuubey to tell other Magical Girls in the area about you. He'll want something in return though, and he makes no promises of the efficacy.
Cost: 2 grief cubes; Reward: 1-3 girls; Chance of success: 50%

________________________________________________________________________________________
You guys continue to bribe the dice goddess. Seriously. Natural 100 on one of your money makers (hence the raise). One of the Veterans rolled a 99 on gathering. Then Mami rolled a 2. That would have killed a Green outright. Fortunately as an elite that wasn't even injury level. Reflected that level in the flavor text fairly well I think. None of the other girls rolled thing below 20s.


Two typical grief spirals this round that I shamelessly stole verbatim :). The hunting one fit with your massive hunt quite well. Thanks Mecrazyfang.

Your morale has hit the bottom end of Medium now. Which incidentally means that a lot of what you had boosting your morale won't boost it any further. Morale is much harder to raise the higher it gets. Reflecting that it's harder to improve a life that's already fairly okay than the objectively horrible lives they had before.
 
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Turn 5
Turn 5

Mami distributes another round of allowance to the girls and dedicates some resources to research this month. (-$1100)

None of your girls are real scientists; at best they have a middle school education. The internet provides easy access to the basics of the experimental method though. Their current research benefits little from the knowledge available to mundane humans though so they're mostly out on a limb. They buy samples of various materials though and spend magic in ways they couldn't afford to when they were on their own. They carefully test the rates of discharge through various materials and how they react when passed between girls in their charged states, though currently they are only able to accurately assess the decay rate of enchantment indirectly through measurement of the decay in strength of the material over time. While any magical girl can feel magic to a degree at close range, measuring the strength is very inaccurate, and similar to trying to describe brightness with only eyesight. (-3 grief cubes, -$500)

Your mundane breadwinners continue on as usual and earn their normal wages. They have drawn a bit of attention though with their performance. (+$5200)

You deploy another large scale hunt this month though somewhat smaller than the last. Demon strength has continued to increase though and something has to give. Keiko, the girl you noticed all those months ago as the one wielding a spatula died. She was killed by a demon that took the form of a spider. It skittered through a storm of attacks and it initially seemed like Keiko had dodged its attack. That the demon's thread was sharper than any razor resulted in a horrifying death that shook the girls in her group heavily. (+25 grief cubes, -1 Green Meguca)

The first hunting death since the group's formation weighed heavily on them all that month, and many visited their little shrine that had gained a new name. One of the girls recruited two months ago completely broke with the death, the broken promises of safety being too much for her without the time the others had had. Despite Mami's best efforts and two grief cubes the girl died inconsolably. With the loss of Keiko, the unfortunately named Katana, a pacifist by nature, grew more and more distant. One night, she simply stopped coming home. The other girls held a silent vigil, but Aiko simply baked a blueberry pie, and placed it on a window sill to cool. That night, Katana returned, bloodied, wild-eyed, and in desperate need of several rapid Cleanses as she cried herself silly. She's still not the same, breaking out into laughter at the slightest thing, and refuses to eat anything but blueberry pie. Keiko's favorite food... (-4 Grief Cubes)

________________________________________________________________________________________


Resources
  • 14 Green Meguca, 5 Veteran Meguca, 1 Elite Meguca (Mami)
    • 1 Meguca upkeep on demon finding training (+20% grief cubes)
    • 2 Veterans upkeep on dispatch service (+25% grief cubes, -1% hunting)
  • Grief Cubes 21
  • Money: $6150
    • $400 upkeep on cellphones (-2% solo hunting)
    • $3000 upkeep on apartments
  • Morale: [Low] The sudden losses after so many months without have shaken their spirits. Many of these girls hadn't been on their own and had no deep understanding of how magical girl life is walking on the edge of death. The shrine has three names where before it had one, and it has received a lot of visits.
  • Assets
    • Tiny household shrine: Somewhat reduces losses to morale from deaths.
    • Basic Shields: -2% Casualties
    • Basic General Combat Training: -2% Casualties (May decay with losses or recruitment).
  • Mitakihara Demon Status: Strong

Turn 6 Options
[] Dispersed Hunting: Magical Girl will individually hunt demons throughout your territory and gather the grief cubes for the central supply. This can be dangerous.
Cost: Variable, specify number of Meguca dedicated; Reward: 2 grief cubes per Meguca assigned. 20% base casualty (significant injury or death) chance.


[] Pack Hunting: Magical Girls will hunt in groups vastly reducing the danger, but because they are not covering as much area their efficiency is reduced. Death is significantly less likely.
Cost: Variable, specify number of Meguca dedicated; Reward 1.25 Grief Cubes per Meguca assigned; 10% base casualty chance
[] Gather money, illegally: Magical Girls assigned to this role will commit crime to gather mundane currency which can be used to improve living conditions, using powers to commit simple burglaries or cheat in games of chance. Your Magical Girls have joined in search of a better life they are unlikely to much enjoy this and wish to avoid harsher crimes. You also lack connections with the criminal underworld, so the take is not all that good. There might also be complications with other criminals or the law.
Cost: Variable, specify number of Meguca dedicated; Reward: ~$3,000 per month per Meguca assigned, but it is highly variable


[] Gather money, legally: There are not a great number of jobs that will take young girls as workers: working as a bike courier, waitress, or maid are likely options. This project benefits from regularity, and discontinuous execution may have negative side effects. Chance of success 25% per Meguca, following up on a previous month's success brings the chance to 100%.
Cost: Variable, specify number of Meguca dedicated; Reward: $1,000 per month per Meguca assigned. (For current 4 keeping jobs $1,000, 2x $1,200, and $1800 guaranteed success.)
[] Improve Housing: More Apartments: Currently the girls are packed in around 5 to an apartment. You could get some more apartments and reduce the crowding.
Cost: $6,000 and 1 Veteran Meguca; Reward Normal Apartment minimum housing level (for up to 25 Meguca), ongoing cost +3000$ per month or you get kicked out. Payable at the begining of the month. (not repeatable)
[] Improve Housing: Small house: Instead of a dinky apartment you could pool your resources for a small house, giving everyone a bit more room. Will still be quite a few people per bedroom, but gives more of a feeling of home.
Cost: $10,000 and 3 Veteran Meguca; Reward Cramped Small House instead of homeless as minimum housing level (for up to 25 Meguca), ongoing cost 5000$ per month or you get kicked out. Payable at the begining of the month. (not repeatable)


[] Stipend: Giving your magical girls a small amount of money to spend on themselves. At their current level of lifestyle this no longer really further boosts their morale, but will help prevent its decay.
Cost: $50 per Meguca; Reward: Maintained morale. Chance of success: 100%
[] Increased Stipend: Giving the girls more money will further improve their morale a little bit.
Cost: $100 per Meguca; Reward: Increased morale. Chance of success: 100%


[] Start your own business: It will take more than a bit of creativity to start a real business, and some significant startup funds. You'd likely also need some help from Kyuubey to cover up the details with some false identies. It would provide a much greater ability to rotate girls through the roles though and more flexibility in how much to provide each month as well though.
Cost: 20,000, 4 grief cubes, 3 Veteran Meguca; Reward: Your own business, more ability to rotate roles, slowly increasing income starting below the current legal income but able to go higher. Chance of Success: 60%
[] Central Dispatch, Demon Finding: Dedicating the most sensitive Veterans to snifing out demons and pointing them at others means they get much less tired and can search for longer finding more demons. Requires cellphones, only once per turn.
Cost: 2 Veteran Meguca; Reward: +25% grief cube acquisition from hunting actions, -1% hunting causality rate.


[] Training, Pack tactics: Your Magical Girls aren't very used to working together and relying on others. They often get in each other's way and fail to support each other. Friendly fire can even occur. Working to improve their coordination will help to reduce their casualties when working together.
Cost: 2 Meguca, 1 Meguca maintenance; Reward: -4% casualty rate on Pack Hunting


[]Training, Solo Tactics: Sometimes solo Magical Girls are taken out by surprise from their blindspots, training may help them learn to use their demon sensing ability to avoid being taken by attacks from outside of their vision.
Cost: 2 Meguca; Reward: -3% Dispersed Hunting casualty rate, -1% Pack Hunting casualty rate


[]Training, Raise Veteran: Raise one of the Green Girls to be a veteran
Cost: 3 Meguca, 1 Veteran Meguca; Reward: Raises one Green Meguca to veteran status.
[] Enchanting, Secondary Properties: Further investigate the secondary properties that individual materials exhibit. Including buying some simple tools to test more properties.
Cost:2 months of: 2 Veteran Meguca, 1 Grief Cube, $1000; Reward: Information on deeper effects of enchanting.


[] Enchanting, Duration/Charge: It was noticed that the effects of enchanting rapidly faded when the object was set down. Also the stronger magical girls could produce somewhat greater effects. Perhaps you could investigate ways to extend the charge period, or allow Mami to charge effects that other girls could maintain so that others might benefit from the stronger characteristics she could imbue.
Cost:1 month remaining of: 2 Veteran Meguca, 3 Grief Cube, $500; Reward: Allow Mami's grade of enchanting to be carried by all girls, step towards long term enchantments.


[] Investigate Demon Strength: Something has caused the demon population to grow much more dangerous, and finding out what is causing it is critical. Mami fears that they have run into the very reason magical girls are territorial by nature. She'll need to devote a good deal more veterans to scanning the territory and analyzing the demons to figure out what is wrong.
Cost: 2 1 Veterans; Reward: Information on cause in the increased strength of demons


[] Ask Kyuubey about Demons: Mami realizes that if this is the reason that magical girls are naturally territorial Kyuubey will know something. Try to bribe him into revealing the issues and possible solutions.
Cost: 2 1 grief cubes; Reward: Limited details on demon population dynamics



[] Recruitment, via Kyuubey: Ask Kyuubey to tell other Magical Girls in the area about you. He'll want something in return though, and he makes no promises of the efficacy.
Cost: 2 grief cubes; Reward: 1-3 girls; Chance of success: 50%

________________________________________________________________________________________

Welp you finally rolled low. Smooth sailing time is over I think. New options made available. If someone had asked about similar options last turn based on the things I had hinted they'd have been made available then. Keep in mind that ideas you come up with can be applied and be very useful. There is some reason to what's happening here and it should be fairly clear. (But then again I thought people would have realized what the secondary properties were based on too...)

Incidentally I'll reiterate that I'll incorporate ideas that are given; also especially for research projects if you come up with "stunts" for them I may give bonuses to them over their natural states.

Also I'll offer a discount on the research actions on the demon strength if someone can figure out what's going on.
 
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Turn 6
Turn 6

The month begins a bit gloomily and you resolve to try to keep their spirits up telling them to enjoy it and distributing their allowance for the month. You also organize a few days of group exercises focusing on covering each other and reducing friendly fire. They would need each other's strength more than ever now. (-4% pack hunting casualties)

Mami decides that investigating the rising demon strength is a necessary task this month and the dispatch unit's sensing and patrols makes it suited to the task. She devotes one more girl to the task and assigns them to go around the city not just sensing demons and directing girls to them, but making further observations and reaching deeper with their mystical senses. They are not just to detect them but observe them from stealth and see how they act.

None of the girls are particularly stealthy, but neither do demons tend to be observant so it proves a fairly simple task to observe them without fighting. Their observations are interesting. Demons are far more fluid than they expected. Conceptually they had heard that demons were the result of negative human emotions, but in a magical girl's usual fights with them they tended to be quite physically solid. Observation for longer periods than the space of a usual fight though let them see that demons forms are quite mutable. The demons spring into existence seemingly from nothing and often fall into infighting against each other in the absence of magical girls to unite against. The demons seem to change form slowly all the time, but the majority of them seen now are rather well adapted to facing the normal strategies of Mami's group despite the fact that the girls have been sweeping areas completely of demons rather than leaving some alive.

The veterans also observe that during the time taken at the start of the month for training the demons general form seemed to adjust to combat each other more effectively to some degree rather than magical girls, although this effect was minor enough that it took extensive notes and observation to detect. Observing fights directly reveals to the sharpest mystical senses paying close attention that at the death of a demon some sort of ripple propagates.

Mami also requests some information and assistance from Kyuubey who complies for a few grief cubes. He states that it is the observation of the Incubators that demons appear in places where there are concentrations of humans based on the negativity thereof. In general it takes the negativity of a vast number of humans to fuel enough demons to provide for a magical girl safely. The quality of life for the humans in question tends to make surprisingly little difference in the number of demons produced, but Incubators lack sufficient understanding of magic and emotion to explain why. They have some theories though. He then diverts without expanding on that statement. (-3 grief cubes)

Typically it takes at least around 20,000 to 25,000 humans to support a magical girl sustainably, he estimates that Mami's territory is only sufficient to provide 20 grief cubes a month safely. It is this which drives magical girls to be territorial. A sufficiently large demon population remains adapted to infighting, while too heavy a magical girl intervention drives adaptation to fighting them instead.

These adaptations occur far more rapidly than normal evolution can justify and in spite of efforts that would prevent normal evolution such as eliminating entire populations via orbital bombardment to eliminate not just the existent demon population but the human population from which it was derived. When a new human population was relocated into the area the demons that appeared displayed their previous adaptations along with some new ones designed towards dealing with the weaponry used before, if not sufficiently to be effective. The Incubators have largely given up on determining the cause. Mami was quite glad she'd asked Kyuubey about this privately and had him leave before she said anything she might regret.

Kyuubey returned a few days later with a freshly contracted girl eager to join Mami's group.

When Mami had shook off her malaise from the conversation with Kyuubey and finished the new training she'd organized to get the girls to work together better she lead them on a smaller hunt this month with much more caution than last month. There were a few close calls but with their new training and an extra dose of caution everyone was able to make it through the month safely. (+22 grief cubes)

Unfortunately one of the couriers besides Akeno wrecked their bicycle this month and had to pay for it. She also seems to have drawn a bit more suspicion by the fact that the bicycle was reduced scrap metal in a canal and she showed up for work the next day fully healed. Kyuubey advises you to be more careful as he was forced to modify the memories of the courier manager in order to preserve secrecy. (+$5000)

This month three of your original green magical girls have reached the point that they can proudly call themselves veterans. Amazingly with the safe hunt and no major problems in any of the girls lives it seems there weren't any grief spirals this month.


________________________________________________________________________________________
Resources
  • 12 Green Meguca, 8 Veteran Meguca, 1 Elite Meguca (Mami)
    • 1 Meguca upkeep on demon finding training (+20% grief cubes)
    • 1 Meguca upkeep on pack tactics (-4% pack hunting)
    • 2 Veterans upkeep on dispatch service (+25% grief cubes, -1% hunting)
  • Grief Cubes 20
  • Money: $6750
    • $400 upkeep on cellphones (-2% solo hunting)
    • $3000 upkeep on apartments
  • Morale: [Medium] With three girls making it to veteran status and no deaths or even notable injuries this month there was quite the resurgence in spirits. Though there is some concern about grief cube supplies.
  • Assets
    • Tiny household shrine: Somewhat reduces losses to morale from deaths.
    • Basic Shields: -2% Casualties
    • Basic General Combat Training: -2% Casualties (May decay with losses or recruitment).
  • Mitakihara Demon Status: Strong
Turn 7 Options
[] Dispersed Hunting: Magical Girl will individually hunt demons throughout your territory and gather the grief cubes for the central supply. This can be dangerous.
Cost: Variable, specify number of Meguca dedicated; Reward: 2 grief cubes per Meguca assigned. 20% base casualty (significant injury or death) chance.


[] Pack Hunting: Magical Girls will hunt in groups vastly reducing the danger, but because they are not covering as much area their efficiency is reduced. Death is significantly less likely.
Cost: Variable, specify number of Meguca dedicated; Reward 1.25 Grief Cubes per Meguca assigned; 10% base casualty chance
[] Gather money, illegally: Magical Girls assigned to this role will commit crime to gather mundane currency which can be used to improve living conditions, using powers to commit simple burglaries or cheat in games of chance. Your Magical Girls have joined in search of a better life they are unlikely to much enjoy this and wish to avoid harsher crimes. You also lack connections with the criminal underworld, so the take is not all that good. There might also be complications with other criminals or the law.
Cost: Variable, specify number of Meguca dedicated; Reward: ~$3,000 per month per Meguca assigned, but it is highly variable


[] Gather money, legally: There are not a great number of jobs that will take young girls as workers: working as a bike courier, waitress, or maid are likely options. This project benefits from regularity, and discontinuous execution may have negative side effects. Chance of success 25% per Meguca, following up on a previous month's success brings the chance to 100%.
Cost: Variable, specify number of Meguca dedicated; Reward: $1,000 per month per Meguca assigned. (For current 4 keeping jobs $1,000, 2x $1,200, and $1800 guaranteed success.)
[] Improve Housing: More Apartments: Currently the girls are packed in around 5 to an apartment. You could get some more apartments and reduce the crowding.
Cost: $6,000 and 1 Veteran Meguca; Reward Normal Apartment minimum housing level (for up to 25 Meguca), ongoing cost +3000$ per month or you get kicked out. Payable at the begining of the month. (not repeatable)

[] Improve Housing: Small house: Instead of a dinky apartment you could pool your resources for a small house, giving everyone a bit more room. Will still be quite a few people per bedroom, but gives more of a feeling of home.
Cost: $10,000 and 3 Veteran Meguca; Reward Cramped Small House instead of homeless as minimum housing level (for up to 25 Meguca), ongoing cost 5000$ per month or you get kicked out. Payable at the begining of the month. (not repeatable)

[] Stipend: Giving your magical girls a small amount of money to spend on themselves. At their current level of lifestyle this no longer really further boosts their morale, but will help prevent its decay.
Cost: $50 per Meguca; Reward: Maintained morale. Chance of success: 100%

[] Increased Stipend: Giving the girls more money will further improve their morale a little bit.
Cost: $100 per Meguca; Reward: Increased morale. Chance of success: 100%

[] Start your own business: It will take more than a bit of creativity to start a real business, and some significant startup funds. You'd likely also need some help from Kyuubey to cover up the details with some false identies. It would provide a much greater ability to rotate girls through the roles though and more flexibility in how much to provide each month as well though.
Cost: 20,000, 4 grief cubes, 3 Veteran Meguca; Reward: Your own business, more ability to rotate roles, slowly increasing income starting below the current legal income but able to go higher. Chance of Success: 60% (future attempts build on this and are only ¼ the resource cost)
[] Central Dispatch, Demon Finding: Dedicating the most sensitive Veterans to snifing out demons and pointing them at others means they get much less tired and can search for longer finding more demons. Requires cellphones, only once per turn.
Cost: 2 Veteran Meguca; Reward: +30% grief cube acquisition from hunting actions, -1% hunting causality rate.

[]Training, Solo Tactics: Sometimes solo Magical Girls are taken out by surprise from their blindspots, training may help them learn to use their demon sensing ability to avoid being taken by attacks from outside of their vision.
Cost: 2 Meguca; Reward: -3% Dispersed Hunting casualty rate, -1% Pack Hunting casualty rate

[]Training, Raise Veteran: Raise one of the Green Girls to be a veteran
Cost: 3 Meguca, 1 Veteran Meguca; Reward: Raises one Green Meguca to veteran status.
[] Enchanting, Secondary Properties: Further investigate the secondary properties that individual materials exhibit. Including buying some simple tools to test more properties.
Cost:2 months of: 2 Veteran Meguca, 1 Grief Cube, $1000; Reward: Information on deeper effects of enchanting.

[] Enchanting, Duration/Charge: It was noticed that the effects of enchanting rapidly faded when the object was set down. Also the stronger magical girls could produce somewhat greater effects. Perhaps you could investigate ways to extend the charge period, or allow Mami to charge effects that other girls could maintain so that others might benefit from the stronger characteristics she could imbue.
Cost:1 month remaining of: 2 Veteran Meguca, 3 Grief Cube, $500; Reward: Allow Mami's grade of enchanting to be carried by all girls, step towards long term enchantments.

[] Demon strength meter: It should be possible to compose a set of guidelines and record keeping standards to allow you to more accurately gauge the current strength of the demon population.
Cost: 1 Veteran, 1 Green; 1 Green upkeep; Reward: Demon strength listed as a specific number (the modifier to the casualty rate) so long as some sensing action is done that month (currently the dispatch action)

[] Scout Area X: You can deploy a veteran to scout out one of the territories around you stealthily. They should be able to gauge the demon strength there and the magical girls status there without tipping them off, hopefully.
Cost: 1 Veteran; Chance of success: 70%; Reward: information on demon strength, support capacity of the territory, and status of current magical girls in the territory, bonus to diplomatic efforts.

[] Expand territory X, by force: The demons in Mitakihara have grown strong, but you could try to take over adjacent territories where they aren't as strong. The magical girls in those areas probably won't take kindly to this.
Cost: PvP combat; Reward: New territory with weaker demons

[] Expand territory X, by diplomacy: If you can convince them to join your group you may be able to safely incorporate others' territories. (Replaces normal recruitment option)
Cost: 1 Green, 1 Veteran; Reward: Meguca from territory recruited, new territory; Chance of Success: 30% (Mami bonus applicable)

[] Recruitment, via Kyuubey: Ask Kyuubey to tell other Magical Girls in the area about you. He'll want something in return though, and he makes no promises of the efficacy.
Cost: 2 grief cubes; Reward: 1-3 girls; Chance of success: 50%
________________________________________________________________________________________

I'm going to post this now that I've completed the writeup since it was a lot longer than usual. I'll edit in the options for the next turn in a while. I just want to get this up asap since it was so delayed. Came off a little worse than my standard I think but really want to keep the quest moving.

A really high roll on the grief spiral roll and no low rolls on hunting this month made for a quick turnaround from your condition last month.

Edit: Options added.
 
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Turn 7
Turn 7

With the startling information acquired last month Mami realizes that the previous condition was unsustainable as she passes out this month's allowance. To keep your girls supplied you decide you need to begin to expand. So you assign several of your veterans that you think could manage to be subtle to scout out the areas surrounding your territory for possible expansion. (-$1050)

You also run your whole group through some exercises in using their demon sense to detect demons in a combat environment rather than just for detecting them at range. Hopefully it will reduce the incidence of demons surprising meguca from outside their vision. For the most part they practice with mock combat and with the various girls involved carrying grief cubes, which give off a similar signature to demons to meguca senses.

On your money making efforts you assign an extra girl to see if she can get a job in a café with the help of the girl already employed at one. Unfortunately even with the recommendation she wasn't able to get a job; there simply wasn't any need for an extra worker this month. Mami makes sure that Akeno and the other couriers know that they shouldn't show off anymore and should try to keep their antics within human norms. They're a tiny bit dejected but they understand. There are no real incidents this month as a result. (+$5200)

All three scouting missions go well and avoid detection. It's not particularly hard to do so since untransformed they aren't any different from normal girls to the senses. The mission to the northwest has by far the most promising results. There appears to only be one veteran meguca there, and she appears to be doing poorly, merely going through the motions. It appears to be a fairly sizeable territory capable of supporting 4 grief cubes a month as well. To hold such a good territory implies the veteran must be quite capable of fending off attacks, but she seems rather emotionally deadened from what was observed. (+50% diplomacy modifier northwest)

The other two territories are less helpful. The eastern peninsula has two green girls managing to get by with a territory that can probably produce 3 cubes a month safely. They seem to be doing alright for now, but the odds are definitely not in their favor. The northeast is quite disappointing. Three veteran meguca hold the territory and are doing quite well for themselves. They don't seem to be strongly associated with each other like your own group, but they do meet with each other a couple times a week. They seem to be living reasonably well also. (Diplomacy bonus +20% for eastern peninsula, no bonus for northeast.)

Hunting goes well this month with the reduced number of girls deployed to the job, and with the dispatcher unit growing increasingly skilled there aren't any injuries in spite of the strong demons inhabiting Mitakihara these days. In fact your dispatchers have grown a bit better at their task from long experience and they are just a bit faster at their routes with a bit more sensing range. The greens you brought out to the hunt this month even do quite an admirable job, each one of them pulling their weight easily. (+18 grief cubes)

With morale rising again there were only a couple grief spirals this month. Yuma spent a week clutching a Grief Cube, sure something horrible was going to happen, and she'd need to use a large amount of Magic to make things right. She stayed up late, downed gallons of coffee, and skipped a few classes. By the end of that week, she was shaking, possibly from a caffeine overdose, and the resulting stress had built up a great deal of unnecessary Grief to be purged. Reiko who Kyuubey had just brought in last month was walking home when a car started speeding. She ducked into an alleyway, resolved to take the long way 'round, and witnessed a man answer his door, and receive his ordered shotgun sandwich. She spent the next two nights cradling a Cube to sleep, managing to use them even while unconscious. (-3 Grief cubes)

Another three of your original girls make it to Veteran status as well. Though you find it kind of strange to think of little Yuma that just turned nine as a veteran magical girl. (-3 Green Meguca, +3 Veteran Meguca)

________________________________________________________________________________________
Resources

  • 9 Green Meguca, 11 Veteran Meguca, 1 Elite Meguca (Mami +10% diplomacy)
    • Upkeep: 3 Veteran, 1 Green
      • demon finding training (+20% grief cubes)
      • on pack tactics (-4% pack hunting)
      • Dispatch service (+30% grief cubes, -1% hunting casualties)
  • Grief Cubes 14
  • Money: $7500
    • $400 upkeep on cellphones (-2% solo hunting)
    • $3000 upkeep on apartments
  • Morale: [Medium] Morale continues to build but the grief cube supply being so low is starting to be critical.
  • Assets
    • Tiny household shrine: Somewhat reduces losses to morale from deaths.
    • Basic Shields: -2% Casualties
    • Basic General Combat Training: -2% Casualties (May decay with losses or recruitment).
    • Basic Solo Combat Training: -1% Pack Hunting, -3% Solo Hunting (May decay with losses or recruitment).
  • Mitakihara Demon Status: Strong
Turn 8 Options
[] Dispersed Hunting: Magical Girl will individually hunt demons throughout your territory and gather the grief cubes for the central supply. This can be dangerous.
Cost: Variable, specify number of Meguca dedicated; Reward: 2 grief cubes per Meguca assigned. 20% base casualty (significant injury or death) chance.


[] Pack Hunting: Magical Girls will hunt in groups vastly reducing the danger, but because they are not covering as much area their efficiency is reduced. Death is significantly less likely.
Cost: Variable, specify number of Meguca dedicated; Reward 1.25 Grief Cubes per Meguca assigned; 10% base casualty chance

[] Optional addon, Rotating Tactics: You could have your meguca rotate their ability use week by week in order to reduce the level of adaptation the demons develop. While it would result in an immediate increase in casualty rate due to loss of effectiveness compared to the current approach, it would reduce the ability of the demons to adapt.
Cost: +5% casualty rate; Reward: Reduction in rate of demon strength increase from overhunting, exact value unknown
[] Gather money, illegally: Magical Girls assigned to this role will commit crime to gather mundane currency which can be used to improve living conditions, using powers to commit simple burglaries or cheat in games of chance. Your Magical Girls have joined in search of a better life they are unlikely to much enjoy this and wish to avoid harsher crimes. You also lack connections with the criminal underworld, so the take is not all that good. There might also be complications with other criminals or the law.
Cost: Variable, specify number of Meguca dedicated; Reward: ~$3,000 per month per Meguca assigned, but it is highly variable


[] Gather money, legally: There are not a great number of jobs that will take young girls as workers: working as a bike courier, waitress, or maid are likely options. This project benefits from regularity, and discontinuous execution may have negative side effects. Chance of success 25% per Meguca, following up on a previous month's success brings the chance to 100%.
Cost: Variable, specify number of Meguca dedicated; Reward: $1,000 per month per Meguca assigned. (For current 4 keeping jobs $1,000, 2x $1,200, and $1800 guaranteed success.)
[] Improve Housing: More Apartments: Currently the girls are packed in around 5 to an apartment. You could get some more apartments and reduce the crowding.
Cost: $6,000 and 1 Veteran Meguca; Reward Normal Apartment minimum housing level (for up to 25 Meguca), ongoing cost +3000$ per month or you get kicked out. Payable at the begining of the month. (not repeatable)

[] Improve Housing: Small house: Instead of a dinky apartment you could pool your resources for a small house, giving everyone a bit more room. Will still be quite a few people per bedroom, but gives more of a feeling of home.
Cost: $10,000 and 3 Veteran Meguca; Reward Cramped Small House instead of homeless as minimum housing level (for up to 25 Meguca), ongoing cost 5000$ per month or you get kicked out. Payable at the begining of the month. (not repeatable)

[] Stipend: Giving your magical girls a small amount of money to spend on themselves. At their current level of lifestyle this no longer really further boosts their morale, but will help prevent its decay.
Cost: $50 per Meguca; Reward: Maintained morale. Chance of success: 100%

[] Increased Stipend: Giving the girls more money will further improve their morale a little bit.
Cost: $100 per Meguca; Reward: Increased morale. Chance of success: 100%

[] Start your own business: It will take more than a bit of creativity to start a real business, and some significant startup funds. You'd likely also need some help from Kyuubey to cover up the details with some false identies. It would provide a much greater ability to rotate girls through the roles though and more flexibility in how much to provide each month as well though.
Cost: 20,000, 4 grief cubes, 3 Veteran Meguca; Reward: Your own business, more ability to rotate roles, slowly increasing income starting below the current legal income but able to go higher. Chance of Success: 60% (future attempts build on this and are only ¼ the resource cost)
[]Training, Raise Veteran: Raise one of the Green Girls to be a veteran
Cost: 3 Meguca, 1 Veteran Meguca; Reward: Raises one Green Meguca to veteran status.
[] Enchanting, Secondary Properties: Further investigate the secondary properties that individual materials exhibit. Including buying some simple tools to test more properties.
Cost:2 months of: 2 Veteran Meguca, 1 Grief Cube, $1000; Reward: Information on deeper effects of enchanting.

[] Enchanting, Duration/Charge: It was noticed that the effects of enchanting rapidly faded when the object was set down. Also the stronger magical girls could produce somewhat greater effects. Perhaps you could investigate ways to extend the charge period, or allow Mami to charge effects that other girls could maintain so that others might benefit from the stronger characteristics she could imbue.
Cost:1 month remaining of: 2 Veteran Meguca, 3 Grief Cube, $500; Reward: Allow Mami's grade of enchanting to be carried by all girls, step towards long term enchantments.

[] Demon strength meter: It should be possible to compose a set of guidelines and record keeping standards to allow you to more accurately gauge the current strength of the demon population.
Cost: 1 Veteran, 1 Green; Reward: Demon strength listed as a specific number (the modifier to the casualty rate) so long as some sensing action is done that month (currently the dispatch action)

[] Scout Area X: You can deploy a veteran to scout out one of the territories around you stealthily. They should be able to gauge the demon strength there and the magical girls status there without tipping them off, hopefully.
Cost: 1 Veteran; Chance of success: 70%; Reward: information on demon strength, support capacity of the territory, and status of current magical girls in the territory, bonus to diplomatic efforts.

[] Expand territory X, by force: The demons in Mitakihara have grown strong, but you could try to take over adjacent territories where they aren't as strong. The magical girls in those areas probably won't take kindly to this.
Cost: PvP combat; Reward: New territory with weaker demons

[] Expand territory X, by diplomacy: If you can convince them to join your group you may be able to safely incorporate others' territories. (Replaces normal recruitment option)
Cost: 1 Green, 1 Veteran; Reward: Meguca from territory recruited, new territory; Chance of Success: 30% (Mami bonus applicable)

-[] Addon, Bribery: Giving the girls some money might help them realize just how good for them cooperation could be.
Cost: $150 per girl in the territory; Reward: +1d10% success chance

-[] Addon, Intimidate: Bring additional Veterans to intimidate the other girls into accepting if they know what is good for them
Cost 1 extra Veteran, -morale of new girls if successfully recruited; Reward: +5% chance of success. Can be chosen repeatedly.​
[] Recruitment, via Kyuubey: Ask Kyuubey to tell other Magical Girls in the area about you. He'll want something in return though, and he makes no promises of the efficacy.
Cost: 2 grief cubes; Reward: 1-3 girls; Chance of success: 50%

________________________________________________________________________________________
Just added dispatch to upkeep since you do it every time, though you can of course choose to cancel it to free up labor if needed. Also upkeep on training was adjusted from 2 green to 1 green 1 veteran to represent the time expenditure better now that over half your force is veterans.

I'm unsure if it's worthwhile to change over to tracking wish magic like Haman wants or not. I'd like some other people to weigh in on that. I've laid some of the groundwork for it, but it would add a big layer of complexity that I'm not sure is worth it.

Still open to suggestions on ideas for actions. Not at all sure on tuning for hunting rotation. I definitely don't recommend it right now when the demons are already strong though.
 
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Turn 8
Turn 8

This month Mami puts together a much more formal opening meeting than usual. Preparing cake and tea and setting up an easel of charts, feeling a tad more like she's presenting class project than she expected. It's quite cramped given they don't really have anywhere meant to hold all of them at once and she didn't feel comfortable holding such a meeting in public. As the girls trickle in they grab some snacks and she directs them to settle in on the floor as opposed to the usual distribution of their allowances and duties for the month being something she just goes from apartment to apartment to do.

She proceeds to discuss what they learned in the previous months. Maintaining their need for grief cubes is simply too taxing on their current territory, each month they hunt enough to provide for their needs results in an increase in demon strength that they simply can't deal with safely. To survive they'll need to expand. She shows a map of their local territories and suggests that this month a full third of their forces will be out trying to gain more territory without fighting. With those new territories there will be enough demons to support their needs without over hunting increasing their strength.

Next month with their increased territory they'll do a major hunt which will restore their dwindling supplies without as much danger.

She notes that this "problem" has only arisen because they've all survived this long. It's all their contributions that have led to the group making it this far and each of them have been essential to their group success. So long as they continue to work together and fulfill their roles they will all get through this latest difficulty as well.

She thanks them for their time and lets them collect their money for the month on the way out. She waits until they all leave before slumping into a chair. (-$1050)

The rather small hunt this month goes off without a hitch in spite of the demons continued strength, one of the veterans got herself into a bit of a tricky situation, but her superior skills saw her out of it without any real injury. (+18 grief cubes.) Likewise with the changed pattern to the jobs it seems that it's quite boring without anything real to report on that front. Some of them reflect on being bored as a magical girl as quite the improvement, others disagree that boredom is ever good. Something else to do might be nice. (+$5200)

A vet and a green are dispatched to speak with the veteran inhabiting the territory northeast of your own. They pay her a 3 month upfront starting bonus, and she seems quite pleased with that, but it's quite clear that really she was already very interested at the prospect of some friends anyways. She seems depressed enough that it's a small wonder she was still holding on. She contributes several grief cubes to your pool as well. You suspect she had been very close to simply giving up. She joins the group willingly, but there's a sort of almost tangible depression about her. (+4 sustainable harvest, +1 veteran, +5 grief cubes)

Mami herself with a green and two more veterans goes out to meet the two inexperienced girls holding the peninsula. She's not too happy about intimidating them into joining, and the vets she brings with aren't too pleased with it either, but they all know the stakes and it's necessary. It's probably in those girls best interests as well.

As it turns out it was quite necessary. The two girls were not very interested in the original offer to join, and the money Mami offered was rather minimal value to them, apparently they were in much better mundane condition than most of the girls Mami originally recruited. Mami managed to impress on them the danger of being a couple of inexperienced girls though and was able to get them to join, but they aren't very happy about it. (+3 sustainable harvest, +2 greens)

This month almost seemed like a blessed month in the personal lives of the girls. Everything seemed to go just right like the game of life had been rigged in their favor. No one even came close to a grief spiral. It went so well you doubt there will be any next month either. (Natural 100 roll.)

Another three of your original girls make it to veteran status this month. In spite of the reduced experience they gain with the safety of your group it's touching to see so many of them doing so well. Akeno is the only one of your working group to manage it so far though, her unnatural speed also applying to areas besides a bicycle. (-3 Greens, +3 Veterans)

________________________________________________________________________________________
Resources

  • 8 Green Meguca, 15 Veteran Meguca, 1 Elite Meguca (Mami)
    • Upkeep: 4 Veteran, 4 Green
      • demon finding training (+20% grief cubes)
      • on pack tactics (-4% pack hunting)
      • Dispatch service (+30% grief cubes, -1% hunting casualties)
      • Veteran Akeno +3 Greens working jobs (+$5200)
  • Grief Cubes 18
  • Money: $7800
    • $400 upkeep on cellphones (-2% solo hunting)
    • $3000 upkeep on apartments
  • Morale: [Medium] Morale is a little lower this month, Mami's speech managed to calm nerves about the grief cube supply situation, but the intimidation of the new girls into joining doesn't sit well with them, and the new girl lower morale affects the overall.
  • Assets
    • Tiny household shrine: Somewhat reduces losses to morale from deaths.
    • Basic Shields: -2% Casualties
    • Basic General Combat Training: -2% Casualties (May decay with losses or recruitment).
    • Basic Solo Combat Training: -1% Pack Hunting, -3% Solo Hunting (May decay with losses or recruitment).
  • Territory
    • Demon Status: Above Average
    • Sustainable Harvest: 27
Turn 9 Options
[] Dispersed Hunting: Magical Girl will individually hunt demons throughout your territory and gather the grief cubes for the central supply. This can be dangerous.
Cost: Variable, specify number of Meguca dedicated; Reward: 2 grief cubes per Meguca assigned. 20% base casualty (significant injury or death) chance.


[] Pack Hunting: Magical Girls will hunt in groups vastly reducing the danger, but because they are not covering as much area their efficiency is reduced. Death is significantly less likely.
Cost: Variable, specify number of Meguca dedicated; Reward 1.25 Grief Cubes per Meguca assigned; 10% base casualty chance

[] Optional addon, Rotating Tactics: You could have your meguca rotate their ability use week by week in order to reduce the level of adaptation the demons develop. While it would result in an immediate increase in casualty rate due to loss of effectiveness compared to the current approach, it would reduce the ability of the demons to adapt.
Cost: +5% casualty rate; Reward: Reduction in rate of demon strength increase from overhunting, exact value unknown
[] Gather money, illegally: Magical Girls assigned to this role will commit crime to gather mundane currency which can be used to improve living conditions, using powers to commit simple burglaries or cheat in games of chance. Your Magical Girls have joined in search of a better life they are unlikely to much enjoy this and wish to avoid harsher crimes. You also lack connections with the criminal underworld, so the take is not all that good. There might also be complications with other criminals or the law.
Cost: Variable, specify number of Meguca dedicated; Reward: ~$3,000 per month per Meguca assigned, but it is highly variable


[] Gather money, legally: There are not a great number of jobs that will take young girls as workers: working as a bike courier, waitress, or maid are likely options. This project benefits from regularity, and discontinuous execution may have negative side effects. Chance of success 25% per Meguca, following up on a previous month's success brings the chance to 100%.
Cost: Variable, specify number of Meguca dedicated; Reward: $1,000 per month per Meguca assigned.
[] Improve Housing: More Apartments: Currently the girls are packed in around 5 to an apartment. You could get some more apartments and reduce the crowding.
Cost: $6,000 and 1 Veteran Meguca; Reward Normal Apartment minimum housing level (for up to 25 Meguca), ongoing cost +3000$ per month or you get kicked out. Payable at the begining of the month. (not repeatable)

[] Improve Housing: Small house: Instead of a dinky apartment you could pool your resources for a small house, giving everyone a bit more room. Will still be quite a few people per bedroom, but gives more of a feeling of home.
Cost: $10,000 and 3 Veteran Meguca; Reward Cramped Small House instead of homeless as minimum housing level (for up to 25 Meguca), ongoing cost 5000$ per month or you get kicked out. Payable at the begining of the month. (not repeatable)

[] Stipend: Giving your magical girls a small amount of money to spend on themselves. At their current level of lifestyle this no longer really further boosts their morale, but will help prevent its decay.
Cost: $50 per Meguca; Reward: Maintained morale. Chance of success: 100%

[] Increased Stipend: Giving the girls more money will further improve their morale a little bit.
Cost: $100 per Meguca; Reward: Increased morale. Chance of success: 100%

[] Cable TV: It might be nice for the girls to have something to do in their downtime. The appeal of being alive as the thing to consider in your downtime isn't quite so high after so many months of relative safety.
Cost: $200 a month; Reward: Entertainment

[] Start your own business: It will take more than a bit of creativity to start a real business, and some significant startup funds. You'd likely also need some help from Kyuubey to cover up the details with some false identies. It would provide a much greater ability to rotate girls through the roles though and more flexibility in how much to provide each month as well though.
Cost: 20,000, 4 grief cubes, 3 Veteran Meguca; Reward: Your own business, more ability to rotate roles, slowly increasing income starting below the current legal income but able to go higher. Chance of Success: 60% (future attempts build on this and are only ¼ the resource cost)
[]Training, Raise Veteran: Raise one of the Green Girls to be a veteran
Cost: 3 Meguca, 1 Veteran Meguca; Reward: Raises one Green Meguca to veteran status.
[] Enchanting, Secondary Properties: Further investigate the secondary properties that individual materials exhibit. Including buying some simple tools to test more properties.
Cost:2 months of: 2 Veteran Meguca, 1 Grief Cube, $1000; Reward: Information on deeper effects of enchanting.

[] Enchanting, Duration/Charge: It was noticed that the effects of enchanting rapidly faded when the object was set down. Also the stronger magical girls could produce somewhat greater effects. Perhaps you could investigate ways to extend the charge period, or allow Mami to charge effects that other girls could maintain so that others might benefit from the stronger characteristics she could imbue.
Cost:1 month remaining of: 2 Veteran Meguca, 3 Grief Cube, $500; Reward: Allow Mami's grade of enchanting to be carried by all girls, step towards long term enchantments.

[] Demon strength meter: It should be possible to compose a set of guidelines and record keeping standards to allow you to more accurately gauge the current strength of the demon population.
Cost: 1 Veteran, 1 Green; 1 Green upkeep; Reward: Demon strength listed as a specific number (the modifier to the casualty rate) so long as some sensing action is done that month (currently the dispatch action)

[] Scout Area X: You can deploy a veteran to scout out one of the territories around you stealthily. They should be able to gauge the demon strength there and the magical girls status there without tipping them off, hopefully.
Cost: 1 Veteran; Chance of success: 70%; Reward: information on demon strength, support capacity of the territory, and status of current magical girls in the territory, bonus to diplomatic efforts.

[] Expand territory X, by force: The demons in Mitakihara have grown strong, but you could try to take over adjacent territories where they aren't as strong. The magical girls in those areas probably won't take kindly to this.
Cost: PvP combat; Reward: New territory with weaker demons

[] Expand territory X, by diplomacy: If you can convince them to join your group you may be able to safely incorporate others' territories. (Replaces normal recruitment option)
Cost: 1 Green, 1 Veteran; Reward: Meguca from territory recruited, new territory; Chance of Success: 30% (Mami bonus applicable)

-[] Addon, Bribery: Giving the girls some money might help them realize just how good for them cooperation could be.
Cost: $150 per girl in the territory; Reward: +1d10% success chance

-[] Addon, Intimidate: Bring additional Veterans to intimidate the other girls into accepting if they know what is good for them
Cost 1 extra Veteran, -morale of new girls if successfully recruited; Reward: +5% chance of success. Can be chosen repeatedly.​


[] Recruitment, via Kyuubey: Ask Kyuubey to tell other Magical Girls in the area about you. He'll want something in return though, and he makes no promises of the efficacy.
Cost: 2 grief cubes; Reward: 1-3 girls; Chance of success: 50%


________________________________________________________________________________________

Screw your dice and your stacked up bonuses. Lowest roll this month was one of your vets on the pack hunting, but not low enough for a vet to be injured. You would have failed the peninsula diplomacy without the bonuses you stacked on it. The Northeast one though was easy.

I opted for not tracking individual territories demon strengths, since that would add a lot of complexity as you gradually expand. For simplicity I just did weighted averaging of them. This isn't too bad a scenario for you since the veteran was underfarming her territory. Though if people really want I can keep them separate for a few turns as you even them out, but I got the impression people were intending to even out demon strength between them anyways.

Also your charts couldn't be that sophisticated because you haven't done the organizing action of demon strength meter :p

Over time your girls are going to want more and more things. After all when you're almost certain to be dead in six months everything seems rather inconsequential, but as the immediate risk to their lives goes down, their desire for quality of life improvements will go up. Something to consider, though it's not applying any malus for now.

Note that for now I opted not to go for wish magic complexity since it seemed the typical opinion was leaning towards it not being worth it.
 
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Turn 9
Turn 9

Once again Mami gathers the girls at the start of the month, having found the start of the previous month a nice way to touch base with the girls. She introduces the new girls to the whole group first. The veteran seemed quite surprised that the group was so large; she obviously hadn't thought your group so developed. She seems a bit hesitant to interact with them, but the other girls are very encouraging and grateful for her contribution of grief cubes last month. The other two girls you recruited more forcefully are even less open, and they were surprisingly middle class and living with still alive parents as well. There's a severe divide there between the bulk of your forces and them. Though they'd been magical girls for around two months when you recruited them, having apparently gone into it together. They had some close calls already though, so you expect in time they'll come to appreciate being in a larger stronger group.

You tell the girls that this month you'll all be out in force across your entire expanded territory in a massive hunt meant to replenish your dwindling grief cube reserves. You assign them each to shifts and areas, redrawing patrol maps to account for the increased territory as best you can. You also let them know that you heard about some of them being bored and decided you could afford to get them some television so they'd at least have something to entertain them. The quick response is a bit surprising and they take it with a dose of good cheer. You hand out their allowance as they go out the door. You feel this month is a much less precarious situation than the last. (-$1400)

There's nothing to report on the job front, they handle their duties with a smile. Some of them joke a bit about how they once worried watching too much tv would make them gain weight, but they never have to worry about their weight at least with all the exercise they all get. (+$5200)

The great hunt pushes your dispatch team to the limit this month. Only their experience and skill carrying them through the fast paced days. You might have to assign them another worker if you try a deployment this large again, as they tend to collapse in bed the moment they return. Demon sensing might be free of cost in magic, and not terribly taxing in general, but running all across the city as fast as they can over a larger area than before trying to find enough demons for this grand hunt has left their bodies exhausted.

The largest force of magical girls you've ever deployed to a single task is out in force patrolling the city with high speed, the area they're spread over quite large now. You rake in grief cubes hand over fist it seems, quickly restocking your supplies to the highest point they've ever been. Most of your force being veterans now keeps casualties fairly low even as the demons rapidly adapt to your standard spread of tactics. One of the new greens you recruited is actually injured this turn, a little too slow and out of sync with the rest of your crew. The injury is relatively minor though and the veterans in her group get her out of there without real danger to her life. She seems a little more grateful for the support of the group now. One of the veterans had a real close call as well but managed to scrape through without notable injury, dragging her shield along her body in front of a blade in a spray of sparks just as the blade touched her skin and spinning away down the street with the energy it imparted. (+43 grief cubes)

You celebrate the successful month of hunting by trying to start a movie night. It ends up a fiasco though. Just cramming that many people into the biggest room you had for a 15 minute briefing at the start of the month was hard enough, trying it for a whole movie was just clown car comedy. It was fairly amusing once, but you'll likely not try to repeat that particular experience until you get someplace with a bit more room. Though you hear that your girls have already started to watch movies and such together anyways in smaller groups being quite close in general after months of spending so much time and combat together, but your attempt to organize it for the full group has become a bit of an inside joke.

With how well the last month went and how well this one did there was not much concern that there would be any grief spirals this month, you'd have thought them practically walking on air. (Auto-success)

Three more girls from your original group have made it to veteran status, including most of your mundane workers. It took them the longest for the most part since they weren't involved in much combat, but just the simply training you have them doing outside of their jobs is enough to slowly gain experience. (-3 Green, +3 Veteran)

________________________________________________________________________________________
Resources

  • 5 Green Meguca, 18 Veteran Meguca, 1 Elite Meguca (Mami)
    • Upkeep: 6 Veteran, 2 Green
      • demon finding training (+20% grief cubes)
      • on pack tactics (-4% pack hunting)
      • Dispatch service (+30% grief cubes, -1% hunting casualties)
      • 3 veterans and 1 green working jobs (+$5200)
  • Grief Cubes 35
  • Money: $8200
    • $400 upkeep on cellphones (-2% solo hunting)
    • $200 upkeep on cable
    • $3000 upkeep on apartments
  • Morale: [Medium] Morale climbed a bit this month as you followed through on the promise from the previous month and raised the grief cube stockpile to a higher level than ever before. The quick response to a half joking statement about needing entertainment also helped boost the general opinion. The mood was a bit dampened by the new girls, but you think they've mostly warmed up to the group as a result of the hunt together.
  • Assets
    • Tiny household shrine: Somewhat reduces losses to morale from deaths.
    • Basic Shields: -2% Casualties
    • Basic General Combat Training: -2% Casualties (May decay with losses or recruitment).
    • Basic Solo Combat Training: -1% Pack Hunting, -3% Solo Hunting (May decay with losses or recruitment).
  • Territory
    • Demon Status: Strong
    • Sustainable Harvest: 27

Turn 10 Options
[] Dispersed Hunting: Magical Girl will individually hunt demons throughout your territory and gather the grief cubes for the central supply. This can be dangerous.
Cost: Variable, specify number of Meguca dedicated; Reward: 2 grief cubes per Meguca assigned. 20% base casualty (significant injury or death) chance.


[] Pack Hunting: Magical Girls will hunt in groups vastly reducing the danger, but because they are not covering as much area their efficiency is reduced. Death is significantly less likely.
Cost: Variable, specify number of Meguca dedicated; Reward 1.25 Grief Cubes per Meguca assigned; 10% base casualty chance

[] Optional addon, Rotating Tactics: You could have your meguca rotate their ability use week by week in order to reduce the level of adaptation the demons develop. While it would result in an immediate increase in casualty rate due to loss of effectiveness compared to the current approach, it would reduce the ability of the demons to adapt.
Cost: +5% casualty rate; Reward: Reduction in rate of demon strength increase from overhunting, exact value unknown
[] Gather money, illegally: Magical Girls assigned to this role will commit crime to gather mundane currency which can be used to improve living conditions, using powers to commit simple burglaries or cheat in games of chance. Your Magical Girls have joined in search of a better life they are unlikely to much enjoy this and wish to avoid harsher crimes. You also lack connections with the criminal underworld, so the take is not all that good. There might also be complications with other criminals or the law.
Cost: Variable, specify number of Meguca dedicated; Reward: ~$3,000 per month per Meguca assigned, but it is highly variable


[] Gather money, legally: There are not a great number of jobs that will take young girls as workers: working as a bike courier, waitress, or maid are likely options. This project benefits from regularity, and discontinuous execution may have negative side effects. Chance of success 25% per Meguca, following up on a previous month's success brings the chance to 100%.
Cost: Variable, specify number of Meguca dedicated; Reward: $1,000 per month per Meguca assigned.
[] Improve Housing: More Apartments: Currently the girls are packed in around 5 to an apartment. You could get some more apartments and reduce the crowding.
Cost: $6,000 and 1 Veteran Meguca; Reward Normal Apartment minimum housing level (for up to 25 Meguca), ongoing cost +3000$ per month or you get kicked out. Payable at the begining of the month. (not repeatable)

[] Improve Housing: Small house: Instead of a dinky apartment you could pool your resources for a small house, giving everyone a bit more room. Will still be quite a few people per bedroom, but gives more of a feeling of home.
Cost: $10,000 and 3 Veteran Meguca; Reward Cramped Small House instead of homeless as minimum housing level (for up to 25 Meguca), ongoing cost 5000$ per month or you get kicked out. Payable at the begining of the month. (not repeatable)

[] Stipend: Giving your magical girls a small amount of money to spend on themselves. At their current level of lifestyle this no longer really further boosts their morale, but will help prevent its decay.
Cost: $50 per Meguca; Reward: Maintained morale. Chance of success: 100%

[] Increased Stipend: Giving the girls more money will further improve their morale a little bit.
Cost: $100 per Meguca; Reward: Increased morale. Chance of success: 100%

[] Purchase Bicycles: While getting bicycles for everyone is quite expensive given you have so many people and so little income; it would make your girls somewhat more mobile. You could of course have them share bicycles as well, since it's likely that you won't need them all at the same time much.
Cost: $150 per bicycle, specify amount; Reward: More mobility

[] Makeshift skateboards: It also occurs to you that you could probably get by with just whipping up some basic skateboards by hand. It would save a lot of money but cost a little labor, it's also not something anyone has experience with doing, so success is chancy.
Cost: $1000, 2 Meguca; Chance of success 50% (only part of monetary cost lost on failure); Reward: Makeshift skateboards for everyone, more mobility

[] Start your own business: It will take more than a bit of creativity to start a real business, and some significant startup funds. You'd likely also need some help from Kyuubey to cover up the details with some false identies. It would provide a much greater ability to rotate girls through the roles though and more flexibility in how much to provide each month as well though.
Cost: $20,000, 4 grief cubes, 3 Veteran Meguca; Reward: Your own business, more ability to rotate roles, slowly increasing income starting below the current legal income but able to go higher. Chance of Success: 60% (future attempts build on this and are only ¼ the resource cost)
[]Training, Raise Veteran: Raise one of the Green Girls to be a veteran
Cost: 3 Meguca, 1 Veteran Meguca; Reward: Raises one Green Meguca to veteran status.
[] Group sports day: You'll take the time to organize a full group outing to have some fun in a park and play some games, it will have to be fully mundane though as going out to somewhere secluded likely would take too much time.
Cost: 1 Veteran Meguca (representative of one day for everyone essentially, since you are now mostly vets); Reward: Increase to morale (group cohesion)

[] Fun with magic: It's kind of a sad statement about magical girl life that you don't really get to play with your magic, it's too costly to use it much beyond what you need to use to get grief cubes. You might be able to afford to ease up on such restrictions and let people have fun with magic for once.
Cost: +0.1 grief cube to upkeep cost per girl; Reward: Increase to morale, you actually get to play with magic a little rather than just use it to fight, possible other effects

[] Enchanting, Secondary Properties: Further investigate the secondary properties that individual materials exhibit. Including buying some simple tools to test more properties.
Cost:2 months of: 2 Veteran Meguca, 1 Grief Cube, $1000; Reward: Information on deeper effects of enchanting.

[] Enchanting, Duration/Charge: It was noticed that the effects of enchanting rapidly faded when the object was set down. Also the stronger magical girls could produce somewhat greater effects. Perhaps you could investigate ways to extend the charge period, or allow Mami to charge effects that other girls could maintain so that others might benefit from the stronger characteristics she could imbue.
Cost:1 month remaining of: 2 Veteran Meguca, 3 Grief Cube, $500; Reward: Allow Mami's grade of enchanting to be carried by all girls, step towards long term enchantments.

[] Demon strength meter: It should be possible to compose a set of guidelines and record keeping standards to allow you to more accurately gauge the current strength of the demon population.
Cost: 1 Veteran, 1 Green; Reward: Demon strength listed as a specific number (the modifier to the casualty rate) so long as some sensing action is done that month (currently the dispatch action)

[] Scout Area X: You can deploy a veteran to scout out one of the territories around you stealthily. They should be able to gauge the demon strength there and the magical girls status there without tipping them off, hopefully.
Cost: 1 Veteran; Chance of success: 70%; Reward: information on demon strength, support capacity of the territory, and status of current magical girls in the territory, bonus to diplomatic efforts.

[] Expand territory X, by force: The demons in Mitakihara have grown strong, but you could try to take over adjacent territories where they aren't as strong. The magical girls in those areas probably won't take kindly to this.
Cost: PvP combat; Reward: New territory with weaker demons

[] Expand territory X, by diplomacy: If you can convince them to join your group you may be able to safely incorporate others' territories. (Replaces normal recruitment option)
Cost: 1 Green, 1 Veteran; Reward: Meguca from territory recruited, new territory; Chance of Success: 30% (Mami bonus applicable)

-[] Addon, Bribery: Giving the girls some money might help them realize just how good for them cooperation could be.
Cost: $150 per girl in the territory; Reward: +1d10% success chance

-[] Addon, Intimidate: Bring additional Veterans to intimidate the other girls into accepting if they know what is good for them
Cost 1 extra Veteran, -morale of new girls if successfully recruited; Reward: +5% chance of success. Can be chosen repeatedly.


[] Recruitment, via Kyuubey: Ask Kyuubey to tell other Magical Girls in the area about you. He'll want something in return though, and he makes no promises of the efficacy.
Cost: 2 grief cubes; Reward: 1-3 girls; Chance of success: 50%
________________________________________________________________________________________
Turn options to follow in a bit, looking through the posts by players for possible additional options to add.

Also your rolls this month averaged to 60. Just look at your bullshit:

http://[MALICIOUS WEBSITE]/roller/view/4652339/
4d100; 11d100; 1d100+10 → [55,92,10,92] = (249)
4d100; 11d100; 1d100+10 → [95,77,14,9,42,55,67,97,73,53,99] = (681)
4d100; 11d100; 1d100+10 → [6,10] = (16)

Though I have actually changed Mami's modifier to +15 from +10 after some thought, so that's a mistake there. (The veterans I just mentally add +5 as to save on dice complexity).
 
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