Magical Girl Home Base Quest

Sure, but then what was this part of the update supposed to represent? I think some of us were assuming this was foreshadowing a raise in expenses next turn.
Narrative situation, not game mechanical. That's how I saw it.
Not gonna lie, his ability to read books while blind impresses me.

How the fuck does he even do that?
*opens mouth*
*closes mouth*
That is a very good point. I doubt all of our books have braille versions as well.
 
Not gonna lie, his ability to read books while blind impresses me.

How the fuck does he even do that?
Magic be weird that way. In all seriousness, he might not be reading the book so much as absorbing knowledge from the mystery attached to the information in it. Or, the words have enough magic in them that he can 'trace' the words from detecting the magic and reading that way.

Edit: Just occurred to me, it might be his Talent, being able to 'read' magic. I forget how he went blind, if we've been told, but aren't talents usually linked to that in some way?
 
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[X] [WORK] No, you want to work on your workshop instead.

[x] [GIRLS]: Partner the junior girls up with the senior magical girls; it'll probably increase their odds of survival.

I will, for what it's worth.
 
Sure, but then what was this part of the update supposed to represent? I think some of us were assuming this was foreshadowing a raise in expenses next turn.

The fact you've been hemorhaging money for like three weeks now and a nonzero part of your mundanes are tied up as non-food resources like rebar, chalk, and plaster of paris.

How the fuck does he even do that?


Edit: Just occurred to me, it might be his Talent, being able to 'read' magic. I forget how he went blind, if we've been told, but aren't talents usually linked to that in some way?

eyyy he remembers! Talents and the cost therof are absolutely linked, yes. For girls, it's their potential future; for boys, their ability to act without restraint.
 
eyyy he remembers! Talents and the cost therof are absolutely linked, yes. For girls, it's their potential future; for boys, their ability to act without restraint.

And MB lost his fingers, he has no way of protecting himself, but can make and maintain the tools of war, no?

His 'Crazy macgyver first aid' shit only works on MGs because they fall under that blanket, huh? Hence why he had so much trouble fixing Jocelyn (Who hadn't settled into one paradigm or another yet?)
 
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The sacrifice of "potential future" would tend to explain why virtually all the girls end up homeless and on the street. If there's a literal magical force pushing them OUT of the life they would otherwise have had... Well, again, it explains a lot.

It also explains why certain subcultures are harder on their magical girls, IMO. The Mormons being bad for magical girls could relate to the fact that the Mormons have pretty strong preconceived notions about How A Girl Should Grow Up. A girl who ritually sacrifices her life trajectory is going to be even more 'nothing and no one' to them than she would be elsewhere.

@Simon_Jester, now that @7734 has confirmed that costs won't spike and that our turn won't be interrupted... Won't you please come over and join Team Hail Mary Last Minute Workshop Landslide?
No, because while that was the worst plausible scenario I could come up with, it is far from the only plausible scenario.

When all the magical kerfluffle settles down... The fact remains, we're a small business owner operating off the grid.

I consider keeping at least a few hundred dollars (one Mundane seems to equal roughly a hundred dollars as I understand it) of cash on hand as a high priority. Higher than getting the benefits of an upgraded workshop on a single item.
 
I disagree on the seriousness of the situation then, we have the demon president already summoned, this is not 'the enemy is a month away'.

The enemy is at the gate, the siege has begun. You might get some use out of a new smithy, but you'd get more out of just making more weapons from what you already have, especially with how making things also give a multiplier in bombs.

I think we should spend this turn and next turn making items, and we can work on our workshop only after the crisis has passed.

I think anything else is an unacceptable level of additional risk to the girls.
 
I consider keeping at least a few hundred dollars (one Mundane seems to equal roughly a hundred dollars as I understand it) of cash on hand as a high priority. Higher than getting the benefits of an upgraded workshop on a single item.

Check it:
Ten thousand dollars." Trompdoy said flatly, staring at the wand with unabashed lust. You couldn't blame her, it was excellent work.
Wand Sale!
[] Trompdoy (20 Mundane)

1 Mundane = $500. ;)
I think we should spend this turn and next turn making items, and we can work on our workshop only after the crisis has passed.

If we're going to spend the next 3 or 4 weeks (five?) cranking out magic items, we'd arguably do a better job by upgrading the workshop before we go on a month-long crafting spree.
 
@Spectral Waltz

The math doesn't necessarily support that, though. If we get Derivative Wands as our workshop upgrade, then upgrading our workshop and then crafting is nearly as good as crafting twice, and upgrading, then crafting twice is possibly better than just crafting three times, and so on.
 
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We don't know what we're gonna get from the workshop upgrade, though. We might get Derivative Wands, but we might get something else that is undoubtedly beneficial but doesn't specifically help us craft more equipment spam.
 
I don't think this battle will last a whole month though? I think it will probably be over in two weeks, three at most.
 
I don't think this battle will last a whole month though? I think it will probably be over in two weeks, three at most.
More seriously, this quest is designed to model what its like developing sufficiency from scratch, so there is a point where the 'average' difficulty between crises will drop significantly. If my timing estimates are correct and you finish this crisis up within two weeks of 'on time' which is
week 19
then there'll be a notable drop-off around Week 22-24... which is right in time for Summer Equinox. Nothing bad happens then, right?

By my reading, "on-time" for the crisis is
week 19
.
 
I disagree on the seriousness of the situation then, we have the demon president already summoned, this is not 'the enemy is a month away'.

The enemy is at the gate, the siege has begun. You might get some use out of a new smithy, but you'd get more out of just making more weapons from what you already have, especially with how making things also give a multiplier in bombs.

I think we should spend this turn and next turn making items, and we can work on our workshop only after the crisis has passed.

I think anything else is an unacceptable level of additional risk to the girls.
Thats the thing...the president isn't it, if they're here already.
They're more likely the Mid-boss, not the arc boss.
 
We can try mathing workshop versus stright crafting during the crisis. Going to spoiler this for those that don't want to know the most likely end date.

So work with six weeks as our number. We should also assume that a something or two is going to come up that will make crafting drop a peg in the priority list. So four crafting actions. That's a piece of gear of our choice, plus three bombs, which makes four tools. Four times four is sixteen. Now let's do a work shop upgrade instead, and assume we get item duplication. That's three gear, our pick, a lesser copy, and three bombs. That's five, so times three crafting actions makes fifteen. Now if we do the workshop and don't get duplication, that's only four gear times three for twelve. Or in just number form:

(1+3)×4=16 (four crafting)
(1+1+3)×3=15 (workshop with dup three crafting)
(1+3)×3=12 (workshop no dup three crafting)

Depressingly, it doesn't make much of a difference really. The main difference I figure is that the lesser gear isn't a one shot, so it's useful for longer.
 
Thanks for doing the math, though I note some assumptions on the usefulness depends on how you view the usefulness of a Wand versus a Bomb. Given our upgrade produces 3 Bombs, I'm inclined to think they're less valuable. We also can't assume that Item Duplication is the only useful upgrade. An upgrade will also help after the crisis.
 
Thanks for doing the math, though I note some assumptions on the usefulness depends on how you view the usefulness of a Wand versus a Bomb. Given our upgrade produces 3 Bombs, I'm inclined to think they're less valuable. We also can't assume that Item Duplication is the only useful upgrade. An upgrade will also help after the crisis.
The crisis is what's going to kill the most kids, so that's what I'm concerning myself with. The bombs are super useful, they'd have to be considered their one use, but I expect a lot of them getting used during the lead up to the boss fight, and that's when most are going to die.

Also the GM just gave that post a funny, so I think I'm overestimating how much time we can spend on crafting.
 
Honestly I'd prefer to make a wand this turn, because we've given out three level 3 trinkets with good long item integrity times already but the status of the wands currently in play are much crappier, but that idea has even less support then upgrading the workshop does.

Edit : Actually, you know what? I'm just going back to this vote even if it won't win.

[X] [WORK] Wand
-[X] Level 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'
 
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Actual vote this time. Abstaining on the action as they all have their good points, but I feel like at least tossing in a token vote for drilling the newbies on basic skills even if it is pretty far behind at the moment.

[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.'
 
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Adhoc vote count started by Icipall on May 15, 2020 at 3:29 AM, finished with 397 posts and 52 votes.
 
I actually like all three of the possible [GIRLS] plans. We should partner the new meguca with more experienced ones, _and_ we should bunker down for a week and let the more experienced meguca train the new ones, _and_ we should send a few people out to carefully gather information about the crisis. It's a pity we can't do them all at once.

Since we can't do them all at once, I'm voting for:

[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.'

since that seems the least likely to get anyone killed.
 
I wonder what type of powers and Skills our new girls have been spawning with. The new crop don't seem to have Titles yet, which makes things trickier, but we do have a couple suggestive names - Mars and Chevron suggest combat/the military and I wouldn't be surprised to see they favor guns.

Guinevere... well that's a hell of an interesting name to take. Given that most of our newbies are 12ish, I'm guessing someone who likes "beautoful women in pretty dresses and tall conical hats" imagery or the BBC Merlin series rather than associating themselves with a famous adulteress (according to some authors), but who knows?

Sparrow might be bird or flight related.

Anya could be a Buffy fan, which would have disturbing implications, but that's a shot in the dark.

None of the rest of the names immediately suggest anything to me yet.
 
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