It takes three Meguca and one Veteran to promote one Green to Veteran Level.
That's about 5 GC's we'd be losing to get only 1 more Veteran, who only does a little bit better at farming cubes.
It's almost never economical to upgrade a Meguca besides letting it naturally happen after 6~ months or so. Four Meguca's busy to get one upgrade just isn't worth it. (Unless you need more for Veteran actions, which we don't.)
I agree with LightMage on this matter (again...). We need grief cubes, and even if we throw everyone at the problem except the 4 moneymakers, we still only get +5, roughly (depending on number of spirals). I wouldn't want the stocks to dip too low or megucas will start worrying.
Since it was explicitly mentioned that they were slightly unhappy about the missing stipend, it seems reasonable to say it was just a one month thing (to purchase shields with). Plus, it's fairly cheap.
Other than that, there's no allocatable resources except money to buy better house with, which probably isn't worth it at this stage. The only way to squeeze out more girls would be if we did dispersed hunting for more efficiency, so we could take some girls off of hunting. That is too risky for my blood.
We're essentially passing the turn and grabbing $$$+grief cubes for next turn.
Advertise how? You can't exactly take out a newspaper ad saying good home for magical girls.
Recording demon distributions can be done, but your patrol routes naturally incorporate the locations you've found just by experience. Though I am planning a demon population study action to pop up a couple turns from now for something similar to this.
Another action I'm thinking of doing is allowing you to start your own business for an initial high input value ~20k and relatively low starting output money ~600 per meguca, but with ability to rotate girls through it freely and gradually increasing output.
I struggle a little with the balance of Veterans vs Greens making them both desirable and I think I've hit a fairly good balance by making them promotable but automatically gaining experience as well. I mean a Veteran promoted early gives you about .5*1.25*1.45 = .9 grief cubes per month compared to their green state. So they don't quite pay for the full lost amount spent on promoting them over the ~6 months, but they also have lower casualty rate and more options to consider.
We can't!? /joke
Er I mean through Kyubey, get him to pass the word to those who ask nearby about PM Groups or something.
I struggle a little with the balance of Veterans vs Greens making them both desirable and I think I've hit a fairly good balance by making them promotable but automatically gaining experience as well. I mean a Veteran promoted early gives you about .5*1.25*1.45 = .9 grief cubes per month compared to their green state. So they don't quite pay for the full lost amount spent on promoting them over the ~6 months, but they also have lower casualty rate and more options to consider.
Hmm I suppose I might allow that, though I'm not anxious to let you abuse what the Incubators have available so I'm considering what I could have them ask in return, most obvious is simply extra grief cubes but I'm not sure that would make sense. Kyuubey already gave Mami some help with this...
Later on yes you can make an academy and get some increased efficiency to it, though you'd still be facing costs from instructors and the time spent learning.
I'm curious if the balance I've struck on the Greens vs Veterans seems reasonable to people. Also I'm currently planning on the effectiveness of Veterans and Elites in "PvP" combat (the fact that acronym works amuses me greatly) being significantly higher than their hunting effectiveness would suggest to further balance things.
Hmm I suppose I might allow that, though I'm not anxious to let you abuse what the Incubators have available so I'm considering what I could have them ask in return, most obvious is simply extra grief cubes but I'm not sure that would make sense. Kyuubey already gave Mami some help with this...
Spend a grief cube to have Kyuubey attempt to recruit someone for us seems fair.
Later on yes you can make an academy and get some increased efficiency to it, though you'd still be facing costs from instructors and the time spent learning.
I'm curious if the balance I've struck on the Greens vs Veterans seems reasonable to people. Also I'm currently planning on the effectiveness of Veterans and Elites in "PvP" combat (the fact that acronym works amuses me greatly) being significantly higher than their hunting effectiveness would suggest to further balance things.
That'd make sense. Better anti-puella combat skills would help make a difference between them. Figures the older ones would have gotten into a scrap or two.
'After a hard days' work, poor Arisa-chan was cornered by a few thugs. She came home to drop off her wages, hug her sister, and then vanish into thin air. Whatever had happened, someone was going to pay'
'Quiet Satomi-chan broke down the other night, roaring about how unfair it was that she had a roof and food, when her family had starved to see her eighth birthday. All that could calm her, were words of how proud her parents would have been to see her making friends.'
'Aiko finally found the courage to confess her feelings to Daisuke. He didn't reciprocate.'
'Akane came back from a hunting expedition visibly unsettled. When prodded, noting how dark her Soul Gem was, she explained that she was sick of slaughtering faceless images, tired of all the violence and pain, and scared of slipping up. In times like this, Mama Tomoe always said that Cake Solves Everything. Mama hasn't been wrong yet.'
'Yuri came home from school one day, sobbing about a pack of vicious bullies. Funny, you remember saving at least three of those boys not a month ago.'
'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.'
'Tsubaki got into a fight the other day. It's a habit of hers. Unfortunately, her opponent walked home with a gimp leg, and was hit by a bus.'
'Sora's class was assigned research projects in History class. She had the misfortune of selecting the Battle of Okinawa.'
'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.'
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.
I suppose I should be drafting up some new Grief Flavors every turn? (Anyone want spearmint?)
Grief-Flavors of the Month:
Money - Shinobu, while ecstatic about an actual roof over her head, Despaired over all the money brought in. "You can't eat money!" she complained. All the other girls looked sheepish, having forgotten to buy food. While Akeno raced off to the grocery store, Shinobu made her point by literally eating a Grief Cube.
Spear - Ayase, on a routine Demon hunt, was speared by Tsubaki's stray attack. The Demon itself died pitifully, but their ensuing battle cost two Cubes. The follow-up skirmish cost another, and your efforts to separate and mediate burned another Cube.
Lemon Tea - Yui was walking home again, 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, having developed the intuition to use them even while unconscious.
Doom - Sora 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.
Pie - 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...
I know. Your guys average roll in this quest is something like 60ish on a d100. I keep thinking your luck will average out eventually and you'll suffer the low rolls to make up for it. I mean I intended the quest to be fairly hard but winnable, but I tuned too carefully. I'm also worried if I cranked up the difficulty you'd finally break your string of luck and die horribly. Plus I'd feel kind of wrong increasing the difficulty to deal with you doing too well
Also you're running headlong into the first negative feedback defenses against you doing well. So hopefully it will add some difficulties. I take the law of cycles as making for feedback loops.
Money - Shinobu, while ecstatic about an actual roof over her head, Despaired over all the money brought in. "You can't eat money!" she complained. All the other girls looked sheepish, having forgotten to buy food. While Akeno raced off to the grocery store, Shinobu made her point by literally eating a Grief Cube.
[X] 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
-[X] 8 Green Meguca, 3 Veteran Meguca
same as last time
[X] 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.)
the usual here
[X] 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%
why not?
[X] 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.
If we can increase the efficiency of our demon-hunting, then we can lead more Meguca back into earning money. that way, we can eventually fund either more apartments, or a small house.
[X] 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.
could increase efficiency, so its a go, and it also seems to open other options.
i chose against recruiting, because we need more room to house them first.
@inverted_helix could we maybe try to recruit-without-explicitly-recruiting some of the other PMs in the area by offering to buy grief cubes with money (carefully balanced so that being an actual member with group hunting and shelter works out to a better deal of course), perhaps also with the implication we might consider selling a few to prevent out-group grief spirals. Again, at prices that make being part of the money-earner group a better deal.
And furthermore asking kyubey if the Incubators would be interested in facilitating long range trading.
Ahh yes, it will be interesting to see how people will react. The good start has given them a solid foundation so it might take a bit but our luck will correct itself.
[X] 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
-[X] 11 Green Meguca, 1 Veteran Meguca, 1 Mami
[X] Continue Meguca Upkeep
[X] 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.)
-[X] Continue with the same 4 Greens
[X] 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%
-[x] $1100 for 22 PMs
[X] 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.
[X] 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%
Costs
-$1100 + $3400 Upkeep + $1000 Research (Total -$5500)
-22 Grief Cubes + Projected 3 from spiraling (25) + 2 from Kyuubey (27) + 1 for Enchanting Research (28)
Gains
+ Turn 1 of two for Enchanting Secondary Properties
+ $4800 Cash
+ 30~ Grief Cubes
+ Maintain Morale
+ Continue Keeping on what we're doing
+ 1-3 Magical Girls
Goal we gain some more Magical Girls, and we start a research project. We continue doing what we're doing. We lose a little bit of stored cash, but we should break even +/- a grief cube or two. I plan to have our magical girls go 4:1 hunting(other stuff) / Cash Getting, so one of our next three will join our money gathering ones, bumping our income up to $5800 hopefully. Then we repeat again next month to bring it to $6800, and use another month to build up our stores before improving our apartments. After that we continue growing and work on saving up money until we have over $25k and start preparing to set up our own business.
An interesting question that I must embarrassingly admit not to have thought about.
My take is that since demons are born from the negative emotions of humanity they are as variable in appearance as witches were. Largely embodying what people fear. From snakes to axe murderers to crowds of zombies. Some stranger things to represent the more abstract fears as well. Their abilities are also dangerously disconnected from their appearances sometimes. Since each demon is the result of the conglomeration of a lot of humans negativity, and not very uniform ones.
@inverted_helix could we maybe try to recruit-without-explicitly-recruiting some of the other PMs in the area by offering to buy grief cubes with money (carefully balanced so that being an actual member with group hunting and shelter works out to a better deal of course), perhaps also with the implication we might consider selling a few to prevent out-group grief spirals. Again, at prices that make being part of the money-earner group a better deal.
And furthermore asking kyubey if the Incubators would be interested in facilitating long range trading.
While interesting I'm not sure many out of group puella would be interested in money for grief cubes. I mean they risk a lot to get the grief cubes in general. I'm not sure where to begin with balancing these values. I'll think about it but I'm not sure the balance points you want actually exist.
Edit: Also find it kind of sad to only have 3 voters split between two plans. Though the only real difference seems to be the choice in research projects and whether or not to have Kyuubey try and recruit for you.
[X] 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
-[X] 8 Green Meguca, 3 Veteran Meguca
[X] 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.)
[X] 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%
[X] 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.
[X] 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.
I also must point out that plan in the lead is an improper distribution.
It has 7 veterans and 13 greens, when your actual available resources are 5 veterans +Mami and 16 greens.
Though I'll easily adjust that in the hunting action by switching it to 11 greens, 1 vet +Mami. So I'll accept it as a plan anyways just clarifying that it won't quite be that distribution.
Seems general consensus is continuing central dispatch and upkeep on projects, the normal stipend and money gathering operations, and the enchanting for duration/charge. I'll work with that.
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)
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.
Hope and despair balance out to zero. As Girls work to improve conditions, growing hopeful, despair is generated in excess, which generates stronger Demons.
An interesting development, to be sure. Still not playing until something happens I didn't see coming...Even if I want to.
Spiral Scenes, the compilation. Taking old ones that haven't been used, adding in new ones. Will spoiler them by category, from here on out.
Bye Bye Beautiful - After a hard days' work, poor Arisa-chan was cornered by a few thugs. She came home to drop off her wages, hug her sister, and then vanish into thin air. Whatever had happened, someone was going to pay. Gimme Gimme Never Gets - Kasumi was caught stealing Cubes the other day, when the steadily-recovering Izumi inexplicably suffered from a fatal spiral. One Cube lost to Kasumi's sticky hands, two had gone to Izumi-chan, and one more, for my own use, after I was forced to euthanize the thief. Joining You - Kohaku passed on last night, cut atwain by her Spiraling lover, Matoko.
An Empty Plate - Shinobu, while ecstatic about an actual roof over her head, Despaired over all the money brought in. "You can't eat money!" she complained. All the other girls looked sheepish, having forgotten to buy food. While Akeno raced off to the grocery store, Shinobu made her point by literally eating a Grief Cube. Doom - Sora 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. A Full Plate - Quiet Satomi-chan broke down the other night, roaring about how unfair it was that she had a roof and food, when her family had starved to see her eighth birthday. All that could calm her, were words of how proud her parents would have been to see her making friends. And a forcefully applied Grief Cube. A Failure at Succeeding - 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.
Nom - Yui was walking home again, 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, having developed the intuition to use them even while unconscious. Love Bites - Aiko finally found the courage to confess her feelings to Daisuke. He didn't reciprocate. It took a Cube just to get her to explain things, and another to open her ears long enough for Haruko to confess her feelings. Dreams of the Past - Sora's class was assigned research projects in History class. She had the misfortune of selecting the Battle of Okinawa. Those nightmares in particular took a couple Cubes to calm.
I'll Never Regret Saving You - Yuri came home from school one day, sobbing about a pack of vicious bullies. Funny, you remember saving at least three of those boys not a month ago. By way of apology, you gave her a Cube for each of the brats. Doctor's Tender Mercies - Tsubaki got into a fight the other day. It's a habit of hers. Unfortunately, her opponent walked home with a gimp leg, and was hit by a bus. Luckily, she's a healer, and with the liberal application of Magic - two Cubes' worth, one for her nerves - the young man was right as rain.
Spear - Ayase, on a routine Demon hunt, was speared by Tsubaki's stray attack. The Demon itself died pitifully, but their ensuing battle cost two Cubes. The follow-up skirmish cost another, and your efforts to separate and mediate burned another Cube. Grief Cake - Akane came back from a hunting expedition visibly unsettled. When prodded, noting how dark her Soul Gem was, she explained that she was sick of slaughtering faceless images, tired of all the violence and pain, and scared of slipping up. In times like this, Mama Tomoe always said that Cake Solves Everything. Mama hasn't been wrong yet. Your secret ingredient? Grief Cubes. So many Cubes.
Hope and despair balance out to zero. As Girls work to improve conditions, growing hopeful, despair is generated in excess, which generates stronger Demons.
While that is an interesting idea (which makes a certain amount of sense and would have been pretty cool), not accurate in this case. Mostly because players would have exploited the hell out of that by keeping their girls sad until they built up overwhelming firepower and then blitzed morale up. I put a lot of thought into avoiding easily exploitable mechanics.
Well assuming people guess and/or buy the investigation options I think your knowledge of the quest is pretty much limited to what's already shown. You helped me flesh out the story but I kept the hidden mechanics hidden.
Incidentally I should mention that in your 20 girls you have a range of the typical powers included if you want to come up with ideas to use them. A few short range (hundreds of meters to a few kilometers) teleporters, a few efficient healer types (all magical girls can heal, but unless your powers focused on it it's horribly inefficient), lots of blasters and melee types. Basic appearance illusions as discussed are mostly a general anyone can learn type ability that they tend to pick up over time though some are better at it than others naturally. You had a magic-chef, but she's dead now. Well you also have Mami, but her wish didn't actually have anything to do with cake, she's just good at it. Etc etc, any basic sort of power you usually have someone that can manage it.
I honestly forgot that telepathy was supposed to be standard issue power when I included cell phones, I am totally embarrassed about this and pleasantly surprised no one has called me out on it. I have no good solution.
make telepathy extremely short ranged.
and i cant call you out on it, cause i haven't seen the hole show. i have seen 6 or 7 episodes, and then i was distracted by something in my personal life.