Magical Girl Home Base Quest

and I think we need at least one Gubbin for anything we craft (other than bombs?).
This is incorrect information.

Magical Girl Tools are built at a rate of one per turn, and for each level of quality you build require an additional resource to make. A Level 1 item only needs one type, Level 2 needs two types, continuing to Level 7, at which point you must have completed workshop upgrades to reach higher levels of craftsmanship.
You need 1 each of X types of resources, where X is the level of the item you are making. Gubbins are just a type of resource that can be used, but it's perfectly possible to just use the other kinds of resources instead.
 
[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
 
[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
 
Joking aside, considering the whole premise of this game is "Drag a setting marginally darker than Madoka Magica up to Pretty Cure levels of noblebright", it's probably not the wrong idea to show mercy and set the example.

(The catch about her injuries matching the number of curses, and the fact that the only option that didn't result in her getting maimed or killed was the best possible result is telling. She was--narratively speaking--a human sacrifice to slay a curse--and she didn't die, it's just as even odds she's a nascent Magical Girl at this point as she a lab assistant, and either is something we want to hold on to because the Action Economy is a bitch)
 
Yeah, I will be honest I wanted her either dead or gone...but only surviving on a 9-10 where the 9 still would have maimed her tells me that she has more potential than that. So I decided to abstain from the vote, hoping for the best.

Also while I agree with the alternating Trinket-Wand idea, I wonder when we will try for Costumes instead? Maybe when we get a request or something. Or We actually catch up enough that our girls are equipped enough.
 
Last edited:
Joking aside, considering the whole premise of this game is "Drag a setting marginally darker than Madoka Magica up to Pretty Cure levels of noblebright", it's probably not the wrong idea to show mercy and set the example.

(The catch about her injuries matching the number of curses, and the fact that the only option that didn't result in her getting maimed or killed was the best possible result is telling. She was--narratively speaking--a human sacrifice to slay a curse--and she didn't die, it's just as even odds she's a nascent Magical Girl at this point as she a lab assistant, and either is something we want to hold on to because the Action Economy is a bitch)
My money's on her having done the deed to awaken as a Dark Magical Girl empowered by curses. She got Tony Starked with shards of a curse meant to murder a country and she's still alive, she's some kind of supermagicscience girl.

Clearly the next step is to hand her a box of scraps and make a Dark Reactor.
 
My money's on her having done the deed to awaken as a Dark Magical Girl empowered by curses. She got Tony Starked with shards of a curse meant to murder a country and she's still alive, she's some kind of supermagicscience girl.

Clearly the next step is to hand her a box of scraps and make a Dark Reactor.
I mean

That just means she needs to clean the fourth floor for Medicine Boy, dont it?
 
I mean

That just means she needs to clean the fourth floor for Medicine Boy, dont it?

Excuse me, it's floor double-two thank you

We don't truck with those unlucky numbers, look what happened the last time someone saw it crop up?

(It caused a super cursed sword to blow up)

If we were't so careful about when it comes up, we might not have noticed in time to give the duck and cover order that protecced our precious mooglet!
 
Last edited:
I mean if she does turn into a Magical Girl, dark or not, I would think the obvious thing to do is to get Homer to clean up a room and start charging rent.
Also while I agree with the alternating Trinket-Wand idea, I wonder when we will try for Costumes instead? Maybe when we get a request or something. Or We actually catch up enough that our girls are equipped enough.
Requests should take priority over other magical creations. So if someone askes for a costume and we've got nothing else on the dock, then she gets a costume. For a fee.
 
I think the point is that Medicine Boy isn't really ANY good at direct applied combat magic or the like. If he encounters hostiles attacking a gun-equivalent only means they need to use more force to take him down, rather than disregard him for the actual combatants.

If he's making tools for personal combat it should be Bombs. Nothing else is going to matter to something willing to assault a building full of magical girls.
 
[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

I gotta admit the back and forth about how to make the best use of the limited action economy with very little practical information to work off of is really fascinating to read through.

And the Setting oh ho ho ho ho~ clearly some love has gone into this one.
 
I gotta admit the back and forth about how to make the best use of the limited action economy with very little practical information to work off of is really fascinating to read through.

I mean, that's why I did it. You see all these massive plan quests and it's like... why. You're giving the paperclip maximizers too much to do there. Sure, some merit the complexity, but most of the time your simulation needs are just as well met by one option, and you throw the rest of the mess in the garbage. So far, it seems to be working.
 
While I'm thinking on it, @7734 could we start researching our mooglet's, ah magical shrapnel this turn, or do we need to vote to keep her around first? I get the feeling that it's sorta time sensitive.
 
While I'm thinking on it, @7734 could we start researching our mooglet's, ah magical shrapnel this turn, or do we need to vote to keep her around first? I get the feeling that it's sorta time sensitive.

You don't even know if you're going to keep her yet, much less dump the literal two weeks of work you'd need to develop an actual no shit MRI machine that spits data out for you to cobble together into an eight bit display where each pixel is a lightbulb you fogged the glass on top of before you account the time Homer has to reaserch and analyze this shit so you don't strap Joselyn in, push through her PTSD about being strapped to boards by strange dudes, and then run this clunker to go "yep. That's a shrapnel."

Tl;dr- no.
 
While I'm thinking on it, @7734 could we start researching our mooglet's, ah magical shrapnel this turn, or do we need to vote to keep her around first? I get the feeling that it's sorta time sensitive.

I think it's more that it's just going to be justification for whatever happens.

She survived almost unscathed from almost accidentally being a ritual sacrifice to trick three terribly powerful curses into neutering themselves, and suffered one shallow wound for each curse destroyed and still bears the fragments within them.

She basically graduated from 'Rando victim' to "Notable" in that sense. We're deciding if we're willing to invest in the development of that 'Notable' for better or worse (And since a core conceit of this game is dragging the genre scale from Pitchdark to Rainbowshine, it's unlikely that this is hopeless), if we're willing to delegate that to fate, or if we're going to crush that 'Notability' in the crib and accept the consequences of doing so.

Personally, one of the things I noted in the first bit is that something about how Magical Girls are forced to fight neuters their magic in some fundamental way, gives them great fighting potential but ensures that the things they do can never last, and that Medicine Boy never having turned his craft to direct battle is important because it means that he a capacity to build that most MGs don't.

So Mooglet here Might be a Magical Girl, or she might become one if we throw her out, but investing in her might also mean that she goes down the Support Tree as well, and we can sure as hell use more assistants with the everloving torrent of entropy we've got to hack our way through.

Like, even if her specialty just ends up being something like "Curse Eating", that's a potential gamechanger given how many assholes seem to love spitting curses out because 'hey it's free real estate and the costs aren't bad given our goals and intentions'
 
Last edited:
I mean if she does turn into a Magical Girl, dark or not, I would think the obvious thing to do is to get Homer to clean up a room and start charging rent.

Requests should take priority over other magical creations. So if someone askes for a costume and we've got nothing else on the dock, then she gets a costume. For a fee.


Frankly I think there's going to be an argument for setting up our reoccurring E.R patient with a level 2 costume the first time nothing's on fire even if she doesn't ask.

Because I think we're all kinda tired of having to put her back together.

The catch about her injuries matching the number of curses, and the fact that the only option that didn't result in her getting maimed or killed was the best possible result is telling. She was--narratively speaking--a human sacrifice to slay a curse--and she didn't die

There's another reason to not kill Joselyn. I'm really suspicious that it would end up strengthening the curse imbedded in her now and kick things off worse.

Putting aside the idea of her being a good person or not, abducted from bed to be used as sacrifice - survived only to be killed anyways, especially with our MC probably not being able to follow her request of putting her name on a gravestone...

Yeah I think that would combine quite nicely with the three components of the curse.

And letting her go leaves her with the curse components or one of the girls kills her. Actually I'd expect them to. Which is nouvh better.

And frankly I really really like the idea of our budding adventure's guild having a hodgepodge of expertise from different factions fueling the defenses
 
The problem with using that formula is that somehow Trompdoy's wand had a durability of 12 weeks even though it was Level 1, the roll was 4, and the workshop hadn't been improved yet. That's why I can't figure out how long anything we make is supposed to last.
That is weird since we were explicitly given a 4 week lifespan for that Wand and I can't find anything explaining the difference in performance. Maybe Trompdoy has some secret ability, or is just particularly careful, that lets her extend the useful life of her tools?
 
[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 1
 
[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.

No casual murder.
 
Back
Top