Magical Girl Home Base Quest

Magical Girl Home Base Description
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Magical girls are massively empowering people who spark hope, push back the dark, and defeat fear for others. The problem is, to do this they are soldiers. They go out, they fight, see horrors of war, and then they come home back to the World and then it's like nothing happens. There's no recognition. A bit of tin and a scrap of ribbon, a recognition of what they do, anything to help them hold onto their humanity under the pressures of their enviroment is what they need, but by the curse of their service being in secret, they can't get it. Magical girls are above all else, human. It is this humanity that lets them inspire hope, and it is this humanity that forces them to run away, seek shelter and like-minded people, to try and survive together against this darkness.

And then they fail, because they are soldiers. Their lives are blood and tears and destruction. The homes they crave, the communities they need- to build them, they would need to beat their swords into plowshares. Against the unending tide of threats, the weekly monsters and yearly threats to vast swathes of the world? That is a luxurious end that does not compute to the grognards. The institution and traditions of the Magical Girls themselves cannot comprehend it.

Enter the outsider, enter [you]. [You] cannot fight, being too crippled to hold a weapon against the tide, but you can still help, aid, assist. Because [you] never took up arms, there is a latitude to [your] thought, to [your] actions, and with that to [your] effects. Rare is the Magical Girl who understands more than what rituals and sorcery it takes to maintain her equipment, stealing from the remains of her enemies to cover the costs of life alone after her old home failed her. What [you] can do will make waves, instill courage, bring forth the hope that the Magical Girls have needed. Living memory is short, and heroes cannot live forever in the hearts of men without bards to pass the tale on. But, for a structure of hope, an arsenal of dreams, and a light at the hilt of the Sword of Mars?

That could be enough to change the world.
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Getting the Motel, Week 0

7734

Trust and verify.
Location
Philmont
You learned about magic when you were eight years old. It was a balmy afternoon, just after the Fourth of July, and you were with your cousins shooting off fireworks in the park. That wasn't the magic, though. Magic was in the eyes of a older girl, a teenager, who marveled at you as you lit a firework shell with one hand, before gracefully throwing it down a gas pipe mortar to send it soaring into the air. Coming out of the bushes, she smiled at you.

"Hello." She said, simply. "Can you see me?"

You, a wee lad, smiled. "Of course I can see you! Are you a-fixing to steal my fireworks or something?"

"No, no!" she said quickly. "I just was wondering if you could fix something for me?"

You shrugged. "Well, lemme see it."

Holding out a dark, cracked pendant to you, the girl sat down by your mortar tube. "It's nearly broken… I can't hold out for much longer."

As you took it, the pendant felt hot, damaged. When Cousin Miro got his dumb self bit by a mountain lion and the wound got infected, it felt just like this. Hissing, you glared at the baubble, before digging around for your reading glasses case. This had some strong hoodoo in it, for damn sure.

"What'chu do to this poor thing?" you asked, trying to see what-all had cracked it so badly. "Thing's hold itself together with a string an' some spit!"

"I made a mistake." She said, sighing. "I just thought… you seemed like an artesian…"

"I don't need to be no arty-thing to know this done been screwed." You muttered. "I tell you what, I'll do what I can to keep it from cracking. Cleaning it out's not gonna be easy, though. Feels infected."

"Infected?"

"Yeah, like when your arm gets all red and swollen 'cause you hit a chunk of rusty metal?" you said, waving a hand around while digging in your backpack for some Bondo and a paperclip. "Gotta find a way to scrape that out or all the help in the world won't sister this back together."

The girl nodded, and you got to work. Working the paperclip around the cracked glass in the center of the pendant, you carefully squirted the Bondo into the cracks and squished it up tight. No matter how you tried to arrange it, though, it kept trying to fall apart. Finally, biting out a curse, you started muttering under your breath. Great-Grandpa had taught you this, back when his dad had been involved in the War, and it was for remembering all the people who'd come before.

"In Flanders fields the poppies blow/ between the crosses, row on row," you muttered, the song helping calm you down as the damn gem finally, finally caught in the apoxy and you could tension the wire support. It was a good feeling.

"Did you-" the girl said, before you cut her off.

"I started doing the work." You grumbled, the last lines of the poem trailing off your lips. "Gonna need about a half hour to set while you figure out how to clean it up later."

"Kenaz!" you heard from the distance. "Why'd you stop shooting?"

Crap, it was your cousins! You had to keep them off you! "Missfire!" you yelled back. "I haven't cleared it yet!"

"Need the spare tube?"

"I'm good!"

The girl sighed, smiling. "Thanks."

"Just watch the rest of the fireworks I shoot today, and it'll be worth it." You replied. She nodded, and you went back to lighting up the sky. When she left, the cancer in her pendant was less, and you smiled. A good deed today had been done.

///

Of course, magic came at a price. Dad started drinking after you blew off three fingers in an accident. Mom's paranoia acted up until she stabbed Dad in the shower with a toilet knife. Your cousins had to go back to Japan. The car blew up, the state stepped in, and you took one look at the old bat they decided would be your 'temporary foster parent' and left.

You were thirteen, and it was two hungry weeks before you were desperate. Despite the insuitions of several fantastic creatures, you were not a girl who had been born in the wrong body, and even if you were, offers came with a price. The white one had been the worst, offering you a wish to become a magical girl. You knew, though, that everything had a cost. A wish would be pretty damn expensive. Still, you'd stumbled your way through the city, until one cold night you found yourself sharing a barrel fire with a hobo and a can of beans.

"How's it looking, kid?" he asked openly, your heads nearly touching as the rancid smoke poured over you.

"Pretty shit." You replied, shrugging. "Too many empty dumpsters."

He didn't ask if you hit up the soup kitchen. You'd run away from home, they'd report you, then the State would have you by the balls. Fuck that noise.

The hobo sighed, turning his head back and forth. "You ever seen shit in this world that don't work right, have you?"

Shrugging, you nodded. "Yeah."

"Shit that no science can explain?"

You chuckled. "Think I held an infected heart in my hands once."

The hobo grinned, showing a smile with more holes than teeth. "Think you can do it again?"

"I ain't got shit to work with."

"I ain't asking you to work shit. Just come with me."

Following the hobo, you both ditched the barrel fire and started moving into the back of the city. Passing a Wal-Mart lot by the highway, the smell of old booze bottles and piss flew past your nose as you got to the culvert for the off-ramp. Banging on the edge, the hobo yelled.

"Trissa? Girl, you in there?"

"Go'way." A young female voice came, before a dismal spark came out of the tunnel. It was weak, futzy. "They'll kill me, now that I'm out of juju."

"Girl, I done told you there's a hell of a lot more to do before you jump the last rattler." The hobo said. "Now shut up and let me bring in the medicine kid in here."

"Medicine kid?" you muttered.

"You done never gave me a name." he replied. "I'm Goodyear, by the way."

Shaking his hand and sighing, you slipped into the culvert with your hands in front of you. The girl was dressed in ratty robes, holding a badly-mangled rod the length of your arm halfway between a wand and a staff. It seemed dull, broken down, missing chips and chunks and splinters, while at one point it was nearly broken in half.

"Can I see it?" you asked, holding up a hand. As she gave it to you, the stick buzzed in your hand. It was once great. Monsters had been slain, witches and demons sent back to the hells they belonged. Passed down for four generations of magical girl, it had died in service to stop the last blow of a great horror from beyond the knowledge of mortal ken.

"Can you fix it?" Trissa asked.

Feeling it carefully, you winced. "If you have twenty bucks and a week, sure. Otherwise, no."

"Fuck." She muttered. "I need something, anything to fight with. Tonight."

Feeling the shaft, you came to a decision The poor rod was nearly dead… but that wouldn't stop you from doing your best. "I can whip something up. Won't hold together for long, but it'll make it to next midnight."

"Do it."

Cracking your knuckles, you took the ruined weapon out to the parking log, and growled. You needed tools, damn it. Supplies. Something. Looking at Trissa, you groaned. "I need cash."

"I have ten dollars and three dimes."

"Gimme the dimes." You said seriously, laying them out in an equidistant triangle on the Wal-Mart parking lot. "Goodyear, I need a bottle of cheap booze, Elmers glue, a shaker-can of paint, and a cardboard box. Trissa, get me a few unbroken beer bottles from the ditch, and fill 'em up with water."

The magical girl and the hobo both sprung to action as you started thinking and whistling. This was going to be a fuck-fuck of a job all right, and not the good kind. Trissa got back fairly quickly, though, and you sighed. Time to get to work.

"Amazing Grace, how sweet the sound, that saved a wretch like me!" you sung, feeling the rod below you start to shiver. "What once was lost, was now am found, was blind, but now I see!"

Washing it down, you felt the hands of the past on it. Three pieces of wand, when you were done. Well enough. Finishing the wash, you slammed a beer bottle into the concrete, shattering the Corona label and sending glass everywhere as you sawed the rod apart at the damaged. Even as you cut your hands in the work, you knew the blood would make a powerful part of it. Still singing, you cleaned the work as best you could with glass tools as Goodyear came back with the booze. It was a 500 of cheapass Canadian whiskey, and it would work well enough as you cracked the cap off and poured it out in a circle. The paint made a triangle around it, and pouring the glue across the greatest piece of the rod allowed you to join it to a clean and empty bottle. Whiskey filled the rest of the beer container, and spit, glass shards, and paint sealed it as best you could.

The second greatest shard, you took the cardboard box and started shredding to it's component papers, painting and purifying with the booze all the while. Finger-crochet made it into a chain, and soon enough the rod-piece was ensconced in cardboard, paint, glass, and blood. It would need to dry, before it could pretend to work; and it would have two or three uses before the chain snapped and it was back to a hellish normal.

The last of the rod of power, you pulled apart into fiber strands, pushing into the whiskey bottle before you painted it white and glued dirt to the front in a large X. You were ten verses through Amazing Grace, with only three more to go when you finally finished.

"I'm done." You hissed, hands bloody and throat sore.

"It looks like shit." Trissa muttered.

"It'll work." You replied, picking up the beer-ended mace. "Napalm rod, now. Not horribly powerful, but it'll put flames where you need them, and won't burn you. Friends, I don't know."

"And the rest?"

"Protection amulet. No curse or hex can touch you until it breaks, but claws and teeth certainly will. I was trying for the reverse, but it wasn't happening. The bottle is a bomb. Light the fuse with the mace, and it'll blast out fire that'll heal you and hurt them. Save it for an emergency, it only works once."

"Got it." Trissa said. "You can crash in my culvert."

You really didn't remember much after that. Probably because of the blood loss.

///

When you woke up again, the culvert was bare of mysterious hobos named after blimps, and Trissa was staring at you in wonder. "It worked." She muttered. "It really worked."

"Great, well." You muttered. "Got any food?"

"Medicine Boy, I got me nearly a thousand dollars in payout from the hunt last night, and you saved my ass! Of course I'll cover breakfast!"

Ten minutes later we were in a McDonalds, you had a plate of America's perfered form of national suicide in front of me, and Trissa was looking like you were now a cross between her favorite teddy bear and something they'd probably try and teach you about in a few years involving babies. Christ, it was too early for this shit.

"As nice as breakfast is," you muttered past the pancakes and sausage you were stuffing yourself on "I need a permanent income stream. And a house."

"You say that like I was going to drag you along like a personal toy!"

You stared the most venomous stare you could, and Trissa wilted.

"Okay, okay. You need a set of digs, I get it. If you hold still, then I can still come to you for gear. We can do this." Trissa said. "Any opinion on previous tennents of a building?"

"Not really." You said, before getting to work finishing breakfast.

Ten minutes later, you regretted that horribly as Trissa showed you an abandoned motel building. It smelled like shit, has trees growing in the parking lot cracks, and you were honestly not sure why it hadn't been bulldozed as blight years ago.

"So we killed the shit out of the witches coven here last night, and there hasn't been a poltiergiest infection in the last… three years? Thereabouts." She said, gibbering in happiness. "Totally abandoned, and most of the infrastructure is still intact! Just have to turn some valves and flick some breakers, and the parts of the building that are still in good repair will come right to life!"

Sighing, you nodded, and set to work.

///

A week of hard work, and lots of tinned food later, and you had the old shitshow of a motel ready for business. There was the canteen, your shop off the front desk (you'd need a new place for it once you had wares), your room, and most importantly, your workshop.

Please don't mind the lack of progress there. Either way, it's time to get this ball rolling!

/-/-/-
Votes

WHO ARE YOU?
[]: Just a kid, who's mad at the world that took his parents away from him for no good reason.
[]: An artesian, always seeking to make better, create the one true work of art, the magnum opus from whence you could say "it is done" and be satisfied in life.
[]: Someone who knows this is your city, right or wrong. If right, to celebrate; if wrong, then to set right. Now.

WHAT IS YOUR FOCUS?
[] Wands. Magical Girls need firepower, and you can deliver in spades. Allows you to build T3 Wands
[] Trinkets. Transforming and accessing mana is hard for Magical Girls, but you can make the tools to fix that. Allows T3 Trinkets
[] Costumes. Magical Girls need to look bitching, and perception is power. Allows you to make T3 Costumes
[] Bombs. When you absolutely, positively, need a get out of hell free card. Allows you to build T3 Bombs

WHAT IS YOUR BEST FACILITY?
[] The Commissary. You cook, and you cook well. This in turn brings in more transient Magical Girls, and keeps them safer. Increases Magical Girl visitor count by +1 per level, and adds +1 to health of all Magical Girls in area.
[] Lodging. Let's face it, a lot of Magical Girls are homeless. A roof over their head, even one that leaks and has rattling pipes, is a good roof to them. You start with 2 rooms available for lodging Magical Girls in.
[] Merchandise. You're a good tool-maker, and your equipment lasts longer before it breaks down. All products you sell last for an additional 72 hours per Tier of item, and Bombs are automatically doubled.
[] Shop. Magical Girls end up gathering hundreds, thousands, and millions of pieces of magical junk. Adds 1/3 of the Magical Girl's purchase power as a random resource on purchase of items.
 
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WHO ARE YOU?
[X]: Just a kid, who's mad at the world that took his parents away from him for no good reason.

WHAT IS YOUR FOCUS?
[x] Wands. Magical Girls need firepower, and you can deliver in spades. Allows you to build T3 Wands

WHAT IS YOUR BEST FACILITY?
[X] Lodging. Let's face it, a lot of Magical Girls are homeless. A roof over their head, even one that leaks and has rattling pipes, is a good roof to them. You start with 2 rooms available for lodging Magical Girls in.
 
[X]Plan Half-way House for the Mystically Inclined
[X]: Just a kid, who's mad at the world that took his parents away from him for no good reason.

WHAT IS YOUR FOCUS?
[X] Costumes. Magical Girls need to look bitching, and perception is power. Allows you to make T3 Costumes

WHAT IS YOUR BEST FACILITY?
[X] Lodging. Let's face it, a lot of Magical Girls are homeless. A roof over their head, even one that leaks and has rattling pipes, is a good roof to them. You start with 2 rooms available for lodging Magical Girls in.
 
Infopost
WHAT IS THIS

A quest about making sure magical girls exist in a world closer to PreCure than Puela Magica Madoka through you being willing to work your ass off and make sure there's somewhere for them to come home to.

WHAT DO WE DO

We build a motherfucking base, that's what we do.

WHAT ARE TRINKETS?

They're the heart and soul of Magical Girls. Powerful magic, transformations, teamwork attacks, all of that ties to a Trinket. Soul Gems, the Lunar Tiara, Raising Heart- all classic examples of Trinkets.

WHAT ARE WANDS?

The sword and shield of Magical Girls, used for casting magic offensively and defensively. Without this, a Magical Girl is toothless, and can't really go out to get her daily bread.

WHAT ARE COSTUMES?

Costumes are more than just what a Magical Girl wears; they're also a disguise, an armor, and often-times a tool belt of tricks in their own right. From sailor suits to battle ballgowns, these magical garments protect their wearer from harm as the last line of defense before monsters.

WHAT ARE BOMBS?

Bombs are a Magical Girl's last, best hope at getting out of a bad situation. From defusing bullet hells, to reviving or resurecting allies, to serving as a catch-all hammer to finish off a particularly dark evil; bombs are the catch-all item to handle the issue.

OH GOD THERE'S MATH

And I will even write down equations for y'all.
  • Wound Recover Time equals Severity of Injury plus Number of Previous Injuries plus Seven Days. All injury times round up to the nearest week.
  • Item Time until Replacement (by crafting) equals Item Quality times Crafting Roll times the product of Skill Level and Workshop Quality.
All equations are also available in The Spreadsheet.

ARE THERE BACK COPIES OF THE SPREADSHEET

No. The Spreadsheet is the Once and Future King, and is always up to date in back story posts due to the magic of XenoForo 2 Google Sheets Integrations.

IS THE SPREADSHEET EVER WRONG

Yes. Frequently within 48 hours of an update there may be a Glitch in the Spreadsheet in which case The Spreadsheet is not fully up to date yet. This will be rectified if you ping me with the nature of the Glitch in the Spreadsheet. After I manually repair it, The Spreadsheet will be correct now and forever, as it is the Once and Future King.

WHAT ARE THE RESOURCES?

There are six resources, as follows.
  • Mundanes: Normal things, like food, money, and other goods you can acquire on the civil market. These automatically get sold for food to pay for upkeep, or are food and eaten by the Commissary
  • Gubbins: Esoteric mechanical and electrical parts dedicated to building things. Your average computer has at least two Gubbins worth of stuff under the hood, and frequently get used to make things smarter.
  • Spooky Stuff: Trans-dimensional supplies that can be counted on for their ability to warp reality and call on forces from beyond mortal ken. Best handled with care, and a loaded shotgun in case a Slenderman or something tries to steal them back.
  • Witchy Stuff: Esoteric tools and materials needed for occult rituals and acts of magic of both constructive and useful purposes. Eye of Newt and Hen's Teeth are solid examples, and these are taken from the lairs of dead Witches who have inevitably over-reached their powers and been transformed by their dark work.
  • Demon Stuff: Blasphemous and unholy materials cultivated and designed to ensure the maximum suffering and cruelty for the hellspawn rituals they were used to control and derived from. In most cases, these items being consumed doesn't add tags to the item they're consumed on, but rather makes it more effective against that target.
  • Holy Stuff: Materials blessed by the powers of religion, faith, and hope themselves, designed by purpose to drive back the dark and bring forth the light. Tools made from this are some of the most powerful for their tier, but are also often the most tempermental, thought to have minds of their own at times.
  • Misc: The detrious of life as a craftsmen- half finished projects, broken tools and weapons, old McDonalds wrappers, and the assorted junk in your shop you can canabalize in an emergency to get the job done. Work completed with this does not smell perpetually of Big Macs, and do not belive any Magical Girl who tells you this.
OH GOD WE'RE OUT OF MONEY FOR UPKEEP

Random goods can be sold at a 1:1 per week ratio to become Mundanes for purposes of upkeep. Should you run out of Upkeep, facilities will become inactive until you can resume full upkeep payments.

HOW DO SKILLS WORK?

You have four real skills, which are not notorized in The Spreadsheet. These are your skills at making Wands, Trinkets, Costumes, and Bombs. Each skill is separately handled, and advances at it's own rate. While you do not need a skill level to build an item normally, if your workshop is not properly equipped for that item (see Tools on spreadsheet) then you do require Skill equal to the tier of item you're trying to create. Skills normally advance after you research something in the field of which you want to advance, or are given the opportunity to craft a Masterwork Object in that field upon which a success will advance your Skill.

PLAN VOTES?

No, I do not count Plan Votes. Votes are By Category Only. At most, you'll have two vote categories, so don't worry about complex votes. Voting for [Username] is fine, though.
 
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WHO ARE YOU?
[X]: Just a kid, who's mad at the world that took his parents away from him for no good reason.
WHAT IS YOUR FOCUS?
[X] Costumes. Magical Girls need to look bitching, and perception is power. Allows you to make T3 Costumes
WHAT IS YOUR BEST FACILITY?
[X] Lodging. Let's face it, a lot of Magical Girls are homeless. A roof over their head, even one that leaks and has rattling pipes, is a good roof to them. You start with 2 rooms available for lodging Magical Girls in.

As a guess: Wands = offense, Trinkets = useful magic boon, Costumes = Defense, Bombs = Counter-unplanned events.
Eh, doesn't matter too much, we sell the things, the buyer has to figure out what they need.
 
[X] Plan: I cast Magic Molotov!

WHO ARE YOU?
[X] Just a kid, who's mad at the world that took his parents away from him for no good reason.

WHAT IS YOUR FOCUS?
[X] Bombs. When you absolutely, positively, need a get out of hell free card. Allows you to build T3 Bombs

WHAT IS YOUR BEST FACILITY?
[X] Lodging. Let's face it, a lot of Magical Girls are homeless. A roof over their head, even one that leaks and has rattling pipes, is a good roof to them. You start with 2 rooms available for lodging Magical Girls in.

The first choice has a ":" after each option, not sure if that will affect the vote.
 
[]: Someone who knows this is your city, right or wrong. If right, to celebrate; if wrong, then to set right. Now.
[] Lodging. Let's face it, a lot of Magical Girls are homeless. A roof over their head, even one that leaks and has rattling pipes, is a good roof to them.
Sounds good to me.

Not sure about focus, but bombs seem a bit crass.

[X] Someone who knows this is your city, right or wrong. If right, to celebrate; if wrong, then to set right. Now.
[X] Trinkets. Transforming and accessing mana is hard for Magical Girls, but you can make the tools to fix that. Allows T3 Trinkets
[X] Lodging. Let's face it, a lot of Magical Girls are homeless. A roof over their head, even one that leaks and has rattling pipes, is a good roof to them.
Sounds good to me.
 
Now this is intriguing.

[X] Someone who knows this is your city, right or wrong. If right, to celebrate; if wrong, then to set right. Now.

[X] Trinkets. Transforming and accessing mana is hard for Magical Girls, but you can make the tools to fix that. Allows T3 Trinkets

[X] Lodging. Let's face it, a lot of Magical Girls are homeless. A roof over their head, even one that leaks and has rattling pipes, is a good roof to them.
Sounds good to me.
 
BASE BUILDING FUCK YES

[X]: Someone who knows this is your city, right or wrong. If right, to celebrate; if wrong, then to set right. Now.
[X] Trinkets. Transforming and accessing mana is hard for Magical Girls, but you can make the tools to fix that. Allows T3 Trinkets
[X] Lodging. Let's face it, a lot of Magical Girls are homeless. A roof over their head, even one that leaks and has rattling pipes, is a good roof to them. You start with 2 rooms available for lodging Magical Girls in.
 
WHO ARE YOU?
[X]: Just a kid, who's mad at the world that took his parents away from him for no good reason.
WHAT IS YOUR FOCUS?
[X] Costumes. Magical Girls need to look bitching, and perception is power. Allows you to make T3 Costumes
WHAT IS YOUR BEST FACILITY?
[X] Lodging. Let's face it, a lot of Magical Girls are homeless. A roof over their head, even one that leaks and has rattling pipes, is a good roof to them. You start with 2 rooms available for lodging Magical Girls in.
 
[X]: Someone who knows this is your city, right or wrong. If right, to celebrate; if wrong, then to set right. Now.
[X] Trinkets. Transforming and accessing mana is hard for Magical Girls, but you can make the tools to fix that. Allows T3 Trinkets
[X] Lodging. Let's face it, a lot of Magical Girls are homeless. A roof over their head, even one that leaks and has rattling pipes, is a good roof to them. You start with 2 rooms available for lodging Magical Girls in.
 
[X] Someone who knows this is your city, right or wrong. If right, to celebrate; if wrong, then to set right. Now.
[X] Wands. Magical Girls need firepower, and you can deliver in spades. Allows you to build T3 Wands
[X] Shop. Magical Girls end up gathering hundreds, thousands, and millions of pieces of magical junk. Adds 1/3 of the Magical Girl's purchase power as a random resource on purchase of items.
 
[X]: Just a kid, who's mad at the world that took his parents away from him for no good reason.
WHAT IS YOUR FOCUS?
[X] Trinkets. Transforming and accessing mana is hard for Magical Girls, but you can make the tools to fix that. Allows T3 Trinkets
WHAT IS YOUR BEST FACILITY?
[X] Lodging. Let's face it, a lot of Magical Girls are homeless. A roof over their head, even one that leaks and has rattling pipes, is a good roof to them. You start with 2 rooms available for lodging Magical Girls in.
 
WHO ARE YOU?
[X]: Just a kid, who's mad at the world that took his parents away from him for no good reason.

WHAT IS YOUR FOCUS?
[x] Wands. Magical Girls need firepower, and you can deliver in spades. Allows you to build T3 Wands

WHAT IS YOUR BEST FACILITY?
[X] Lodging. Let's face it, a lot of Magical Girls are homeless. A roof over their head, even one that leaks and has rattling pipes, is a good roof to them. You start with 2 rooms available for lodging Magical Girls in.
 
WHO ARE YOU?
[X]: Just a kid, who's mad at the world that took his parents away from him for no good reason.

WHAT IS YOUR FOCUS?
[X] Trinkets. Transforming and accessing mana is hard for Magical Girls, but you can make the tools to fix that. Allows T3 Trinkets

WHAT IS YOUR BEST FACILITY?
[X] Merchandise. You're a good tool-maker, and your equipment lasts longer before it breaks down. All products you sell last for an additional 72 hours per Tier of item, and Bombs are automatically doubled.
 
WHO ARE YOU?
[X]: An artesian, always seeking to make better, create the one true work of art, the magnum opus from whence you could say "it is done" and be satisfied in life.

WHAT IS YOUR FOCUS?
[X] Lodging. Let's face it, a lot of Magical Girls are homeless. A roof over their head, even one that leaks and has rattling pipes, is a good roof to them. You start with 2 rooms available for lodging Magical Girls in.

WHAT IS YOUR BEST FACILITY?
[X] Costumes. Magical Girls need to look bitching, and perception is power. Allows you to make T3 Costumes
 
WHO ARE YOU?
[X]: Just a kid, who's mad at the world that took his parents away from him for no good reason.

WHAT IS YOUR FOCUS?
[x] Wands. Magical Girls need firepower, and you can deliver in spades. Allows you to build T3 Wands

WHAT IS YOUR BEST FACILITY?
[X] Lodging. Let's face it, a lot of Magical Girls are homeless. A roof over their head, even one that leaks and has rattling pipes, is a good roof to them. You start with 2 rooms available for lodging Magical Girls in.

Firepower and a bed all a MG really need!
 
Can we pick up the other facility options later?

Yes, but no. You can get the same effects later on down the line, but they come from building the correct rooms to get benefits. Rooms expansion happens every 4 weeks.

Not sure about focus, but bombs seem a bit crass.

Bombs cover everything consumable; from what you'd consider to be a Health or Mana potion, to hand grenades, to signal beacons and battery packs. Nothing crude about them.

The first choice has a ":" after each option, not sure if that will affect the vote.

It will not.
 
WHO ARE YOU?
[X]: Just a kid, who's mad at the world that took his parents away from him for no good reason.

WHAT IS YOUR FOCUS?
[X] Costumes. Magical Girls need to look bitching, and perception is power. Allows you to make T3 Costumes

WHAT IS YOUR BEST FACILITY?
[X] Lodging. Let's face it, a lot of Magical Girls are homeless. A roof over their head, even one that leaks and has rattling pipes, is a good roof to them. You start with 2 rooms available for lodging Magical Girls in.
 
[X]: Just a kid, who's mad at the world that took his parents away from him for no good reason.

What ambition? Survival comes first.

[] Costumes. Magical Girls need to look bitching, and perception is power. Allows you to make T3 Costumes

Perception is power... and durability. The better it looks, the less likely it is to allow a weapon through.

[X] The Commissary. You cook, and you cook well. This in turn brings in more transient Magical Girls, and keeps them safer. Increases Magical Girl visitor count by +1 per level, and adds +1 to health of all Magical Girls in area.

You are what you eat.

[X] Trinkets. Transforming and accessing mana is hard for Magical Girls, but you can make the tools to fix that. Allows T3 Trinkets
 
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[X] Someone who knows this is your city, right or wrong. If right, to celebrate; if wrong, then to set right. Now.
[X] Trinkets. Transforming and accessing mana is hard for Magical Girls, but you can make the tools to fix that. Allows T3 Trinkets
[X] Merchandise. You're a good tool-maker, and your equipment lasts longer before it breaks down. All products you sell last for an additional 72 hours per Tier of item, and Bombs are automatically doubled.
 
Bauble, bubble, or both?
....he's a well?
The white one had been the worst, offering you a wish to become a magical girl.
KILL THE LITTLE SHIT WITH FIRE


[X]: Someone who knows this is your city, right or wrong. If right, to celebrate; if wrong, then to set right. Now.

[X] Wands. Magical Girls need firepower, and you can deliver in spades. Allows you to build T3 Wands

[X] The Commissary. You cook, and you cook well. This in turn brings in more transient Magical Girls, and keeps them safer. Increases Magical Girl visitor count by +1 per level, and adds +1 to health of all Magical Girls in area.
 
[X]: Someone who knows this is your city, right or wrong. If right, to celebrate; if wrong, then to set right. Now.
[X] Wands. Magical Girls need firepower, and you can deliver in spades. Allows you to build T3 Wands
[X] Lodging. Let's face it, a lot of Magical Girls are homeless. A roof over their head, even one that leaks and has rattling pipes, is a good roof to them. You start with 2 rooms available for lodging Magical Girls in.
 
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