Magical Girl Home Base Quest

I think the sword and the mystery box are the best choices - sword gets us a guaranteed strong wand, the mystery box has a 25% chance of becoming a tier 5 trinket. It's a gamble, but if it succeeds then time for fun.

I want to upgrade our workshop. We really need to start working towards increased build speed, and this is the way to start on that.

Taking in Mistletoe doesn't get us squat, but we actually are doing decent on resources right now, so we don't strictly speaking need her to be able to pay up.

[x] Cursed Sword (Will result in a T3 Wand after spending a turn to Research)
[X] Yes (Gets Sophia the Mistletoe, a new Magical Girl. May not be able to make rent.)
[X] No, you want to improve your workshop instead.
 
As an aside, it seems like Homer does give us effectively an extra action each turn, but the action chosen is random (rather, not under our control). Last turn he built a Bomb, this turn he added to the building.
 
[X] Cursed Sword (Will result in a T3 Wand after spending a turn to Research)
[X] Yes (Gets Sophia the Mistletoe, a new Magical Girl. May not be able to make rent.)
[X] No, you want to improve your workshop instead.

Cursed Sword I think, it's a guaranteed T3 Wand, that's a big fucking deal especially since we've got a complete newb here who needs good kit if they're going to stay a cinnamon roll.

More importantly. "25% chance for a T5 Trinket, 50% chance for Demonic Stuff". Which implies there's a 25% chance that something else happens.

I don't feel like playing with forces we don't understand when we can bully a cursed sword and turn it into a useful hound.
 
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[x] Cursed Sword (Will result in a T3 Wand after spending a turn to Research)


[X] Yes (Gets Sophia the Mistletoe, a new Magical Girl. May not be able to make rent.)
 
[X] Strange Red Stone, 5x Mundanes (Will result in ???, which will have 25% odds per item of becoming ??? or a T5 Trinket and 50% odds of becoming 10x Demonic Stuff after spending a turn to Research)
[X] Yes (Gets Sophia the Mistletoe, a new Magical Girl. May not be able to make rent.)
[X] No, you want to improve your workshop instead.

Worst case scenario we can have Sophia pay in labor, those rooms wont clean themselves you know.
 
While it shouldn't be this turn, since she is still healing and won't get any use out of it, we should definitely make Trompdoy a costume. Seriously she was injured in Week 2 and now again in Week 5. She has some pretty terrible luck.

Alternatively if we could direct our crafting then she did request a new illusion amulet:
"I'd like a new illusion amulet too." Trompdoy mentioned helpfully.
which might suggest the reason she keeps getting injured is she is an illusion spec who used to rely on her illusions to keep from getting hit. Still a solid defensive costume is probably the more reliable bet.
 
One thing we are not at the moment is hurting for money, either literally or generally in the form of Stuff. We should try to pick up something not Mundane or Witchy so we can build more Tier 3 stuff when we get the opportunity though.
 
Incidentally, how much of a difference did the T3 Trinket make in that clusterfuck?

Big one. Calypso basically solo'd the perimeter defense line, so the first thing the alchemists saw was Eowyn conducting a Mounted Dynamic Entry on her noble steed.

Sofia doesn't actually need one, and Calypso seems to be able to get good use out of her trinket.

I mean there's only four buttons. It's basically idiotproof.

I played around with BBcode, so here's what the Spreadsheet looks like at this point in time. If I feel like it, I'll keep updating it after each update so future readers can see what it looks like at the time of the update.

I do not plan on transitioning to this system at any point in the future.
I think the confusion about whether we're guaranteed to get a trinket that can kill is based on two things (though I might have missed a quote somewhere).


@7734, does that first quote mean that all trinkets can kill, or does it mean that there's a wide variety in what trinkets can do while wands are limited? The second quote is the trinket the MC made for Trissa, and it couldn't be used to kill anyone directly.

Trinkets can produce lethal effects that may be weaponized. The difficulty can sometimes be finding a way to do harm with the effects of the trinket.
Worst case scenario we can have Sophia pay in labor, those rooms wont clean themselves you know.

Reminder you've also got Calypso doing that at a rate of one room a week.
 
More importantly. "25% chance for a T5 Trinket, 50% chance for Demonic Stuff". Which implies there's a 25% chance that something else happens.
That is pretty clearly how it reads to me:
Will result in ???, which will have 25% odds per item of becoming ??? or a T5 Trinket and 50% odds of becoming 10x Demonic Stuff
each item, which implies more then one item and roll here, has a 25% chance of ???, 25% chance of T5 Trinket, and a 50% chance of becoming 10x Demonic Stuff.

Given the 50% shot of Demonic Stuff odds are decent the ??? is probably bad. Likely summoning/becoming a demon bad.
 
Big one. Calypso basically solo'd the perimeter defense line, so the first thing the alchemists saw was Eowyn conducting a Mounted Dynamic Entry on her noble steed.

And it was that bad even with the nastiest line of defense neutralized. Holy shit, it would have been a TPK otherwise, huh?
 
[X] Cursed Sword (Will result in a T3 Wand after spending a turn to Research)
[X] Yes (Gets Sophia the Mistletoe, a new Magical Girl. May not be able to make rent.)
[X] No, you want to improve your workshop instead.

Yeaaah. I don't care for gambling with the dice when the chance we'll get something good out of it is not guaranteed and the chance it might make things worse is likely. Mystery boxes can be fun sometimes,but not now.
 
[X] Cursed Sword (Will result in a T3 Wand after spending a turn to Research)
[X] Yes (Gets Sophia the Mistletoe, a new Magical Girl. May not be able to make rent.)
[X] No, you want to improve your workshop instead.
 
[x] No, you want to improve your workshop instead.

Can't we make multiple items in one turn with an improved workshop?

Also, Homer will make something if we're not making something, right? I think?
 
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And it was that bad even with the nastiest line of defense neutralized. Holy shit, it would have been a TPK otherwise, huh?

Not really. Eowyn isn't just "The Rider" because of her Skill- she's also reasonably well versed in cavalry tactics. If they'd had a lot of trouble on the Alchemist's main line of resistance, the strike would have skirmished on the edges of their territory and turned into a raiding effort. Draw something or someone out with illusions, and bludgeon the shit out of it seperate of the body of the enemy force. Because Calypso gave them the opening, though, the mission scope was expanded and from there (with merc support) the decision was made to go whole hog on the target. Once they had the inside of the Alchemist's base, that diffused most of the fixed defenses (Alchemists love fixed defenses like sailors love booze) and from there the only real dangers were the odd Homonuculi and the booby-traps on the armory, which is what roasted the shit out of Trompdoy.

Can't we make multiple items in one turn with an improved workshop?

No.

which might suggest the reason she keeps getting injured is she is an illusion spec who used to rely on her illusions to keep from getting hit. Still a solid defensive costume is probably the more reliable bet.

She keeps getting injured because she's not an awesome offensive magical girl and she's got no defensive gear who keeps chewing on nat ones. Get her a costume or a trinket, and she'll stop coming back a few pounds lighter than how she left.
 
So, going for the tier 3 trinket was absolutely the right choice last turn. The one we made enhances everything a MG does, it's basically an Exalted Excellency that applies to everything. Then there's danger sense, shielding, and a once-per-week super move. Also holy shit the durability counter on that thing is 90 weeks.

I thought we might be taking advantage of Calypso's desperation for gear when I first read the update, but no it turns out several months of part-time work and 20 witchy stuff is perfectly valid given what she's getting.

And with new information from the QM, we should make another trinket soon-ish. Girls need to not have holes in them.
 
Not really. Eowyn isn't just "The Rider" because of her Skill- she's also reasonably well versed in cavalry tactics. If they'd had a lot of trouble on the Alchemist's main line of resistance, the strike would have skirmished on the edges of their territory and turned into a raiding effort. Draw something or someone out with illusions, and bludgeon the shit out of it seperate of the body of the enemy force. Because Calypso gave them the opening, though, the mission scope was expanded and from there (with merc support) the decision was made to go whole hog on the target. Once they had the inside of the Alchemist's base, that diffused most of the fixed defenses (Alchemists love fixed defenses like sailors love booze) and from there the only real dangers were the odd Homonuculi and the booby-traps on the armory, which is what roasted the shit out of Trompdoy.



No.



She keeps getting injured because she's not an awesome offensive magical girl and she's got no defensive gear who keeps chewing on nat ones. Get her a costume or a trinket, and she'll stop coming back a few pounds lighter than how she left.

Huh, so what you're saying is that Calypso roflstomping the exterior meant that they expanded it from a "Spike their wheels" into the 'Root and branch' that they described?

So, going for the tier 3 trinket was absolutely the right choice last turn. The one we made enhances everything a MG does, it's basically an Exalted Excellency that applies to everything. Then there's danger sense, shielding, and a once-per-week super move. Also holy shit the durability counter on that thing is 90 weeks.

I thought we might be taking advantage of Calypso's desperation for gear, but no it turns out several months of part-time work and 20 witchy stuff is perfectly valid given what she's getting.

And with new information from the QM, we should make another trinket soon-ish. Girls need to not have holes in them.

Costumes are the "Don't die" item, Trinkets are the generalized "Be Better" devices that the quality ones include powerful utilities, but don't excel in any one field usually.

Generally speaking, the most important pieces of gear an MG can have is a Costume and a Wand--in the sense that having that baseline of offensive and defensive power is critical. A Trinket is a luxury--but as we saw, a good Trinket on a veteran MG is a fucking apocalypse in a can--it's a force multiplier, and if the baseline is already adequate, it'll push them over the top.
 
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All stats buff. Danger sense. Shields. Time stop. 90 weeks of durability.
Not surprised she was drooling.

Also now very curious to see what a T5 item looks like. I'm picturing Noble Phantasms as a ballpark.


[X] Cursed Sword (Will result in a T3 Wand after spending a turn to Research)
[X] No, you want to research an item instead.
[X] Yes (Gets Sophia the Mistletoe, a new Magical Girl. May not be able to make rent.)

In order:
Wands are top priority. Mystery boxes are to be avoided whenever possible.
Wand and possibly a buff to our wand making.
She is a two week old noob. We can spare a month for her to learn the trade.
 
[X] Strange Red Stone, 5x Mundanes (Will result in ???, which will have 25% odds per item of becoming ??? or a T5 Trinket and 50% odds of becoming 10x Demonic Stuff after spending a turn to Research)
[X] Wand
-[X] Level 1
[X] Yes (Gets Sophia the Mistletoe, a new Magical Girl. May not be able to make rent.)
 
[X] Cursed Sword (Will result in a T3 Wand after spending a turn to Research)
[X] No, you want to research an item instead.
[X] Yes (Gets Sophia the Mistletoe, a new Magical Girl. May not be able to make rent.)
 
'Tis a damn tough life, full of toil and strife, we crafter-men must go." you sang, pulling out a basin of holy water and a paintbrush. Flicking the water over it, the devilish insignia and knowledge spat and burned as the outside of the paper became hostile, mirroring their work into the rebar. "And we don't give a damn when the day is done, how hard the fires did blow."
A tweaked version of Old Maui. Wonderful old sea shanty.
"Will tomorrow ever come? Will I make it through the night?" you sang, smiling as the stone took shape and luster under your cloth. "Will there ever be a place for the broken in the light?"
Bad Apple, the English remix of a Japanese remix of a Touhou song. Also vey good.
"Friday night we're going after the Alchemists. Goodyear managed to get us in contact with a team of mixed magical girls and mercs, and we kicked in enough to get them to run LZ security for the job."
So there are mundanes mixed up in the magical business. Good to know.
'This' turned out to be a little red stone thrumming with power, which your own machinations told you fuckall about as you stared at it with the sort of piercing gaze known to start drills and send people scattering.
This is a Philosopher's Stone. If it grants immortality, turns lead to gold or is made of souls I don't know, but it's 100% a Philosopher's Stone.

[X] Cursed Sword (Will result in a T3 Wand after spending a turn to Research)

Yes, god yes. We need more weapons.

[X] Yes (Gets Sophia the Mistletoe, a new Magical Girl. May not be able to make rent.)

Having her pay in work would honestly be better then cash or materials right now.

[X] No, you want to improve your workshop instead.

I've been convinced by arguements in the line of our action economy.
 
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[X] Cursed Sword (Will result in a T3 Wand after spending a turn to Research)

[X] Yes (Gets Sophia the Mistletoe, a new Magical Girl. May not be able to make rent.)

[X] No, you want to improve your workshop instead.
 
[X] Cursed Sword (Will result in a T3 Wand after spending a turn to Research)
[X] Yes (Gets Sophia the Mistletoe, a new Magical Girl. May not be able to make rent.)
[X] No, you want to work on your building instead
 
[X] Cursed Sword (Will result in a T3 Wand after spending a turn to Research)
[X] No, you want to research an item instead.
[X] Yes (Gets Sophia the Mistletoe, a new Magical Girl. May not be able to make rent.)
 
Man. Reading more and more of this world, its pretty damn crapshoot with cults, demons, witches, and various other nasties barely being kept in check if at all by various scattered, fractious magical girls and supporters with no coordination. A outright shadow war magical insurgency/counter-insurgency is boiling under the surface.

A few missteps and this setting could totter over in a slow motion apocalypse.

[X] Cursed Sword (Will result in a T3 Wand after spending a turn to Research)
[X] Yes (Gets Sophia the Mistletoe, a new Magical Girl. May not be able to make rent.)
[X] No, you want to improve your workshop instead.
 
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