Magical Girl Home Base Quest

[X] No, you want to work on your building instead
[X] Trompdoy & Eowyn (4 Gubbins, 12 Spooky, 2 Demonic)
[X] Yes
 
[X] No, you want to work on your building instead
[X] Elise (16x Gubbins, 1x Major Item)
[X] Yes

@7734 am i reading the sheet right that we have open space for 2 more lodgers by floor layout and 1 more by summary on the sheet (there are two rooms with v that are empty on the first floor, but the sheet says 1 open).
 
Probably. Or the magical girls present aren't a high enough 'level' yet to use it or something.

Also. Very interesting. Seems like the first ripples of what we are doing have been seen by the other. Pretty interesting that a entire coven of witches think there's too much heat in the area and are bugging out. And are offering effectively weregild to do so.

So, food for thought: do we even want to give them peace? Isn't the very reason for MGs existing to combat witches? If we needed a cease fire, then maybe we could negotiate, but we don't, and we probably don't want to do it anyway, because they can be lying, if they aren't, they're going to terrorize another place nearby. I think we must think better on this.

(especially since as they're sharing the wand it effectively gets more use.)
Plus, Trompdoy and Eowyn are pooling their resources together and if this choice is them willing to share it, then that's one less wand we need to make.

I didn't consider this aspect before but, if they reall use it together, what does it means for the wand's resistence? Will it keep the same, or will it be consumed twice by week? It's something interesting to keep in mind.

[X] No, you want to improve your workshop instead.
[X] Mistletoe (6 Witchy, 10x Minor Artifacts for Reaserch)
[X] Yes

So, I don't think I'll be sad b any vote winning, this is a really though choice, but we will also be selling the tier3 next week, we can give the cat for the car, or see if our dynamic duo can get some more resources for it.

Edit: I'd actually prefer to give the T2 to Calypso, but it seems we really can't, right now. When she clears her debt, we probably should take a week for a wand for her.
 
Something interesting to note is that Gold is apparently worth a lot less here than IRL. 24K gold is worth ~$52,000 per kilogram, which would mean the 20 kilos offered should be worth over a million dollars. Given the $500/mundane value we've been given before, that would be over 20,000 mundane resources. Obviously nonsensical, and that makes sense if there are various magical methods of gold creation.

No, it is a gramatical error that happens because I work on at least six projects. See my profile for them.
Oh, sorry about that. It was how you switched back and forth several times in a single paragraph was just overly obvious to me, though if you did some light editing I could see how it would happen.
 
[X] No, you want to improve your workshop instead.
[X] Lappin the Rabbit (23 Witchy, 2 weeks staff work) (Occupies 1 furnished room at no rent)
[X] Yes

Call me paranoid, but I think having what I presume is going to be two turns worth of actions that can maybe improve the building some - get a room up to liveable standards, or maybe improve the defenses a little - is valuable from an action economy perspective.

I can be talked into voting for Trompdoy/Eowyn, though 'cause I like the pair.

Elise is a freeloader, she gets nothing.
 
[X] No, you want to improve your workshop instead.
[X] Lappin the Rabbit (23 Witchy, 2 weeks staff work) (Occupies 1 furnished room at no rent)
[X] Yes

Call me paranoid, but I think having what I presume is going to be two turns worth of actions that can maybe improve the building some - get a room up to liveable standards, or maybe improve the defenses a little - is valuable from an action economy perspective.

I can be talked into voting for Trompdoy/Eowyn, though 'cause I like the pair.

Elise is a freeloader, she gets nothing.

Well, Lappin is also kinda a freeloader? If we do accept her, after all. And probably the reason why the duo is always lacking in materials is because they are paying us weekly in materials for their stay...
 
[X] No, you want to improve your workshop instead.
[X] Elise (16x Gubbins, 1x Major Item)
[X] Yes

A car and a whole container of military goods is too good to pass up. We should make a Trinket or Wand specifically for the girls who need it next week, though. After we improve our workshop so it spits out better stuff.

As to the witches, I think we should consult the MGs, but I'm inclined to maybe let them evac in peace, if the girls ok it. They're all a little ragged right now, and if the Witches want to take an easy way out, they might accept that.
 
[X] No, you want to work on your building instead
[X] Elise (16x Gubbins, 1x Major Item)
[X] Yes

This may be a controversial opinion but we should be less shit to our tenants :V
 
[X] No, you want to improve your workshop instead.
[X] Lappin the Rabbit (23 Witchy, 2 weeks staff work) (Occupies 1 furnished room at no rent)
[X] Yes

Call me paranoid, but I think having what I presume is going to be two turns worth of actions that can maybe improve the building some - get a room up to liveable standards, or maybe improve the defenses a little - is valuable from an action economy perspective.

I can be talked into voting for Trompdoy/Eowyn, though 'cause I like the pair.

Elise is a freeloader, she gets nothing.
Per the bit in the post, it looks more like her two weeks service will be Quality of Life improvement for our main character than extra weekly actions. But hard to say, it might free us up to get something else done.
 
@7734 am i reading the sheet right that we have open space for 2 more lodgers by floor layout and 1 more by summary on the sheet (there are two rooms with v that are empty on the first floor, but the sheet says 1 open).
Fixed.
I didn't consider this aspect before but, if they reall use it together, what does it means for the wand's resistence? Will it keep the same, or will it be consumed twice by week? It's something interesting to keep in mind.
It will degrade at standard rates.
Something interesting to note is that Gold is apparently worth a lot less here than IRL. 24K gold is worth ~$52,000 per kilogram, which would mean the 20 kilos offered should be worth over a million dollars. Given the $500/mundane value we've been given before, that would be over 20,000 mundane resources. Obviously nonsensical, and that makes sense if there are various magical methods of gold creation.
My 'value of gold' site turned some janktastic numbers because it gave me the price in ounces and unit in kilos. This will get fixed.
 
[X] No, you want to improve your workshop instead.
[X] Elise (16x Gubbins, 1x Major Item)
[X] Yes

A car and a whole container of military goods is too good to pass up. We should make a Trinket or Wand specifically for the girls who need it next week, though. After we improve our workshop so it spits out better stuff.

As to the witches, I think we should consult the MGs, but I'm inclined to maybe let them evac in peace, if the girls ok it. They're all a little ragged right now, and if the Witches want to take an easy way out, they might accept that.
If they said a week I'd agree with you but five weeks... this has Tet '68 written all over it.
 
Mais c'est le grincement du bateau qui ma réverèe"

This is gonna seem like a very strange nitpick but you've misquoted the lyrics here. It should be reveille, not réverèe. The English translation correctly written would be "The heat distracts me, but the grinding of the boat awakens me" except you've written "the grinding of the boat makes me dream".
 
This is gonna seem like a very strange nitpick but you've misquoted the lyrics here. It should be reveille, not réverèe.

Yeah, that one's on my crappy transcription since I wasn't using the original version as I remembered there were difference in my preferred over the game release editions. Pour me défendre, non parler françois particuliérement bien.

Also if anyone's curious, MGR has a ton of musical content that hit the cutting room floor that's still really damn good. I seriously recommend people go look into it.
 
Yeah, that one's on my crappy transcription since I wasn't using the original version as I remembered there were difference in my preferred over the game release editions. Pour me défendre, non parler françois particuliérement bien.

Also if anyone's curious, MGR has a ton of musical content that hit the cutting room floor that's still really damn good. I seriously recommend people go look into it.
Actually that line is consistent across both versions, MGRs music is something of a pet passion of mine since it does a fantastic job of outlining the characters and their backstories and struggles.

But your French (or in this case, lack thereof) is noted. :p
 
Light-of-the-night-world was a strong concept, and marrying it to delivery-of-despair was a bold move that would need negotiating out. Conceptual ingredients weren't your strong suit, but you'd need to work on it anyway to keep delivering quality work.
So putting Witchy and Holy stuff is hard.
The next day in the commissary, you smiled and looked at the assembled girls. The room was packed, with your four taking up one table, with Rose, Lappin, that cat, and a girl in a red leather motorcycle jacket. Your mind, still buzzing with arcane residue, recognized it as a magical costume. Limited utility, yes, but whoever had made it was damn good- it would last for fucking years.
Damn, wish we could make stuff like that.
"Anything?" you asked, eyes lighting up.

"Anything." She said, shivering a little. "Absolutely anything."

"Great!" you said, smiling. "You can do the morning collections and water distribution. If I sell to you, we can go over your routines later, and you'll start on Sunday."

The three strangers let their mouths fall open. Looking at them, Calypso sighed in the most deadpan voice possible.

"You get used to it."
HAH! :lol2:
Behind you, a magical girl barged through your lobby, turned at the junction, and came screaming up behind you in an ill-fitting school uniform covered with stains and a size too small. "Sorry I'm late!" she yelled, before tripping on the shitty hall carpet and faceplanting into the ground at your feet. "I'm Elise."
Well, her appearance made an impact.
"I heard from my cat you were selling a wand. I have a '67 Camero I can offer in trade, and a shipping container full to the brim of Warsaw Pact military equipment."
Well, it is not an Impala.
It had taken a surprisingly small amount of work to make a secured room for Joselyn to stay in, where she was nominally connected to a ring you yourself bolted into a floor stud, with a foot manacle zip-tied to an eight gauge chain. Now, you were coming up with the bolt cutters, and more importantly an employment offer. Entering the room, you found Joselyn sitting on the ground, idly braiding her hair.
Of course she is.
Laughing, Joselyn rolled back. "I have no soul left for you to save, dumbass. Look."

Taking off her pants, or at least as far as she could with the manacle, Joselyn showed you the front of her leg. A long scar slithered up her thigh, covered with ugly stitching and black tissue.

"Exsanguination cut." She explained easily, a dark smile on her face. "They need to suck as much of your blood out as they can before they start replacing bits. Catch your soul up in a ruby, and rack it away for later. If they replace enough bits, well, you've seen Calypso."
Whoa, that's nasty.
"Pfft, no." Joselyn said, grinning. "I've got another few days before I get the pangs, a week or two before I kick it after that from represent withdrawl. This isn't a new lease on life, just a chance to die later."
If she's telling the truth that's an effective but extremely horrific way to ensure loyalty.
"Excellent." The woman said, smiling. "My name is Anna Eriksdotir, and I was chosen as the negotiator for our coven. We wish to evacuate the area in peace, and are willing to barter with you for that right."
...Wut?
I think we need to improve the building most of all, if we are to have rooms available that's what we need to do, right?
We have two open rooms atm, though we need to upgrade canteen soon.

[X] No, you want to improve your workshop instead.
[X] Mistletoe (6 Witchy, 10x Minor Artifacts for Reaserch)
[X] Yes

Sofia really needs that equipment.
 
[X] No, you want to improve your workshop instead.
[X] Mistletoe (6 Witchy, 10x Minor Artifacts for Reaserch)
[X] Yes


All of the options are good.
Aside from the humane aspect that Mistletoe is the only one without either gear or experience, I think having the option to do research is what makes her win out. Sure, it is nothing really big like Tyrfang was, but it should do for later.

That aside, on-board with upgrading the Workshop.


Something else of note, I brought up the issue of economy before and was argued down. Here we see it, at least in parts.
Constantly making high-grade stuff means most of MCs tenants can not really afford it, or get outbidden by travelers and people who otherwise just come in once in a while. Calypso can not even make an offer because she indepted herself for the first item.

So there we have a reason not to build high-tier gear all the time. Once we have a few more skill levels or workshop levels, the argument of higher durability is no longer an issue either; even T1 stuff will last a while then.
 
Something else of note, I brought up the issue of economy before and was argued down. Here we see it, at least in parts.

Believe it or not, this is actually Working As Intended. Since I didn't have a good story reason to keep you from hoarding up arms and becoming King of South Fucksylvania, I had to make a mechanical dispersion system to move wealth around. The girls' limited wealth is a constrictive factor, and the unknown survival rates of the girls outside your domain is a serious concern due to the investment that good equipment is for them narratively and for you as an item of narrative weight, since your action economy is constricted by the quest design.

Y'all can game the system a touch with the right building upgrade paths, but the big ones are all locked behind some ambitious benchmarks. The quickest one to get would be Jocelyn's final evolution, but that's presuming a lot of things go right and would still only kick in fully at Week 21 (averaged)
 
"Exsanguination cut." She explained easily, a dark smile on her face. "They need to suck as much of your blood out as they can before they start replacing bits. Catch your soul up in a ruby, and rack it away for later. If they replace enough bits, well, you've seen Calypso."

By the way, I guess we know what that Tier 5 Trinket would have been (not necessarily whose soul, though). Wonder what happened to it.
 
Inserted tally

Looks like car is in the lead, but not by much. Workshop and building are neck and neck.
Adhoc vote count started by KreenWarrior on Apr 1, 2020 at 3:17 AM, finished with 70 posts and 31 votes.
 
[X] No, you want to improve your workshop instead.
[X] Mistletoe (6 Witchy, 10x Minor Artifacts for Reaserch)
[X] Yes
 
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