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 .
[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. 2 Greens. 5 Veterans est. ~18 Grief Cubes.

[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%. 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] 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.

[X] Expand territory Northeast, by diplomacy: If you can convince them to join your group you may be able to safely incorporate others' territories. 1 Green, 1 Veteran; Reward: Meguca from territory recruited, new territory; Chance of Success: 30% + 50% (from scouting) = 80%
-[X] Bribery: Give them $150 per a girl so they realize what they gain from cooperation: -money, +1d10% chance of success (Just roll a 1d10 in addition to the 1d100 and add it to the roll total) In this case -$150, +1d10 to chance of success.

[X] Expand territory to Eastern Peninsula, by diplomacy: If you can convince them to join your group you may be able to safely incorporate others' territories. 1 Green, 1 Mami; Reward: Meguca from territory recruited, new territory; Chance of Success: 30% + 20% (from scouting) + 10% (Mami bonus) = 60%
-[X] Bribery: Give them $150 per a girl so they realize what they gain from cooperation: -money, +1d10% chance of success (Just roll a 1d10 in addition to the 1d100 and add it to the roll total) In this case -$300, +1d10 to chance of success.


[X] Mami speaks to the group about the grief cube situation. Explains the need to increase our territory this month. Promises a major hunt next month to restore grief cube stockpiles.
 
Cool, that's a decent plan if we aren't going to go the Intimidate route. So now we have two plans up, mine and yours. Hopefully we'll get some more voters today...
 
[x] wtdtd

Close enough to what I wanted. I'm thinking though that it might be useful to open up diplomatic relations with some of the individual MGs and let them know that we may be open to trading money for their grief cubes.
Also, perhaps we should consider the extra allowance option- a slight morale bonus at the cost of ~1 MG doing an income action (given our current size, it'll cost an extra 1k/month)
 
T-T-T-TIEBREAKER! Tie!

I feel that we need to incorporate these girls for their own good. While it may not be as nice, if we find out these girls (or even our own vs strong demons) died because we we're wasting time being nice and non-intimidating...well, that's just terrible.

Edit: And too slow. Tie maker, not tie breaker. Sad Face.

[X] Upkeep (3 Vets, 1 Green)

[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. 2 Greens. 5 Veterans est. ~18 Grief Cubes.

[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%. 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] Expand territory Northeast, by diplomacy: If you can convince them to join your group you may be able to safely incorporate others' territories. 1 Green, 1 Veteran; Reward: Meguca from territory recruited, new territory; Chance of Success: 30% + 50% (from scouting) = 80%
-[X] Bribery: Give them $150 per a girl so they realize what they gain from cooperation: -money, +1d10% chance of success (Just roll a 1d10 in addition to the 1d100 and add it to the roll total) In this case -$150, +1d10 to chance of success.

[X] Expand territory to Eastern Peninsula, by diplomacy: If you can convince them to join your group you may be able to safely incorporate others' territories. 1 Green, 1 Mami; Reward: Meguca from territory recruited, new territory; Chance of Success: 30% + 20% (from scouting) + 10% (Mami bonus) = 60%
-[X] Bribery: Give them $150 per a girl so they realize what they gain from cooperation: -money, +1d10% chance of success (Just roll a 1d10 in addition to the 1d100 and add it to the roll total) In this case -$300, +1d10 to chance of success.
-[X] Intimidate: Bring additional Veterans to intimidate the other girls into accepting if they know what is good for them: 2 extra Veteran, -morale of new girls if successfully recruited, +10% chance of success.

I hate the hit to morale, but we got to have this territory. That brings us to ~75% success rate for the Peninsula, and ~85% for the Northeast...

[X] Mami speaks to the group about the grief cube situation. Explains the need to increase our territory this month. Promises a major hunt next month to restore grief cube stockpiles.
 
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[x] wtdtd

Close enough to what I wanted. I'm thinking though that it might be useful to open up diplomatic relations with some of the individual MGs and let them know that we may be open to trading money for their grief cubes.
Also, perhaps we should consider the extra allowance option- a slight morale bonus at the cost of ~1 MG doing an income action (given our current size, it'll cost an extra 1k/month)

We did try to get an extra worker last turn. Unfortunately we only have a 25% chance of success, and we didn't get the job. I agree we need more income, but the grief cube and demon strength problems are more urgent right now.

As for trading money for grief cubes? I figure that is very unlikely, most magical girls are unable to stockpile. Maybe the 1 Vet would be willing, but we are going to absorb her territory anyway.

@inverted_helix By the way, you forgot to mention, how many grief cubes can be safely harvested in the Northwest territory?

T-T-T-TIEBREAKER! Tie!

I feel that we need to incorporate these girls for their own good. While it may not be as nice, if we find out these girls (or even our own vs strong demons) died because we we're wasting time being nice and non-intimidating...well, that's just terrible.

Edit: And too slow. Tie maker, not tie breaker. Sad Face.

[X] Upkeep (3 Vets, 1 Green)

[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. 2 Greens. 5 Veterans est. ~18 Grief Cubes.

[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%. 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] Expand territory Northeast, by diplomacy: If you can convince them to join your group you may be able to safely incorporate others' territories. 1 Green, 1 Veteran; Reward: Meguca from territory recruited, new territory; Chance of Success: 30% + 50% (from scouting) = 80%
-[X] Bribery: Give them $150 per a girl so they realize what they gain from cooperation: -money, +1d10% chance of success (Just roll a 1d10 in addition to the 1d100 and add it to the roll total) In this case -$150, +1d10 to chance of success.

[X] Expand territory to Eastern Peninsula, by diplomacy: If you can convince them to join your group you may be able to safely incorporate others' territories. 1 Green, 1 Mami; Reward: Meguca from territory recruited, new territory; Chance of Success: 30% + 20% (from scouting) + 10% (Mami bonus) = 60%
-[X] Bribery: Give them $150 per a girl so they realize what they gain from cooperation: -money, +1d10% chance of success (Just roll a 1d10 in addition to the 1d100 and add it to the roll total) In this case -$300, +1d10 to chance of success.
-[X] Intimidate: Bring additional Veterans to intimidate the other girls into accepting if they know what is good for them: 2 extra Veteran, -morale of new girls if successfully recruited, +10% chance of success.

I hate the hit to morale, but we got to have this territory. That brings us to ~75% success rate for the Peninsula, and ~85% for the Northeast...

[X] Mami speaks to the group about the grief cube situation. Explains the need to increase our territory this month. Promises a major hunt next month to restore grief cube stockpiles.

Actually you are the tie breaker, because Lightmage voted for my plan, so I count 3 votes for my plan and 2 votes for wtdtd's plan.
 
@inverted_helix By the way, you forgot to mention, how many grief cubes can be safely harvested in the Northwest territory?
Five.

Also yay for having more posts again.

Also you're not going to get too much out of:
[X] Mami speaks to the group about the grief cube situation. Explains the need to increase our territory this month. Promises a major hunt next month to restore grief cube stockpiles.
In its current state, since it's not really elaborated on nor devoting Mami's time to it. If it was a longer you'd get more out of it.
 
Five.

Also yay for having more posts again.

Also you're not going to get too much out of:
In its current state, since it's not really elaborated on nor devoting Mami's time to it. If it was a longer you'd get more out of it.

I have written up a new and more complete description of what I want Mami to do:

Mami calls a full team meeting, and serves cake and tea when everyone arrives. After allowing the girls to eat and chat a little, Mami calls for everyone's attention and speaks to the group about the grief cube situation.

Mami explains the need to increase our territory this month: The Demons have been getting stronger because they are over hunted. Mami uses charts to show the increasing Demon strength as we have been hunting. Mami compliments the group on how productive they've been when hunting.

Mami then returns to the problem: We can safely harvest 20 grief cubes a month from our current territory. We currently need 24 grief cubes a month. With the addition of the Northeast and the Eastern Peninsula territories we will be able to safely harvest 27 grief cubes a month without increasing the demon strength. Our focus this month will be to expand our territory into these two locations. The group assigned to hunt this turn are expected to bring in 18 to 19 grief cubes, which is the maximum safe amount we can harvest with our current territory. This should put our grief cube stockpile at between 8 to 10 grief cubes.

Next month we will have a major hunt as our main focus, including in our new territory, to restore grief cube stockpiles. Preliminary estimates are for 35+ grief cubes that month. Following this large hunt to restore our stockpiles we will return to a safe hunting target of 27 cubes, which should be enough to meet our total monthly grief cube needs. Mami reminds them that we would never have discovered this problem if we weren't all working together. Each magical girl is essential for the group to succeed. Mami calls for everyone to work together in their designated roles this month to ensure that we are successful. "If we work together we can pull off the plan I have just outlined."

Will that have a helpful impact on group morale?

I mean, I figure the basic thing here is that the girls want an adult to make some of these scary decisions. Mami basically serves that role as the "old" sempai of the group, so they are already disposed to believe her. Add in the fact that she has a chart, and is throwing numbers around, and seems to understand exactly what is happening, and has a plan to deal with it? I figure they may not really understand what is happening, but they will all cheer her name and be glad they have a Mami to take care of them. :)

I mean... she's got a chart! ;) Everyone knows that if a person has a chart that they must know what they are talking about. I mean, a chart is like a +10% persuasive bonus all on it's own. Add Mami's +10% bonus, and the tea and cakes (another 5% bonus), and we've got bonuses out of our ears on this thing. Right? :D
 
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I suggest just ignoring wish magic in the case of green and veteran girls and assume that the effect of their wish magic averages out into the current stats.

Some elites could get a special with magic that is strategically relevant in some manner either being vastly better than is typical or weird enough to open up new options.
 
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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@inverted_helix
  • In addition to TV, how about a movie night.
  • Furthermore, we should buy some board games and card games for the group, along with holding a game night.
  • We might even want to consider some pen and paper RPGs, particularly since they encourage thinking of imaginative ways of using magic.
  • Cooking lessons with Mami
  • tips and tricks from the currently employed girls about how to do their jobs
  • maybe look into cheap muscle powered vehichles for all the girls. Bikes or skateboards. Actually, we can probably do home-made skateboards with some work and then have natural magical enchantment make them combat viable eventually. If nothing else, the increased response speed should be helpful
  • if we can find some secluded area we can try out magical sports
    • non magical sports should be good for teamwork, combat training, AND enjoyment
  • For that matter it might be worthwhile to look into mundane utility magic and magic-based games
  • though first we'd need to check to make sure that light use of magic doesn't increase Grief
  • While the Kyubey is not particularly trustworthy, it surely has access to vast archives of knowledge. Maybe it could be convinced to share noncritical but interesting trivia
  • maybe we need to consider slightly formalizing the chain of command
 
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  • In addition to TV, how about a movie night.
  • Furthermore, we should buy some board games and card games for the group, along with holding a game night.
  • We might even want to consider some pen and paper RPGs, particularly since they encourage thinking of imaginative ways of using magic.
  • Cooking lessons with Mami
These are all nice ideas.

  • maybe look into cheap muscle powered vehichles for all the girls. Bikes or skateboards. Actually, we can probably do home-made skateboards with some work and then have natural magical enchantment make them combat viable eventually. If nothing else, the increased response speed should be helpful
  • if we can find some secluded area we can try out magical sports
  • For that matter it might be worthwhile to look into mundane utility magic and magic-based games
  • though first we'd need to check to make sure that light use of magic doesn't increase Grief
Getting them all bicycles or such is another good idea. I'm not sure that for response time it's any faster than roof-hopping though. Small uses of magic in daily life beyond your basic low level superhuman characteristics does cause some grief generation, though not that much. At your current critical levels of grief cubes it just doesn't seem advisable to add any on. If you guys ever stabilize your grief cube situation I'll give you some options for letting girls increase their grief cube spending a little bit to just have fun with magic.
 
Question does the Small House option replace our current apartment option in the income cost? Or are we getting a house in addition to our current apartments status?
 
:D
....reads the events again...
:D

We actually ended up with more grief cubes then we used. I wonder if we still ought to go for the massive hunt, or if we should only target 27 grief cubes this month. What does everyone else think?

I'll post my thoughts for a massive hunt here:

EDIT: Based on inverted helix revealing we will take a morale hit if we don't get our grief cube stockpile up I've decided to switch back to a massive hunt.

[X] Upkeep: 4 Greens, 4 Vets

[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. 4 Greens, 11 Vets, 1 Mami = expected Grief Cube Harvest ~42

[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] 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

The benefits of this of course is that we will have a large stockpile of Grief Cubes to work with in the future. The negative is that it will likely increase Demon Strength right back up into Strong levels. Considering that there are no grief spirals expected next month, that puts our grief seed upkeep at only 24. That makes me lean heavily towards not doing a massive hunt this turn.

EDIT: Based on the comments from the GM about the morale cost of a small grief cube stockpile I have decided to put this plan off for another month, and follow the original plan of a massive hunt.
Instead I propose:

[] Upkeep: 4 Greens, 4 Vets

[] 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. 8 Vets, 1 Mami = expected Grief Cube Harvest ~26

[] 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%. 3 newest Greens are assigned to hunt for jobs.

Time to build up our money and get to where we can buy a house next month and then save up to establish our own business.

[] 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%

[] 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

[] 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)

[] 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.

Total Costs:
-24 Grief cubes for Upkeep
-3 Grief cubes for research
SubTotal: -27 Grief Cubes
-$1200 for Stipend
-$200 for Cable TV
-$3000 for Apartments
-$500 for research
SubTotal: -$4900

EXPECTED INCOME:
26 Grief Cubes
$5200 Income

Results:
17 Grief Cube stockpile
$8100 savings

What do people think? It's different from our plan, but I didn't expect the Northeast Veteran to provide 5 Grief Cubes on joining.
 
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The quality of each update is creeping upwards, @inverted_helix

Those dice. Eesh. Nat 100 on spirals? This is hilarious. Every other Madoka Quest has rolls averaging thirty and below, while this sits - rough guesstimate - around eighty. Did someone promise Africa to the RNG?
 
The quality of each update is creeping upwards, @inverted_helix

Those dice. Eesh. Nat 100 on spirals? This is hilarious. Every other Madoka Quest has rolls averaging thirty and below, while this sits - rough guesstimate - around eighty. Did someone promise Africa to the RNG?

Of course, this means we are going to become overconfident and expectations will be too high, and then disaster will befall us. But hopefully we can establish ourselves so strongly that it won't stop us.

@inverted_helix
  • In addition to TV, how about a movie night.
  • Furthermore, we should buy some board games and card games for the group, along with holding a game night.
  • We might even want to consider some pen and paper RPGs, particularly since they encourage thinking of imaginative ways of using magic.
  • Cooking lessons with Mami
  • tips and tricks from the currently employed girls about how to do their jobs
  • maybe look into cheap muscle powered vehichles for all the girls. Bikes or skateboards. Actually, we can probably do home-made skateboards with some work and then have natural magical enchantment make them combat viable eventually. If nothing else, the increased response speed should be helpful
  • if we can find some secluded area we can try out magical sports
    • non magical sports should be good for teamwork, combat training, AND enjoyment
  • For that matter it might be worthwhile to look into mundane utility magic and magic-based games
  • though first we'd need to check to make sure that light use of magic doesn't increase Grief
  • While the Kyubey is not particularly trustworthy, it surely has access to vast archives of knowledge. Maybe it could be convinced to share noncritical but interesting trivia
  • maybe we need to consider slightly formalizing the chain of command

Awesome ideas. I like them a lot.
 
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