Magical Girl Home Base Quest

[X] [WORK] Wand
-[X] 2
[X] [GIRLS]: Bunker down for a week, and try to use the time to drill the newbies into some basic skills like 'how to stop charging foe' and 'signs of demonic possession' and 'how to pay rent when all you have is a fistful of silver'
 
[X] [WORK] Wand
-[X] Level 2

Everything on that matter has been said already. Throwing my vote into equipment.
Too late to upgrade the workshop now, it will have to wait until the crisis is over.
 
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Adhoc vote count started by Icipall on May 6, 2020 at 7:20 AM, finished with 79 posts and 40 votes.
 
Going for a wand masterwork could be a decent play. We're at tier two so it's not a much of a waste as crafting tier 1 stuff. And getting up to T3 in both Wand and Trinket would give us high-power offense and defense options.
Look, there's no working around it. If we want our Costumes and Bombs to be less shit,we have to take the time to grind them up. And that means spending a few turns doing that. Maybe the minor artifacts can help out with this,but since we haven't touched them,I don't know how they work.
 
Hey, folks? Maybe instead of researching shit for later, we should make some weapons for the unarmed magical girls so they don't die right now?

Making 1 wand for 1 MG when we have over a dozen zero equipment MGs around? And trippled new MG generation? Right now crafting equipment is contributing less than Sisyphus. Our 1 item per week limit is completely unsuited to the current crisis.

Remember, we're not just Crafter Quest. We're a Home Base Quest. And a good Home Base provides:
  • Shelter: We've got bunk beds and an expanded kitchen. We're hitting our limit here without constructing an elevator, which sounds like a major project. But we're also as good as we're going to get for now.
  • Coordination: Thanks to Jocelyn and her web our mission control center, we're good here. This is giving us options like the current [Girls] vote and is crucial for hopefully stopping the current threat before it starts getting superlethal.
  • Equipment: We have a core of local MGs who are... "adequately" equipped. Yeah. Let's call it "adequate". If it wasn't for the current crisis, we'd be making steady progress here. However, with the crisis rolling 3 dice for new MG generation each week, we literally can't keep up. Even if we could provide a full set of equipment to an MG each week, we'd still be completely outpaced. (For a math-y example, check out the "at least" section of this anydice graph.)
  • Healing: Medicine Boy is actually pretty decent at this, but he hasn't had an equipment upgrade for healing people since the quest started. Duct tape and prayers can only go so far. Also, did anyone mention the current major threat that's likely to injure and/or kill multiple newbie MGs?
  • Morale: We, uh, have showers twice a week. Yeah. As far as creating a community spirit goes, we're back down to "try to survive" level right now.
Basically: Shelter and Coordination are being fulfilled to our max right now. Equipment is impossible to make progress on with the crisis. Healing was good enough but with this many MGs it's not a question of if someone's going to get major injuries but when. (We might have gotten lucky with this week's mission success dice.) Morale, uh.... we'll worry about that later. In conclusion we should try to upgrade our healing, and we've got a powerful healing item right here we could use if we researched it.
 
I've been doing my own number crunch, and I've come to a grim conclusion. We roll 3d6 dice for girls around every turn. Half of those are guaranteed to be new girls. The other half is a mix of current contacts and yet more new girls. The average number of girls around every week is going to be nine, five of them assuredly new, and likely two of the other four also new. Check that anydice link for the graph.

So, we can expect about seven new girls each turn during the crisis, and there's no way we can help them all. Even if this only goes for two turns, that's fourteen new girls total, and I get the feeling this'll take longer then that. We could see as many as thirty new girls easy.

There's no point in dressing it up nicely. Most of those girls are dead magucas walking. We can't hope to fix up rooms fast enough for them, let alone gear them up. They're woefully inexperienced, and even if they survive this mess, they'll probably bite it when the alchemists and witches move back in and they've got no idea how to fight them. That's not even getting into all the ones we're going to have to kick out of the building once this shit show is over.

So... if we want to minimize the absolute amount of dead kids, it's better to get our vets hunting information to banish the President as quickly as possible. The sooner he's gone, the sooner the MG spawn rate lowers to something theoretically manageable. Of course, this screws the girls already in the thick of it because the vets aren't teaching them or looking out for them. They'll probably die, even. But if they don't, that really just passes it over to the next set, and the one's after them.

The only reason I'm not changing my vote yet is because I'm not sure how this partner system will work. If it's one vet to one newb, that's not worth it. Of the girls staying here there's four vets total. Trompdoy, Eowyn, Calypso and Rose. We've got ten new kids just right now. That isn't gonna work. More like two or three kiddies to a senior, that's much more workable, but won't hold up unless they get turned loose when more new girls show up. If other vets in the city help that could keep things stable for longer, but it's dicey all the same. Getting more information at the expense of newbie safety is still probably the better long play.
 
[x] [WORK] Trinket
-[x] Level 3
[X] [GIRLS]: Partner the junior girls up with the senior magical girls; it'll probably increase their odds of survival.

Convinced on the wand.

Back to trinket, to resist vote splitting.

Sticking with the partner/apprenticeship system. It's less formal, but one of the reasons you find apprenticeship systems so much is that it works in a society where you really can't afford to have people not working. On-the-job training is often a sort of dodgy way to learn skills, but everything about our situation is sort of dodgy. Plus, it ensures that the magical girls ARE working in pairs, which as discussed is a huge boost to survivability. The newbies do have respectable powers, after all, they just don't know how to use them effectively.


@7734, a question.

What tier of Costume is a Costume that gives wearer the abilities given by My Hero Academia's One for All?
Costumes don't seem to enhance much of anything other than durability, and it sounds like "One for All" gets stronger over time from reading the wiki, so that would probably be a question unanswerable except by saying something like "purple monkey dishwasher, the question doesn't mean anything."

Making 1 wand for 1 MG when we have over a dozen zero equipment MGs around? And trippled new MG generation? Right now crafting equipment is contributing less than Sisyphus. Our 1 item per week limit is completely unsuited to the current crisis.
The problem is that the other things we can be doing (like research) don't bring in resources that pay the bills to keep the base running. Making an item and selling it off for Mundanes keeps us in the black.
 
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Getting more information at the expense of newbie safety is still probably the better long play.
I was wondering if maybe just putting the girls focus into getting more information might've been the better option and it looks like someone agreed with me. The more we know,the faster we can come up with a decisive plan to end this as soon as we can.
 
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[X] [WORK] No, you want to research an item instead.
-[X] Kolobok
[X] [GIRLS]: Partner the junior girls up with the senior magical girls; it'll probably increase their odds of survival.
 
[X] [WORK] No, you want to research an item instead.
-[X] Kolobok
[X] [GIRLS]: Start fishing for information- you want to get this threat over and done with as soon as possible, and that means knowing thy enemy.
I'm changing the second part of my vote. I think we really should more proactive on gathering information so the MGs can form a plan so they can end this threat as fast as possible. Yes, I know we have the Mission control,but this is a vote that's specifically dedicated towards it and it might give Joselyn even more info to work with. I thought grouping up MGs would be better at first,but looking at it further,it doesn't do anything to end this crisis.
 
The problem is that the other things we can be doing (like research) don't bring in resources that pay the bills to keep the base running. Making an item and selling it off for Mundanes keeps us in the black.
Actually, researching artifacts does lead to creating things that we can sell, at least in the case of Major artifacts, though if researching the Kolobok would make it healing trinket or something, I doubt we'd want to sell it.
 
I was wondering if maybe just putting the girls focus into getting more information might've been the better option and it looks like someone agreed with me. The more we know,the faster we can come up with a decisive plan to end this as soon as we can.
It depends on how much of a difference actively investigating versus this buddy system makes. And there is morale to consider. Our vets basically volunteered to show the kids the ropes, this is something they want to do, and is something we should encourage. If active investigation only cuts it by a turn or two, it's probably better to do the buddy system.
 
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[x] [WORK] No, you want to work on your building instead.
[x] [GIRLS]: Bunker down for a week, and try to use the time to drill the newbies into some basic skills like 'how to stop charging foe' and 'signs of demonic possession' and 'how to pay rent when all you have is a fistful of silver.'

The update is literally titled "As the water retreats from its beaches". It sounds like next Turn things will blow up and I prefer for everyone to be bunkered down by then.
 
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Adhoc vote count started by Derpmind on May 6, 2020 at 12:13 PM, finished with 91 posts and 43 votes.
 
The only reason I'm not changing my vote yet is because I'm not sure how this partner system will work. If it's one vet to one newb, that's not worth it. Of the girls staying here there's four vets total. Trompdoy, Eowyn, Calypso and Rose. We've got ten new kids just right now. That isn't gonna work. More like two or three kiddies to a senior, that's much more workable, but won't hold up unless they get turned loose when more new girls show up. If other vets in the city help that could keep things stable for longer, but it's dicey all the same. Getting more information at the expense of newbie safety is still probably the better long play.

Since it doesn't say it's one to one, I've been assuming that we'd be assigning 4 or 5 juniors to each senior. Essentially a squad of megucas with a veteran as the squad leader.

It's the same way sergeants keep buck privates from getting themselves killed.
 
Ding ding ding, he gets it. What's even funnier is thinking that a level 2 shop will let you produce a level 2 item you don't have skills for. Don't know how that idea came around, but c'mon. This is not Capatalism Quest. Your material wealth is not the beginning and end of your leverage on the world.
In that case, could you tell us what a better workshop does, other than make items last longer?

I think the reason we were confused is this quote, which made it seem as if upgrading the workshop would let us make higher tier wands:
That's because you have the skill for it. The workshop doesn't need to be properly equipped, but it does help you get better wands, and more importantly get better wand making tools. Tools are important.
 
[X] [WORK] No, you want to research an item instead.
-[X] Kolobok
[x] [GIRLS]: Partner the junior girls up with senior magical girls; it'll probably increase their odds of survival.

We don't really have a lab for it, but even if all MB gets from it are slivers of information to better his art, it might still become crucial to someones survival.
 
We don't really have a lab for it, but even if all MB gets from it are slivers of information to better his art, it might still become crucial to someones survival.
Do you recall the last time our character did research?
If the local MGs hadn't brought an expendable alchemist our crafter would be down a few more fingers at minimum. Perhaps the tricky risky research should wait until after we can feed house and arm our friends.
 
Do you recall the last time our character did research?
If the local MGs hadn't brought an expendable alchemist our crafter would be down a few more fingers at minimum. Perhaps the tricky risky research should wait until after we can feed house and arm our friends.
Eh, under normal circumstances I wouldn't even try suggesting research on it without a nuclear rated lab with lead and asbestos lined walls, robotic arms and a staff of super powered MG's standing ready to assist.

Though under the circumstances we have to believe that a blind dude and a formerly evil spider (who mind you, cannot be affected by radiation) will be enough.
 
Allow me to sketch out what I think you're risking:
Sevenfingers pokes the artifact poorly and gets badly sick. Research stops. Next turn is spent putting together something that stops him from being so sick, wasting resources. A middling roll means the action after that is skipped because Medicine Boy is still too sick to spend much time out of bed. We get another proactive action a month into the crisis while our tennants complain there's no food...
 
@7734 Why!? Why would you like the post where I point out that the title of the last update describes what happens before a tsunami hits? That makes me even more nervous about this vote!:o

Because I was afraid nobody would get it, and someone did. It's an accurate description of this turn, too: since I'm adding in the Fun and Engaging that will probably induce rage and salt.

I think the reason we were confused is this quote, which made it seem as if upgrading the workshop would let us make higher tier wands:

"Better" does not mean "higher tier" by default. Longer lasting, lower cost, item duplication; all different types of 'better' that aren't tier increases.

a formerly evil spider (who mind you, cannot be affected by radiation)

What implies this? If the spider body gets irradiated, then it's absolutely going to take damage and need replacing before it drops radioactive stuffing all over the place.
 
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