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 .
Got. Sorry about that- sloppiness on my part. Agree that makes her death almost imposible since it would probably require a crit fail or something to begin with. Still, if we can groom a Vice Leader for a stat boost or something it would be worth the time to do so. ICly speaking, it also implies a sense of continuity of course.

EDIT: How free is this? Can I, for example, invent the personality of one of the Magical Girls nobody's touched on yet and have them start articulating an ideology of war?
 
EDIT: How free is this? Can I, for example, invent the personality of one of the Magical Girls nobody's touched on yet and have them start articulating an ideology of war?

I, uh, don't know. I'm don't even know if they're canon, so you can probably get away with murder.

(don't go around having the puella murder people, that tends to be bad luck)
 
Kyoko and Mami sat down, one night. The red-head twitched, scowled, and grit her teeth, filled with nervous energy. Her eyes were red, cheeks blushed in that pitiful way one gets after extended periods spent crying.

"There's a group of Demons down that street. I think they've already killed a family." Mami informed her partner. It was either 'go murder something', or 'eat lots of cake'. She was out of eggs, that night, and Kyoko needed to calm down.

"Listen...I, don't think we should hunt the stronger Demons any more." she choked out, biting her lip. Even as shocked as Mami was at this, she didn't fail to find the trembling fang adorable

"What are you saying?" the blonde girl hissed, hands clenched.

"I'm saying, we shouldn't bother with Demons that could actually hurt us! Mitakihara is crawling with Demons, so why don't we-"

*SLAP*

"Go." Mami hissed over her shoulder, already shaking.

"...I-"

"GO!"

Explanation

Seems to me that the main difference between Demons and Witches is that Demons were never Magical Girls. It's entirely possible that Kyoko and Mami worked together, and Kyoko lost her power. She'd still need Cubes, so she wouldn't hunt the stronger ones any more. Couldn't risk the injury, since her battle style was much reduced. Mami is insanely good, and Kyoko is too, frankly, staying on the lower cusp of Elite even without her illusions, but that difference between 'elite' and 'nearly elite' means she can't solo hunt the stronger Demons. Can't work alongside another MG, because her attacks still use magic, and she still needs to cleanse.

So, instead of it being an issue of familiars, it's an issue of not taking on bigger threats. She makes the same selfish-but-reasonable choice to back down and only take on those she can handle, so she can keep living. She and Mami fight, because they're so damn stubborn, and Kyoko runs.

Some part of Mami tells her that Kyoko was scared of the fighting, when she left. That she couldn't allow herself to die, and that was a fate more horrible than losing the last human connection she had. And that's why she formed Serene. Because she remembered that hesitance in Kyoko's tone, and came to understand the horrible reality. And then she realized that most Magical Girls didn't have anything approaching her power. From there, it was simple - she wanted Kyoko back, but first she needed to build a home for her to come back to. Somewhere safe, not just for the girl that mattered most to her, but for everyone afraid of losing what little they had.

Doesn't really match Mami's tone. I suppose something similar to that went down, but I don't think Mami would respond that way. Kyouko seemed a bit off too.

Sorry if that is too vague of criticism.

Of course, the whole "make a wish that people believe what you father says, and then murder suicide after the reveal" well that is certainly still probable canon. Mami then probably took Kyouko in and kept her up with grief cubes until the depression wore off.

Possible reasons for why Kyouko isn't with Mami anymore?

1. Guilt: Kyouko doesn't like being around where her father's church used to be because of bad memories.

2. Guilt: Kyouko feels guilty about taking Mami's charity, and embarrassed for Mami to have seen her in that state.

3. Fear: Kyouko wants to avoid fighting really strong Demons, which clashes with Mami's hero complex.

4. Pride: Kyouko wants to show Mami she can make it on her own.

All are possible, and actually none of those reasons are exclusive.

EDIT: On vice-commander, well Kyokuo's pretty much the obvious pick for that. At least in terms of magical power. I guess Sayaka might be closer to Mami's way of thinking about the heroic nature of the job, if a little... overly naive. Hitomi was probably the closest to Mami in personality.

As for how we get one, well it depends on the Quest and the GM, but usually it's presented as a action option to either find or groom an adviser. GM might not be ready for that yet. I'd wait for @inverted_helix to comment before going of to try and create a new personality (plus all our girls currently have names and some personality already).
 
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Wow, sudden string of posts without me updating. I've been kind of embarrassingly writers blocked on the scene with the mundane girls (which is what's holding up the update).

Of course, the whole "make a wish that people believe what you father says, and then murder suicide after the reveal" well that is certainly still probable canon.
This is still her wish. Though currently I'm thinking she pushed Mami away due to her implosion into selfishness after her father's suicide. Though some of these are good ideas. FixerUpper's Omake is pretty accurate to my line of thinking on Kyouko at the moment.

How likely is Mami's death? How many omakes and of what type do I need to write to keep this from happening? D:
Mami is the only one that isn't included in your normal grief spiral rolls. Because she's basically thrown her entire life into SIMP, so there's not really any external events that effect her. She can only grief spiral if SIMP starts to go bad. She could die in combat, but it's pretty unlikely given how much of a combat bonus Elites have. I mean at your current demon strength she has no chance of even being injured. Also the odds of a veteran managing to beat out her combat dice enough to kill her is pretty much negligible. So you'd need for her to either end up in combat against multiple vets on her own, or roll poorly facing off against another elite for her to even have a chance of dying.

Anything else I'm missing? I've been considering breaking things up a little with advisers in each field as Haman suggested a few pages back but I'm not totally clear on how I'd make that work yet. Thinking Akeno running the courier business, though speed is not really the best reason to be in charge though it might make sense to a bunch of adolescent girls. Keiko taking charge of any research project. Kaoru (who admittedly hasn't shown up much in the fluff) being hunting lead. Considering giving you a project to promote Kaoru to Elite in that respect, mostly because her string of 90+ rolls when she was a green was quite hilarious and fitting to the idea that Elites are the ones that were strong to begin with. But I kind of want them to be harder to acquire than that.
 
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Doesn't really match Mami's tone. I suppose something similar to that went down, but I don't think Mami would respond that way. Kyouko seemed a bit off too.

Sorry if that is too vague of criticism.

Of course, the whole "make a wish that people believe what you father says, and then murder suicide after the reveal" well that is certainly still probable canon. Mami then probably took Kyouko in and kept her up with grief cubes until the depression wore off.

Possible reasons for why Kyouko isn't with Mami anymore?

1. Guilt: Kyouko doesn't like being around where her father's church used to be because of bad memories.

2. Guilt: Kyouko feels guilty about taking Mami's charity, and embarrassed for Mami to have seen her in that state.

3. Fear: Kyouko wants to avoid fighting really strong Demons, which clashes with Mami's hero complex.

4. Pride: Kyouko wants to show Mami she can make it on her own.

All are possible, and actually none of those reasons are exclusive.
It really is vague. Though, Mami's tone was totally off. Way too much snark...If you can word your criticism a bit better, I can re-work it. The idea was something similar to ADS, with the same outcome, for only slightly different reasons.

Of those reasons...
1 - As shown in Canon, Kyoko returns to the church now and then. My own understanding is that it's to connect with her deceased family.
2 - Seems odd for that to just crop up out of nowhere, and for her to decide to step away from it suddenly. I suppose that trauma might make her re-evaluate her life, but Mami worked with her, not to baby Kyoko, but to keep other people safe. This one seems pretty weak.
3 - That's what I tried to poke at in my scene. It makes a lot of sense. Hell, Mami doesn't want to fight strong things, but she does it anyways.
4 - That'd provoke a vastly different scene, in which Kyoko sets up her own group similar to SIMP. (Hey, Helix. If you decide this is Canon, I'll run it concurrent? Could have plotlines running side by side...)
 
Wow, sudden string of posts without me updating. I've been kind of embarrassingly writers blocked on the scene with the mundane girls (which is what's holding up the update).

This is still her wish. Though currently I'm thinking she pushed Mami away due to her implosion into selfishness after her father's suicide. Though some of these are good ideas. FixerUpper's Omake is pretty accurate to my line of thinking on Kyouko at the moment.

Mami is the only one that isn't included in your normal grief spiral rolls. Because she's basically thrown her entire life into SIMP, so there's not really any external events that effect her. She can only grief spiral if SIMP starts to go bad. She could die in combat, but it's pretty unlikely given how much of a combat bonus Elites have. I mean at your current demon strength she has no chance of even being injured. Also the odds of a veteran managing to beat out her combat dice enough to kill her is pretty much negligible. So you'd need for her to either end up in combat against multiple vets on her own, or roll poorly facing off against another elite for her to even have a chance of dying.

Anything else I'm missing? I've been considering breaking things up a little with advisers in each field as Haman suggested a few pages back but I'm not totally clear on how I'd make that work yet. Thinking Akeno running the courier business, though speed is not really the best reason to be in charge though it might make sense to a bunch of adolescent girls. Keiko taking charge of any research project. Kaoru (who admittedly hasn't shown up much in the fluff) being hunting lead. Considering giving you a project to promote Kaoru to Elite in that respect, mostly because her string of 90+ rolls when she was a green was quite hilarious and fitting to the idea that Elites are the ones that were strong to begin with. But I kind of want them to be harder to acquire than that.

One more request from me. How much leeway are we allowed in my Omakes? I'm an advocate of a lot more rapid expansion, and want to try and introduce a character that would support it (or greatly alter one) and put it into an Omake. This is because the primary thing holding me back from rapid expansion is worry about ICness of it all, and I want to mitigate that problem.
 
One more request from me. How much leeway are we allowed in my Omakes? I'm an advocate of a lot more rapid expansion, and want to try and introduce a character that would support it (or greatly alter one) and put it into an Omake. This is because the primary thing holding me back from rapid expansion is worry about ICness of it all, and I want to mitigate that problem.
They are omake. You can have a lot of leeway, though quality and connection to the subject matter will determine the bonus if any.

You can use my list of names and data from a couple pages ago, most of the characters haven't gotten any real development so it's not really like you need to alter them.
 
Got it. I'm going to start on an Omake to develop an OC character into an advocate of an expansionistic ideology. If I secure a bonus, my goal is for the bonus to go into creating an expansionist ideology with supporters (though knowing Mami Tomoe that's not likely to be many).

EDIT: Requesting some advice from other players on who it's most plausible to turn into an advocate. In my mind, this is eventually going to turn into a propagandistic ideology so either the initial advocate or a later proponent needs to be intelligent.
 
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Someone who's been off the front lines would make sense. Someone who's gotten used to peace, and no longer remembers the terror of fighting so clearly.
 
Anything else I'm missing? I've been considering breaking things up a little with advisers in each field as Haman suggested a few pages back but I'm not totally clear on how I'd make that work yet. Thinking Akeno running the courier business, though speed is not really the best reason to be in charge though it might make sense to a bunch of adolescent girls. Keiko taking charge of any research project. Kaoru (who admittedly hasn't shown up much in the fluff) being hunting lead. Considering giving you a project to promote Kaoru to Elite in that respect, mostly because her string of 90+ rolls when she was a green was quite hilarious and fitting to the idea that Elites are the ones that were strong to begin with. But I kind of want them to be harder to acquire than that.

Elite event?! o:

Tell us more about Kaoru. Who is she? What's her story? Do the other puella look up to her? Is she a specialist, or a generalist like Mami? What was her wish? Is she happy to have people rely on her, or does she get anxious and shy away?

That's a good start. Thanks.

Once I've actually found the list, I'll start trying to figure it out.

It should be at most a page or two before my first omake which can be found at the index.
 
Turn 15
Turn 15

You distribute your girls allowance in person as usual this month and let Hainako know she's going to be rotated to the hunting crew as a measure to improve cohesion amongst the Serene and less division between roles. She takes it well enough, since her personal injury rate is higher as a courier than your average amongst the hunting parties. Though she then appears to reevaluate that logic and begins fretting. You tell her it will be fine, it's quite a bit safer these days after all and there will be other girls to watch after her. (-$1350)

You have Shioko bring her mundane friends by and treat them to tea and cake since there's no situation that can't be made better with tea and cake. You ask them what they know about magical girls and it's clear that they've been just as steeped in magical girl anime as any girl their age would be, though Shioko has tried to explain how it's not really a good life at all. You find it a bit embarrassing that you get called Mother Mami, some of the girls might have done that before but you're not that old! Although you think the Serene do it because you protest it. Shioko certainly failed to hide her smile at your reaction to Ayase and Minako saying it.

You explain to them the real nature of magical girl life, the life or death battles, the need for grief cubes just to stay alive, the fact you can't talk about it. You also admit though that a third of your girls these days just do normal jobs to support SIMP. The most important aspect these days is the idea that your emotions can become so dangerous as a magical girl, negativity can kill you. It's not quite what they pictured, but they still seem interested, boring modern life has always made some people yearn for adventure. You try to stifle that by saying a new magical girl in your group is more likely to get a job as a courier than as a fighter until they have time for training to build up their skills to a safe level. That seems to discourage Minako a little while at the same time encouraging Ayase.

You then explain that Ayase doesn't have any magical potential to be brought forth anyways though Minako does. Ayase is a bit disappointed, but still interested when Mami tells her that being a friend is still helpful. Minako is still interested in becoming one, though you want her to see more first.

You tell them you'll bring them along on a demon hunt. Shioko is a bit upset at that thought, having brought them to you so that you could convince them that magical girl life is too dangerous, but you assure her that you'll personally go along with them and watch over them.

The hunt that month has everyone's nerves on edge it seems given Hainako seems to be attacking actual shadows all month, and you're trying to protect a couple of mundane. Shioko and you spend much of your time protecting Ayase and Minako instead of attacking and it costs you a little bit of efficiency. You can't give them anything enchanted because they don't have the magic to maintain it, but you give them your shields, which even mundane are still steel. Ayase has a few demons focus on her, but Mami is more than capable of fending them off. No one gets injured this month with the diminishing demon strength and your high quality hunters. (+29 grief cubes)

In the end you didn't scare either of them off from being magical girls, though Ayase at least is somewhat grateful she can't become one. You consider showing them the shrine as one last effort at swaying them, but you find you don't want to. It's not something you really want anyone that isn't a magical girl to see, it's too… something. You're not sure what to call it but you don't want to and the other Serene definitely voiced their opinion in that direction as well. You tell Minako that you've had four deaths in the past year, and she's a little shaken but not swayed from her course.

Kyuubey contracts her that day when she was on her way home. He is silent on the content of her wish, saying that Incubators are not allowed to reveal personal information of that sort. He also informs you that he is willing to leave Ayase's memories in this instance but you personally will bear responsibility for it. (+1 Green)

On the business front your courier business is finally up to full strength. Some of the original clients ask what happened to Hainako, but mostly seem relieved to hear she was just taking the month off. Some seemed to expect her curse had finally landed her in the hospital or a grave. Haruka has no comment on whether she originated their belief that Hainako's cursed. (+$12,200)

Keiko reports in about the results of her research project. You try to ignore the fact she's flushed and dragging a sleeping Katsuko behind her. And the fact that you know a non-negligible portion of their budget has been coffee, although it is so hard to ignore someone drinking coffee rather than tea. This is really not what you'd hoped for by telling Keiko that Katsuko had to be present for all science related things.

Apparently their results so far indicate that 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.

She describes a magnesium flare as fun and a reason to be grateful for a magical girl's durability. You notice at that point that her hands are a bit burned and the redness of her face is actually a light burn rather than a flush. You idly wonder how close they came to burning the building down and resolve to question Katsuko on just how badly that went and why she didn't stop it. (-1 grief cube, -$1000)

You breathe a sigh of relief that there are no grief spirals this month, the cost last month was crushing. Sora, the girl Kyuubey brought in the one time you asked him to recruit for you has reached veteran status this month as well. (-1 Green, +1 Veteran)

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Resources

  • 4 Green Meguca, 23 Veteran Meguca, 1 Elite Meguca (Mami +10% persuasive)
    • Upkeep: 11 Veteran, 4 Green (Training maintenance shifted again due to population growth)
      • 1.5 vet demon finding training (+20% grief cubes)
      • 1.5 vet on pack tactics (-4% pack hunting)
      • 3 vets Dispatch service (+30% grief cubes, -1% hunting casualties)
      • 1 veterans and 2 greens working jobs (+$3200)
      • 4 veteran + 2 green working courier business (Minimum 3 vets)
  • Grief Cubes 26
  • Money: $14,100
    • $560 upkeep on cellphones (-2% solo hunting) (Cost changed to $20 a person upkeep)
    • $1400 Low Level Stipend (basic allowance, probably could be better these days)
    • $200 upkeep on cable
    • $3000 upkeep on apartments
  • Morale: [5 of 10] Morale remained about the same this month, held in place by the lack of casualties or grief spirals this month in spite of your low grief cube supply.
  • Assets
    • Tiny household shrine: Somewhat reduces losses to morale from deaths. (Bonus Increased by omake)
    • Shields: -3% Casualties
    • Basic General Combat Training: -1% Casualties (Decaying).
    • Basic Solo Combat Training: -1% Pack Hunting, -3% Solo Hunting (May decay with losses or recruitment).
    • Cramped Apartments (max capacity)
    • Mami's Apartment (HQ of sorts) (Can be traded for $1200 per turn)
    • Small Courier Business (+$9000 per turn)
  • Territory
    • Demon Status: Above Average +4
    • Sustainable Harvest: 35


Turn 16 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 50% per Meguca (since it's summer again), 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: $6,000 and 1 Veteran Meguca; Reward More housing capacity (Limit increased from 25 to 40), ongoing cost +3000$ per month or you get kicked out. Payable at the beginning of the month. (not repeatable)

[] Improve Housing: 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: $10,000 and 3 Veteran Meguca; Reward House (for up to 25 Meguca extra capacity), ongoing cost 4000$ per month or you get kicked out. Payable at the beginning of the month.

[] Increased Stipend: Giving the girls more money will further improve their morale a little bit.
Cost: $100 per Meguca; Reward: Maintained 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 (10/28); 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, 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: Specify methodology.
Cost: Minimum 1 veteran meguca, .5-1 grief cubes per customer, attention; Reward: ??? Highly variable. Likely to increase over time.

[] Internet translator job: Starting your own internet translation business for one translator, even one really really good one probably isn't worth the effort given how hard it would be to get enough work for her. Working through some business is a lot less profitable, but a also much simpler.
Cost: Hainako (1 veteran); Reward: $3,000 a 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.

[] 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 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%

[] Enchanting, Duration: Your budding researchers picked up a sort of effect similar to layered insulation holding in heat longer. They would like more resources to investigate this. They might be able to make enchantments last longer after a magical girl lets go of them this way, though they don't have much immediate idea as to the usefulness of that.
Cost:2 months of: 2 Veteran Meguca, 2 Grief Cube, $1000; Reward: Step towards long term enchantments.

[] 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.
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%
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Tweaking some of the costs a little. I'm now going to assess a $250 charge on every recruit to buy them a phone and a shield since you have undoubtedly run out of any spares by now. If you get to the point of issuing bicycles to everyone I'll probably assess that too. (Though considering on bicycles I'll probably have it only be 50% of original cost on belief that half of the new recruits will likely own bikes on their own). The cost of phone plan is also connected to your population now.

Also training maintenance went up with your population (since it's actually 5% of your population for each of them, not a static value, dispatch service on the other hand is connected to your territory rather than population), I've been lagging a bit on upping it.

Will be a delay in adding options, since I really need to come up with more of them again I think. Also curious what people come up with now that the core basis for this line of enchanting is (partly) revealed.

Wish engineering is not going to be a thing in this quest. Mostly because it's what I feel made Catty's quest spin out of control. Also because it seems like there must be some sort of reason the Incubators don't do it in canon that we simply didn't see. I mean I could coach it in terms like it being from their heart and not at all from the words of the wish though. Though the Incubators have no compunction against manipulating media to control what people think about, so I'm guessing it's more along the lines of Magic rejecting such manipulation.
 
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Someone who's been off the front lines would make sense. Someone who's gotten used to peace, and no longer remembers the terror of fighting so clearly.
Alternatively someone that is on the front line each day and remembers full well the terror compared to the relative safety of now, and therefore wants to spread that safety to others.
Elite event?! o:

Tell us more about Kaoru. Who is she? What's her story? Do the other puella look up to her? Is she a specialist, or a generalist like Mami? What was her wish? Is she happy to have people rely on her, or does she get anxious and shy away?
She pushes herself to provide for others, to make up when others falter, but she doesn't really want to talk about doing so. She doesn't have a family around and lives with the main group like many of your original starting girls. She socializes with them like a fairly normal girl, but doesn't open up about her past and they don't ask because most of them don't want to talk about their pasts either.

Generalist with no specialty yet determined (since every elite will have a + to something) (she was not one of the ones assigned a wish magic by random roll, which doesn't mean she doesn't have one necessarily, just means it's not one of the common types I've already laid out).
 
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Considering giving you a project to promote Kaoru to Elite in that respect, mostly because her string of 90+ rolls when she was a green was quite hilarious and fitting to the idea that Elites are the ones that were strong to begin with. But I kind of want them to be harder to acquire than that.

Eh shouldn't there be a couple of ways to get an Elite? One MG is very lucky and get's say multiple months worth of 90+ rolls sounds like Future Elite Material for me.

Or Plot/100~ Scout Rolls to find an Elite.....

Or way later on some sort of grueling training exercise/magical cost/monetary/Time cost combination to get an Elite.
 
Eh shouldn't there be a couple of ways to get an Elite? One MG is very lucky and get's say multiple months worth of 90+ rolls sounds like Future Elite Material for me.

Or Plot/100~ Scout Rolls to find an Elite.....

Or way later on some sort of grueling training exercise/magical cost/monetary/Time cost combination to get an Elite.
IH mentioned Science and Religion as potential upgrade paths. I'd assume that those will let Vets become Elites and higher.
 
I find it strange how much people fixate on Meguca levels and ignore the other stuff.

Any ideas on new possible actions you want to see? Specifically more things to spend money and meguca on now that you're starting to get less resource constrained. Plus where do you want to go with research.
 
I find it strange how much people fixate on Meguca levels and ignore the other stuff.

Any ideas on new possible actions you want to see? Specifically more things to spend money and meguca on now that you're starting to get less resource constrained. Plus where do you want to go with research.
More Elites? More basically invincible Meguca. Why wouldn't players want that?

Would like to see specifics for home improvements. Decorations, stocking cupboards with luxury foods and enough things for guests, movie tickets to new releases...
Research? I wonder how many computers we can blow up with Magic? Maybe we can lay down magical protections on the Shrine?
 
basically invincible Meguca
That just makes me want to deploy one of my handy disasters from this chart.

Honestly this quest really walks a balancing tightrope that the people saying we have no threats really don't seem to grasp. I mean 15 turns in and you've only gained 35% on your population, treasury is up 75%, and territory is up 75%. Most Empire quests at 15 turns in have quadrupled their economy at a minimum and often conquered a massive area. Let alone that you started really tiny. The actual start of a group rather than starting you at significant size like most empire quests. If I throw something actually threatening at you (and I have a fair few drawn up) then it could knock you back down below your starting point, and that just wouldn't be fun for the players or for me.

I could throw a couple rival organizations in the ring (and it's always been my intent for those to be around), but I was more intending them to be a larger scale issue. I kind of want to wait to throw rival organizations at you until you had a much larger base to work from.

Things have been all sunshine and roses for you, but you're still on an ultimately tiny scale. 28 Meguca out of ~5,000 in Japan alone, and a couple hundred thousand globally. As size of your territory increases your scouting actions and the areas you take over at once will also improve so you do have a bit of an exponential growth, but you really haven't hit a stride on that at all yet.

And saying that to you is probably not fair. It's just been a point that's been bothering me.

Would like to see specifics for home improvements. Decorations, stocking cupboards with luxury foods and enough things for guests, movie tickets to new releases...
Research? I wonder how many computers we can blow up with Magic? Maybe we can lay down magical protections on the Shrine?
Spending money on that just doesn't seem likely from the players, I mean they still haven't increased the stipend from its original level and it probably should increase a couple ranks. I mean with your income now $200 a girl would probably be affordable, and a lot better received. I was originally going to have them start grumbling about it this turn, but decided to push it off to next since you actually hit 0 treasury last turn or the turn before last and only really started spiking now.
 
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Just stating the thread vibe. It really is silly, honestly. It's a Madoka Quest, there's bound to be all sorts of horrible shit waiting to ruin everyone's day. It's mandatory.
 
Well unless there is already a secret magical society of PM's across the countries already controlling things... wait...

Wouldn't we have gotten that info from Kyubey already? Would Kyubey let a normal organization take control of Magical Girls?

We're not really big enough to have subdivisions to start doing more vague +Grow territory and stuff...

... It's kinda hard to think of how to spread more besides -scout, -diploamncy, -grow, -repeat.
 
Well unless there is already a secret magical society of PM's across the countries already controlling things... wait...

Wouldn't we have gotten that info from Kyubey already? Would Kyubey let a normal organization take control of Magical Girls?

We're not really big enough to have subdivisions to start doing more vague +Grow territory and stuff...

... It's kinda hard to think of how to spread more besides -scout, -diploamncy, -grow, -repeat.
Early stages, it's all about refining technique. Later, you worry about organizational structure.
 
That just makes me want to deploy one of my handy disasters from this chart.

Honestly this quest really walks a balancing tightrope that the people saying we have no threats really don't seem to grasp. I mean 15 turns in and you've only gained 35% on your population, treasury is up 75%, and territory is up 75%. Most Empire quests at 15 turns in have quadrupled their economy at a minimum and often conquered a massive area. Let alone that you started really tiny. The actual start of a group rather than starting you at significant size like most empire quests. If I throw something actually threatening at you (and I have a fair few drawn up) then it could knock you back down below your starting point, and that just wouldn't be fun for the players or for me.

I could throw a couple rival organizations in the ring (and it's always been my intent for those to be around), but I was more intending them to be a larger scale issue. I kind of want to wait to throw rival organizations at you until you had a much larger base to work from.

I don't know about anyone else, but this doesn't come as a surprise to me.

Even if SIMP is the first, others will inevitably hear about it and copy it. successful ideas have a way of propagating that way.

Also, Elite's are hardly invincible. Any elites other than Mami will still be subject to grief spiral, for one. I can also see them being prime targets for assassination if we get into conflict with other groups.

Elites are basically strategic assets, with battles between city/state size groups generally being determined by who has the most elites. It makes sense that they should be difficult, but not impossible to get- and should be hoarded jealously when they are gotten.

As for Elite promotion?, well based on the fluff, I would require a series of exceptional rolls on top of over a years worth of experience minimum.

Even then, I'd probably set it so that promotion requires either several turns training with an already existing elite or two to three years of experience, whatever comes first.
 
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The current problem we have (which I'll work on once I've found the data and decided on a candidate) is that being expansionist just isn't in the nature of Mami Tomoe. Not using force, anyway.

I'd actually be curious for a disaster. Might make the game dramatic and start testing us to our limits. Would also make expansionism look like a better ideology.
 
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