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 .
Omake: Sharing The Same Tears
Omake: Sharing The Same Tears

Mami worried as she hurried over to the house. She wasn't sure what was going on this time. Taya had not been very coherent on the phone. Near as she could follow, after saying goodbye to Kaori, Kaoru had locked herself in her room and was singing the same song over and over while everyone else was outside her door crying.

Kaoru was so stable, this wasn't like her at all. Mami was used to counting on Kaoru as one of the more mature girls. Not surprising, as Kaoru was the only other girl as old as Mami. Although, when Mami thought about it, the one time Kaoru had grief spiraled it had taken 4 cubes to break her out of it. Maybe when Kaoru broke, she broke hard.

On her way, Mami reviewed what she knew about Kaoru Gima. While Kaoru was in the same grade as Mami, she had far less time as a magical girl, since she had contracted at an older age then usual. She didn't get to see her parents much. Her father was in Tokyo working as a producer or something. Mami wasn't sure on the details, but had picked up that she better not ask. Her mother worked as a hostess at a night club in Kasimono. Not doing anything sleazy, Kaoru had hastened to assure her, just signing for the customers. Still Kaoru had preferred not to let the other girls know much about her home life, and Mami had understood. As it was, Kaoru only got to see her mother regularly for a few minutes after school when she got home and her mother was leaving for work. With her mother not getting home until early in the morning, Kaoru was pretty much on her own, and had to make her own breakfast. Though her mother usually prepared a lunch for her before going to bed.

Kaoru had been a magical girl for less then a week before Kuybey brought her into the first meeting Mami had for setting up the group that would eventually become the Serenissima Imperium Magicum Puella. (Mami insisted on using the full and correct name, even if everyone else didn't!) Mami remembered her as having been a rather shy and reserved girl, who was usually quiet, but when she did say something it was always something important to think about. Kaoru had gained a lot of confidence since those days.

Some of the other girls had teased Kaoru about her costume when they had their first training session. Her outfit was basically a white leotard with a short skirt, big bows, and a sailor uniform collar. About as stereotypical a magical girl outfit you could get... from the nineties. It was unusual for a magical girl to be so... old fashioned in her uniform choice. When she summoned her weapon and a large harp appeared, the other girls had down right laughed. Mami had felt a strong sense of kinship, remembering when she only had ribbons as weapons. She had even told the story of how she once only had ribbons to the group as a way of reminding them that you never knew how powerful a girl could be.

Despite the amusement, Kaoru had actually turned out to be something of a prodigy. In addition to being able to fire energy spears with the pluck of a harp string, it turned out that Kaoru had a very useful ability to disable and confuse demons over a large area by playing cords on her harp. It was perfect for pack hunting, and had really helped increase the harvest of her groups in those early days. With the added maturity of her age, it wasn't a surprise that Kaoru had soon become a leader among the girls who spent their time hunting.

There had only been two incidents with Kaoru while hunting. Once she had been injured rather badly when she froze up after seeing Hitomi killed right in front of her. That was perfectly understandable. The two of them had been pretty close despite Hitomi being a year younger, and several months more experienced at being a magical girl. In many ways Hitomi had been Kaoru's hunting mentor. The other incident had occurred when Kaoru was uncharacteristically sloppy, and while hunting stabbed Sayaka through the throat with an energy spear. Even though Sayaka had laughed it off, it had taken 4 grief cubes to stop Kaoru from grief spiraling in guilt over the incident.

Mami's eyes narrow in thought. Actually... Kaori had come home all bloodied and injured just a couple days before the hunting accident. Mami had never considered the two incidents connected before, but maybe there was a reason Kaoru was distracted, and perhaps other reasons for guilt besides just the hunting accident.

Kaoru had taken a large interest in the youngest of the girls. She had given both Yuma and Kaori special attention, including some extra combat training, just the three of them. Kaoru would often come by the apartments late at night since she didn't have to worry about a curfew. On a few occasions when Mami had checked in, she had heard Kaoru singing Yuma to sleep with lullabies.

Singing talent must run in her family. If her mother sung anything like her daughter, Mami wasn't surprised that she could make a living based on her voice. In fact, some of the few times Mami had taken some time off to just enjoy life she had spent going to karaoke with Kaoru. It was just nice sometimes to spend time with a girl who was her own age and didn't treat her as a mother figure.

Mami reminds herself to stay focused on the crisis at hand. Still, it might make sense that Kaoru was having some special difficulty handling Kaori moving away. Mami was having a hard time herself. Kaoru had just barely moved into the house, after having finally convinced her mother that it was safe for her to stay and that her mother should move to Kasimono, at least until the water contamination was solved. So maybe there was some homesickness involved as well.

Mami left her musings behind as she arrived and entered the house. Things did not seem as bad as Taya had made it sound over the phone. It looked like all the girls besides Kaoru were in the living room. There was some sniffling going on, and a quite a few hugs, but not the waterworks Taya had described. Mami could hear singing faintly from overhead and to the back of the room. It seemed to end for a few minutes before starting up again. Mami felt herself become a little melancholy listening to the melody, but she shook herself and focused on finding Taya.

Mami soon spied Taya, but she seemed to be the worst of everyone, sniffling so bad Mami wasn't sure it was worth trying to question her. Fortunately Aiko approached Mami on her own and filled Mami in on what was happening. "I managed to get everyone away from the door during one of those pauses. It doesn't seem to effect people as much down here." Aiko seemed cross, which was a strange mixture with her red and puffy eyes. "You need to get up there and tell her to stop. I'll be in the kitchen, I have a couple blueberry pies I have to finish cooking."

Mami decides to leave Aiko to the baking. Aiko has always been pretty good at handling others during grief spirals, though Mami hopes they won't be going through the "nothing but blueberry pies" stage again. Going up the stairs, Mami could feel the melancholy inside herself increasing. Approaching the door, she starts to sniffle. Strangely Mami seems to be remembering a lot of the good times she had with Kyouko, and just feels a sadness that those time are gone. Pulling herself together, Mami knocked on the door, "Gima-san?"

Kaoru stopped singing, and Mami realized now that Kauro had actually been singing along with a CD or something. Mami heard the music pause, and then Kaoru opened the door, looking for all the world as if nothing was more wrong then listening to a sad song for a little while. "Tomoe-san? What are you doing here?" She stepped back to let Mami enter the room.

Entering, Mami looked around the room. Kaoru didn't have much in the room. A bed, a dresser, an 30 year old portable TV with a battered VCR connected to it. A faded old idol poster above the bed. Mami realized that the music had been coming from the TV, on which was paused a very old and familiar magical girl anime. Kaoru sat down on the bed as if nothing was the matter, "What's up?"

"Uh... Gima-san, were you aware that everyone in the house has been crying?" Mami was a little confused as she had been half prepared for a grief spiraling girl, not the calm and collected girl in front of her.

Kaoru seems surprised before blushing and blurting out, "It's not supposed to be a sad song."

Mami raises an eyebrow. "You don't seem surprised that your singing is having an effect like this."

Kaoru shifts uncomfortably, "I never told you my wish did I?"

Mami nods before prompting: "I think everyone assumed it had something to do with music."

"You could say that," Kaoru pauses to collect herself before continuing. "I wished to have perfect pitch." Mami blinks. "Yeah, pretty stupid thing to waste a wish on. Well, ever since then my singing tends to, um... make people more emotional."

"It makes people sad?" clarifies Mami.

"Well, if the song is sad. Depends on the emotion of the song, you know." Kaoru pauses, "I'll be more careful in the future."

Well that solved the problem, but Mami decides she should probably stay awhile and see if Kaoru wanted to talk about what was bothering her. "I guess you wanted to be like your mother."

Kaoru sighs, "No, actually my mom never cared about me being tone deaf, it was more about my father." Kaoru stops long enough that Mami thought maybe she was done before suddenly continuing. "You, you know my father and mother aren't a.. you know, married, right?" The words spilled out of Kaoru like water breaking through a dam. She didn't even wait to hear Mami's response, "He's an idol manager for a record company. He, well, he's a.. a lot older then my mother."

Kaoru pauses to look at Mami who wasn't sure at all what she was supposed to say or do to that. "Well, I guess there's no real nice way to say it. He was my mom's manager when she was a teenage idol. I think you can figure out the rest." Mami's eyes suddenly shift to the poster above Kaoru's bed, "Naru Gima" was the faded name under the picture, which looked nothing like Kaoru. Maybe it was the heavy makeup and big hair.

Kaoru was smiling shyly when Mami looks back down at her. "She never made it big or anything, just local. Maybe she would have, expect, well, she had me. My father tried to get her to get rid of me, and my grandparents told her so too, but my mom insisted on keeping me. That's why we don't really have anyone else but each other."

Kaoru looks away, "I didn't really know all that until later. I just knew I had a father somewhere in Tokyo managing idols at a record company. I used to dream about entering an idol contest and then meeting him, and he would be so impressed with my voice that he would come back and live with my mom and me. Silly dreams really."

"Then I actually decided to try when I was 15 and old enough to enter an audition being held by my father's company." Mami wasn't sure what emotion the half grin on Kaoru's face was supposed to show. "I kept it a secret from my mom because I knew she wouldn't approve. I had to save up for the train fare. He was actually there at the audition. The look on his face when they called out my name wasn't anything like I thought it'd be. He went white, like he'd seen a ghost. And then I started to sing." Kaoru was back to looking at the wall. "Well that was that. Nobody had ever told me before how bad I was."

Mami tries to console her, "I'm sure you weren't that bad." This just got her a flat look from Kaoru.

"One of the judges suggested I have my throat checked by a doctor." Seeing Mami's horrified face Kaoru rushes to clarify, "I actually think he was trying to be nice." Mami just sighs at that. Kaoru continues, "My father took me to lunch afterwards. He tried to be nice, gave me all the money in his wallet, but I could tell he was really hoping I would leave and wouldn't come back. I think he was afraid of me."

Kaoru looks over at Mami with a knowing grin this time, "That's when Kuybey came to visit. You know, I didn't realize it then, but he likes to approach girls when they're vulnerable." Kaoru flops back on the bed. "Anyway, I wished to have perfect pitch, thinking I would go back and show my father what a big mistake he made writing me and mom off. Of course, then I was so busy just trying to survive being a magical girl I haven't had time to worry about anything else."

Kaoru lets out a long breath, "It's strange, a year and a half ago he seemed like the biggest thing in the world. Now he just seems small and unimportant." Kaoru lapses into a comfortable silence.

Mami was loath to interrupt the mood, but she felt that Kaoru still had some more she wanted to say. "You still haven't told me what brought on the song though."

Kaoru seems to come back from whatever peaceful contemplation she'd been having. "Oh that, well when I got to highschool one of the Glee Club members heard me singing and made me join. I told them I was too busy for club meetings, so I'm sort of a ghost member. They asked me to sing a song for the cultural festival though. I figured I ought to practice."

Mami tilts her head and looks at Kaoru. "Okay, well not really. I mean I did get asked to sing at the cultural festival and I picked this song awhile ago. I mean, you know this episode right? Ami was about to leave, but then decided to stay because..." Kaoru makes a vague hugging motion, "because being together is important, even if you're crying together, at least you're together." Kaoru rolls over onto her stomach, "My mom used to sing this song with me all the time. Then when Kaori left," Kaoru pauses for a moment, "Well the way it's supposed to work is she stays at the last minute, but she didn't." Kaoru hits the mattress in frustration, "She didn't." Kaoru sits up and glares at Mami, "What are we going to do sempai? We can't leave her alone!"

Mami sighs, "I don't know."

Kaoru hesitates before speaking, "I've been thinking maybe I could transfer to Itawa." Mami looks at Kaoru in surprise. "Or even drop out altogether." Kaoru cuts Mami off before she can interrupt, "It's not like I'm going to go to college anyway. Being a magical girl is basically my career now."

Noticing Mami's hesitation, Kaoru continues to press her point, "I'm not as useful here now that we aren't pack hunting all the time." Mami points out that Kaoru is actually good in Pairs and Solo Hunting too. "Well, not as much. If it weren't for Sayaka showing me how to summon those musical platforms, I wouldn't really have the mobility I need to Solo."

At this point a short digression occurred with Mami and Kaoru discussing Sayaka's power set, as Mami hadn't realized Sayaka's power was musically related. She had thought Sayaka was mainly healing with an apparent water theme. Kaoru blushes as they circled back to why she approached Sayaka in the first place, "Yeah, well, I was kind of hoping that with the water theme Sayaka had going and my harp that maybe I could figure out how to.. well you know..." Kaoru's voice drops to a mumble, "A..wa..Rah...s..dee," Mami asks her to repeat herself, and Kaoru turned bright red before speaking more loudly, "Aqua Rhapsody okay, I wanted to learn how to do Aqua Rhapsody."

Mami just starts laughing and laughing. Kaoru keeps saying "It's not that funny," but each time it only makes Mami laugh harder. Finally Kaoru just sat there sulking until Mami finally laughs herself out. Mami couldn't remember the last time she had laughed so hard.

"It's not fair," Kaoru grumps, "You got your ribbons to turn into muskets. I ought to be able to get my harp to shoot a blast of water." Mami fought the chuckles down as she pointed out that the physical differences between sound and water are more significant then the differences between magically hard ribbons and steel. Kaoru looks so put out that Mami promised to take some time to train with her a bit and see what they could make Kaoru's sound waves do. Kaoru became rather excited about getting "a real finishing move like Trio Finale." Together they came up with a few ideas to start with. About then Mami realized she had already spent an hour talking with Kaoru, and she had a lot of other things to do.

As she got up to excuse herself, Kaoru brought up moving to Itawa again, and asked Mami to at least consider it. "I will Gima-san," Mami promised.

As she reached the door, Kaoru spoke up again, "Sempai," Mami turned back to look at her, "you can call me Kaoru."

Mami blinks for a second and then replies, "Alright Kaoru, and you can call me Mami." As she left, Mami reflected how nice it was to have someone she could talk to who didn't see her as a mother. Meanwhile, the more calculating part of Mami's brain added 'idol singer' to the list of possible money makers for the Serene Imperium.
---------------
Whew, that took forever. Now to proofread.
 
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Turn 18
Turn 18

This is another busy month for you personally as you intend to recruit the struggling girls in Kasamino which is a rather daunting task given their numbers. You distribute the girls allowance or the month and their assignments in a rush. (-$2900)

With some inspiration from Taya and with Kit free from her previous job you create a new Dispatch service which will be twice as efficient as the original, relying on the ability of clairvoyants to scan areas much more quickly than actual girls on the streets. They can even do this safely from your HQ with a cell phone. You also run a refresher course for your girls on their combat training as many of them weren't around when you did it the last time and even your original girls can likely use the training.

You decide to take Kyuubey's offer to provide you some demon forecasting this month, somewhat curious at the process yourself. You provide him all the data you've gathered on the demon in Mitakihara over the past months and he shortly spits an optimized set of patrol paths out of his back. They seem counterintuitive and almost nonsensical at times but they do somehow manage to provide an improvement this month in your hunters gathering rate.

Your mundane workers this month had a little bad news. Kina somehow screwed up at her job enough to manage to get fired despite her relatively secure position, reflecting poorly on her sister at the same time, which doesn't really help with your courier business continuing its decline with the general downturn in the city's economy. (-1 upkeep job, +$11,600)

You dispatch hunters in pairs to cover your urban territory this month. Even with the slight increase in strength there's no danger at all given the extra training you've given them and the intelligence provided by your clairvoyant overwatch. They don't do anything outstanding this month but there's no danger either. The sole vet you sent into the rural territory was equally safe from the demons, but she admitted that the very air seemed thick there. The people in the area seemed a bit down as well. (+33 grief cubes)

You let Kaoru run off to go look after Kaori this month and investigate the Iwata area. The girls there are rather displeased with there being additional girls in the area even if they aren't drawing on the limited demon population. There are no actual fights, and it seems likely to remain so as long as they don't hunt, but the survey of Iwata is not that promising. Seven girls with 2 of them being vets, divided between two groups. The territory is only capable of supporting around 6 grief cubes as well and the demon strength is at +4 already. The situation is likely to grow increasingly unstable over time. (+10% diplomacy, annoyance at new girls in their territory)

You touch base with Ayase this month and it seems that her family is doing alright and planning to stay in the area despite the danger while taking the advised precautions. You make sure to check in with your girls about their families as well and it seems for now no one has had any problems.

Most of your month is tied up trying to convince the girls in Kasamino to join you. For the most part they're easily swayed by the safety your group can offer, though it still takes you quite a bit of time just chasing them all down given they were completely unorganized. Their conditions had been growing increasingly desperate as the demons grew stronger and stronger in their area and they'd already suffered quite a few casualties. It's somewhat hard to stomach how much suffering Kyouko has been causing by hoarding such a large territory to herself while others needed it so much. (+7 Greens, +3 Vets, +10 territory, +4 demon strength, -$1500 bribe, -$2500 equipment costs)

You manage to get all of the Serene to come out to see the cultural festival at Kaoru's high school, though Kaoru struggled to get the necessary practices in with her work this month being in Iwata. She had a rather busy schedule but managed to do well anyways, commanding the emotions of the crowd even easier than she had the girls at the house. After the festival was over that night you had a more informal karaoke match back at the SIMP house with many of the girls putting on their own performances of wildly varying qualities. Everyone at least had a good time though.

You tried to invite Kyouko, but she didn't want to take your charity. She does agree to let you run a courier business in Kasamino though, not considering it any concern to her so long as they keep to mundane pursuits in her territory.

Once again you manage to avoid any grief spirals this month, no doubt aided by the fact that none of the girls families have been poisoned despite the odds being against them. The two Ogawa sisters also make veteran status this month. (-2 Greens, +2 Vets)

The population decline of Mitakihara at least seems to be ending now, with everyone that was going to leave over this having left now.

________________________________________________________________________________________

Resources

  • 10 Green Meguca, 28 Veteran Meguca, 1 Elite Meguca (Mami +10% persuasive)
    • Upkeep: 9 Veteran, 4 Green
      • 1.5 vet + .5 green demon finding training (+20% grief cubes)
      • 1.5 vet + .5 green on pack tactics (-4% pack hunting, -2% pair hunting)
      • 1 Vet working a job (+$1000)
      • 1 veteran (Hainako) Translation service (+$3000, immune to economic effect)
      • 2 veteran + 3 green working courier business (Minimum 2 vets)
      • 2 veterans on dispatch service
  • Grief Cubes 29
  • Money: $12,280
    • $780 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 3 months)
    • $3900 upkeep on stipend
  • Morale: [4 of 10] The low morale of the large number of girls you recruited this month has negative affected the morale of the group somewhat, as does the low grief cube supply, but this was mostly countered by the festival.
  • Assets
    • Tiny household shrine: Somewhat reduces losses to morale from deaths. (Bonus Increased by omake)
    • Shields: -3% Casualties
    • Basic General Combat Training: -1% Casualties (Decayed again due to new members).
    • Basic Solo Combat Training: -1% Pack Hunting, -2% pair hunting, -3% Solo Hunting (May decay with losses or recruitment).
    • Defending Others Training: -1% Pair Hunting, -0% Pack Hunting (decayed).
    • Housing (38/53)
      • Apartments (25 capacity)
      • House (25 capacity)
      • Mami's Apartment (HQ of sorts) (Can be traded for $1200 per turn)
    • Small Courier Business (+$7000 per turn, affected by economic event, reduced income)
  • Territory
    • Urban
      • Demon Status: Above Average +5
      • Sustainable Harvest: 38 (-2 population flight, +10 territory gain)
    • Rural
      • Demon Status: Above Average +5
      • Sustainable Harvest: 2

Turn 19 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

[] 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: You could always get another house, perhaps in Kasamino this time. 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 (17/39); 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.

[] Expand Courier Business: With much of Kasamino open to you for business now with your new territory and Kyouko allowing you passage through her territory you could expand your range and get more customers.
Cost: 1 Vet + 2 Greens, $4000 advertising startup cost. Reward: $4500 a turn after 3 turn start up; Chance of Success: 80%
[] 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 again. Give them the same training our older members had (and maybe give a refresher course for our older members)
Cost: 1.5 Veterans + .5 greens; Reward: -2% casualty rate on all Hunting actions (From -1%)

[] Repeat training in defending each other: This many new members means a lot of them didn't go through the previous training. Maybe you should fix that.
Cost: 1.5 Veterans + .5 greens; Reward: -2% casualty rate on pair hunting (From -1%), -1% casualty rate on pack hunting.

[] 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 green, 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.
________________________________________________________________________________________

So just as a sort of FYI to where Keiko's kittens have been vanishing to. I rolled 15 dice to represent family members of your girls this turn. Anything below 25 is poisoned. Contemplate the fact that none of them were poisoned.

I then decided time for another random event roll, and you got the singalong which basically just boosted your morale bonus from the festival. Which really helped as taking on those ten girls seriously impacted your overall morale by their starting morale being low.

Drew up some ways to codify better how scouted territory stats are determined (instead of my previous method, which was essentially roll one d100 and then make shit up based off how high it was). Likely I'll tweak it more over time. Kina rolled a 1 on her job roll, which is what it takes to get completely fired. So now you're actually in a position for money troubles to start being an issue. Though at least you can now expand your courier business some and Mitakihara is starting to bottom out.

Also contemplating a complete change in how I do the map. If I can find a decent map of city borders for the area I could overlay it over a geographical map and then just make future territories match city borders for convenience (though I originally thought it better to do just blobs like this since it's unlikely meguca territories would follow conventional borders).
 
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Turn 19
Turn 19

With your grief cube supplies once more in a dangerous state compared to your population you hold a meeting at the start of the month to discuss it and get things out in the open to defuse panic. You numbers now are much higher than what you had last time; though at least this time you have a house to hold your meeting in. It's still cramped to have close to forty people in a normal sized house, but not nearly as much as it would have been in one of the apartments.

A number of your more senior members smile at you setting up charts at the end of the living room. Your newer members haven't experienced a full SIMP meeting before and you make sure that there are snacks enough for everyone as they trickle in. You try to greet everyone and keep the little details in mind. When everyone is there you call them all to order, squeezing them into a single area as best you can.

You explain that while grief cube levels are below the usual safety margin, quite a bit in fact with the new influx of population, they are still at quite a safe point. Your demon strength levels are still far below their old peak, and you had them well in hand before this water contamination issue caused the safe harvest level to drop. You're only operating a little in the red and you still have options, expanding outwards to get more territory and possibly getting some use rights out of Kyouko. That last idea prompts bitter laughter from your newest members who have been struggling against her for months. However you assure them that Kyouko is a girl the same as the rest of you and you'll be able to bring her around at some point.

The newest girls especially are jittery that they've gone from a bad situation by themselves to a bad situation with people they don't know, but you try to reassure them that the situation isn't that bad. You've still got quite a few months' supply at the current rate of decline and you'll reverse it long before that, you've gotten through similar problems before. You pass out the month's allowance and try to reassure everyone just a bit more as they leave. (-$3900)

Your attempt to stabilize your dwindling cash flow doesn't go as well as you'd like this month. You end up questioning whether you should have handled it personally as you did last time. Either way it failed this time around, the girls you assigned just weren't able to convince people to use the service over their previous methods despite their best efforts. Some of the setup costs are salvageable though and maybe they'll have better luck next time. It seemed the girls that had jobs already underperformed as well though, as one of the greens you have in the courier business botched a delivery and cost the company a bit of money to make good. Even Hainako reported that she hadn't gotten as many work assignments as usual. (+$10,600; - $4000)

With so many new faces in the ranks of the Serene you organize a lot of training this month to get your members up to your standards. You run all of the new members through basic combat training and training in working to defend a comrade and run a lot of your previous members through the training mostly to give some opportunity to bond with the new members, given that they all did this training not too long ago. You also organize some new less physical training to work on coordinating with each other telepathically in the heat of combat. None of your girls have had the opportunity to practice with this and you feel like it's a pretty good idea, although it takes a surprising amount of effort for even you to manage a telepathic line while fighting. It does give far tighter coordination than shouted words do though and overall seems worthwhile for how much better two people can attack the same target with it. Overall taking so much time training everyone together seems to have a decent effect on growing the bonds between them and demonstrating the advantages of SIMP over when they worked alone.

The hunting this month is at least a little better than the rest of it. Despite the demons being a little tougher it doesn't endanger any of your members, despite deploying a couple greens into combat for the first time in many months. With your extensive training and armaments as well as safer demon levels there wasn't much danger to begin with and it certainly improves opinions about your group among the new girls to see the advantage. The long distances your hunters are now traveling are starting to impact efficiency, but it wasn't too significant this month as you weren't harvesting too much from the more distant Kasamino territory (+38 grief cubes, -1 urban demon strength, +4 rural demon strength, -1 grief cube to Kyuubey)

You hang around Kyouko this month and manage to convince her to come out to your house to have dinner with some of your girls. Telling her you have a proposition for her. You spend a lot of time and effort on getting things just perfect for the dinner, preparing all sorts of delicious foods and getting a bunch of the original girls that don't have as negative an impression of Kyouko as the ones that encountered her directly to agree to attend and try to put on their best face for her.

When the night of the dinner comes it's a bit tense perhaps, Kyouko not really letting down her guard very much, though she at least eats heartily. You try to encourage some light conversation about all the things the Serene do beyond being magical girls: the movie nights, the festivals, the karaoke; but Sayaka ends up making things a bit more confrontational than you'd intended. You break things up before it gets worse and shoo the girls off so you can have a more private chat as the two of you carefully pack away the leftover food.

You admit that Kyouko has grown strong. Strong enough to survive on her own easily, but survival isn't the same thing as living. You split because she thought that she had to reject everyone else for the sake of her life. You made this group to prove that magical girls could have more to their lives than just fighting and that you could protect others without endangering yourself. You show her all the data on how your group has done over the past year and a half, how safe your groups are. You tell her how much more than just fighting you've accomplished, the fact that much of your group can hold down normal lives and your gradually increasing standard of living for all of them with a gesture to the house around you.

You try to pitch how with her strength and territory you can provide enough cubes for everyone safely. She's not convinced though, especially given that by your own admission your current territory isn't enough to supply enough grief cubes for your population. You make a last offer to sharecrop some of her territory. Not a term she's familiar with but you explain it simply enough as you taking on the risk and difficulty of harvesting her territory and providing her with a payment of grief cubes in return. You offered her two grief cubes for harvesting six of them, but she told you she wouldn't take such an unbalanced deal, especially knowing how much you need it. She says she'll let you harvest four and give her back two in exchange next month if you want and see how it goes, but she'll keep a close eye on it.

Scouting turns into a total fiasco though. The girl sent to area 7 was caught by the girl early on while observing a hunt and was run out of the area without gathering any real data. The girl sent to area 9 was stopped before even entering, the area apparently on a fairly high level of alert due to previous attempts by the girls you just recruited to edge into that area. Area 2 might have had better news, except scouting there is what you assigned to Kaori this month.

It seems that as you feared the girls in Itawa with their condition gradually growing riskier decided their best option was to kidnap Kaori. They called you on her cell phone. They want a steady supply of grief cubes in exchange for her safety, though their demands aren't too unreasonable, only two units a month. It seems to have actually been the group of four greens that kidnapped her surprisingly, it seemed more like something veterans would do, but you suppose that the risk in hunting was far higher for them than the veterans. You had warned her about the risk, but they dragged her off after school in civilian guise so she couldn't fight, and Kaori isn't a telepath, she couldn't send any message. (-1 Veteran, -2 grief cubes (what she had on hand))

To top off such a grand month, two family members have gotten sick this month from the water contamination and there were two grief spirals. Oddly neither spiral was due to the poisoning though. Aisa Ogawa had apparently grown rather close to Kaori and her kidnapping heavily affected her. You managed to intercept her declining mood with a couple of cubes and a promise that you'd make things right. Quiet Satomi-chan broke down the other night, roaring about how unfair it was that she had a roof and food, when her family had starved to see her eighth birthday. All that could calm her, were words of how proud her parents would have been to see her making friends. And a forcefully applied Grief Cube. (-3 grief cubes)

At least Mitakihara seems to have finally bottomed out though and the girl you recruited in turn 11 finally made it to veteran status. (-1 Green, +1 Veteran)

________________________________________________________________________________________

Resources

  • 9 Green Meguca, 28 Veteran Meguca, 1 Elite Meguca (Mami +10% persuasive)
    • Upkeep: 10 Veteran, 4 Green
      • 1.5 vet demon finding training (+20% grief cubes)
      • 1.5 vet on pack tactics (-4% pack hunting, -2% pair hunting)
      • 1 Vet working a job (+$1000)
      • 1 veteran (Hainako) Translation service (+$3000, immune to economic effect)
      • 2 veteran + 3 green working courier business (Minimum 2 vets)
      • 2 vets on dispatch service (+30% grief cubes additive with demon finding, -1% casualties)
      • 1 vet on telepathic communication (-2% pair hunting, -1% pack hunting)
  • Grief Cubes 25
  • Money: $7,800
    • Upkeep $11,080
      • $780 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 2 months)
      • $3900 upkeep on stipend
  • Morale: [3 of 10] The kidnapping and the family members who were poisoned dampened the mood heavily this month.
  • Assets
    • Tiny household shrine: Somewhat reduces losses to morale from deaths. (Bonus Increased by omake)
    • Shields: -3% Casualties
    • Basic General Combat Training: -2% Casualties (May decay with losses or recruitment).
    • Basic Solo Combat Training: -0% Pack Hunting, -1% pair hunting, -2% Solo Hunting (decayed).
    • Defending Others Training: -2% Pair Hunting, -1% Pack Hunting (May decay with losses or recruitment).
    • Housing (38/53)
      • Apartments (25 capacity)
      • House (25 capacity)
      • Mami's Apartment (HQ of sorts) (Can be traded for $1200 per turn)
    • Small Courier Business (+$7000 per turn, affected by economic event, reduced income)
  • Territory
    • Urban
      • Demon Status: Above Average +4
      • Sustainable Harvest: 38
    • Rural
      • Demon Status: Above Average +9
      • Sustainable Harvest: 2

Turn 20 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

[] 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.

[] 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.

[] Expand Courier Business: Try try again you guess.
Cost: 1 Vet + 2 Greens, $2000 advertising startup cost. Reward: $4500 a turn after 3 turn start up; Chance of Success: 80%
[] Improve Housing: Another Apartment: You could get some more apartments and reduce the crowding or provide closer locations for hunting in distant areas.
Cost: $2,000 and 1 Veteran Meguca; Reward More housing capacity (Limit increased by 6), ongoing cost +1000$ per month or you get kicked out. Payable at the beginning of the month. (not repeatable)

[] Improve Housing: House: You could always get another house, perhaps in Kasamino this time. 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 (17/39); Reward: More mobility
[] 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 Solo Combat Training: We have a lot of new members again. Give them the same training our older members had (and maybe give a refresher course for our older members)
Cost: 1.5 Veterans + .5 greens; Reward: Additional -1% casualty rate on all Hunting actions

[] 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: .5 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, 2x Bribery: More money is more convincing right?
Cost: $300 per girl in the territory; Reward: +1d15% 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.
________________________________________________________________________________________

Phew, finally managed to finish it off. So many things going on in there, and so many failures. You actually had oodles of bonuses on some of these rolls that you failed anyways. I mean I gave you a +20 on Kyouko for a well thought out write in. You still had a (soft) fail.

I gave Kaori a +10 to her roll for you having thought of it in advance. That basically just meant kidnapped rather than dead at the level of bad roll you had. (Though I suppose notgreat might have considered dead a better result than kidnapped.)

City event has bottomed out at least.

Hopefully starting to feel a bit more interesting.
 
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Turn 20
Turn 20

You decide that if you could convince Ayase to join there'd be quite a few advantages, though it would definitely be far more in your favor. You ask Ayase over to her apartment so you can speak with her alone, of course with the traditional cake and tea prepared. When Ayase arrives, you thank her for helping out with researching magical effects and ask her if she would like to formalize her relationship with the group by becoming a Serene Associate member. While there are many things that only Magical Girls can do (such as fight Demons), there is also the need for normal work to earn money to support the team with housing and food, and everything else.

You explain that with the recent crisis of the water supplies, some families have gotten sick. You would like to put one of the girls on healing duty, but this requires ever more grief cubes to support them. If you could count on Ayase's contribution to SIMP you could have more girls hunting demons instead of working.

You admit that it doesn't make much sense for a normal girl to surrender her salary to the group when she doesn't need grief cubes herself, but there are some other factors to consider. She could use the Serene housing if she needs it so if her family decides to move, she would be able to stay at their boarding house just like they offer the other girls. It would also give her access to magical healing for her family members if they get sick. Finally, Ayase would have the satisfaction of knowing she is helping the Serene Imperium protect the city of Mitakihara.

It seems like Ayase is particularly a fan of helping protect the city from demons and eager to help, especially without the danger. (+1 associate)

You then hold a full team meeting again, opening it with a strong declaration that you'll be getting Kaori back this month. You introduce Ayase once more to the group, though she's hung around enough to be familiar with much of the group, but the announcement she's going to be joining your group as an associate is received in a bit of a mixed way, many find it a bit peculiar. Shioko shoots you a look that manages—in spite of all nonsense like physical limits of a face—to mix guilt, swearing retribution if she's hurt, confusion, and resignation. Minako just has Ayase sit next to her. You notice Kyuubey in a corner giving you his patented double tail swish as well, though you've no real surety on what it means in this case.

You continue after things settle down by announcing that Kyouko is letting you rent half of her territory in exchange for half of what you get from it. There's some grumbling from the girls that had neighbored Kyouko about them never having received such an offer, but they quiet relatively quickly. You pick out the two greens you have left that weren't from that group, Minako and Miwa, and tell them that they will be the ones to hunt in this area as Kyouko keeps it heavily understrength so they won't be in any real danger. Minako is actually excited to finally be going into live combat which kind of unsettles the girls that have experienced truly dangerous hunts. They need to be careful though as this is a test from Kyouko and you really want this to go well this month so Kyouko will agree to continue this in the future and possibly broaden it.

You distribute the orders for the month to the rest of the group and the stipend, and then dismiss the meeting while asking Taura, Kit, Shinobu, and Kaoru to stay behind as they'll be the rescue squad. (-$3900)

You also get in touch with Kyouko and give her the two units of grief cubes you promised as rent in advance. You apologize that you can't supervise directly this month and explain that one of your youngest has been kidnapped, though you offer for her to come observe if she wants to. You can see a bit of contemplation on her face and she decides she'll tag along, but she stresses it's only to observe.

You make the call to the kidnappers and offer to pay them the two grief cubes, and two girls will meet with them to make the exchange. They seem a bit surprised at the prospect of two, but after a bit of hurried whispering they agree to the meet. Luckily for you they agree to meet in a warehouse rather than someplace public.

Shinobu manages to jump the six of you including Kyouko into Iwata in a single trip that leaves her panting and her soul gem tarnished, but you didn't want to risk more than one teleport, as they were fairly detectable to a magical girl's mystical senses and if she took multiple trips it might tip them off to your numbers. Though admittedly it was unlikely this particular group would pick up on that.

Kaoru and Taura carry the precious cartons of grief cubes under their arms to the drop location while the rest of you find an adjacent rooftop to hide on. Taura links you into her own senses so you can observe. Three girls show up to the drop and Kaoru immediately questions them about where Kaori is, which virtually guarantees they think about it. Next to you Kit touches Shinobu and they vanish, presumably to Kaori's location.

You on the other hand take that as your cue to launch yourself from the rooftop through a very unfortunate window and into the group of girls. Taura and Kaoru admit it was kind of abrupt and halfway terrifying even for them how in the space of an eyeblink they'd gone from conversation to the three opponents being trussed up in ribbons. The gap between an elite and a green is simply insurmountable. They had no time to even react to your dynamic entry. Kyouko scoffs from behind you commenting that you've gone soft for simply tying them up.

It's a few more minutes of anxious waiting before Shinobu pops back into existence with Kaori, Kaoru, and the fourth green. There's a lot of blood. You find yourself wishing that you'd brought a healer with you. Kaori has a rather disturbing slice across her abdomen dripping blood, and the fourth green is missing a hand. Both wounds are tied off with a bit of gauze. Kaoru rushes Kaori and holds her tightly enough you expect that would stem the bleeding on its own.

Shinobu admits stutteringly that it was actually her fault, the green hadn't even been holding a knife to Kaori, just using her as a shield, much more literally in this case than the term human shield normally applies. Shinobu rather badly misjudged her strike and harmed them both. You spend an extra unit of the grief cubes you brought just stabilizing Shinobu's emotions with Kaori telling her it's alright. (-1 grief cube)

You make a phone call and have one of your other teleporters bring out a healer to tend to Kaori, not trusting Shinobu to properly teleport in her fragile state. Sayaka apparently was the healer most quickly available at the moment and when she arrives you can almost see the sparks when she and Kyouko meet eyes, you're uncertain if it's for the best or not. Sayaka tends to both Kaori and the enemy green despite you not telling her to heal the latter, prompting another nonverbal intense communicatory glare between her and Kyouko. You aren't even sure if they are holding a telepathic conversation or if it's just entirely imagined. Sayaka finishes in a hurry and tells you she'll let the rest of the Serene know everyone's alright. Kyouko decides she'll hitch a ride back with the show over. The teleporter has an almost frightened look as she holds hands with both Kyouko and Sayaka and teleports away.

You explain to the kidnappers what a critical mistake they've made, and that they poked a bear they really shouldn't have. They'll need to get lost now, their territory is forfeit and you will attack them if they come by again. You don't care where they go so long as it isn't here. You cut them loose and they run for it, thoroughly frightened.

You then go drop Kaori off with her very grateful mother, though you do wonder if Kaori's ever going to be allowed outside again, a problem for another day perhaps. You end up having to comb much of the area over the month to find the other group of girls in the area. You manage to leverage intimidation and bribery to convince them to join though they aren't too pleased about being forced into it. (+2 Veteran, +1 Green, +6 territory, -$450 bribe, -$750 equipment)

The mundane job seeking seems to go well this turn, with both Ayase and the Green you sent out managing to find basic jobs. Your existent workers and business goes along with normal output as well. The second attempt to start your courier extension to Kasamino nearly fails with the greens you assigned getting into a heated argument with Kyouko, but Akeno manages to appear in time to interrupt and drag them off before it turned out too badly. They didn't make much money this turn but at least it started. (+$2000 new jobs; +$11,000 existent jobs and courier business; +$1100 -$2000 new courier extension)

You also put together a healing service this month, buying appropriate costumes to that end. They also look into current stories of faith based or magical healing, it seems like posing as nuns is significantly more likely than mikos having healing powers, but in this case a purification might do. For now it will just conceal healing your girls' families though. Which is rather fortunate as another two are poisoned this month. With the actual contaminant levels falling they must have been less careful.

You have the girls whose family members were poisoned bring Yuma around as a miko to perform a purification ceremony. Most of the families scoff at the idea and inform their daughtrs that it doesn't really work like that, and this isn't a situation for a purification ritual anyways, but they are willing to humor their daughters and little Yuma is a bit too cute and earnest to turn down easily. She manages to conceal the actual healing with a bit of misdirection while performing the ritual. No one is really interested in paying for it, and a couple of the girls get extra education on Shintoism as a result. It seems like it went mostly unnoticed that the subjects were cured though, but the newer victims at least are a bit more suspicious. Kyuubey doesn't think your deception very good either. (-$900, -2 grief cubes)

The girls go through a refresher course on solo demon fighting to get the new recruits up to the same standards as the rest of your girls. Hunting this month goes smoothly with no significant danger to anyone, though with no outstanding performances either. Minako relates that Kyouko fairly often kept an eye on them, though she didn't interfere or say much at all to them. They made sure to stop hunting when they reached four units of grief cubes though. (+41 Grief Cubes, -1 urban demon strength)

With the upswing in morale from healing families and rescuing Kaori this month you barely squeak by without any grief spirals. Though speaking of Kaori, Kaoru reports that she may never be allowed outside again. Kyuubey tells you it would be so much simpler to just erase the mother's memories.


________________________________________________________________________________________

Resources

  • 1 Elite Meguca (Mami +10% persuasive), 30 (+1) Veteran Meguca, 10 Green Meguca, 1 Associate
    • Upkeep: 11 Veteran, 7 Green, 1 Associate
      • 1.5 vet + 0.5 green demon finding training (+20% grief cubes)
      • 1.5 vet + 0.5 green on pack tactics (-4% pack hunting, -2% pair hunting)
      • 1 Vet, 1 Green, 1 Associate working jobs (+$3000)
      • 1 veteran (Hainako) Translation service (+$3000, immune to economic effect)
      • 3 veteran + 5 green working courier business (Minimum 3 vets)
      • 2 vets on dispatch service (+30% grief cubes additive with demon finding, -1% casualties)
      • 1 vet on telepathic communication (-2% pair hunting, -1% pack hunting)
  • Grief Cubes 21
  • Money: $6,720
    • Upkeep $11,540
      • $840 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 1 month)
      • $4300 upkeep on stipend
  • Morale: [4 of 10] Rescuing Kaori and healing the families that needed it has significantly boosted morale, but low grief cube supplies are beginning to be a significant worry.
  • Assets
    • Tiny household shrine: Somewhat reduces losses to morale from deaths. (Bonus Increased by omake)
    • Shields: -3% Casualties
    • Basic General Combat Training: -2% Casualties (May decay with losses or recruitment).
    • 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 (41/53)
      • Apartments (25 capacity)
      • House (25 capacity)
      • Mami's Apartment (HQ of sorts) (Can be traded for $1200 per turn)
    • Small Courier Business (+$7000 per turn, affected by economic event, reduced income)
      • Kasamino Extension (+$2,200 next turn, 2/4 startup, +1 startup turn)
  • Territory
    • Urban
      • Demon Status: Average +3
      • Sustainable Harvest: 44
    • Rural
      • Demon Status: Above Average +9
      • Sustainable Harvest: 2



Turn 21 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

[] 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.

[] 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.
[] Improve Housing: Another Apartment: You could get some more apartments and reduce the crowding or provide closer locations for hunting in distant areas.
Cost: $2,000 and 1 Veteran Meguca; Reward More housing capacity (Limit increased by 6), ongoing cost +1000$ per month or you get kicked out. Payable at the beginning of the month. (not repeatable)

[] Improve Housing: House: You could always get another house, perhaps in Kasamino this time. 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 (17/42); Reward: More mobility
[] 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, Improving Durability: Magical girls are naturally more durable than a human. But for the most part it isn't sufficient to make much difference against a demon's attacks. Maybe there are ways you could strengthen your own bodies further with magic? This is a significantly more ambitious project than you've previously undertaken, working directly to improve something you already have rather than just exploring the limits of your powers..
Cost: 3 Veteran 1 Green 3 grief cubes; Reward: Improved Durability; Chance of Success: 5% +5% per month researched
[]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.

[] 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 (Double for areas 11+_; 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: .5 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, 2x Bribery: More money is more convincing right?
Cost: $300 per girl in the territory; Reward: +1d15% 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.
________________________________________________________________________________________

Well that turned into quite the lengthy turn. Hopefully it isn't too riddled with errors.

Kind of more wall of text than I'd like, but not sure how to change that. As usual I'll update map later.
 
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Turn 21
Casts Resurrection!

Well it's been a long while since my last update and I feel a bit bad about that, but I'm hopeful that some people are still around and interested. I originally intended to charge for the questions of Kyuubey it's a suitable bonus for free for being so late on updating. Incidentally can't answer or do fixes right now, dead laptop battery. Will respond in a few hours hopefully.


Turn 21

You hold this month's meeting and make sure to bring the girls from Iwata along so that they can see you weren't exaggerating. It will be good to introduce them and show them the sort of organization they've been… press-ganged into. It doesn't really sit all that well with you but you had little choice but to protect your own. With the recent large influx of new members you're starting to feel a bit more out of touch than you'd like with the individuals. You do introduce the girls from Iwata to some of your more sociable members, which largely means the girls that have been members their whole careers. They are less surprised at your numbers than you expected and you find yourself wondering why.

When everyone is there you praise your strike team to the group for having successfully rescued Kaori safely. You also introduce that after that incident you've decided to set up a larger outpost there in order to protect Kaori, getting an apartment and etting up a permanent enclave there. The new girls you brought in were a separate group in the area that have decided to join and will help ensure the security of the outpost which you'll be dispatching Kaoru to as well to take charge of. You hope they will do well there.

Some of the girls giggle when you drag out your poor abused easel for chart time. You admit you had intended to start stabilizing the grief cube situation before, but Kaori's kidnapping delayed your plans. This month you're going to be generating an 11 grief cub surplus and you'll hopefully have rebuilt your stockpile over the one month limit in two to three months. With your current territory you have more safe harvest available than your upkeep costs again so there's no need to worry much about it thanks to everyone's efforts. You especially complement the Minako and Miwa that you'd sent to Kyouko's territory for doing well enough to be allowed again this month.

You open to questions, but there's nothing particularly specific this month other than some lingering concerns about preventing future kidnappings. You distribute their allowance for the month as well as their assignments.

Kyuubey erases the memories of the incident from Kaori's mother. Kaoru, Tauro, and Kaori seemed a bit disappointed at your decision though it seemed to be for different reasons. It was a necessary choice though, and her decision to ground Kaori indefinitely was kind of proving Kyuubey's point.

You question Kyuubey about how to conceal magical healing from damaging the masquerade, but his response is rather unhelpful. "Magical healing proficient puella magi largely arise from Wishes to heal people they know. Often the contractee will Wish for their target to have never been sick or injured, in which case there is no need to cover anything up. Otherwise we handle it as part of the contract service, the energy gained from the Wish backwash more than pays for that."

"In the case of healing mundanes outside of their original Wish it's largely quite rare and often done to just a single target. Puella magi rarely have the grief cubes to spare for healing mundanes. In a large number of the remaining scenarios the puella magi will die in a short enough time frame that their attempts to heal others don't draw serious inspection before they vanish and it is deemed an obvious hoax."


You try to coax more of a response out of him. "There has to be some way to do it, being able to heal sick family members reduces grief spirals which improves productivity."

"Grief spirals and magical girl turnover are natural components of the system that do not actually reduce overall productivity."

You decide to split off from that and try to deal with it later. "What's our future like? Do magical girls age?"

"A perfect image of your body is made on Contracting. Magic acts to gradually restore that state in cases where deviation occurs. A minor regeneration effect presents in all puella magi when there is deviation from their state on originally contracting, this is accurate to the genetic level and negates the effects of aging. It is slow enough that it is not normally enough for combat inflicted wounds during an engagement, and death is still quite possible to catastrophic damage, but slower causes of death such as most poisons are rendered null. Neural reconfiguration from this would normally be a concern, but neural processes are exported to the Soul Gem to avoid this."


"What about modifying that image into an older state?" You ask hopefully.

"There have been experiments done in removing or modifying this image. In the few successful cases they have produced modifications to form that are believed to represent whatever the particular puella magi is thinking moment to moment or possibly some deeper component of their minds. These cases mostly are non-viable and vanish in the same matter as dying puella magi normally do."


The negative consequences of this are really striking you and your voice catches a bit. "Does that mean it's impossible for a magical girl to get pregnant?"

"Only a very small number of puella magi have carried out successful pregnancies in human history. It is believed in most of these cases that it is due to implicit or explicit desires for progeny in their Wish configuring them especially to allow it. Sample size is unfortunately small however as only a small fraction of girls are successful enough to even consider it or last long enough for a standard human gestation cycle. The offspring from those cases that do exist have presented mostly standard human characteristics though with a higher than average magical potential, but again the sample size is so small we cannot say that with certainty."


"How could you have maintained the masquerade against the fact girls weren't aging? Don't people notice?"

"Largely puella magi die long before it becomes noticeable. The rest usually learn illusions or simply abandon civilian life."


That's largely what you expected: "Do you have any suggestions on how we could conceal our activities going forward with family members in the picture, possibly some sort of false job?"

He tilts his head at you, "I have little real additional information on this subject. I can caution that your current arrangements would likely be detected simply on virtue of the income going to the group. You would need substantially greater income per capita in the future in order to arrange such an operation given that you would need to make enough to not only supply your operations but provide for full incomes that others could see and with much of your personnel engaged in demon fighting operations."

Disappointingly the various diplomatic and scouting efforts this month all failed. The girls sent to contact the group in area one wouldn't even have found them if it wasn't for them agreeing through Kyuubey to come out and talk. They were still very cold about it though and managed a rather good job at getting the drop on the girls sent to negotiate despite it being a pre-arranged location. At the very least it confirmed there are some strong stealth specialists amongst them. There were two at the meeting point, but that had been pre-agreed in advance and you have your doubts they tipped their full hand. They turned away your money saying they had no interest in joining your group and no need for such paltry sums.

The scouting efforts of the newly accessible areas were stymied by the girls in those areas taking especial effort to turn back any such efforts with a minimal information gain, obviously having taken notice of what happened last month to at least some degree.

Your various money gathering operations proceed as expected with profits from your Kasamino unit continuing to pick up. (+$15,200)

Kaoru takes some of your income and picks out an apartment in Itawa. You have her try to transfer high schools to there as well, but the grinding slowness of bureaucracy leaves it unlikely to happen before the summer. Commuting via train is possible but it sinks a whole lot of her time. (-$2000, +apartment)

Hunting this month is similarly uneventful despite being an increasingly complex logistical struggle for you to map out the schedules and routes. You're feeling a bit overwhelmed by it really. The hunt this month is truly massive; it would be interesting how much your harvests have expanded over time if you didn't have a headache from organizing them all. Minako and Miwa have better luck at maintaining relations with Kyouko than you do this turn really. (+55 grief cubes, -2 Kyouko's cut)

There was one more family member falling sick from the contamination this month, but that will likely be the last case, the government has stated the water system has almost been fully decontaminated and should be finished next month. You hope that some of the people that left will return then, both your mundane and magical resources would benefit. You somehow managed to squeak by another month without any grief spirals, though there was a rather close call.

You spend much of the month when you aren't hunting with Kyouko trying to relax with her and take advantage of the break it is for you as well. You've been so busy with running the Serene that it's a palpable relief for you as well to have some restful time playing arcade games with Kyouko. Though it is fraught with awkward silences and she still spends a fair amount of time herself on hunting or just generally patrolling her territory. Somehow running into your own girls while you're with Kyouko feels awkward though you aren't sure why.

You spend much of your own money this month on doing stuff with Kyouko like going to the movies or on the arcade. You also try to feed her something other than the instant meals she tends to eat nearly exclusively left to her own devices. You try to subtlety refer to the freedom to do stuff like this without worrying, though she tends to respond with an indeterminate grunt.

When you finally bring it to a point at the end of the month and ask her if she'd like to join the answering slap across the face leaves you stunned as she launches into a tirade. "I try to suggest a better safer way of doing things and you run off on some fool's quest to fix the world. You leave me behind. I don't need you. I made sure I'd never have to rely on anyone else again." Her voice cracks a bit, "You were gone for a year and a half. Most magical girls don't even last six months. Do you know how many girls I've seen come and go in that time? As far as I knew you were long dead. Then you just show up having put together some group of girl scouts and want me to join."

"And my way is working just fine thank you very much. I've got years of grief cubes stocked up. I don't need anyone. I can get by just fine and I have plenty of free time if I want it." The nervous tension that had characterized the whole month seems to have snapped like an over-taut violin string.


________________________________________________________________________________________

Resources

  • 1 Elite Meguca (Mami +10% persuasive), 31 Veteran Meguca, 10 Green Meguca, 1 Associate
    • Upkeep: 11 Veteran, 7 Green, 1 Associate
      • 1.5 vet + 0.5 green demon finding training (+20% grief cubes)
      • 1.5 vet + 0.5 green on pack tactics (-4% pack hunting, -2% pair hunting)
      • 1 Vet, 1 Green, 1 Associate working jobs (+$3000)
      • 1 veteran (Hainako) Translation service (+$3000, immune to economic effect)
      • 3 veteran + 5 green working courier business (Minimum 3 vets)
      • 2 vets on dispatch service (+30% grief cubes additive with demon finding, -1% casualties)
      • 1 vet on telepathic communication (-2% pair hunting, -1% pack hunting)
  • Grief Cubes 32
  • Money: $6,760
    • Upkeep $12,560
      • $860 upkeep on cellphones (-2% solo hunting, -1% pair hunting)
      • $400 upkeep on cable (increased due to new housing)
      • $4000 upkeep on apartments
      • $4000 upkeep on house ($3000 for next 1 month)
      • $4300 upkeep on stipend
  • Morale: [4 of 10] Persistently low grief cube supplies despite your continual updates on the situation, the pressganged members having a bit of lingering resentment, and the sickened family member manage to hold down morale this month.
  • Assets
    • Tiny household shrine: Somewhat reduces losses to morale from deaths. (Bonus Increased by omake)
    • Shields: -3% Casualties
    • Basic General Combat Training: -2% Casualties (May decay with losses or recruitment).
    • 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 (42/59)
      • Apartments (31 capacity)
      • House (25 capacity)
      • Mami's Apartment (HQ of sorts) (Can be traded for $1200 per turn)
    • Small Courier Business (+$7000 per turn, affected by economic event, reduced income)
      • Kasamino Extension (+$3,300 next turn, 3/4 startup, +1 startup turn)
  • Territory
    • Urban
      • Demon Status: Above Average +7
      • Sustainable Harvest: 44
    • Rural
      • Demon Status: Average +0
      • Sustainable Harvest: 2


Turn 22 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

[] 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.

[] 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.
[] Improve Housing: Another Apartment: You could get some more apartments and reduce the crowding or provide closer locations for hunting in distant areas.
Cost: $2,000 and 1 Veteran Meguca; Reward More housing capacity (Limit increased by 6), ongoing cost +1000$ per month or you get kicked out. Payable at the beginning of the month. (not repeatable)

[] Improve Housing: House: You could always get another house, perhaps in Kasamino this time. 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%

[] Armor up, Leather Jacket and Pants: The American biker look isn't really that fashionable, but leather has been used for millennia as armor and is at least a little bit better than your normal clothes, though not much.
Cost: $250 per girl, Reward: 2% casualty reduction (does not stack with kevlar clothes)

[] Armor up, Kevlar Clothes: Surprisingly you found online dealers that will sell you normal looking clothes made out of kevlar. Not really bullet proof on their own, but quite a bit better than normal.
Cost: $1000 per girl, Reward: 4% casualty reduction (does not stack with Leather)

[] Armor up, Kevlar Vest: The basic bullet proof vest. Constricting and doesn't really cover much, but stops bullets for normal people, let alone magical girls.
Cost: $600 per girl, Reward: 2% casualty reduction (stacks with others)

[] 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 (25/42); Reward: More mobility
[] 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, Personal Enchanting Effects: How does the individual doing the enchanting affect the results? Do individual girls' skills play a role in the end result? Do their wishes affect things?
Cost: 3 Veteran +1 Green Meguca, 2 Grief Cubes; Chance of Success: 80%; Reward: Information about how the individual Meguca affects the result

[] Research, Effects of Enchanting on Technology: You already know at a basic level that enchanting boosts the properties of a material, but it's less clear how it affects something that's far more complex than its individual materials belie. You really aren't sure how this will turn out.
Cost: 2 months of 2 Veteran Meguca, 2 grief cubes, $1000; Chance of Success: 80%; Reward: Some knowledge of how magic and technology interact.

[] Research, Improving Strength: Magical girls are naturally stronger than a human, capable of physical feats that scoff at human limitations. But there are still limits. Maybe there are ways you could strengthen your own bodies further with magic?
Cost: 3 Veteran 1 Green, 3 grief cubes, $300; Reward: Improved Strength; Chance of Success: 5% +5% per month researched

[] Research, Improving Speed: Magical girls are naturally faster than a human, capable of physical feats that scoff at human limitations. But there's always value in being that little bit faster, to get out of the way of attacks or close or open the distance.
Cost: 3 Veteran 1 Green 3 grief cubes; Reward: Improved Speed; Chance of Success: 5% +5% per month researched

[] Research, Improving Durability: Magical girls are naturally more durable than a human. But for the most part it isn't sufficient to make much difference against a demon's attacks. Maybe there are ways you could strengthen your own bodies further with magic? This is a significantly more ambitious project than you've previously undertaken, working directly to improve something you already have rather than just exploring the limits of your powers..
Cost: 3 Veteran 1 Green 3 grief cubes; Reward: Improved Durability; Chance of Success: 5% +5% per month researched
[]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.

[] 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 (Double for areas 11+_; 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: .5 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, 2x Bribery: More money is more convincing right?
Cost: $300 per girl in the territory; Reward: +1d15% 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.

Just put up previous turn's options because no one mentioned anything new yet, but still available to add more if you come up. I'm traveling so responses will likely take a long time unlike normal, but feel free to discuss things and I'll reply when I can.
 
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Turn 22
Turn 22

You ended up running off crying rather than responding to Kyouko immediately. Not really your most eloquent moment, but… you didn't really know what to say. You have yourself a good cry in your room, thankful that you had a private place you could do it without showing such to the girls depending on you.

This month is rather quiet in terms of new activities. You don't take the time for a real group meeting this month, just distributing the patrol plans and allowances to each girl.

You purchase a few bicycles from a local bike shop and feel a bit awkward buying a bullet proof vest off the internet. You honestly aren't too clear on how legal body armor is in Japan given how controlled guns are. However it turns out to be an easy enough process to order it from the United States and have it delivered in a nondescript container. It should be quite helpful though in protecting the green you need to send out into combat this month, you admit to being a bit of a mother hen at times and you worried. (-$1200, +4 bicycles, +1 bulletproof vest)

Luckily your purchases aren't too bothersome to your budget as your business begins to pick up again this month. A fair few of the people that moved out of Mitakihara several months ago began trickling back in this month, and business picked up a bit more than that would suggest even. You don't quite grasp the full economics but you do know that business improved substantially this month. (+$17,300+$1000 to courier business monthly income)

Despite your worries hunting went relatively smoothly, though even with your superior training and equipment things are starting to reach dangerous levels even for packs of magical girls. One of your veterans even came dangerously close to disaster. You need the cubes to rebuild your dangerously depleted reserves though so you press on. Your own quick patrols through the rural areas you hold are quite safe enough. Although you decide you probably can't handle another month of managing the patrol routes, schedules, and after action forms, simplistic though the last may be. Kyouko doesn't bother the two girls farming in her territory, who stay to their assigned 4 units of grief cubes in spite of the fact that she wasn't seen by them at all the whole month. (+51.2 cubes)

Your scouting efforts this month are rather mixed. The girls you dispatched to area 11 manage to sneak through their less attentive patrols. As it turns out area 11 and 12 appear to be one group. Area 11 at least can support 5 cubes a month and they spotted 6 different girls but there probably aren't all that many more based on their patrol routes. Demon strength appears to be around +2. (Bonus to diplomacy +10%, can gain more from scouting area 12)

On the other hand scouting area 13 turned into a bit of disaster. The population density on that side of Iwata is significantly higher and there are consequently a lot more Meguca in the area. Your girls were run off at weapon point by half a dozen of them.

You had little Yuma very exuberantly visit the last poisoned family member this month and heal him up under the guise of giving him the most hilariously terrible massage ever. Her puppy dog eyes are practiced enough that no one could tell her no though. It doesn't seem like anyone suspected anything. (-.5 grief cubes)

You end up deciding towards the middle of the month that you'd given Kyouko enough space, and you'd recovered your own stability at least a bit. You take the two boxes of grief cubes with you for the payment for the month, and muster your courage to go after her. You confront her at her family's old church, where the very ground feels steeped in despair. You ended up being a bit more confrontational than you liked but you feel it's basically returned things to the previous status quo. You're starting to wonder if you might be better off just attempting to get her to de facto join rather than directly. She doesn't agree to fully lease out her territory this month either. (-2 cubes)

Morale creeps up a bit this month with the lack of anything major happening to anyone and the safe couple months you've gone through. No one grief spirals this month or even comes close, things seem to be safe all around. A bunch of your girls even had some sort of wild karaoke night on the town and seem to be happier for it. The influx of returning residents with the water system fully decontaminated also increases the support limit of your territory a little. Two more greens made veteran status as well this month, including one of the girls you had assigned to Kyouko's territory, leaving you a shortage of greens to assign there next month given 6 of your remaining 8 are ones that had harsh relations with her before. Though you suppose you could send the green you pressganged two months ago to do it. (+1 Sustainable harvest, -2 greens, +2 vets)

________________________________________________________________________________________

Resources

  • 1 Elite Meguca (Mami +10% persuasive, Overworked -1 to ALL rolls), 33 Veteran Meguca, 8 Green Meguca, 1 Associate
    • Upkeep: 11 Veteran, 7 Green, 1 Associate
      • 1.5 vet + 0.5 green demon finding training (+20% grief cubes)
      • 1.5 vet + 0.5 green on pack tactics (-4% pack hunting, -2% pair hunting)
      • 1 Vet, 1 Green, 1 Associate working jobs (+$3000)
      • 1 veteran (Hainako) Translation service (+$3000, immune to economic effect)
      • 3 veteran + 5 green working courier business (Minimum 3 vets)
      • 2 vets on dispatch service (+30% grief cubes additive with demon finding, -1% casualties)
      • 1 vet on telepathic communication (-2% pair hunting, -1% pack hunting)
  • Grief Cubes 39
  • Money: $10,300
    • Upkeep $12,560
      • $860 upkeep on cellphones (-2% solo hunting, -1% pair hunting)
      • $400 upkeep on cable (increased due to new housing)
      • $4000 upkeep on apartments
      • $4000 upkeep on house ($3000 for next 1 month)
      • $4300 upkeep on stipend
  • Morale: [4 of 10] Morale picked up a little this month as not much went wrong and the city started to improve. Though the grief cube supply is still a little low.
  • Assets
    • Tiny household shrine: Somewhat reduces losses to morale from deaths. (Bonus Increased by omake)
    • Shields: -3% Casualties
    • Basic General Combat Training: -2% Casualties (May decay with losses or recruitment).
    • 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).
    • 29 Bicycles (Mobility Bonus)
    • 1 Bulletproof vest (-2% casualty)
    • Housing (42/59)
      • Apartments (31 capacity)
      • House (25 capacity)
      • Mami's Apartment (HQ of sorts) (Can be traded for $1200 per turn)
    • Small Courier Business (+$8000 per turn, affected by economic event, reduced income)
      • Kasamino Extension (+$4,400 next turn, 4/4 startup)
  • Territory
    • Urban
      • Demon Status: Strong +10
      • Sustainable Harvest: 45
    • Rural
      • Demon Status: Average +0
      • Sustainable Harvest: 2
Turn 23 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

[] 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.

[] 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.
[] Improve Housing: Another Apartment: You could get some more apartments and reduce the crowding or provide closer locations for hunting in distant areas.
Cost: $2,000 and 1 Veteran Meguca; Reward More housing capacity (Limit increased by 6), ongoing cost +1000$ per month or you get kicked out. Payable at the beginning of the month. (not repeatable)

[] Improve Housing: House: You could always get another house, perhaps in Kasamino this time. 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%

[] Armor up, Leather Jacket and Pants: The American biker look isn't really that fashionable, but leather has been used for millennia as armor and is at least a little bit better than your normal clothes, though not much.
Cost: $250 per girl, Reward: 2% casualty reduction (does not stack with kevlar clothes)

[] Armor up, Kevlar Clothes: Surprisingly you found online dealers that will sell you normal looking clothes made out of kevlar. Not really bullet proof on their own, but quite a bit better than normal.
Cost: $1000 per girl, Reward: 4% casualty reduction (does not stack with Leather)

[] Armor up, Kevlar Vest: The basic bullet proof vest. Constricting and doesn't really cover much, but stops bullets for normal people, let alone magical girls.
Cost: $600 per girl, Reward: 2% casualty reduction (stacks with others)

[] 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 (29/42); Reward: More mobility
[] 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, Personal Enchanting Effects: How does the individual doing the enchanting affect the results? Do individual girls' skills play a role in the end result? Do their wishes affect things?
Cost: 3 Veteran +1 Green Meguca, 2 Grief Cubes; Chance of Success: 80%; Reward: Information about how the individual Meguca affects the result

[] Research, Effects of Enchanting on Technology: You already know at a basic level that enchanting boosts the properties of a material, but it's less clear how it affects something that's far more complex than its individual materials belie. You really aren't sure how this will turn out.
Cost: 2 months of 2 Veteran Meguca, 2 grief cubes, $1000; Chance of Success: 80%; Reward: Some knowledge of how magic and technology interact.

[] Research, Improving Strength: Magical girls are naturally stronger than a human, capable of physical feats that scoff at human limitations. But there are still limits. Maybe there are ways you could strengthen your own bodies further with magic?
Cost: 3 Veteran 1 Green, 3 grief cubes, $300; Reward: Improved Strength; Chance of Success: 5% +5% per month researched

[] Research, Improving Speed: Magical girls are naturally faster than a human, capable of physical feats that scoff at human limitations. But there's always value in being that little bit faster, to get out of the way of attacks or close or open the distance.
Cost: 3 Veteran 1 Green 3 grief cubes; Reward: Improved Speed; Chance of Success: 5% +5% per month researched

[] Research, Improving Durability: Magical girls are naturally more durable than a human. But for the most part it isn't sufficient to make much difference against a demon's attacks. Maybe there are ways you could strengthen your own bodies further with magic? This is a significantly more ambitious project than you've previously undertaken, working directly to improve something you already have rather than just exploring the limits of your powers..
Cost: 3 Veteran 1 Green 3 grief cubes; Reward: Improved Durability; Chance of Success: 5% +5% per month researched
[]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.

[] 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
[] Administrative Help: Mami is starting to seriously struggle to handle the load she's operating under, she could use someone helping her out with scheduling and setting up routes.
Cost: 1 Meguca per month (Green or Veteran will do, though a Green may be more prone to mistakes); Reward: Remove Overworked.

[] Administration is a job in itself: Alternatively Mami could just spend less of her time on a normal activity load and instead focus more time on her administrative work. She just needs a bit more time in the day.
Cost: .5 Mami; Reward: Remove Overworked.

[] 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 (Double for areas 11+_; 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: .5 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, 2x Bribery: More money is more convincing right?
Cost: $300 per girl in the territory; Reward: +1d15% 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.
________________________________________________________________________________________

Well blegh this is terrible. (Also really short but just wanted it out already before you thought I forgot again.) I really wanted more of a thought on how to deal with Kyouko so that I could justify just recruiting her already. Also to make it easier writing her part. Her dice hate you. The first roll on her was really good, but every roll since then has been pretty much making up for it. I was thinking something like 4ish turns total on recruiting her based on the numbers I laid out for it. Instead it's been long enough that even I'm wondering if you'll just give up. However I didn't rebalance for your absurd high rolls at the start so I could hardly do it now for your low ones.

Though it would be nice if you'd ever roll low on grief spiral roll. It's starting to seem like you guys are beyond grief spirals, but you really aren't, it's all that dice roll having unlimited luck. Though you also rolled real high on courier business this month and pretty good on economic recovery.

I'll probably put up an action for an administrative aide for Mami this turn. Though I'm unsure how to properly encourage it, right now I'm just thinking a SIMP wide roll debuff to represent the fact that she's increasingly overwhelmed in terms of organizing everything until she gets some help.

Also rethinking Scouting, may ditch it as a mechanic for diplomacy terms, and instead redevelop it as an intrigue against the larger groups you'll encounter in the future that won't be so easily subsumed. Notgreat has been raising good points on the issue that I'm unable to answer well and I'm not sure I can properly rebalance it in a sensical manner from an in universe perspective, so may just ditch it.

Ironically no one picked up what I meant you were missing last turn, though it at least got a little more discussion going. I expect that now it should be very obvious what I meant. Though given I rolled for SIMP detecting it in universe and rolled a 3 on a d100 you didn't really get any whiff at all of the source of the problem.
 
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Turn 23
Turn 23

This month you assemble everyone again. You open with the usual complements and snacks. When you settle into the main meeting you tell them that by the end of the month you should have finally rebuilt your grief cube stockpiles to the one month supply mark. There's a bit of pleased tittering at that which you allow to settle down before continuing.

Unfortunately the hunters individual experiences are backed by your analysis of the reports and demon strength has been creeping back up towards dangerous levels, far more so than the Serene's own hunting efforts should have caused. You suspect that someone is poaching on your territory and encourage all of your girls to be extra vigilant this month. You'd also like the girls hunting to be extra precise in their reports to help pinpoint where the problem is coming from.

In the meantime to help protect your girls from the dangers involved you're going to purchase Kevlar clothing and vests for all of the girls that will be hunting this month, which should provide enough protection for them to safely operate in pairs. They're a rather expensive purchase and it's thanks to those that are working jobs that you can afford them to help protect your hunters.

As you dismiss the main group you hold back Sora, Taya, and Taura to discuss a special assignment with them. You explain to Sora and Taya that you expect that the cause of the demon strength is poaching, but your standard patrols haven't spotted anything so you want them to lay in wait to try to find them. They'll patrol outside the normal routes and you will direct the dispatch team to set aside the occasional group of demons for Sora and Taya to set up watch over to see if anyone appears after a while when it seems like your teams aren't going to harvest them. If they find the poachers they're to try to follow them to find where they come from, but not engage on their own.

You set Sora and Taya off and invite Taura back to your apartment to take a look at the after action reports. She waits until you arrive at your apartment and close the door. She sends via telepathy in her usual deadpan before you say anything: "I'm aware of what you want me to do, but I'm not sure it is very wise. Our girls aren't stupid, they'll figure out the reason and they will resent it."

You try to explain that you don't want to start a witch hunt, and you don't expect this is the problem but need to explore it anyways. She replies before you even voice it though: "Then don't. I'm already not all that accepted. I won't make it worse over something you don't even think the case. I'll actually comb through the after action reports this month."

She really does have a way of turning things awkward fast. She sighs a bit as she spreads out the reports people have been filing and begins organizing them. You decide the best move you have remaining here is to make tea and cake and apologize. "I'd let you know if I did hear anything bad by chance though. My power doesn't have an off switch anyways."

It proved unnecessary at any rate though as Taya and Sora had some luck with their orders. It took several tries, but eventually they managed to spot the poachers, at least some of them. They were staking out a small group of demons off your usual path, carefully cloaked in Sora's magic and hiding mundanely as well. They almost missed it regardless as two magical girls appeared seemingly from thin air. They appeared to tandem cast a spell as they circled the demon miasma and the demon miasma vanished from Sora and Taya's sight, shortly followed by the two girls themselves who appeared to enter the area they had circled and vanished.

Taya used her second sight and attempted to scry the area inside the miasma. From the outside it was scarcely visible even to her senses, invisible with a bit of what she described as a heat haze. When she attempted to move her viewpoint inside the area it was like pushing into a slick bubble, trying to divert her subtly around it. She pushed a bit more effort into it though and the illusion fractured just a bit. It was still hard to tell precisely what was going on though, as the demons were cut down without the slayers revealing themselves for the most part. One of the first two girls was standing still concentrating, and there was a third girl maintaining a barrier over one portion, while the demons continued to fall apart from invisible attackers.

The battle was short and efficient, when the last of the demons fell they collapsed the illusion spell around the area and all of them vanished. Taya tried to track them, but following something best seen as a heat haze and moving at high speed proved beyond her. None of their attempts afterwards proved fruitful, but based on reports this month the unexpected effect on demon strength seems to have diminished.

Mariko and Ayako had an easy enough time scouting out area 12, though they may have slacked. According to their reports at least there are 9 girls in the combined 11 and 12 area and it can support 9 cubes collectively, 4 in area 12 and 5 in area 11. The demon strength is pretty uniformly +2 across the area. They have a pretty reasonable turnover rate, and there's only a couple of vets in the group.

The scouting of area 10 doesn't ever quite manage to happen, commute times to Kasamino eating into your available manpower this month. Area 7 proves to have a single green magical girl on a support area of 1 with completely average (+0) demon strength. Giving her the opportunity to have some safety and support should be a very easy sell (+50% diplomacy). Area 9 scouting goes very poorly with the girl being caught and dumped on the border.

With your heavy purchase of armored clothing and vests hunting goes quite smoothly this month though everyone may be doing things just a bit more cautiously as well. Such a large purchase of personal body armor seems to have drawn some attention from local law enforcement which you may have to deal with though. (+48 grief cubes, -$18,600, attention)

On the other hand your courier business runs into a number of minor disasters that lead to loss of business, fully three separate girls completely failing deliveries through minor disasters and accidents which leave Hainako laughing at the fact that it's not her anymore, she pointedly enjoys the fact that her current job is indoors and doesn't involve bicycles. The return of the people that left Mitakihara is a bit lower this month and doesn't quite manage to make up the loss of business or increase your territory's carrying capacity. (+$7500 courier income reduced, +$4400 Kasamino extension, +$3000 Translation, +$3000 normal jobs)

Everyone takes a day in the park to play a few games like normal girls as well this month, it's nice to relax occasionally, and you're smiling a bit more too these days it seems.

Your own work load this month is a bit eased from last month since you've passed off your hunting load to others in favor of spending more time organizing SIMP and handling the paperwork situation. The rest of your time is spent positively haunting Kyouko. You explained to her at the start of the month that you have been working so hard at making the Serene Imperium a success to prove that you could save other people and be safe. You didn't talk to her earlier because she had been so harsh you didn't think she wanted to talk to you, and you wanted to have concrete proof before you talked to her again. You tell her directly that since your previous tactics don't seem to be working you're just going to integrate yourself into her life whether she wants it or not.

Kyouko scoffed initially at such a suggestion, but you spent the month doggedly tracking her down to feed her home cooked meals in lieu of her usual fare of instant food substitutes. You both knew she wasn't going to attack you and that she wouldn't ever let food go to waste, which drastically limited her options. She tried bouncing between various locations, but from following her around last month you knew most of her usual places to squat. She tried ignoring you, but you made a farce of that by spoon feeding her. Halfway through the month she gave up on resisting and stayed in the same decrepit condemned apartment that you gradually improved. It was a bit nostalgic somehow.

On an afternoon towards the end of the month you were quietly working on paperwork before you would head out to visit Kyouko, while Taura was reviewing previous months' reports in another chair. It was a bit alarming when Taura opened the window and jumped out and then your door unlocked itself as you went to the window to ask what she was doing, but the open door revealed Kyouko. She was putting away the key to your apartment you gave her so long ago. The thought that she'd kept it brought a rather irrepressible smile to your face and made your eyes watery.

Kyouko dumped an alarmingly dirty sack onto your clean floor and announced, "Guess I might as well join, you need someone to keep you alive afterall."

You definitely didn't break your careful poise and tackle hug her while crying. Nor did she cry. Obviously anyone that says otherwise was hallucinating. (+Kyouko (Special, can function as 2x Elites for 2x cost per month), +27 grief cubes, +8 Urban territory, -$250 initial equipment)

Unfortunately this month there was no shortage of grief spiraling as Minako, Kina, Akane, and Hainako all spiraled this month costing a hefty 6 grief cubes to salvage the situation. You weren't on site for the start of it, but there was some sort of argument which degenerated into open combat in the house. You're lucky the landlord rarely shows up. People on the scene say that it started with Minako and Akane arguing, though no one is quite sure who escalated it into magical beam weaponry from words. It was a huge mess by the time you showed up to put a stop to it. It's really not the best of impressions to make on Kyouko either. Kyuubey isn't pleased with the openness either. (-6 grief cubes, -$10,000 house repairs, attention)

One of the greens from Kasamino made it to veteran at least though. (-1 Green, +1 Veteran)

________________________________________________________________________________________

Resources

  • 2-3 Elite Meguca: Mami (+20% persuasive), Kyouko (can act as if two Elites), 34 Veteran Meguca, 7 Green Meguca, 1 Associate
    • Upkeep: 11 Veteran, 7 Green, 1 Associate, .5 Mami
      • 1.5 vet + 0.5 green demon finding training (+20% grief cubes)
      • 1.5 vet + 0.5 green on pack tactics (-4% pack hunting, -2% pair hunting)
      • 1 Vet, 1 Green, 1 Associate working jobs
      • 1 veteran (Hainako) Translation service
      • 3 veteran + 5 green working courier business (Minimum 3 vets)
      • 2 vets on dispatch service (+30% grief cubes additive with demon finding, -1% casualties)
      • 1 vet on telepathic communication (-2% pair hunting, -1% pack hunting)
      • .5 Mami, Paperpushing
  • Grief Cubes 66
  • Money: Debt 13,210 (20% interest rate)
    • Upkeep $12,680
      • $880 upkeep on cellphones (-2% solo hunting, -1% pair hunting)
      • $400 upkeep on cable (increased due to new housing)
      • $4000 upkeep on apartments
      • $4000 upkeep on house ($3000 for next 1 month)
      • $4400 upkeep on stipend
    • Income $17,900
      • Normal Jobs: +$3000 per turn
      • Translator: +$3000 per turn
      • Courier Business, Mitakihara: +$7500 per turn
      • Courier Business, Kasamino: +$4400 next turn
  • Morale: [3 of 10] Morale dropped a bit this month with the explosive infighting.
  • Assets
    • Tiny household shrine: Somewhat reduces losses to morale from deaths. (Bonus Increased by omake)
    • Shields: -3% Casualties
    • Basic General Combat Training: -2% Casualties (May decay with losses or recruitment).
    • 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).
    • 29 Bicycles (Mobility Bonus)
    • 12 Bulletproof vest (-2% casualty)
    • 12 Sets of Kevlar Clothing (-4% casualty)
    • Housing (43/59)
      • Apartments (31 capacity)
      • House (25 capacity)
      • Mami's Apartment (HQ of sorts) (Can be traded for $1200 per turn)
  • Territory
    • Urban
      • Demon Status: Strong +10
      • Sustainable Harvest: 45
    • Kyouko's Territory
      • Demon Status: Weak -10
      • Sustainable Harvest: 8
    • Rural
      • Demon Status: Average +0
      • Sustainable Harvest: 2

________________________________________________________________________________________
It struck me as odd that no one considered that Taura might not be willing to spy on the others for you. No one even considered that it might actually be a bad thing to go down that route either I think. I really liked being able to use Witch Hunt in the normal real world use of it considering the double meaning in PMMM.

A lot of this was awkward and tough to write for me. I feel like I'm getting better at writing through doing this quest, maybe, but it still feels pretty terrible. I wrote this in little pieces over several days when the mood and inspiration struck me, so hopefully it isn't too disjointed.

You finally rolled something good against Kyouko. Which is why she finally joined and contributed some of her vast hoard of grief cubes. Though she's still retaining most of them.

You guys finally rolled low on a grief spiral roll, yay! Though notably I need some new grief spiral flavors, I think I used almost all of the ones previously written.
 
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Turn 24
Turn 24

Starting the month out in debt is not particularly pleasing for you and you will likely have to deal with that for a few months too. You've much to talk about this month and skip your usual full group meeting for a smaller one with the girls that have dealt with Kyouko. They turn out to be surprisingly understanding, or at least loyal. They acknowledge the problems they had with her in the past, but that was based on their starvation and her plenty, once they joined your group supply has been stabilized and danger reduced. If you're willing to take her in it's not going to cost them anything to accept that, or at least that's what they said. You saved them.

You have a reverse talk with Kyouko about it later, and she tells you she'll make sure not to pick on your little ducklings much. You figure that's enough, especially with how much you have to do this month. Though you push your paperwork load off onto one of your long time veterans at least to free you up to do more.

You also let all your girls know that you're in a good enough position now to allow everyone to spend a little magic this month as they want just for fun, instead of hoarding it for only necessary uses. It costs you a little, but the smiles on the girls' faces as they play is worth it. (-4.3 GC)

You decide after the explosive fight last month that you better talk with the combatants to see what caused it. You speak to each of them individually to try to figure out the cause and prevent further fights. While each account differs somewhat as you expect, it's fairly clear it began as some sort of argument about the nature of magical girls between Minako and Akane. Idealism vs pragmatism, it reminds you quite a bit of your own argument with Kyouko. Minako has been with the group since she became a magical girl, and hasn't seen a single death in that time, and she went into it with knowledge of the situation and a belief in protecting humanity from demon predation. On the other side Akane has had a much greater struggle every month, barely protected by the vets who took her in.

Hainako claimed to be drawn in as an innocent bystander, though it seems fairly clear from others testimony that she had commented on her own safety as a monetary income source rather than in the field. Though other girls that had seen her in physical pursuits commented that was a benefit to their own safety as well as hers, but still not the kind of thing to say when things are already heated. Kina seemed to be torn between both sides, having experienced danger early in her own career, but safety since then. She doesn't seem quite sure what side she's on herself and from others reports her switching between sides repeatedly may have driven the arguments hotter in some manner.

You reprimand the lot of them for letting things get out of control to such a state. You explain how much the costs of such repairs are setting back the group and delaying improvements to everyone's lives, and more immediately an increase in allowance. You try to explain to Akane that life in SIMP is safer, and that you can afford to focus on protecting humans. You try to impress upon Minako that wild magical girls have a much more difficult life than the Serene and she should try to keep that in mind. Hainako you tell not to rub her status in with others as you're quite capable of putting her back in the field if it's necessary to curb her. Kina you simply tell to avoid getting involved in such heated arguments.

You aren't really sure how well any of it stuck with them though. You kind of wish you could come up with a counseling office, but you really didn't have time to look into it at all this month.

This month you have Kyouko start training Kaoru and Taya, you admit you have a bit of hesitance about that given how brutal Kyouko can be at times. Their battered forms each night as they return from the woods Kyouko takes them to don't disabuse you of that notion. Taya manages to bear it with her usual stoicism, but Kaoru is quite a bit more obviously run down by it. Shinobu hangs out with them in case they need transport to meet up with the group searching for the poachers, but you expect that Kaoru and Taya would be in no state to actually help if it came up. Fortunately or unfortunately that never comes up.

You had two pairs searching your territory for the poachers this turn: Mariko and Ayako, and Kyouko and Taura. They never came across them though. Based off your demon strength measures it doesn't seem like there was any poachers this month to find though. You aren't quite sure what to make of that. The waste of time annoys you a bit.

You ask Kyouko to take a look at your training in her spare time. She isn't particularly interested in it though. She's not too interested in working with a group. If she needs help she's got herself, or you. She doesn't need the little ones help. Nor does she really know much on how to improve their coordination; she's never worked with anyone besides you. Their general training is fine, it's up to them to get better.

Hainako's income dipped a little this month, and you idly consider if she's perhaps a bit petulant, though she simply claims it's a normal fluctuation in her work assignments. Your other income sources were stable enough though. The recovery of Mitakihara is still a bit sluggish, and income doesn't improve from your courier business this month, but you do get enough population for another cube a month in your territory. (+$17,400; +1 urban territory)

Your hunting this month goes according to plan. The smaller hunt this month eats into your grief cube stockpile, but safely decreases the level of demon strength in your territory. You raise Kyouko's territory's demon strength a little bit though in order to alleviate the oppressive feelings that saturate the area and improve the quality of life for the people living there. (+35.7 cubes, +3 demon strength Kyouko territory, -9 demon strength main territory)

You schedule your anniversary party a little earlier this year than last and have something a little bigger in mind. You delegate a budget and some girl hours into making it quite a thing. A small party hall is rented along with a karaoke machine. Akane takes over cooking for your group as it's apparently what she's used to anyways and she's quite good at it.

You plan to invite the girls you're trying to recruit to the party, but that doesn't really go so well. The girl from area 7 is all too eager to join your group, and she ends up attending the party simply by joining so fast. The pack of girls in area 11 is far less accommodating though. Your attempts at diplomacy with them turned into a disaster and it was only your own quick words that avoided an outright battle. It seems they aren't interested in anyone else interfering with their own group and are aware of your previous actions in the area in an unfavorable light. They unsurprisingly rejected your party invitation. (+1 green, +1 urban territory, area 11/12 diplomacy crit fail, diplomacy much harder there, -$250 basic equipment)

The party itself turned out quite nicely. Your speech and citing the lack of deaths for a whole year was actually rather surprising to the newer girls, though obviously they'd heard as much from your veterans by now. Kaoru headlined the singing for much of the party, though you had a few others singing including yourself for various songs. You actually had to drag Kyouko to the microphone with you for your duet, but she wasn't resisting much. She was pouting in the most adorable manner afterwards, though you're sure she didn't intend it to be such. You sang for the future you worked for, your dreams in your words. Kaoru sang for the present and the past, the losses you'd endured and the triumphs.

It was all quite touching, and lifted everyone's spirits.

How considerate of Kyuubey to wait until the next day to bring you a couple newly contracted girls. However much you didn't particularly want them, they really wouldn't have anywhere else to go. You pulled him into your bedroom for at least a modicum of privacy and expressed your displeasure but he replied simply: "Your territory as it is now is more than capable of supporting more Contractees, I'm simply being efficient." (+2 Green Meguca)

You know better than to argue with Kyuubey without some sort of plan, and you aren't sure you really know enough to convince him, or even if there is a way.

It doesn't help that there's been an unmarked van parked outside your apartment building for the past week, and you're fully aware how precious the masquerade is to Kyuubey and while he'd never be so uncouth as to show his annoyance you suspect he is in his own way. You knew from your own clairvoyants that the police were now investigating you, which complicated everything for you.

Unfortunately even with the boost of the anniversary party there was some continued instability emotionally this month. One of your less visible original members Katsuko had a rather crippling breakdown this month on finding out you were now under police scrutiny. Some sort of relation to the events that led to her being an orphan and a magical girl. It took a tremendous amount of grief cubes to stabilize her. (-4 GC) Minako similarly had a minor bit of difficulty over why she was under surveillance considering she's the superhero, and that dragged Shioko down into despair with her from guilt for having gotten her into it despite Minako never thinking that being a magical girl was a bad thing. (-3GC) One of the more inexperienced greens you recruited from Kasamino bumped into Kyouko in the hallway and had a full blown panic attack as well, this despite having claimed to be okay with her joining. (-1 GC) Akane had some sort of minor spiral as well this month, but she wasn't comfortable talking about it with you and you simply let Ayako and Mariko comfort her. (-1GC)

At least Kyouko announced that she considers Taya's progress satisfactory this month to call her an elite, barely, maybe. Kaoru was obviously not good enough. Though the fact that both Kyoukos had shown up carrying them both like sacks of rice at the time prevented any comments from the candidates. (-4 GC, Taya Promoted to Elite) One of your greens also made veteran this month.


________________________________________________________________________________________

Resources

  • 4 Elite Meguca: Mami (+20% persuasive), Kyouko (can act as if two Elites), Taya
  • 34 Veteran Meguca, 9 Green Meguca, 1 Associate
    • Upkeep: 12 Veteran, 7 Green, 1 Associate
      • 1.5 vet + 0.5 green demon finding training (+20% grief cubes)
      • 1.5 vet + 0.5 green on pack tactics (-4% pack hunting, -2% pair hunting)
      • 1 Vet, 1 Green, 1 Associate working jobs
      • 1 veteran (Hainako) Translation service
      • 3 veteran + 5 green working courier business (Minimum 3 vets)
      • 2 vets on dispatch service (+30% grief cubes additive with demon finding, -1% casualties)
      • 1 vet on telepathic communication (-2% pair hunting, -1% pack hunting)
      • 1 Veteran, Paperpushing
  • Grief Cubes 43
  • Money: Debt 9,210 (20% interest rate)
    • Upkeep $12,800
      • $900 upkeep on cellphones (-2% solo hunting, -1% pair hunting)
      • $400 upkeep on cable (increased due to new housing)
      • $4000 upkeep on apartments
      • $4000 upkeep on house
      • $4500 upkeep on stipend
    • Income $17,900
      • Normal Jobs: +$3000 per turn
      • Translator: +$3000 per turn
      • Courier Business, Mitakihara: +$7500 per turn
      • Courier Business, Kasamino: +$4400 next turn
  • Morale: [4 of 10] Morale picked up just a little this month, the anniversary party and the joy of being able to use magic for something outside of combat helping to counter the fact that you're now under investigation, even if the police haven't confronted you yet.
  • Assets
    • Tiny household shrine: Somewhat reduces losses to morale from deaths. (Bonus Increased by omake)
    • Shields: -3% Casualties
    • Basic General Combat Training: -2% Casualties (May decay with losses or recruitment).
    • 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).
    • 29 Bicycles (Mobility Bonus)
    • 12 Bulletproof vest (-2% casualty)
    • 12 Sets of Kevlar Clothing (-4% casualty)
    • Housing (44/59)
      • Apartments (31 capacity)
      • House (25 capacity)
      • Mami's Apartment (HQ of sorts) (Can be traded for $1200 per turn)
  • Territory
    • Urban
      • Demon Status: Above Average +1
      • Sustainable Harvest: 47
    • Kyouko's Territory
      • Demon Status: Below Average -7
      • Sustainable Harvest: 8
    • Rural
      • Demon Status: Average +0
      • Sustainable Harvest: 2

________________________________________________________________________________________

It's kind of hilarious that you brought up Kyuubey bringing you more girls. Since when you guys started talking about that I'd already determined that he'd be bringing you some. I think people forgot (fairly enough given the hiatus and my recent slowness) that I said quite a while back there's a dice roll to determine if Kyuubey brings you some more girls. You never "failed" (for a certain value of fail) it before this turn (curse that Keiko!).

You guys ignoring that you garnered attention last turn is not a good thing. Though nothing direct has come of it yet it did dampen your spirits a bit and may get worse yet.

You also had another bad roll on Grief Spirals. A crit fail on your major diplomacy action that would have turned into a fight if not for how many bonuses you were stacking up on that.

Also since you finally used it. Rotating Tactics works kind of like the understrength demon multiplier, with a multiplier in this case of .66x.

I rolled a die on whether you'd be able to do counseling as a free action like that. You failed so you'll need to actually devote some labor to it now.

Didn't decide on Elite bonus for Taya yet. Something along the lines of Mami's original +10 to a roll type is likely. Kyouko is a bit of an outlier as Elites go.
 
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Pre-Turn 25
Here's what information you get from your Taura actions. If you ask little bits more may be added, I think I got everything relevant, but I'm known for missing things. It's fairly bland and informative rather than prose, for which I have no real excuse. The Yakuza element is not punishment for the omakes, it is inspired by them, but this whole event is more punishment for certain failings in your planning and rolls.

Pre-Paid Information:

A strange as usual possibly one sided conversation with Taura ended with you reeling her back in on a ribbon after she tried to dive out the window to escape your hug. She did agree hesitantly to go see what the police had on you. She wasn't willing to spy on other groups of girls for you though. You ran the idea of her being a counselor to the other girls by her, and it made a little sense to her, but she wasn't sure that other girls would be comfortable sharing their problems with her, even if in a way they already are. You idly consider that she's one of the few girls that don't like her own powers. Many come to regret making their wish due to the lifestyle, but very few would reject the powers by themselves.

You had Mariko cloak Taura's presence while they scouted out around the police presence in the immediate area as well as tracking down their precinct. It seems that the police were led into investigating because of reports of the original ruckus that damaged the house and the contractor reporting the damage looking similar to some sort of fight. From there they discovered the purchases of bullet proof equipment and oddly shields though that didn't seem to fit as they wouldn't really offer bulletproof protection, possibly the girls don't realize that?

They still aren't entirely sure what's going on, but they are aware that this house was portraying itself as a boarding house for girls. The girls seem more along the lines of some sort of gang, cult, or commune though. They're very organized for any normal group of girls that lack in adult supervision. They've heard numerous conversations on directional microphones and have concluded that they regularly patrol the city and get in fights, and it was initially suspected to be fights against other gangs, but there are no reports of fighting to match that. The conversations are also obviously in some sort of code, but referring to what they aren't sure.

It's obvious this Mami Tomoe character is the leader, and she lives off site in a substantially better apartment than the general living conditions. She's an orphan, and not pure Japanese. It's suspected she has ties to foreign organized crime, but the witness to such clammed up and denied any knowledge shortly after trying to report it, obviously pressured into silence. This may be some sort of attempt by a foreign yakuza to make inroads into Japan through the children and their conflict with the already in place domestic organized crime. There's no chatter from the Yakuza to substantiate that though.

They've gotten little enough information from monitoring the house and are considering contacting the parents of those girls that have them to try to get more information and permission to interrogate the girls.
 
Omake: Dragnet: Mitakihara
Dragnet: Mitakihara

"Report's in from the boarding house stakeout, Captain."

Captain Hiroshi Nakamura, Mitakihara Police Department glanced up from the eternal mound of paperwork on his desk. He took the report from the detective, but didn't need to even glance at it to know what it said; the tone of his voice was clear enough.

The detective shook his head. "Eight days of 24-hour surveillance, and nothing. I think we're going to have to face facts, sir: there's just nothing there to find. We've already burned through all the cash overtime for the month, and we're running low on comp time."

Dutifully scanning through the utterly boring report, featuring such choice tidbits as young girls talking about schoolwork and magical girl anime, Captain Nakamura shook his head. "No, Takata. There's definitely something there; I'd pit all my 30 years' seniority on it."

A snort broke Hiroshi's focus on the documents. "Sorry, sir, but I just don't see it. We don't have hard evidence; heck we don't have a crime! Everything we've seen just tells us the same thing: that it's nothing more than a boarding house-slash-club for a bunch of girls who like play-acting and magical girl stuff. Look, we all know what this is ab-"

Detective Takata froze as Captain Nakamura fixed him with a quelling glare. Both very pointedly did not glance at the black-framed photo on the Captain's file cabinet. After a few seconds Takata sighed and bowed his head. "Okay Captain, we've got everything we need on the drug warehouse on 2nd street. We should get the warrants to the judge tomorrow and get the dealers off the street." Neither one of them has to say that this would free up more time for the other stakeout.

The Captain nodded, and Takata left. Hiroshi didn't need to say thank you; both men knew precisely what was and wasn't being said from years of working together. Hiroshi couldn't help glancing at the black frame on his desk, and the bright, smiling purple eyes of his daughter, his darling Miho, missing, presumed dead, for nearly fifteen years now. The hole in his life was still there, even though after all this time she had been a part of it for less time than she had been d- than she had been gone. The word still struck a chord in his heart, not least because there was that small hint of doubt, rolling in his gut, telling him he shouldn't listen to all the experts, shouldn't give up hope.

Sudden Adolescent Disappearance Syndrome, the doctors and psychologists, the so-called 'experts,' called it. A condition as old as human history, as old as time, where a frighteningly large number--tens, sometimes hundreds of thousands annually--of girls at or around Miho's age just vanished, as if into thin air, leaving not so much as a dead body behind. The phenomenon was maddeningly difficult for doctors to investigate, or even for most people to find information on: any area where details of the Syndrome became widely known the number of cases would spike, doubling or even quadrupling, turning a silent killer into a full-blown epidemic. Thus, by mutual consent, information and documentation on the SADS phenomenon was kept out of public view, away from the sight of children, in order to prevent parents from losing their daughters in droves.

These days only the darkest corners of the internet or advanced medical textbooks have been willing to mention SADS, unless of course you were a grieving father looking for help from the medical community. Among the doctors it has remained a closely-guarded secret, kept from vulnerable teenagers. The deliberately spotty and inconsistent information wasn't good enough for Hiroshi, and he had, ever since he learned about SADS, taken it upon himself to compile an "unofficial" list of SADS cases inside the city of Mitakihara. Combing through missing persons cases, homeless statistics, and other records that altogether only a public official would have access to, Hiroshi eventually found himself with one of the more comprehensive set of statistics on SADS, at least the most complete set he could gain access to by himself.

That meant Hiroshi was probably the only person to notice when the number of SADS cases in Mitakihara suddenly dropped to almost zero, two years ago, and that in the past year there hadn't been even a single case in Mitakihara. Hiroshi couldn't understand it; it was a completely local phenomenon, given that what little information he could gether about surrounding areas showed no change in the statistics, but somehow, just in his city, SADS cases seemed to be, at least temporarily, in remission. There was no new treatment, no experimental vaccine in trials; after fifteen years of being, even he had to admit, somewhat obsessed Hiroshi knew every one of the doctors researching SADS by first name and so he knew, beyond a shadow of a doubt, that nothing had changed on the medical front.

And then he happened to run into the surprisingly well-dressed orphan Mami Tomoe, and her little cosplaying commune, or whatever it was. Under most circumstances the name itself would be entirely unremarkable: only the fact that three different reports, each one barely a blip, happened to have the same name on them and happened to come within a few weeks of each other lifted the young woman from a face in the crowd to someone that Detective Takata would be assigned to briefly follow up on. None of the three reports themselves were very interesting either, and Hiroshi would have reassigned Takata that very afternoon, if he hadn't noticed that one peculiar detail: Mami's little group was almost entirely at a high-risk of contracting SADS, and had a history that lasted around two years, right around the time the SADS cases had dropped from a sad, slow, inexorable trickle to zero.

It was nothing like reasonable suspicion--in fact it was barely more than speculation--but Hiroshi could feel his instincts prickling. Somehow, despite all common sense and defying thousands of years of documented failures, Mani Tomoe was managing to do what nobody had managed in thousands of years: find a way to curb the menace of SADS. At that point Hiroshi had no choice but to investigate further: SADS was deep in his bones, and there was no way he could just let a potential breakthrough like this go.

He ordered a covert stakeout of the boarding house and apartment that Mami's group used, not wanting to spook the girls and possibly set off a massive rash of SADS. He started to personally look into the history of Mami Tomoe and some of the other notable figures of the group. As the days of surveillance grew into a week, though, Hiroshi had to face the fact that there may be nothing to find, that Mami Tomoe might not even know that her little LARP clubhouse group or cosplay-themed boarding house--whatever it really was--was stopping the fatal spread of SADS, let alone why.

Gathering his findings into a folder and shutting his computer down for the night, Hiroshi made a decision. On Sunday evening, once his officers' overtime ran out and no more data could be gathered, he would speak to Mami Tomoe, personally. It may not be productive--in fact, it may be extremely unproductive--but he had to know.

----------

Safely hidden on a rooftop overlooking the police station, that she had been using to spy on the police captain, Taura Nakao crouched, her eyes wide and her hands over her mouth.
 
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