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 .
Turn 9
Turn 9

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

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

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

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

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

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

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

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

________________________________________________________________________________________
Resources

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

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


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

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


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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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


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

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

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

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

This month Mami decides to skip a collective meeting and meet with the girls in smaller groups as she assigns out the various tasks and distributes their allowance. (-$1200)

She calls together the two newest Greens that they picked up a couple months ago and one of the veterans less interested in combat and explains how now that the grief cube situation is more stable she'd like to increase the group's income a bit with some more girls finding jobs. The two new greens express some curiosity at this, and on discovering they wouldn't have to fight any demons as long as they were working and they'd simply be given their grief cubes in exchange for their earnings are quite sold on the idea. Being more middle class than the rest of the girls they haven't ever really had to work before but are quite fond of the idea of not having to put their lives on the line all the time. The veteran has been in the general roster for months now so didn't have as much concern for safety, but accepts the idea of using an illusion to try to find a job more easily.

It comes as somewhat a surprise to Mami that it is the two new greens that find jobs quite easily without any need for magic. They had just excused themselves to the hall to make a phonecall and came back minutes later saying they both managed to get jobs. The power of nepotism is strong with these ones. Mami mentally pushed their family status up a notch given the ease they had done it with. The veteran didn't manage to find a job, apparently she needs more practice with acting older as she couldn't quite pull it off. The lack of documentation for that identity didn't help.

Mami isn't really sure what the new girls' job actually consists of if they're actually doing anything at all. They claimed they got positions as internal mail sorters at their parents company or some such. They hand in their pay in exchange for grief seeds though so she supposes it doesn't make too much difference. The other girls mostly do their jobs as normal, but the rather unfortunate Hainako who wrecked her bike a few months ago managed to repeat the feat in spectacular fashion. You really aren't sure how the bike ended up in that tree, you looked at the scene yourself and aren't quite sure how you could manage it even on purpose; the bicycle was still hanging there and one wheel spinning despondently. Supposedly a tow truck was involved somehow. She stayed out of work for much of a week to avoid showing up with a suspicious lack of injuries again. ($7200 -$400 docked pay for bicycle and absence)

Mami also assigns a green and one of the more organized veterans to compose a more rigorous system for tracking demon abilities, resistances, and distributions. Once they setup the various forms and spreadsheets it proves relatively easy to run off some copies and keep track of how the demon situation is in a more numerical way with some quick reports from each of the hunting teams on their return. This is the beginning of paperwork for your tiny group, but it conveys a significant advantage. You can now much more accurately gauge the strength of the demons in your territory. (Demon Strength Numerical Meter gained)

The enchanting research that was underway nearly half a year ago before your grief cube crunch is dusted off and started up again this month. Their efforts are still relatively blind. They try all sorts of materials for testing and get inconsistent results on discharge time. They toss around theories about what affects enchantment decay rates from crystallinity to connection to various metaphysics systems in history to naturalness.

They do manage to come up with a technique that they manage to teach to the other girls for holding onto an enchantment cast by another, it works by sort of wrapping it up with a field of your own magic outside it so it can't leak away. This at least lets Mami charge up another girl's shield and the other girl can maintain the superior strength as long as she holds it. Mami found it rather interesting as she started seeing the girls' shields before they went out how they've all decorated them in various colors and patterns.

They also discovered that it seems like layering different materials can slow the discharge rate somewhat. Wrapping a charged item in other materials noticeably lengthened the time period over which it lost strength, whereas changing the size of the object hadn't had much effect. (-3 grief cubes, -$500, shields go to -3%)

Mami also dispatches a veteran to scout out the area to the west. The territory only supports three grief cubes worth of hunting due to the less dense population, and two greens are fighting over it quite intensely. She has her doubts that recruiting them both is very possible, though recruiting one and pushing the other out would likely be rather easy. (+10% to diplomacy)

Hunting this month goes smoothly. Your squadron of vets is a well oiled machine at this point and there was very little danger to any of them. Mami doesn't even get herself buried in demons for once. You even collected a little bit more than expected. (+24 grief cubes)

There were two grief spirals this month and they each took 2 grief cubes to resolve. 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. 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. (-4 grief cubes)

This month the last of the girls you started with made veteran, she is the last of the four you assigned to take jobs to begin with, and never had much combat time. (-1 Green +1 Veteran)

________________________________________________________________________________________
Resources

  • 4 Green Meguca, 19 Veteran Meguca, 1 Elite Meguca (Mami)
    • Upkeep: 7 Veteran, 3 Green
      • demon finding training (+20% grief cubes)
      • on pack tactics (-4% pack hunting)
      • Dispatch service (+30% grief cubes, -1% hunting casualties)
      • 4 veterans and 2 greens working jobs (+$7200)
  • Grief Cubes 28
  • Money: $9700
    • $400 upkeep on cellphones (-2% solo hunting)
    • $200 upkeep on cable
    • $3000 upkeep on apartments
  • Morale: [Medium] Morale edged up a bit more this month, the girls you picked up seem to have fully joined the group and though there were a couple spirals it wasn't too bad and there wasn't much danger on the hunt this month.
  • Assets
    • Tiny household shrine: Somewhat reduces losses to morale from deaths.
    • Shields: -3% 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).
    • Cramped Apartments
    • Mami's Apartment (HQ of sorts) (Can be traded for $1200 per turn)
  • Territory
    • Demon Status: Strong +18
    • Sustainable Harvest: 27

Turn 11 Options
[] Dispersed Hunting: Magical Girl will individually hunt demons throughout your territory and gather the grief cubes for the central supply. This can be dangerous.
Cost: Variable, specify number of Meguca dedicated; Reward: 2 grief cubes per Meguca assigned. 20% base casualty (significant injury or death) chance.


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

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


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

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

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

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

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

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

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

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

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

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

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

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

[] Expand territory X, by diplomacy: If you can convince them to join your group you may be able to safely incorporate others' territories. (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%
________________________________________________________________________________________

Average hunting rolls are 62 this month. Though at least you had a couple grief spirals. It amazes me how few deaths from those you guys have had. 1 in 4 grief spirals should be lethal at your current level of investment, yet you've only had 2 deaths to grief spirals in 10 turns.

Roll on job seeking was hilarious, the veteran with the bonus rolls bad, the greens roll really high. Also that same courier rolling bad. She and Akeno pretty much average out in general.

Extensive research probably isn't all that effective at your current size of operation, I'm trying to think about it in a logical way so that you don't reach dyson spheres by the time you control the Tokyo area. Which means that a couple of girls shouldn't be that effective at it. You can really only scratch the surface with your level of resources.
 
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Turn 11
Turn 11

This month Mami decides to deliver the girls allowance in a more personal manner and speaks with them each as she does so. All of them are rather close from months of shared conditions and risking their lives together, and she tries to play on that with individualized compliments and anecdotes. Hainako turns red with embarrassment at her repeat destruction of a bicycle, she stutters out something about a tow truck ramp, ducks, a ball, and 3 bowling pins being an impossible scenario. Akeno laughs about it while patting her on the back saying the ducks at least were her fault. You take the opportunity of Akeno being there to complement her speed, which in pure terms is likely the highest of anyone. She preens with the complement. You wonder if she was always a speed demon. (-$1200)

You take especial care in talking with the new girls about their parents. It's a tricky subject to bring up as you don't want to come at it too directly like you're just interested in the money. They're rather cagey about the whole subject, they say they're sisters, but you get a sort of cognitive dissonance in your mind on whether they're actually sisters. You manage to gradually ease out of them that their father is some middling high executive in a major car producer. No super rich status, but rather comfortably upper class. They weren't paid much attention to though and ended up closer to each other than their parents. Their mother is long dead, or something, they actually spoke over each other in different directions a bit over the issue. They quickly redirected and said they could probably convince their father to give you a loan on it, but you'd need to actually meet him and give a decent pitch at least.

You also put together a group sports day and have all the girls come out and play soccer together. With 11 people on each team it's almost perfectly sized for your group. You make sure to balance the teams as best you can, which is an interesting exercise given how variable your players are even without magic. It's a nice fun day in the sun, and everyone enjoys the day off. It's interesting to see everyone laughing and playing together, a group of very different girls with just magic in common.

You personally go out see about taking over the territory to the west. It takes you most of the month to just engage one in a conversation without it devolving into a running battle. Even then you barely manage to convince her to join on the promise of driving out the other and with a bribe of cash she really appreciated. Driving out one green was simplicity itself but you regret the necessity. It at least seems that it was simple competition over the area that curdled into something horrible, which is common enough amongst magical girls sadly. (+Western Territory, +1 Green Meguca, -$150)

You also had a veteran go take another look at the girls in the direction of Kasamino since it's been a couple months, but it doesn't seem like anything has really changed there. They seem to be in pretty good condition both mundane and in terms of grief seed gathering.

The job efforts go pretty normally though the waitress actually gets a raise. She never was using superhuman ability to begin with and she's been there a while so it's not too great a surprise. Mami tries to give the veteran a few tips on pulling off a convincing adult image and have her try again this month, but it apparently ended in some sort of disaster she didn't want to talk about, and apparently she will be using a different identity entirely in the future. It makes you wonder if you could get some false identities somehow. (+$7400)

The hunt this month turns out quite badly. One of the veterans that joined you from the start has died. Hitomi was a veteran Magical Girl with a year and a half of experience that you knew since she started out. The conditions of the hunting in the past months have been quite dangerous but your girls had managed to get by safely for the most part. You weren't there when she died. One of your newer veterans Kaoru was rather severely injured in the same fight, frozen by the sight of Hitomi dying. The other members of her team managed to salvage the situation but the incident was quite a blow to the group's morale. (+23 grief cubes, -2 demon strength, -1 veteran)

Mami considers it some minor miracle that there weren't any grief spirals this month, but she isn't about to turn it down. On another positive note the remaining girl you recruited in the second month has made it to veteran status now. (-1 Green, +1 Veteran)


________________________________________________________________________________________
Resources

  • 4 Green Meguca, 19 Veteran Meguca, 1 Elite Meguca (Mami)
    • Upkeep: 7 Veteran, 3 Green
      • demon finding training (+20% grief cubes)
      • on pack tactics (-4% pack hunting)
      • Dispatch service (+30% grief cubes, -1% hunting casualties)
      • 4 veterans and 2 greens working jobs (+$7400)
  • Grief Cubes 27
  • Money: $12,150
    • $400 upkeep on cellphones (-2% solo hunting)
    • $200 upkeep on cable
    • $3000 upkeep on apartments
  • Morale: [Medium] The death last month has shaken morale quite a bit. Though at least there weren't any grief spirals.
  • Assets
    • Tiny household shrine: Somewhat reduces losses to morale from deaths.
    • Shields: -3% 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).
    • Cramped Apartments
    • Mami's Apartment (HQ of sorts) (Can be traded for $1200 per turn)
  • Territory
    • Demon Status: Strong +14
    • Sustainable Harvest: 30

Turn 12 Options
[] Dispersed Hunting: Magical Girl will individually hunt demons throughout your territory and gather the grief cubes for the central supply. This can be dangerous.
Cost: Variable, specify number of Meguca dedicated; Reward: 2 grief cubes per Meguca assigned. 20% base casualty (significant injury or death) chance.


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

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


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

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

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

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

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

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

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

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

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

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

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

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

[] Expand territory X, by diplomacy: If you can convince them to join your group you may be able to safely incorporate others' territories. (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%
________________________________________________________________________________________


Finally, after a long delay.

You finally rolled poorly for once. And one of your oldest vets paid the price.

Also ironically your rolls on the last 2 actions were pretty amusing. You rolled 74 on the NE action and 19 (+8) on the Western action. So if you had swapped them you'd have actually succeeded in the recruitment of the 3 vets.

Also most the areas you've run into have been a little low on magical girls for their number of grief cubes, that's partly me having been nice. Also it's self regulating. If there's too many girls for the area the demon strength goes up until the girls die and then it goes back down.
 
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Kyuubey on the Masquerade
By the way Helix, what is the explanation of the masquerade QB gave us? what is his stance for people who involve mundanes like that? and the most important question.......does he like Mami´s pancakes?
I assume we aren't going to be allowed to go public with anything, right? No winning $1,000,000 from James Randi for provably doing anything magic, no submitting our healing powers to scientific tests at the nearest research hospital, etc.
Humans have reacted poorly to previous attempts to reveal magic to the point that it is considered an intractable defect. Humans fear what they do not understand, and they lash out against what they fear. While emotions are useful in allowing for magic they are quite a negative influence in other aspects. While some can come to accept the existence of magic, others destroy their lives and those of the contracted. Tail swish.

Even in such cases where they do not react in a directly negative fashion they often find it unacceptable that their young must lay their lives on the line, particularly the progenitors of the girls in question. This however is usually a self correcting state as without contracted fighting the demon population the human population inevitably collapses. It has been described by many contracted as a kindness for them not to know, but it is more efficient for them not to know as the intervention of such individuals is counterproductive.

Extensive experiments have been done on the matter and the most efficient result has been to enforce a veil of secrecy which is relatively simple to maintain against inferior human technology and biology. It is projected to remain the most efficient for several hundred years based on the current rate of human technological development. Actions which jeopardize this efficiency are not condoned.

I do not consume pancakes and have no basis for a value judgement.



Took me a surprising amount of thought to come up with that explanation.
 
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Turn 12
Turn 12

This month Mami begins as she has come accustomed to with visiting each girl and complimenting them on their hard work as she distributes their allowance for the month. It's through their hard work that their lives have improved so much this year and she hopes to see that continue into the future. She reassures them that despite the loss last month things are getting better and will continue to do so. The death of one of your original veterans that helped protect and guide the core of your group through its beginnings has a lingering impact on your whole group though, and the shrine sees more use. A lot of girls felt they owed her. (-$1200)

This month is pretty normal for your workforce as after much deliberating you decided to put off starting a business and gather a bit more resources first. Somehow Hainako manages to screw up again; your third courier Haruka has claimed quite confidently that Hainako is cursed. Hainako's only reply was what you assume were curses of her own, but scattered across a dozen languages so you couldn't be sure. Though at least this time she managed to save the bike, and only got docked a little bit on her pay. It occurs to you that some of your girls are actually quite superstitious given that they are living proof magic exists, while others have decided that they are living proof that the myths are wrong.(+$7300)

Mami spends much of the month meeting with the girls in the northeast and convincing them of the benefits of joining a larger group. She emphasizes the benefits of being in a true team, the ability to regularly socialize with people that understand your issues without worrying that they might turn on you and the security of having a group strong enough that no one is going to push them out of their territory. The fact that working together can let them achieve far more than they ever did apart, she points out her own group's survival rate. Mami manages to persuade them all to join in the end. Though they keep whatever grief cubes they had of their own to themselves just in case. Your housing is now at its limit as well, so you should probably deal with that before recruiting anyone else. (+3 Veterans, + NE Territory 5 sustainable, -$450)

The scouting efforts on the other hand end in fiasco. The area west of their current territory a magical girl managed to find the scout before the scout found her and gave her quite the verbal thrashing before booting her out of the territory without any chance to find out anything of value. (Scouting failed, -10% diplomacy, -20% future scouting attempts)

The scout sent to the urban area to the southwest met with equal lack of success, spending much of the month supposedly wandering the area without finding any magical girls at all. Yet one day when she returned had a message pinned to her back that she'd never even noticed, indicating a lack of appreciation for her continued spying as well as disdain for her ineptitude at the task and threatening retaliation. The girl involved was rather mortified when the note was pointed out. (Scouting failed, -10% diplomacy, -40% future scouting attempts)

Hunting this month went a little better than last month as the demon strength continues to gradually decline and make things less risky. However Yui was injured quite severely this month when an alarmingly large feline demon shattered its way through her barriers to disarm her, literally. The blood loss was staggering and things seemed touch and go for a while, but Yuma managed to repair the damage completely. Your dispatchers are also run increasingly to exhaustion with your increased territory and wore an expression of exasperation at the idea of you adding still more territory to their patrol area next month. They tell you they need more help and something to speed up their movements would be very helpful as well, preferably both, otherwise their effectiveness is likely to sharply decline.(+28 grief cubes)

Somehow you manage to get through another month without any grief spirals, you find yourself a bit anxious for the other shoe to drop.

________________________________________________________________________________________

Resources

  • 4 Green Meguca, 22 Veteran Meguca, 1 Elite Meguca (Mami +10% persuasion)
    • Upkeep: 7 Veteran, 3 Green
      • demon finding training (+20% grief cubes)
      • on pack tactics (-4% pack hunting)
      • Dispatch service (+30% grief cubes, -1% hunting casualties)
      • 4 veterans and 2 greens working jobs (+$7400)
  • Grief Cubes 27
  • Money: $14,200
    • $400 upkeep on cellphones (-2% solo hunting)
    • $200 upkeep on cable
    • $3000 upkeep on apartments
  • Morale: [Medium] Morale didn't change much this month, held down as it was by Yui's injury and your scouts' total embarrassment.
  • Assets
    • Tiny household shrine: Somewhat reduces losses to morale from deaths.
    • Shields: -3% 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).
    • Cramped Apartments (max capacity)
    • Mami's Apartment (HQ of sorts) (Can be traded for $1200 per turn)
  • Territory
    • Demon Status: Strong +11
    • Sustainable Harvest: 35


Turn 12 Options
[] Dispersed Hunting: Magical Girl will individually hunt demons throughout your territory and gather the grief cubes for the central supply. This can be dangerous.
Cost: Variable, specify number of Meguca dedicated; Reward: 2 grief cubes per Meguca assigned. 20% base casualty (significant injury or death) chance.

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

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

[] Gather money, legally: There are not a great number of jobs that will take young girls as workers: working as a bike courier, waitress, or maid are likely options. This project benefits from regularity, and discontinuous execution may have negative side effects. Chance of success 50% per Meguca (since it's summer again), following up on a previous month's success brings the chance to 100%.
Cost: Variable, specify number of Meguca dedicated; Reward: $1,000 per month per Meguca assigned.
[] Improve Housing: More Apartments: Currently the girls are packed in around 5 to an apartment. You could get some more apartments and reduce the crowding.
Cost: $6,000 and 1 Veteran Meguca; Reward More housing capacity (Limit increased from 25 to 40), ongoing cost +3000$ per month or you get kicked out. Payable at the beginning of the month. (not repeatable)

[] Improve Housing: House: Instead of a dinky apartment you could pool your resources for a small house, giving everyone a bit more room. Will still be quite a few people per bedroom, but gives more of a feeling of home.
Cost: $10,000 and 3 Veteran Meguca; Reward House (for up to 25 Meguca extra capacity), ongoing cost 4000$ per month or you get kicked out. Payable at the beginning of the month.

[] 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, couriers: 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 identities. You have some significant experience amongst your group with courier work, though there's a fairly limited amount in the city.
Cost: $10,000, 3 grief cubes, 3 Veteran +3 Meguca; Reward: Income scaling up over initial 3 month startup period to 9k a month. Chance of Success: 70%

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

[] Start your own business, healing: Specify methodology.
Cost: Minimum 1 veteran meguca, .5-1 grief cubes per customer, attention; Reward: ??? Highly variable. Likely to increase over time.
[]Training, Raise Veteran: Raise one of the Green Girls to be a veteran

Cost: 3 Meguca, 1 Veteran Meguca; Reward: Raises one Green Meguca to veteran status.
[] Group sports day: You'll take the time to organize a full group outing to have some fun in a park and play some games, it will have to be fully mundane though as going out to somewhere secluded likely would take too much time.
Cost: 1 Veteran Meguca (representative of one day for everyone essentially, since you are now mostly vets); Reward: Increase to morale (group cohesion)

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

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

[] Morale assessment: Mami has gotten a lot better at feeling the mood of her subordinates over the past year and suspects she could codify it quite a bit better now.
Cost: Mami; Reward: Morale indicator refined to a 1-10 numeric from it's current 3 stage indicator. Chance of Success: 80%

[] Scout Area X: You can deploy a veteran to scout out one of the territories around you stealthily. They should be able to gauge the demon strength there and the magical girls status there without tipping them off, hopefully.
Cost: 1 Veteran; Chance of success: 70%; Reward: information on demon strength, support capacity of the territory, and status of current magical girls in the territory, bonus to diplomatic efforts.
[] Expand territory X, by force: The demons in Mitakihara have grown strong, but you could try to take over adjacent territories where they aren't as strong. The magical girls in those areas probably won't take kindly to this.
Cost: PvP combat; Reward: New territory with weaker demons

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

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

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

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

________________________________________________________________________________________
Well Keiko's kitten sacrifice got you an immediately successful roll on recruiting the girls to the northeast. As well as somehow manage to yet again avoid any grief spirals. Though actually your rolls overall this month were below the average for a d100 (much less the average for this quest). Failing both scouting actions was pretty bad luck, though you rolled high enough that it didn't result in direct attack on your scouts at least.

Also Hainako is totally cursed. She's the only one of your workers that has ever rolled sub 10, and she does it on such a regular basis it's comical.

It's rather embarrassing for me how many spelling mistakes I've made in this quest that get copy pasted forever. Also did a couple tweaks to the housing entries.
 
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Turn 13
Turn 13

It's kind of hard to believe a full year has gone by. You've had your deaths along the way, but most of your original group are still alive. Half of new magical girls don't last two months. Based on everything you've seen and heard in your time as a magical girl, only around one or two of your original twenty should have lived this long. Instead there are seventeen of them left. They are veterans to the last, and much more confident than they were back then. You don't dwell too much on those you failed, but on those you saved. With that in mind you put together a party for everyone this month, to celebrate a year of success, and how far you've come.

The party doesn't end up being very extravagant. But it doesn't need to be. You bake a lot of cake and take all the girls out to a park. You speak of the past and how far you've come. The risks you've all faced together. The ones you lost; the ones you gained. The safety to just sit around and watch TV sometimes. Having people that care and know what it's like. They can have lives now beyond just fighting, and the risk to life is far lower even when they're fighting. You try not to be too somber or serious, and try to prompt people into sharing their own stories. The near misses, the times they've saved each other, the times they've fought. There's a sense of comradery that you wouldn't trade for anything. You suggest the idea of naming your group, and tell them to think about it during the party before you stop speaking to let them mingle more.

Despite your relatively serious beginning people are generally upbeat. There's tears when they think of the lost, but also laughter and smiles. A year of life risking combat has bound them together more tightly than anything else ever could. You've lead them through it all to now and things have gradually gotten better. You wander about complimenting them individually for their efforts that make it all possible, and distribute their allowance for the month.. (-$1350)

The most recent girls to join your group are largely found along the edges, not fitting in very well but you drag them into the center. You need them to know that they made the right choice and introduce them to everyone. It seems like by the end of the party everyone is feeling just a bit better.

You decide as the party winds down to end it with news that you're going to start a new business and that things are only going to get better from here on. You also announce the name. Though it seems like surprisingly few people were interested in naming the group. Given that lack of concern by the group you decide you'll call it Serenissima Imperium Magicum Puella given your love for Italian. Though you do wonder if SIMP or the Serene will come to predominate as the typical usage, given that's way too much of a mouthful for standard use.

This month you set out to start up your own courier business so that you can earn more money for your group and be more able to rotate people through it to cut down on the separation between your workers and your general population. You have some dreams of a large business someday that could provide for all of your girls a much better life, but those are distant. To start with you give Kyuubey the cubes he asked for in exchange for setting up the necessary records, and you begin paying out the money to establish a website, buy bicycles, and do the necessary advertising. You have Haruka, Hainako, and Akeno quit their jobs and try to convince their regular clients to bring their business over to their new startup. They're moderately successful at this and it undoubtedly helps a lot to have some initial customers. There's no real need for a physical storefront with point to point courier business, but you spend a lot of time convincing possible customers that your service is in their interest. (-$10,000, -3 grief cubes, +10 bicycles)

Kyuubey comes through with the paperwork in short order to fully legitimize your business with the necessary licenses, insurance, tax information and otherwise. With that and the website up and running connecting to the various couriers smart phones you can get the business running.

For the most part this month the only customers are the ones that the original couriers managed to bring over with them, though Mami begins making inroads with other possible customers. She's rather good at playing the role of competent adult woman, given she's taken on so much responsibility for a year now she comes off as more mature than many adults do. Even in a male driven environment no one questions her. It will take a little while for the business to get up to full strength, but it seems to be off the ground now. (+$3000)

Your scout to the northeast finds a pair of greens scraping out just enough grief cubes to get by from an area only capable of providing two grief cubes sustainably. Recruiting them should be relatively simple given how pressed they are, though there won't be much benefit in it for you. The area is also fairly rural and you doubt you could extract grief cubes quite as efficiently from it. (+35% diplomacy bonus to area 6)

You provide some relief to your dispatcher unit this month in the form of an extra girl and bikes you got as part of your setup for the courier business. With that they have a much easier time patrolling your territory and express their relief. It seems to have helped some as the hunt this month goes spectacularly well with your girls destroying demons with great speed. None of them even come close to being injured. (+34 grief cubes)

There weren't any grief spirals again this month, though there was a fairly close call that didn't quite go out of control.

________________________________________________________________________________________

Resources

  • 4 Green Meguca, 22 Veteran Meguca, 1 Elite Meguca (Mami +10% persuasive)
    • Upkeep: 10 Veteran, 4 Green (Training maintenance shifted again due to population shifts)
      • 1 vet demon finding training (+20% grief cubes)
      • 1 vet on pack tactics (-4% pack hunting)
      • 3 vets Dispatch service (+30% grief cubes, -1% hunting casualties)
      • 1 veterans and 2 greens working jobs (+$3200)
      • 4 veteran + 2 green working courier business (Minimum 3 vets)
  • Grief Cubes 31
  • Money: $5,450
    • $400 upkeep on cellphones (-2% solo hunting)
    • $200 upkeep on cable
    • $3000 upkeep on apartments
  • Morale: [Medium] Morale surged quite a bit this month, driven upwards by the lack of injuries or death, the celebration of a year's passage, and the start of a new business venture. You're reaching the point where they feel like normal girls, it might be difficult to raise morale much higher.
  • Assets
    • Tiny household shrine: Somewhat reduces losses to morale from deaths.
    • Shields: -3% 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).
    • Cramped Apartments (max capacity)
    • Mami's Apartment (HQ of sorts) (Can be traded for $1200 per turn)
    • Small Courier Business (1/2 startup, provides +$6000 next turn)
  • Territory
    • Demon Status: Strong +11
    • Sustainable Harvest: 35


Turn 14 Options
[] Dispersed Hunting: Magical Girl will individually hunt demons throughout your territory and gather the grief cubes for the central supply. This can be dangerous.
Cost: Variable, specify number of Meguca dedicated; Reward: 2 grief cubes per Meguca assigned. 20% base casualty (significant injury or death) chance.

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

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

[] Gather money, legally: There are not a great number of jobs that will take young girls as workers: working as a bike courier, waitress, or maid are likely options. This project benefits from regularity, and discontinuous execution may have negative side effects. Chance of success 50% per Meguca (since it's summer again), following up on a previous month's success brings the chance to 100%.
Cost: Variable, specify number of Meguca dedicated; Reward: $1,000 per month per Meguca assigned.
[] Improve Housing: More Apartments: Currently the girls are packed in around 5 to an apartment. You could get some more apartments and reduce the crowding.
Cost: $6,000 and 1 Veteran Meguca; Reward More housing capacity (Limit increased from 25 to 40), ongoing cost +3000$ per month or you get kicked out. Payable at the beginning of the month. (not repeatable)

[] Improve Housing: House: Instead of a dinky apartment you could pool your resources for a small house, giving everyone a bit more room. Will still be quite a few people per bedroom, but gives more of a feeling of home.
Cost: $10,000 and 3 Veteran Meguca; Reward House (for up to 25 Meguca extra capacity), ongoing cost 4000$ per month or you get kicked out. Payable at the beginning of the month.

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

[] Start your own business, healing: Specify methodology.
Cost: Minimum 1 veteran meguca, .5-1 grief cubes per customer, attention; Reward: ??? Highly variable. Likely to increase over time.
[]Training, Raise Veteran: Raise one of the Green Girls to be a veteran

Cost: 3 Meguca, 1 Veteran Meguca; Reward: Raises one Green Meguca to veteran status.
[] Group sports day: You'll take the time to organize a full group outing to have some fun in a park and play some games, it will have to be fully mundane though as going out to somewhere secluded likely would take too much time.
Cost: 1 Veteran Meguca (representative of one day for everyone essentially, since you are now mostly vets); Reward: Increase to morale (group cohesion)

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

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

[] Morale assessment: Mami has gotten a lot better at feeling the mood of her subordinates over the past year and suspects she could codify it quite a bit better now.
Cost: Mami; Reward: Morale indicator refined to a 1-10 numeric from it's current 3 stage indicator. Chance of Success: 80%

[] Scout Area X: You can deploy a veteran to scout out one of the territories around you stealthily. They should be able to gauge the demon strength there and the magical girls status there without tipping them off, hopefully.
Cost: 1 Veteran; Chance of success: 70%; Reward: information on demon strength, support capacity of the territory, and status of current magical girls in the territory, bonus to diplomatic efforts.
[] Expand territory X, by force: The demons in Mitakihara have grown strong, but you could try to take over adjacent territories where they aren't as strong. The magical girls in those areas probably won't take kindly to this.
Cost: PvP combat; Reward: New territory with weaker demons

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

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

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

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

I got distracted and didn't get this up yesterday like I wanted. Someday Keiko will fall, and then you're all doomed from the karmic backlash.

Anyways I thought about doing a random event, but decided this update seemed fairly good without it, quite a bit happened anyways. I might start them next turn or I might just save the table for when not much happens.

You're reaching the point of diminishing returns on morale. Since you're getting to the point where they feel about as happy with their lives as normal girls do. At which point it becomes much harder to improve upon. You know how the MSY provided every girl with an upper class extravagant lifestyle for them and their families? That would be like 80-90 on morale in this quest.
 
Turn 14
Turn 14

This month has much less planned than previous months and you deliver the girls allowances with your usual salutations and inquiries into their lives. You're much like a mother to all of them it seems like, though you try to be their friend too. (-$1350)

This month seems a bit calmer than some of the previous ones and you manage to finally shake loose a couple girls to work on research again for the first time in quite a while. Investigating the secondary effects of enchanting is something you've been interested in for a while but never had the time for yourself. Keiko leaps at the prospect of studying such a phenomenon and you assign Katsuko, one of your less exceptional hunters to try to keep her enthusiasm in check. You give them a small research budget so they can get various materials to test and some useful devices to measure effects with. (-$1000, -1 grief cube)

You see them occasionally throughout the month with Katsuko reporting in occasionally with bags under her eyes while Keiko just has a manic gleam. They've been measuring all sorts of things and the fire alarm was totally oversensitive. So far they don't have much in the way of conclusions. Results with wood have been far too scattered to give any reasonable conclusion, while metals have shown a few different properties amplified based on their type. They've also tried glass, and Keiko waves her apparently empty hand in front of you, but when you reach out you can feel something there. She exaggeratedly sets it down on a nearby table and after a couple seconds a clear glass cup fades into transparency as the enchantment dissipates. Clear, but only the normal clarity of glass.

Your own efforts this month are basically just taking some time off to organize your own thoughts and get a better feel for the girls that you've gradually picked up. Speaking with each of the Serene a bit on how their lives are going and how they feel. Building up some opinion surveys and just generally developing better connections with them and reassuring them you're there if they need to talk about anything to a sympathetic ear.

The business you set up last month continues to gain more customers as time goes on and the girls sway more to their side. The original three couriers are managing this very nicely, though the newer girls are still struggling to get the hang of it. Your other workers have less positive news though; apparently Kit who works at a maid café took rather large exception with being groped. Her pay as docked rather harshly, but she managed to keep her job despite breaking the man's arm. Some of the girls have joked about the Kit Kat usually being the one breaking, not doing the breaking. Kit responds with a full face blush each time, the apperance that make her work well in a niche café making her rather adorable when she does so. Kina apparently misfiled some moderately important letter as well and got docked a little, which you suppose at least proves that they are working and not just being given a sort of allowance by their father. (+$6000 business, +$2600 jobs)

The hunt this month goes fairly smoothly, mostly only due to the demons reduced strength and the high quality of Serene training. There was a lot of bad luck this month, but they managed to get by mostly uninjured regardless. There was a friendly fire incident though that caused you some trouble. (+28 grief cubes, -4 demon strength)

In a bit of randomness this month apparently Shioko has been less diligent at maintaining secrecy than she should and a couple of her acquaintances from school caught her transforming in an alley while following her from school. They though it amazing and cool that she's a real magical girl. They asked if she was a magic princess. She assured them that she wasn't and urged them not to talk about this, which they thoroughly swore to but they've expressed a lot of curiosity.

Shioko brought it up to Mami after a few days of trying to discourage their interest. Kyuubey appeared at that time to chime in that Minako has the potential to contract if she wanted, but Ayase does not. He'd prefer to wipe Ayase's memories of magic, and contract Minako, but you stalled for time. You might be able to convince him not to, but you're not sure.

This month finally broke the long string of absence of grief spirals. Kaori one of your youngest members returned the other day, bloodied but satisfied. She'd joined up, hoping to get strong enough to kill the Demon that had taken her father's life, and recently, throwing around absurd amounts of Magic, she succeeded. Half-crazed from the sheer anger she felt at it, and heavily injured, this cost the group two Cubes. On a routine demon hunt Kaoru accidentally speared another girl with one of her attacks, nearly killing her instantly. The damage was safely healed, but the guilt was not so easily tamed. Over the following days she burned through grief cubes quite rapidly. When she went through two units worth you worried, this was the limit you'd set, beyond that your group couldn't afford. But as you considered your larger territory and your closet filled with neatly stacked egg cartons of grief cubes, you changed your mind. You could spare more to save your girls lives now. You would save her life. You opened more cartons and kept comforting her. You know you made the right choice. (-6 grief cubes)

________________________________________________________________________________________

Resources

  • 4 Green Meguca, 22 Veteran Meguca, 1 Elite Meguca (Mami +10% persuasive)
    • Upkeep: 10 Veteran, 4 Green (Training maintenance shifted again due to population shifts)
      • 1 vet demon finding training (+20% grief cubes)
      • 1 vet on pack tactics (-4% pack hunting)
      • 3 vets Dispatch service (+30% grief cubes, -1% hunting casualties)
      • 1 veterans and 2 greens working jobs (+$3200)
      • 4 veteran + 2 green working courier business (Minimum 3 vets)
  • Grief Cubes 25
  • Money: $8,100
    • $400 upkeep on cellphones (-2% solo hunting)
    • $200 upkeep on cable
    • $3000 upkeep on apartments
  • Morale: [5 of 10] Morale was pretty stable this month, with the few grief spirals mitigated by you saving them as usual.
  • Assets
    • Tiny household shrine: Somewhat reduces losses to morale from deaths. (Bonus Increased)
    • Shields: -3% 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).
    • Cramped Apartments (max capacity)
    • Mami's Apartment (HQ of sorts) (Can be traded for $1200 per turn)
    • Small Courier Business (2/2 startup, provides +$9000 next turn)
  • Territory
    • Demon Status: Above Average +7
    • Sustainable Harvest: 35


Turn 15 Options
[] Dispersed Hunting: Magical Girl will individually hunt demons throughout your territory and gather the grief cubes for the central supply. This can be dangerous.
Cost: Variable, specify number of Meguca dedicated; Reward: 2 grief cubes per Meguca assigned. 20% base casualty (significant injury or death) chance.

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

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

[] Gather money, legally: There are not a great number of jobs that will take young girls as workers: working as a bike courier, waitress, or maid are likely options. This project benefits from regularity, and discontinuous execution may have negative side effects. Chance of success 50% per Meguca (since it's summer again), following up on a previous month's success brings the chance to 100%.
Cost: Variable, specify number of Meguca dedicated; Reward: $1,000 per month per Meguca assigned.
[] Improve Housing: More Apartments: Currently the girls are packed in around 5 to an apartment. You could get some more apartments and reduce the crowding.
Cost: $6,000 and 1 Veteran Meguca; Reward More housing capacity (Limit increased from 25 to 40), ongoing cost +3000$ per month or you get kicked out. Payable at the beginning of the month. (not repeatable)

[] Improve Housing: House: Instead of a dinky apartment you could pool your resources for a small house, giving everyone a bit more room. Will still be quite a few people per bedroom, but gives more of a feeling of home.
Cost: $10,000 and 3 Veteran Meguca; Reward House (for up to 25 Meguca extra capacity), ongoing cost 4000$ per month or you get kicked out. Payable at the beginning of the month.

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

[] Start your own business, healing: Specify methodology.
Cost: Minimum 1 veteran meguca, .5-1 grief cubes per customer, attention; Reward: ??? Highly variable. Likely to increase over time.
[]Training, Raise Veteran: Raise one of the Green Girls to be a veteran

Cost: 3 Meguca, 1 Veteran Meguca; Reward: Raises one Green Meguca to veteran status.
[] Group sports day: You'll take the time to organize a full group outing to have some fun in a park and play some games, it will have to be fully mundane though as going out to somewhere secluded likely would take too much time.
Cost: 1 Veteran Meguca (representative of one day for everyone essentially, since you are now mostly vets); Reward: Increase to morale (group cohesion)

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

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

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

[] Scout Area X: You can deploy a veteran to scout out one of the territories around you stealthily. They should be able to gauge the demon strength there and the magical girls status there without tipping them off, hopefully.
Cost: 1 Veteran; Chance of success: 70%; Reward: information on demon strength, support capacity of the territory, and status of current magical girls in the territory, bonus to diplomatic efforts.
[] Expand territory X, by force: The demons in Mitakihara have grown strong, but you could try to take over adjacent territories where they aren't as strong. The magical girls in those areas probably won't take kindly to this.
Cost: PvP combat; Reward: New territory with weaker demons

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

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

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

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

So I'll want you to tell Kyuubey what you want to do about the couple friends that found out as well, though whether he'll actually follow through on it is questionable. This was your first random event. Largely because the update seemed a little boring without it.

Poor rolls this turn largely mitigated by the fact that your casualty chance is so low that they need to be really bad to actually get injured now.

Also rolled a narrow fail on Mami's morale study action but then it occurred to me that I had no idea how it could fail. At least none that didn't sound utterly stupid when I wrote it (which I did try a couple ways). So in favor of not deciding to burn her apartment down as a solution (since that was one of the contenders on how it could fail) I just retroactively increased the success chance.

For those wondering about the usefulness of that action in general, I intend to have it be the start of a series that you'll gradually have unlock that will reveal the full 1-100 range of morale. Thinking it will be along the lines of 2-3 more steps.
 
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Turn 15
Turn 15

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

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

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

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

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

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

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

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

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

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

Apparently their results so far indicate that in addition to strength materials gain some increase to a "defining" secondary property. Glass becomes twice as clear, which makes it essentially invisible to the naked eye. Copper has its already high heat and electrical conductivity boosted significantly. Steel it seems didn't have much of a secondary effect but its strength seems a bit higher than you'd expect from the normal enchantment, they simply hadn't noticed before due to their improper equipment and technique. Aluminum lost fully half its already low weight. Wood tended to become more pliable, able to bend much more before breaking but without losing strength, but there was significant variability depending on the type of wood in question. Plastic had a wide range of effects: sometimes becoming more flexible like wood did, other times a bit more lightweight, still others clearer like glass. It seemed to be based on the variability of types of plastic itself though, with the same specific sample producing the same result.

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

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

________________________________________________________________________________________

Resources

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


Turn 16 Options
[] Dispersed Hunting: Magical Girl will individually hunt demons throughout your territory and gather the grief cubes for the central supply. This can be dangerous.
Cost: Variable, specify number of Meguca dedicated; Reward: 2 grief cubes per Meguca assigned. 20% base casualty (significant injury or death) chance.

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

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

[] Gather money, legally: There are not a great number of jobs that will take young girls as workers: working as a bike courier, waitress, or maid are likely options. This project benefits from regularity, and discontinuous execution may have negative side effects. Chance of success 50% per Meguca (since it's summer again), following up on a previous month's success brings the chance to 100%.
Cost: Variable, specify number of Meguca dedicated; Reward: $1,000 per month per Meguca assigned.
[] Improve Housing: More Apartments: Currently the girls are packed in around 5 to an apartment. You could get some more apartments and reduce the crowding.
Cost: $6,000 and 1 Veteran Meguca; Reward More housing capacity (Limit increased from 25 to 40), ongoing cost +3000$ per month or you get kicked out. Payable at the beginning of the month. (not repeatable)

[] Improve Housing: House: Instead of a dinky apartment you could pool your resources for a small house, giving everyone a bit more room. Will still be quite a few people per bedroom, but gives more of a feeling of home.
Cost: $10,000 and 3 Veteran Meguca; Reward House (for up to 25 Meguca extra capacity), ongoing cost 4000$ per month or you get kicked out. Payable at the beginning of the month.

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

[] Purchase Bicycles: While getting bicycles for everyone is quite expensive given you have so many people and so little income; it would make your girls somewhat more mobile. You could of course have them share bicycles as well, since it's likely that you won't need them all at the same time much.
Cost: $150 per bicycle, specify amount (10/28); Reward: More mobility

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

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

[] Start your own business, healing: Specify methodology.
Cost: Minimum 1 veteran meguca, .5-1 grief cubes per customer, attention; Reward: ??? Highly variable. Likely to increase over time.

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

[] Group sports day: You'll take the time to organize a full group outing to have some fun in a park and play some games, it will have to be fully mundane though as going out to somewhere secluded likely would take too much time.
Cost: 1 Veteran Meguca (representative of one day for everyone essentially, since you are now mostly vets); Reward: Increase to morale (group cohesion)

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

[] Enchanting, Secondary Properties: Further investigate just what determines what property gets boosted. Katsuko begs you not to let Keiko try hypnotism.
Cost:3 months of: 2 Veteran Meguca, 3 Grief Cube, $1000; Reward: Information on deeper effects of enchanting. Chance of success: 60%

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

[] Scout Area X: You can deploy a veteran to scout out one of the territories around you stealthily. They should be able to gauge the demon strength there and the magical girls status there without tipping them off, hopefully.
Cost: 1 Veteran; Chance of success: 70%; Reward: information on demon strength, support capacity of the territory, and status of current magical girls in the territory, bonus to diplomatic efforts.
[] Expand territory X, by force: The demons in Mitakihara have grown strong, but you could try to take over adjacent territories where they aren't as strong. The magical girls in those areas probably won't take kindly to this.
Cost: PvP combat; Reward: New territory with weaker demons

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

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

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

[] Recruitment, via Kyuubey: Ask Kyuubey to tell other Magical Girls in the area about you. He'll want something in return though, and he makes no promises of the efficacy.
Cost: 2 grief cubes; Reward: 1-3 girls; Chance of success: 50%
________________________________________________________________________________________
Tweaking some of the costs a little. I'm now going to assess a $250 charge on every recruit to buy them a phone and a shield since you have undoubtedly run out of any spares by now. If you get to the point of issuing bicycles to everyone I'll probably assess that too. (Though considering on bicycles I'll probably have it only be 50% of original cost on belief that half of the new recruits will likely own bikes on their own). The cost of phone plan is also connected to your population now.

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

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

Wish engineering is not going to be a thing in this quest. Mostly because it's what I feel made Catty's quest spin out of control. Also because it seems like there must be some sort of reason the Incubators don't do it in canon that we simply didn't see. I mean I could coach it in terms like it being from their heart and not at all from the words of the wish though. Though the Incubators have no compunction against manipulating media to control what people think about, so I'm guessing it's more along the lines of Magic rejecting such manipulation.
 
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Turn 16
Turn 16

With your increased income from starting the courier business your girls were really interested in getting some more money that they saw as quite reasonable. You are met with a bit of relief that you increased it without having to be asked directly, asking for more money being a tricky subject for some. While you're at it you tell them all that you're also getting a house for the group so you'll be able to half the crowding situation, for which they were even more grateful. They all get along quite well normally, but being packed in like they were was beginning to grate on people's nerves anyways. (-$2800)

You also purchase a number of bicycles this month. The dispatchers and couriers already had them, so now you're getting enough for hunting as well, at least with your smaller hunting group this turn. (+7 bicycles, -$1050)

On the subject of your business you rotate the second of the original couriers out and put the new girl Minako into the role instead. You make sure Minako understands that this is for her own safety, eventually with your standard training she'll be able to fight, but right now it's just too dangerous for her. You also have Akeno let the original clients the group brought over know that Hainako is out of the courier business for the foreseeable future and doing translation work instead. There are some regrets they won't see the clumsy girl that seemed perpetually on the edge of disaster, but they're happy she'll be safe and say they'll keep her in mind if they need anything like that done.

One of the new couriers fumbles a delivery and incurs some lost income, but the others pick up the slack well enough that it doesn't really impact your bottom line. The normal workers don't have any issues to report either. (+$12,200)

Hainako is quite pleased when you tell her you're giving her a job that doesn't involve any danger at all and just involves sitting at a computer all day translating. She was quite the ball of nerves last month and so it's a relief to everyone that she's relieved. She has to pick up a netbook to work on but finds it quite simple to get work from an internet translation service, it's as easy as breathing to her after all. Her getting a better computer than a phone does prompt others to ask about getting them as well though. (+$3000, -$200 to buy a netbook)

You pick out the veterans that will go hunting with you this month carefully and explain to them the circumstances. Demons are continuing to weaken as you've eased off on hunting and you feel that it's now a safe to do solo hunting for at least a month. You need the extra manpower to arrange for getting a house so that everyone can have some much needed space and you can recruit more people again. You're sure their skills are up to the task. They're all a bit nervous at the thought of being out on their own for the first time in over a year, but you have faith in them.

The hunting goes fairly well for the most part though you note that the dispatch unit is somewhat less effective with solo hunters than with groups, simply because the solo hunters cover more area on their own than the groups did. Almost everyone comes out of it unscathed, but Shinobu is impaled when she is caught by surprise by a second demon she didn't notice while defeating the one she was focused on. She manages to survive though and your other girls make up the cost of healing her quite easily. (+28 grief cubes)

You spend a lot of girlpower this month on acquiring a house. It involves a lot of talking and moving money around while keeping up illusions both mundane and magical. Merely a rental technically, but still at a decent rate for land starved Japan. It's a bit of a different feeling to have a house rather than an apartment, even if it's still a rental. Having more room for SIMP to grow is also a really good feeling. (-$10,000; + House, +25 population cap)

With the housing situation handled you send some girls out to try to convince the girls to the northeast in the direction of Kasamino to join you now. As it turns out there's only one of the two left at this point, the other having died a month or two back, she hardly can tell, she's barely hanging on and joins you quite eagerly at the offer. (+1 Green, +2 territory, -$150 bribe, -$250 equipment cost)

You let Katsuko handle testing magic on Ayase this month. The results are rather disappointing though. Enhancing a normal human seems to give results similar to that of enchanting an object; definitely increased durability, but little in the way of other results. Katsuko notes that a magical girl doesn't have to consciously do anything to improve their physical characteristics and she can't easily duplicate the process. It's like trying to make a lump of clay circulate blood without even knowing about arteries. Nor is there anything to maintain the enchantment when it's laid on the mundane besides the caster's power. There's no magic from the mundane to support it.

Trying to throw thoughts in her direction with telepathy turned into a comical staring contest. Kyuubey told Katsuko that relaying magical girl telepathy to Ayase would be a trivial effort for him, but stated that Katsuko's efforts at pushing the thoughts into her head by thinking "louder" were misguided. (-1 grief cube)

There was some terrible news this month, while Mami is sketchy on the details as it really isn't within her field of knowledge, there was some sort of very hazardous chemical spilled, and it's suspected that the water supply for most of Mitakihara has been poisoned. The city's population has started dropping precipitously as people leave the area for safer areas. The economy is beginning a downward spiral and the declining population will diminish the carrying capacity of the area for meguca as well. It's estimated it will take at six months to fully cleanse the systems, and that people should use bottled water until then and limit their exposure however possible. (Economic downturn, most income sources dropping; population flight, carrying capacity dropping.)

Kyuubey idly comments that baseline humans are so terribly fragile it's no wonder they needed help to reach this far. He assures you that magical girl bodies are much better put together and you could drink coolant water from a nuclear reactor with little danger. He doesn't quite understand why you tell him that he should keep such details to himself.

There's only one grief spiral this month by some small miracle given the news. Poisoning is apparently a hot button topic for Haruka and needed substantial reassurance that you'd all be okay. (-1 grief cube)

________________________________________________________________________________________

Resources
  • 5 Green Meguca, 23 Veteran Meguca, 1 Elite Meguca (Mami +10% persuasive)
    • Upkeep: 12 Veteran, 4 Green (Training maintenance shifted again due to population growth)
      • 1.5 vet demon finding training (+20% grief cubes)
      • 1.5 vet on pack tactics (-4% pack hunting)
      • 3 vets Dispatch service (+30% grief cubes, -1% hunting casualties)
      • 1 veterans and 2 greens working jobs (+$3000, affected by economic effect)
      • 1 veteran (Hainako) Translation service (+$3000, immune to economic effect)
      • 4 veteran + 2 green working courier business (Minimum 3 vets)
  • Grief Cubes 24
  • Money: $12,340
    • $580 upkeep on cellphones (-2% solo hunting)
    • $200 upkeep on cable
    • $3000 upkeep on apartments
    • $4000 upkeep on house
  • Morale: [3 of 10] Moral suffered a major blow from the industrial accident this month. Worries about their families for those that have them, and also for how it would affect the girls themselves. Magical girls can't easily move to another area easily in general, let alone the possibility of having to leave the group, and explaining that to their parents is difficult. You're unsure if telling them that it's fine for them to drink the water would be a positive or a negative. The new green being a bit of a nervous wreck certainly isn't helping either.
  • Assets
    • Tiny household shrine: Somewhat reduces losses to morale from deaths. (Bonus Increased by omake)
    • Shields: -3% Casualties
    • Basic General Combat Training: -1% Casualties (Decaying due to turnover).
    • Basic Solo Combat Training: -1% Pack Hunting, -3% Solo Hunting (May decay with losses or recruitment).
    • Housing (29/52)
      • 3x Apartments (8 capacity each)
      • House (25 capacity)
      • Mami's Apartment (HQ of sorts) (Can be traded for $1200 per turn) (3 capacity)
    • Small Courier Business (+$8100 per turn, affected by economic event, reduced income)
  • Territory
    • Urban
      • Demon Status: Average +0
      • Sustainable Harvest: 32 ( -3 population flight)
    • Rural
      • Demon Status: Average +0
      • Sustainable Harvest: 2


Turn 16 Options
[] Dispersed Hunting: Magical Girl will individually hunt demons throughout your territory and gather the grief cubes for the central supply. This can be dangerous.
Cost: Variable, specify number of Meguca dedicated; Reward: 2 grief cubes per Meguca assigned. 20% base casualty (significant injury or death) chance.
-[] Rural: Base modified to 1.5, dispatch bonus does not apply.

[] Pack Hunting: Magical Girls will hunt in groups vastly reducing the danger, but because they are not covering as much area their efficiency is reduced. Death is significantly less likely.
Cost: Variable, specify number of Meguca dedicated; Reward 1.25 Grief Cubes per Meguca assigned; 10% base casualty chance
-[] Rural: Base modified to .9, dispatch bonus does not apply.

[] Optional addon, Rotating Tactics: You could have your meguca rotate their ability use 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: $6,000 and 1 Veteran Meguca; Reward More housing capacity (Limit increased by 15), ongoing cost +3000$ per month or you get kicked out. Payable at the beginning of the month. (not repeatable)

[] Improve Housing: House: Instead of a dinky apartment you could pool your resources for a small house, giving everyone a bit more room. Will still be quite a few people per bedroom, but gives more of a feeling of home.
Cost: $10,000 and 3 Veteran Meguca; Reward House (for up to 25 Meguca extra capacity), ongoing cost 4000$ per month or you get kicked out. Payable at the beginning of the month.

[] Increased Stipend: Giving the girls more money will further improve their morale a little bit.
Cost: $200 per Meguca; Reward: Improved 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 (17/28); Reward: More mobility

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

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

[] Start your own business, healing: Now might be a great chance to start this business, with a lot of people interested in extra ways to protect themselves. Specify your pricing (this will affect how many people take our offer).
Cost: Minimum 1 veteran meguca, .5-1 grief cubes per customer, attention; Reward: ??? Highly variable. Likely to increase over time.
[] Enchanting, Secondary Properties: Further investigate just what determines what property gets boosted. Katsuko begs you not to let Keiko try hypnotism.
Cost:3 months of: 2 Veteran Meguca, 3 Grief Cube, $1000; Reward: Information on deeper effects of enchanting. Chance of success: 60%

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

[] Research, Purification: Generally speaking real magical girls aren't like Sailor Moon with direct purifying magic. You could look into purifying the city's water supply, but you'll want to do it fast if you want to have any impact at all, and you're really not sure what you could do about it.
Cost: 4 Veteran Meguca, 4 grief cubes; Reward: Ability to cleanse water; Chance of Success: 25%
[]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.

[] Repeat Basic General Combat Training: We have a lot of new members. Give them the same training our older members had (and maybe give a refresher course for our older members)
Cost: 1.5 Veterans; Reward: -2% casualty rate on all Hunting actions (From -1%)

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

[] 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

[] Fake documentation: You can personally make up some vaguely official looking documents to say the water at your house is safe, though you'd want to at least have some fancy looking filter system you could attribute it to.
Cost: $5000; Reward: Water purifier, girls parents possibly reassured enough to leave children here
-[] Addon: Kyuubey offered to arrange actual official documentation for you.
Cost: 2 grief cubes; Reward: Greatly reduced chance of ruse being discovered.

[] 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.

[] Talk to Kyouko, it's been a long time.
Cost: Mami; Reward: Variable; Chance of Success: ???
[] Expand territory X, by force: The demons in Mitakihara have grown strong, but you could try to take over adjacent territories where they aren't as strong. The magical girls in those areas probably won't take kindly to this.
Cost: PvP combat; Reward: New territory with weaker demons

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

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

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

[] Outpost(s): Let the girls whose parents want to leave go, but have quite a few vets follow along to try to set up a new enclave at their new locations. Resource pools will remain somewhat linked so long as distance is not too high.
Cost: 1 random meguca +5 Veterans +Mami, -morale from being apart, $2000 startup for a single apartment (5/5) in the new area +$1000 upkeep on new apartment, Ire of magical girls currently in that area. Reward: Access to new territories, more widespread SIMP.
________________________________________________________________________________________

You rolled really bad on the random event table (lol, 1d100 = 2). And you thought things were safe and stable. Keep in mind the population flight issue is going to continue over the next couple months.

You'll probably want a slew of write ins to deal with all the problems that just dropped on your head.

I'll update the map later, options as well since I expect you'll have many write ins.

(Also in fairness your morale changed less than 5->3 would make it seem, it's just rounding for your 1-10 system made it look much worse.)
 
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Turn 17
Turn 17

Mami is rather hurried this month as she distributes the girls allowance and gives many of them new assignments. You make sure to let them all know that the water situation is not dangerous to magical girls due to their magic providing them protection from it, but there's a lot to be done as a result of the side effects on the city anyways. Kit is asked to quit her job as a waitress after more than a year there as the economic situation has hurt her income there and she'll be more useful elsewhere. The dispatch crew is shut down and you organize a whole different hunting system from what you've used in the past. (-$2900)

The various mundane jobs left running this month go without any unexpected issues. The courier business has been heavily impacted by the reduced population, but that was already anticipated. Luckily Hainako's translation business is online and thus independent of local issues, and the Ogawa sisters' jobs haven't been too highly impacted. The business they work in has seen a notable rise in vacation days and sick days being cashed in at once, but their pay is rather insulated from their usefulness dropping. (+$13100)

You put together a new plan to mitigate the population flight issue. You have Kyuubey arrange some official documentation certifying the water of your house as safe while you buy a water filtration system for the house. First you talk to the house's owner though about cutting a bit off your rent to make up some of the cost of the filter. You find that he's all too eager to make a deal on it as apparently occupancy is plummeting across the city and just the fact that she is continuing the rent is a good deal. You manage to persuade him to full take the cost of the system out of the rent, discounting the rent $1000 for each of the next five months in exchange for them staying.

With his approval and the discount you move on to getting it installed. It's no surprise to you that the installation companies are difficult to reach, but you keep calling until you get through to one of them. You end up having to persuade a company from Kasamino to come out to install it. The technician who comes out to install it on seeing your young residents, despite you wearing an adult guise, warns you that this won't actually make the water safe. Though you note that the salespeople over the phone had incredibly carefully danced around the issue and in no way had said so one way or another. You assure him you're taking other precautions though you thank him for admitting it. (-$5000)

Kyuubey comes through with paperwork after a few days which presents and incredible amount of authenticity for something that never had an actual government inspection associated with it. There's even a government website you access that verifies it. (-2 grief cubes)

With that in hand you go about persuading the parents that wanted to leave to let their daughters stay at your boarding house. The girls try to pressure them to let them stay, and your documents and equipment are quite persuasive. Many of them were just planning to stay outside the city in nearby cities and commute anyways, and others considered it a temporary relocation. Between you and their own daughters you manage to sway almost all the worried parents to let their daughters remain here. Unfortunately you weren't able to quite make that all, it seems 11-year-old Kaori's mother isn't quite willing to let her stay in the city in a boarding house while she leaves the city. You make sure to get their new address and quietly ensure that Kaori has a few cartons (units) of precious grief cubes. You tell her to call often and take no risks in someone else's territory; you'll figure something out as soon as you can. The amount of tears from everyone was crushing, but you reassure them all that they'll see her again; you'll make sure of it. Her mother is rather boggled given her lack of context on why it had prompted so much crying.

You press everyone into a new round of training in defensive combat in preparation for a new form of hunting this month. Defending a wounded comrade is always a risky proposition and liable to lead to more injuries. So you focus on spreading around the skills and tricks everyone has come up with and training them in how to watch for another at the same time as themselves. Hopefully they'll be a bit better at protecting each other now. (-2% pair casualties, -1% pack casualties)

After the intense training you send out the girls in pairs with a little worry given they've been used to working in larger groups. You try to make sure the rosters are organized to give them the best combinations of skills and caution them that calling for backup if they can't handle something is an option, and that without the dispatchers they should make extra sure of their limits. Your worries are quite unfounded though as they manage to collect a huge haul of grief cubes this month without any real injuries at all. (+33 grief cubes)

Going to meet with Kyouko again after so long has your nerves terribly rattled. You end up delaying it for much of the month with all the other things you needed to get done. You hadn't exactly parted on the best of terms. When her family died she'd had a bit of a breakdown. You'd provided all the care and grief cubes she'd needed, but she had been broken badly somewhere inside where you could quite reach. She had argued with you over everything, and eventually it came to a head with her claiming that you couldn't save anyone besides yourself, let alone everyone.

You go out with gifts of food prepared and dragging along little Yuma for an extra edge and head straight into the territory you once held together with her. It's rather nostalgic seeing these places, but the whole area feels palpably depressed, like a wet blanket laid across the entire area. You keep Yuma close and have to resist the urge to enter the miasmas you pass by. Kyouko has not been properly keeping her territory clear, the miasma would never have gotten this thick when you were here.

You find Kyouko at an arcade, one of your top guesses for where she'd be actually; it seems her habits haven't changed too much. She looks like she's seen a ghost when she sees you waiting outside. You manage to persuade her to at least talk to you with the promise of food: she never could turn that down. It's obvious that she's very conflicted on it though.

You tell her what you've spent the last year and a half doing while she eats: building a safe life for everyone, not just the strongest. She's not really sold on it though. She tells you once again that looking out for anyone beyond yourself is going to get you hurt. There's little heat to it though, unlike the last time you had this conversation. You kind of dance around the issues you know might upset her or make her defensive. You do better than you expected just getting her to carry on a calm conversation with you, but getting her to throw in her lot with a group just isn't happening this month it seems. She's unconvinced that working together is anything but holding yourself down, especially given the nature of limited resources.

You head back after assuring her she can come by or call you any time, knowing better than to push the issue too quickly with her. She surprises you by saying she might take you up on that offer.

The scouting of area 5 brings back mediocre reports. A single green seems to be run ragged sweeping through the area trying to scrape out enough to get by from a territory worth a single grief cube. Recruiting her for a more stable life should be relatively simple (+30% diplomacy chance Area 5.) Area 8 is a large territory that can probably support 10 grief cubes easily, but it's quite populated with various girls, scouting that whole area might have been a bit overambitious. It seems like there are around 7 greens and 3 vets in the area though they aren't really organized into a group mostly working in pairs or singles, the demon strength in the area is edging into quite a dangerous level, but Kyouko has been keeping them out of her own territory quite violently at times. (+25% diplomacy chance)

Luckily there are no grief spirals this month, it seems you've gotten lucky. Population of Mitakihara continues to decline this month.

________________________________________________________________________________________

Resources

  • 5 Green Meguca, 23 Veteran Meguca, 1 Elite Meguca (Mami +10% persuasive)
    • Upkeep: 7 Veteran, 5 Green
      • 1.5 vet demon finding training (+20% grief cubes)
      • 1.5 vet on pack tactics (-4% pack hunting, -2% pair hunting)
      • 2 greens working jobs (+$2000)
      • 1 veteran (Hainako) Translation service (+$3000, immune to economic effect)
      • 3 veteran + 3 green working courier business (Minimum 3 vets)
  • Grief Cubes 26
  • Money: $14,560
    • $580 upkeep on cellphones (-2% solo hunting, -1% pair hunting)
    • $400 upkeep on cable (increased due to new housing)
    • $3000 upkeep on apartments
    • $4000 upkeep on house ($3000 for next 4 months)
    • $2900 upkeep on stipend
  • Morale: [4 of 10] Worries about family members were still pretty severe, but morale has begun to recover a little from the initial shock. Grief cube stores are still worryingly low, especially with declining capacity.
  • Assets
    • Tiny household shrine: Somewhat reduces losses to morale from deaths. (Bonus Increased by omake)
    • Shields: -3% Casualties
    • Basic General Combat Training: -1% Casualties (Decaying due to turnover).
    • Basic Solo Combat Training: -1% Pack Hunting, -2% pair hunting, -3% Solo Hunting (May decay with losses or recruitment).
    • Defending Others Training: -2% Pair Hunting, -1% Pack Hunting (May decay with losses or recruitment).
    • Housing (29/53)
      • Apartments (25 capacity)
      • House (25 capacity)
      • Mami's Apartment (HQ of sorts) (Can be traded for $1200 per turn)
    • Small Courier Business (+$7600 per turn, affected by economic event, reduced income)
  • Territory
    • Urban
      • Demon Status: Average +1
      • Sustainable Harvest: 30 (-2 population flight)
    • Rural
      • Demon Status: Below Average -5
      • Sustainable Harvest: 2
Turn 18 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.
-[] Rural: Base modified to 1.5, dispatch bonus does not apply.

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

[] Pack Hunting: Magical Girls will hunt in groups vastly reducing the danger, but because they are not covering as much area their efficiency is reduced. Death is significantly less likely.
Cost: Variable, specify number of Meguca dedicated; Reward 1.25 Grief Cubes per Meguca assigned; 10% base casualty chance
-[] Rural: Base modified to .9, dispatch bonus does not apply.
[] Optional addon, Rotating Tactics: You could have your meguca rotate their ability use 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

[] Improved Dispatch: By exchanging physical cyclists patrolling your territory looking for demons for clairvoyants scanning the area from a afar you've managed to greatly improve the area each member can cover.
Cost: 1 clairvoyant per 20 territory (the original was 1 per 10 territory); Reward: -1% casualty rate, 30% increase grief cube gather(additive with demon finding same as before)

[] Demon Forecasting: It occurred to you that while the patterns seem random enough that you couldn't predict where demons would appear, that doesn't mean there aren't underlying patterns like the weather. Maybe someone with some more resources could make sense of them. Kyuubey admits that it is possible, but with only your girls' rather imprecise data results will be equally imprecise. Especially given just how many variables effect demon spawn rates due to their connection to human migratory patterns. He'd also charge you for use of the processing time.
Cost: 1 grief cube per turn; Reward: Additional 1.1x multiplier on grief cube gather rate. (Multiplicative rather than additive with others.)

[] Evac Team: A telepath will stay in rotating contact with all girls hunting, with them waiting to engage until a telepath line is freed up if necessary. The hunters will also call in their positions before engaging so that coordinates are available. If they are injured the telepath will relay the endangered girl's view of the scene to a teleporter that waits with her at readiness to pull the injured girl out of the situation.
Cost: 2 Veterans (Telepath and Teleporter); Reward: Lethality modifier on solo hunting reduced from 50% to 30%.
[] 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: $6,000 and 1 Veteran Meguca; Reward More housing capacity (Limit increased by 15), ongoing cost +3000$ per month or you get kicked out. Payable at the beginning of the month. (not repeatable)

[] Improve Housing: House: Instead of a dinky apartment you could pool your resources for a small house, giving everyone a bit more room. Will still be quite a few people per bedroom, but gives more of a feeling of home.
Cost: $10,000 and 3 Veteran Meguca; Reward House (for up to 25 Meguca extra capacity), ongoing cost 4000$ per month or you get kicked out. Payable at the beginning of the month.

[] Increased Stipend: Giving the girls more money will further improve their morale a little bit.
Cost: $200 per Meguca; Reward: Improved 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 (17/28); Reward: More mobility

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

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

[] Start your own business, healing: Now might be a great chance to start this business, with a lot of people interested in extra ways to protect themselves. Specify your pricing (this will affect how many people take our offer).
Cost: Minimum 1 veteran meguca, .5-1 grief cubes per customer, attention; Reward: ??? Highly variable. Likely to increase over time.
[] Enchanting, Secondary Properties: Further investigate just what determines what property gets boosted. Katsuko begs you not to let Keiko try hypnotism.
Cost:3 months of: 2 Veteran Meguca, 3 Grief Cube, $1000; Reward: Information on deeper effects of enchanting. Chance of success: 60%

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

[] Research, Purification: Generally speaking real magical girls aren't like Sailor Moon with direct purifying magic. You could look into purifying the city's water supply, but you'll want to do it fast if you want to have any impact at all, and you're really not sure what you could do about it.
Cost: 4 Veteran Meguca, 4 grief cubes; Reward: Ability to cleanse water; Chance of Success: 25%
[]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.

[] Repeat Basic General Combat Training: We have a lot of new members. Give them the same training our older members had (and maybe give a refresher course for our older members)
Cost: 1.5 Veterans; Reward: -2% casualty rate on all Hunting actions (From -1%)

[] Telepathic Coordination: Communication during combat could be better. Telepathy is rarely used in favor of yelling, since it's difficult to maintain telepathy in combat. Perhaps some practice with it will help though. As most girls struggle to communicate with telepathy to more than one at a time even outside of combat this will be most useful between two girls.
Cost: 3 veterans, 1 veteran upkeep; Reward: -2% paired casualties, -1% pack hunting casualties


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

Current Elite Candidates: Kaoru, Taya
[] 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

[] 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.

[] Talk to Kyouko, she'll come around eventually surely.
Cost: Mami; Reward: Variable; Chance of Success: ???
[] Expand territory X, by force: The demons in Mitakihara have grown strong, but you could try to take over adjacent territories where they aren't as strong. The magical girls in those areas probably won't take kindly to this.
Cost: PvP combat; Reward: New territory with weaker demons

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

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

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

[] Outpost(s): Let the girls whose parents want to leave go, but have quite a few vets follow along to try to set up a new enclave at their new locations. Resource pools will remain somewhat linked so long as distance is not too high.
Cost: 1 random meguca +5 Veterans +Mami, -morale from being apart, $2000 startup for a single apartment (5/5) in the new area +$1000 upkeep on new apartment, Ire of magical girls currently in that area. Reward: Access to new territories, more widespread SIMP.
________________________________________________________________________________________

Terrible compared to what I wanted, but already held off for half a day more than I intended. Kyouko's action had a starting % chance of zero. I assessed a +15% for the two omakes applied to this. You then rolled a 74, nearly succeeding despite me. It was meant to take a lot longer to get her to this point.

You can pretty much consider the Old Friends scene how it went down.
 
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