Turn 9
Turn 9
Once again Mami gathers the girls at the start of the month, having found the start of the previous month a nice way to touch base with the girls. She introduces the new girls to the whole group first. The veteran seemed quite surprised that the group was so large; she obviously hadn't thought your group so developed. She seems a bit hesitant to interact with them, but the other girls are very encouraging and grateful for her contribution of grief cubes last month. The other two girls you recruited more forcefully are even less open, and they were surprisingly middle class and living with still alive parents as well. There's a severe divide there between the bulk of your forces and them. Though they'd been magical girls for around two months when you recruited them, having apparently gone into it together. They had some close calls already though, so you expect in time they'll come to appreciate being in a larger stronger group.
You tell the girls that this month you'll all be out in force across your entire expanded territory in a massive hunt meant to replenish your dwindling grief cube reserves. You assign them each to shifts and areas, redrawing patrol maps to account for the increased territory as best you can. You also let them know that you heard about some of them being bored and decided you could afford to get them some television so they'd at least have something to entertain them. The quick response is a bit surprising and they take it with a dose of good cheer. You hand out their allowance as they go out the door. You feel this month is a much less precarious situation than the last. (-$1400)
There's nothing to report on the job front, they handle their duties with a smile. Some of them joke a bit about how they once worried watching too much tv would make them gain weight, but they never have to worry about their weight at least with all the exercise they all get. (+$5200)
The great hunt pushes your dispatch team to the limit this month. Only their experience and skill carrying them through the fast paced days. You might have to assign them another worker if you try a deployment this large again, as they tend to collapse in bed the moment they return. Demon sensing might be free of cost in magic, and not terribly taxing in general, but running all across the city as fast as they can over a larger area than before trying to find enough demons for this grand hunt has left their bodies exhausted.
The largest force of magical girls you've ever deployed to a single task is out in force patrolling the city with high speed, the area they're spread over quite large now. You rake in grief cubes hand over fist it seems, quickly restocking your supplies to the highest point they've ever been. Most of your force being veterans now keeps casualties fairly low even as the demons rapidly adapt to your standard spread of tactics. One of the new greens you recruited is actually injured this turn, a little too slow and out of sync with the rest of your crew. The injury is relatively minor though and the veterans in her group get her out of there without real danger to her life. She seems a little more grateful for the support of the group now. One of the veterans had a real close call as well but managed to scrape through without notable injury, dragging her shield along her body in front of a blade in a spray of sparks just as the blade touched her skin and spinning away down the street with the energy it imparted. (+43 grief cubes)
You celebrate the successful month of hunting by trying to start a movie night. It ends up a fiasco though. Just cramming that many people into the biggest room you had for a 15 minute briefing at the start of the month was hard enough, trying it for a whole movie was just clown car comedy. It was fairly amusing once, but you'll likely not try to repeat that particular experience until you get someplace with a bit more room. Though you hear that your girls have already started to watch movies and such together anyways in smaller groups being quite close in general after months of spending so much time and combat together, but your attempt to organize it for the full group has become a bit of an inside joke.
With how well the last month went and how well this one did there was not much concern that there would be any grief spirals this month, you'd have thought them practically walking on air. (Auto-success)
Three more girls from your original group have made it to veteran status, including most of your mundane workers. It took them the longest for the most part since they weren't involved in much combat, but just the simply training you have them doing outside of their jobs is enough to slowly gain experience. (-3 Green, +3 Veteran)
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Resources
- 5 Green Meguca, 18 Veteran Meguca, 1 Elite Meguca (Mami)
- Upkeep: 6 Veteran, 2 Green
- demon finding training (+20% grief cubes)
- on pack tactics (-4% pack hunting)
- Dispatch service (+30% grief cubes, -1% hunting casualties)
- 3 veterans and 1 green working jobs (+$5200)
- Upkeep: 6 Veteran, 2 Green
- Grief Cubes 35
- Money: $8200
- $400 upkeep on cellphones (-2% solo hunting)
- $200 upkeep on cable
- $3000 upkeep on apartments
- Morale: [Medium] Morale climbed a bit this month as you followed through on the promise from the previous month and raised the grief cube stockpile to a higher level than ever before. The quick response to a half joking statement about needing entertainment also helped boost the general opinion. The mood was a bit dampened by the new girls, but you think they've mostly warmed up to the group as a result of the hunt together.
- Assets
- Tiny household shrine: Somewhat reduces losses to morale from deaths.
- Basic Shields: -2% Casualties
- Basic General Combat Training: -2% Casualties (May decay with losses or recruitment).
- Basic Solo Combat Training: -1% Pack Hunting, -3% Solo Hunting (May decay with losses or recruitment).
- Territory
- Demon Status: Strong
- Sustainable Harvest: 27
Turn 10 Options
[] Dispersed Hunting: Magical Girl will individually hunt demons throughout your territory and gather the grief cubes for the central supply. This can be dangerous.
Cost: Variable, specify number of Meguca dedicated; Reward: 2 grief cubes per Meguca assigned. 20% base casualty (significant injury or death) chance.
[] Pack Hunting: Magical Girls will hunt in groups vastly reducing the danger, but because they are not covering as much area their efficiency is reduced. Death is significantly less likely.
Cost: Variable, specify number of Meguca dedicated; Reward 1.25 Grief Cubes per Meguca assigned; 10% base casualty chance
[] Optional addon, Rotating Tactics: You could have your meguca rotate their ability use week by week in order to reduce the level of adaptation the demons develop. While it would result in an immediate increase in casualty rate due to loss of effectiveness compared to the current approach, it would reduce the ability of the demons to adapt.
Cost: +5% casualty rate; Reward: Reduction in rate of demon strength increase from overhunting, exact value unknown
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.
Cost: Variable, specify number of Meguca dedicated; Reward: ~$3,000 per month per Meguca assigned, but it is highly variable
[] Gather money, legally: There are not a great number of jobs that will take young girls as workers: working as a bike courier, waitress, or maid are likely options. This project benefits from regularity, and discontinuous execution may have negative side effects. Chance of success 25% per Meguca, following up on a previous month's success brings the chance to 100%.
Cost: Variable, specify number of Meguca dedicated; Reward: $1,000 per month per Meguca assigned.
[] Improve Housing: More Apartments: Currently the girls are packed in around 5 to an apartment. You could get some more apartments and reduce the crowding.
Cost: $6,000 and 1 Veteran Meguca; Reward Normal Apartment minimum housing level (for up to 25 Meguca), ongoing cost +3000$ per month or you get kicked out. Payable at the begining of the month. (not repeatable)
[] Improve Housing: Small house: Instead of a dinky apartment you could pool your resources for a small house, giving everyone a bit more room. Will still be quite a few people per bedroom, but gives more of a feeling of home.
Cost: $10,000 and 3 Veteran Meguca; Reward Cramped Small House instead of homeless as minimum housing level (for up to 25 Meguca), ongoing cost 5000$ per month or you get kicked out. Payable at the begining of the month. (not repeatable)
[] Stipend: Giving your magical girls a small amount of money to spend on themselves. At their current level of lifestyle this no longer really further boosts their morale, but will help prevent its decay.
Cost: $50 per Meguca; Reward: Maintained morale. Chance of success: 100%
[] Increased Stipend: Giving the girls more money will further improve their morale a little bit.
Cost: $100 per Meguca; Reward: Increased morale. Chance of success: 100%
[] Purchase Bicycles: While getting bicycles for everyone is quite expensive given you have so many people and so little income; it would make your girls somewhat more mobile. You could of course have them share bicycles as well, since it's likely that you won't need them all at the same time much.
Cost: $150 per bicycle, specify amount; Reward: More mobility
[] Makeshift skateboards: It also occurs to you that you could probably get by with just whipping up some basic skateboards by hand. It would save a lot of money but cost a little labor, it's also not something anyone has experience with doing, so success is chancy.
Cost: $1000, 2 Meguca; Chance of success 50% (only part of monetary cost lost on failure); Reward: Makeshift skateboards for everyone, more mobility
[] Start your own business: It will take more than a bit of creativity to start a real business, and some significant startup funds. You'd likely also need some help from Kyuubey to cover up the details with some false identies. It would provide a much greater ability to rotate girls through the roles though and more flexibility in how much to provide each month as well though.
Cost: $20,000, 4 grief cubes, 3 Veteran Meguca; Reward: Your own business, more ability to rotate roles, slowly increasing income starting below the current legal income but able to go higher. Chance of Success: 60% (future attempts build on this and are only ¼ the resource cost)
Cost: $6,000 and 1 Veteran Meguca; Reward Normal Apartment minimum housing level (for up to 25 Meguca), ongoing cost +3000$ per month or you get kicked out. Payable at the begining of the month. (not repeatable)
[] Improve Housing: Small house: Instead of a dinky apartment you could pool your resources for a small house, giving everyone a bit more room. Will still be quite a few people per bedroom, but gives more of a feeling of home.
Cost: $10,000 and 3 Veteran Meguca; Reward Cramped Small House instead of homeless as minimum housing level (for up to 25 Meguca), ongoing cost 5000$ per month or you get kicked out. Payable at the begining of the month. (not repeatable)
[] Stipend: Giving your magical girls a small amount of money to spend on themselves. At their current level of lifestyle this no longer really further boosts their morale, but will help prevent its decay.
Cost: $50 per Meguca; Reward: Maintained morale. Chance of success: 100%
[] Increased Stipend: Giving the girls more money will further improve their morale a little bit.
Cost: $100 per Meguca; Reward: Increased morale. Chance of success: 100%
[] Purchase Bicycles: While getting bicycles for everyone is quite expensive given you have so many people and so little income; it would make your girls somewhat more mobile. You could of course have them share bicycles as well, since it's likely that you won't need them all at the same time much.
Cost: $150 per bicycle, specify amount; Reward: More mobility
[] Makeshift skateboards: It also occurs to you that you could probably get by with just whipping up some basic skateboards by hand. It would save a lot of money but cost a little labor, it's also not something anyone has experience with doing, so success is chancy.
Cost: $1000, 2 Meguca; Chance of success 50% (only part of monetary cost lost on failure); Reward: Makeshift skateboards for everyone, more mobility
[] Start your own business: It will take more than a bit of creativity to start a real business, and some significant startup funds. You'd likely also need some help from Kyuubey to cover up the details with some false identies. It would provide a much greater ability to rotate girls through the roles though and more flexibility in how much to provide each month as well though.
Cost: $20,000, 4 grief cubes, 3 Veteran Meguca; Reward: Your own business, more ability to rotate roles, slowly increasing income starting below the current legal income but able to go higher. Chance of Success: 60% (future attempts build on this and are only ¼ the resource cost)
[]Training, Raise Veteran: Raise one of the Green Girls to be a veteran
Cost: 3 Meguca, 1 Veteran Meguca; Reward: Raises one Green Meguca to veteran status.
Cost: 3 Meguca, 1 Veteran Meguca; Reward: Raises one Green Meguca to veteran status.
[] Group sports day: You'll take the time to organize a full group outing to have some fun in a park and play some games, it will have to be fully mundane though as going out to somewhere secluded likely would take too much time.
Cost: 1 Veteran Meguca (representative of one day for everyone essentially, since you are now mostly vets); Reward: Increase to morale (group cohesion)
[] Fun with magic: It's kind of a sad statement about magical girl life that you don't really get to play with your magic, it's too costly to use it much beyond what you need to use to get grief cubes. You might be able to afford to ease up on such restrictions and let people have fun with magic for once.
Cost: +0.1 grief cube to upkeep cost per girl; Reward: Increase to morale, you actually get to play with magic a little rather than just use it to fight, possible other effects
[] Enchanting, Secondary Properties: Further investigate the secondary properties that individual materials exhibit. Including buying some simple tools to test more properties.
Cost:2 months of: 2 Veteran Meguca, 1 Grief Cube, $1000; Reward: Information on deeper effects of enchanting.
[] Enchanting, Duration/Charge: It was noticed that the effects of enchanting rapidly faded when the object was set down. Also the stronger magical girls could produce somewhat greater effects. Perhaps you could investigate ways to extend the charge period, or allow Mami to charge effects that other girls could maintain so that others might benefit from the stronger characteristics she could imbue.
Cost:1 month remaining of: 2 Veteran Meguca, 3 Grief Cube, $500; Reward: Allow Mami's grade of enchanting to be carried by all girls, step towards long term enchantments.
[] Demon strength meter: It should be possible to compose a set of guidelines and record keeping standards to allow you to more accurately gauge the current strength of the demon population.
Cost: 1 Veteran, 1 Green; Reward: Demon strength listed as a specific number (the modifier to the casualty rate) so long as some sensing action is done that month (currently the dispatch action)
[] Scout Area X: You can deploy a veteran to scout out one of the territories around you stealthily. They should be able to gauge the demon strength there and the magical girls status there without tipping them off, hopefully.
Cost: 1 Veteran; Chance of success: 70%; Reward: information on demon strength, support capacity of the territory, and status of current magical girls in the territory, bonus to diplomatic efforts.
[] Expand territory X, by force: The demons in Mitakihara have grown strong, but you could try to take over adjacent territories where they aren't as strong. The magical girls in those areas probably won't take kindly to this.
Cost: PvP combat; Reward: New territory with weaker demons
[] Expand territory X, by diplomacy: If you can convince them to join your group you may be able to safely incorporate others' territories. (Replaces normal recruitment option)
Cost: 1 Green, 1 Veteran; Reward: Meguca from territory recruited, new territory; Chance of Success: 30% (Mami bonus applicable)
-[] Addon, Bribery: Giving the girls some money might help them realize just how good for them cooperation could be.
Cost: $150 per girl in the territory; Reward: +1d10% success chance
-[] Addon, Intimidate: Bring additional Veterans to intimidate the other girls into accepting if they know what is good for them
Cost 1 extra Veteran, -morale of new girls if successfully recruited; Reward: +5% chance of success. Can be chosen repeatedly.
[] Recruitment, via Kyuubey: Ask Kyuubey to tell other Magical Girls in the area about you. He'll want something in return though, and he makes no promises of the efficacy.
Cost: 2 grief cubes; Reward: 1-3 girls; Chance of success: 50%
Cost: 1 Veteran Meguca (representative of one day for everyone essentially, since you are now mostly vets); Reward: Increase to morale (group cohesion)
[] Fun with magic: It's kind of a sad statement about magical girl life that you don't really get to play with your magic, it's too costly to use it much beyond what you need to use to get grief cubes. You might be able to afford to ease up on such restrictions and let people have fun with magic for once.
Cost: +0.1 grief cube to upkeep cost per girl; Reward: Increase to morale, you actually get to play with magic a little rather than just use it to fight, possible other effects
[] Enchanting, Secondary Properties: Further investigate the secondary properties that individual materials exhibit. Including buying some simple tools to test more properties.
Cost:2 months of: 2 Veteran Meguca, 1 Grief Cube, $1000; Reward: Information on deeper effects of enchanting.
[] Enchanting, Duration/Charge: It was noticed that the effects of enchanting rapidly faded when the object was set down. Also the stronger magical girls could produce somewhat greater effects. Perhaps you could investigate ways to extend the charge period, or allow Mami to charge effects that other girls could maintain so that others might benefit from the stronger characteristics she could imbue.
Cost:1 month remaining of: 2 Veteran Meguca, 3 Grief Cube, $500; Reward: Allow Mami's grade of enchanting to be carried by all girls, step towards long term enchantments.
[] Demon strength meter: It should be possible to compose a set of guidelines and record keeping standards to allow you to more accurately gauge the current strength of the demon population.
Cost: 1 Veteran, 1 Green; Reward: Demon strength listed as a specific number (the modifier to the casualty rate) so long as some sensing action is done that month (currently the dispatch action)
[] Scout Area X: You can deploy a veteran to scout out one of the territories around you stealthily. They should be able to gauge the demon strength there and the magical girls status there without tipping them off, hopefully.
Cost: 1 Veteran; Chance of success: 70%; Reward: information on demon strength, support capacity of the territory, and status of current magical girls in the territory, bonus to diplomatic efforts.
[] Expand territory X, by force: The demons in Mitakihara have grown strong, but you could try to take over adjacent territories where they aren't as strong. The magical girls in those areas probably won't take kindly to this.
Cost: PvP combat; Reward: New territory with weaker demons
[] Expand territory X, by diplomacy: If you can convince them to join your group you may be able to safely incorporate others' territories. (Replaces normal recruitment option)
Cost: 1 Green, 1 Veteran; Reward: Meguca from territory recruited, new territory; Chance of Success: 30% (Mami bonus applicable)
-[] Addon, Bribery: Giving the girls some money might help them realize just how good for them cooperation could be.
Cost: $150 per girl in the territory; Reward: +1d10% success chance
-[] Addon, Intimidate: Bring additional Veterans to intimidate the other girls into accepting if they know what is good for them
Cost 1 extra Veteran, -morale of new girls if successfully recruited; Reward: +5% chance of success. Can be chosen repeatedly.
[] Recruitment, via Kyuubey: Ask Kyuubey to tell other Magical Girls in the area about you. He'll want something in return though, and he makes no promises of the efficacy.
Cost: 2 grief cubes; Reward: 1-3 girls; Chance of success: 50%
Also your rolls this month averaged to 60. Just look at your bullshit:
http://[MALICIOUS WEBSITE]/roller/view/4652339/
4d100; 11d100; 1d100+10 → [55,92,10,92] = (249)
4d100; 11d100; 1d100+10 → [95,77,14,9,42,55,67,97,73,53,99] = (681)
4d100; 11d100; 1d100+10 → [6,10] = (16)
Though I have actually changed Mami's modifier to +15 from +10 after some thought, so that's a mistake there. (The veterans I just mentally add +5 as to save on dice complexity).
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