Magical Girl Home Base Quest

[X] Keep her in a cleared-out room: she's not inherently a bad person, and the artifact shrapnel in her could lead to some interesting research possibilities.
[X] Wand
-[X] Level 2
 
Hmm.

I don't want to kill her. She got shanghaied into hazardous duty and managed to keep medicine boy and herself fairly safe. And I'd rather our character have an aversion to killing. Plus we aren't set up to store or dispose of suspicious corpses.
I don't want to keep her around. Alchemists are hostile to clients, nay, to humans in general, and harbor some astoundingly horrible people. She's unlikely to try anything while outnumbered, but could do a lot of damage really fast if she senses an opportunity.

Which leaves letting her leave. Also a bad idea, perhaps permit her to leave sight of the building and tell the local MGs that if any of them have a reason to handle her now's the time?

[X] Throw her out: her work here is done, and quite frankly a lot of the girls here have a professional interest in killing her. Their respect for you only goes so far.
[X] Wand
-[X] Level 1

Because Level 1 is cheaper and our workshop can support it.
 
Okay, so the board is diagnostic only." You muttered. "I'll have to change this manually. Hand me some chopsticks."

I should probably have been concerned that at some point Jocelyn had managed to ditch her hand and arm manacles, but the neck one held firm by dint of the fact I had rebuilt the lock.

"Chopsticks." She said, handing them over. Spitting on the ends, you reached in, feeling the heat of the sword as the curses resisted their undoing. The last curse had been undone, thankfully, but the madness was still in there going strong
It needs to be sharp…"

Our thoughts hit the same point at the same time. "Glass!"

Rumaging through your drawers for a whiskey bottle, you chucked it in Oven 2 for a minute while you found a string and some vinegar. Once it was warm and in a pan, you put on some thermal gloves with the correct missing fingers and snapped the neck off cleanly, before subdividing the bottle in four. A few minutes of flintknapping later, and you had a workable knife tha
The middle paragraph of these quotes has a tense change away from the usual quest second person.

Also @7734 some things I noticed in the spreadsheet:
-Spooky Sword not included in shop inventory
-Wand skill listed at 1, yet people are apparently able to vote for T2 wands. I take it the skill spreadsheet is outdated.

Outside of error-catching, It's worth noting our magical girl equipment stock.
There are four girls whose supply statuses know. Of them, two are missing wands (Calypso and Sofia), three are missing trinkets (Eowyn, Trompdoy, and Sofia), and two are missing costumes (Eowyn and Calypso).

By next turn, however, both Eowyn and Sofia will be SoL for equipment, having none of any of the equipment types. Eowyn will lose her wand, and Sofia will lose her costume.

All but Trompdoy are missing two pieces of equipment, and the least available type is trinkets. I'd argue that as far as kit is concerned, our priorities should be on trinkets this turn. Since we're facing something of an equipment shortage, we should focus on what's most able to fill in for other equipment, and that's probably trinkets. They are, after all, basically fancy tools, and it's a lot easier to use a wrench as a bludgeon than it is to use a club to tighten bolts. The least critical item to me is costumes, since there's a demonstrated external source of those, in costume seeds. It's a shit solution, but for lack of good choices we must take the least bad one.

[X] Trinket
-[X] Level 3

As for Jocelyn, I feel we should probably at least have a go at reform. Throwing her out would only result in alchemists knowing more about us, and we can't afford that. We could just kill her, which isn't unviable, but is a dick move and a half.

[X] Keep her in a cleared-out room: she's not inherently a bad person, and the artifact shrapnel in her could lead to some interesting research
 
[X] Keep her in a cleared-out room: she's not inherently a bad person, and the artifact shrapnel in her could lead to some interesting research possibilities.

[X] Trinket
-[X] Level 3

I'm voting for the trinket because I want to give it to Trompdoy so she stops almost dying.
 
[X] Keep her in a cleared-out room: she's not inherently a bad person, and the artifact shrapnel in her could lead to some interesting research possibilities.

[X] Trinket
-[X] Level 3
 
[X] Keep her in a cleared-out room: she's not inherently a bad person, and the artifact shrapnel in her could lead to some interesting research possibilities.

[X] Trinket
-[X] Level 3

I have a bad feeling about this, but it seems like the most reasonable course of action.
 
[x] Keep her in a cleared-out room: she's not inherently a bad person, and the artifact shrapnel in her could lead to some interesting research possibilities.

Competent-ish lab assistant? Yes pls.
 
[X] Keep her in a cleared-out room: she's not inherently a bad person, and the artifact shrapnel in her could lead to some interesting research possibilities.

She's been officially promoted to "apprentice mad artificer". Also the girls went to the trouble of stealing her, might as well put her to work.

[X] Wand
-[X] Level 2
 
[X] Keep her in a cleared-out room: she's not inherently a bad person, and the artifact shrapnel in her could lead to some interesting research possibilities.
[X] Wand
-[X] Level 2

Don't want the potential bad juju involved with killing her whilst she's got three cursed fragments in her chest (which just so happens to correspond to one fragment per curse) as that sounds like something that'll go badly wrong and potentially even release the curses to spread/drift around the neighbourhood. That said, no way in hell can we let her go with them stuck in her.
 
[X] Keep her in a cleared-out room: she's not inherently a bad person, and the artifact shrapnel in her could lead to some interesting research possibilities.

[X] Trinket
-[X] Level 3
 
[x] Keep her in a cleared-out room: she's not inherently a bad person, and the artifact shrapnel in her could lead to some interesting research possibilities.

[x] Trinket
-[x] Level 3
 
I should probably have been concerned that at some point Jocelyn had managed to ditch her hand and arm manacles, but the neck one held firm by dint of the fact I had rebuilt the lock.
> be in your laboratory.
> enemy in the room, inadequately chained up
> start doing mad engineering
> slapdash technology that works even though it really shouldn't
> rapidly building enthusiasm
> enemy joins in, as if compelled

... Are we a Spark?
 
Didn't we get a thing that's let us get three trinkets every time we craft something in specific or did I misunderstand that perk?
 
[X] Keep her in a cleared-out room: she's not inherently a bad person, and the artifact shrapnel in her could lead to some interesting research possibilities.

Didn't we get a thing that's let us get three trinkets every time we craft something in specific or did I misunderstand that perk?

The QM said that researching the sword would not give us the three bombs

I'll fix the sheet later since I can't ATM, but no, a reaserch action doesn't count for bombs. You make a lot of odds and bobs when you're reaching something, especially something pricky like curse breaking.
 
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The best way to win a fight is to get the other guy first, all else is supplementary. Everyone having decent wands should come before the extras a trinket brings. A trinket can do a lot of things, but it's not a dedicated tool. My priorities go Wand > Trinket > Costume. I'll probably move Costumes up the scale once they're higher tier too.
 
[X] Keep her in a cleared-out room: she's not inherently a bad person, and the artifact shrapnel in her could lead to some interesting research possibilities.
[X] Wand
-[X] Level 2

Let's not kill her, she sounds like a wonderful source of conflict.
 
[X] Keep her in a cleared-out room: she's not inherently a bad person, and the artifact shrapnel in her could lead to some interesting research possibilities.
[X] Wand
-[X] Level 2

She did mention that most Alchemists can't even create Artifacts on their own, simply copying off on a master Artifact for most of their gear. With the note on her "not being an inherently bad person", I have the feeling Alchemists are more in line to Nasuverse Magi than fantasy Necromancers, viewing humanity as resources or obstacles instead of any real malice (X Potion needs 27 fingerbones vs. Die Human Muahahahaha).

Bribing Magi with Knowledge, or the potential for Knowledge, in the way to go.

Also sod it if we're going to let a Curse-Tainted body (alive or dead) leave the premises without cremating it, which we probably can't do very thoroughly with our current facilities.

Not chancing magic zombies in the neighbourhood, no way.
 
[X] Keep her in a cleared-out room: she's not inherently a bad person, and the artifact shrapnel in her could lead to some interesting research possibilities.
 
You can now. On my back of napkin noted table for the roll...
<5; flubs, takes another turn.
5-6: passes, kills mooglet
7-8: passes, kills mooglet, get Wand skill up
9: passes, mains mooglet, get Costume skill
10: passes, safe mooglet, get Costume skill, get Wand skill up

Why are you so killmurder happy? Did an alchemist kick your dog?

[X] Keep her in a cleared-out room: she's not inherently a bad person, and the artifact shrapnel in her could lead to some interesting research possibilities.
[X] Trinket
-[X] Level 3
Soon, the girls departed, and you pet your new cat carefully.

"Well, you won't cause me any trouble at all now, will you?"

"Mjau."

So for some reason our IKEA chair came with a Swedish cat. Weird.
 
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[X] Keep her in a cleared-out room: she's not inherently a bad person, and the artifact shrapnel in her could lead to some interesting research possibilities.

[X] Trinket
-[X] Level 3
 
[X] Throw her out: her work here is done, and quite frankly a lot of the girls here have a professional interest in killing her. Their respect for you only goes so far.
[X] Wand
-[X] Level 2

If we knew that Eowyn was getting the Level 3 wand, then I'd vote for a Level 3 trinket for Trompdoy. Since we don't know, I want to make sure that Eowyn can buy some firepower once her current wand breaks.

I thought that the alchemist was turned into the MC's new cat at first. Where did the cat come from?
 
[X] Keep her in a cleared-out room: she's not inherently a bad person, and the artifact shrapnel in her could lead to some interesting research possibilities.

[X] Trinket
-[X] Level 3

She is absolutely an inherently bad person, but the laboratory scene was too good to want to pass up on.

I'm going for Trinket Level 3 because larger numbers are always better and we still have lots of girls without them.
 
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