Dark Magical Girl Quest

[X] Plan One With the Goddess
[X] Plan Indulging Dark Fantasy
[X] Plan: Dark Alliance
[X] Plan: No Aliens Or Monsters
[X] Plan: Suffering in Solitude
 
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all routes are possible

(stares at the romance tag)

Trying to romance characters on the Heroic side sounds fun for Batman and Catwoman / Romeo and Juliet drama, especially with Mask Magic making secret identities harder to penetrate. Kind of slots us into an Anti-Villain or full redemption path. Or corrupting the heroes, but that sounds unlikely.

Pining for the Big Bad sounds incredibly toxic but also, amazingly based. Complete loyalty to the evil side, and we'd have to keep winning to earn narrator-lady's affection.
 
Pining for the Big Bad sounds incredibly toxic but also, amazingly based. Complete loyalty to the evil side, and we'd have to keep winning to earn narrator-lady's affection
Actually reminds me of a possible idea for a backstory for our MC i had earlier, where they were a starving kid on the street, and almost wasted away, until a food-based monster some MGs were fighting left enough food behind, as collateral, to feed her enough to survive, and lead to her hating MG for defeating the monster she saw as a saviour.
 
Hmmm... I kinda like this one:
[X] Plan One With the Goddess

Oh and:
[X] Plan Maximum Chaos!

Simply because I find it funny
 
Yeah, I feel like it would make it difficult to focus on any individual element with so many things all happening at once.
 
Yeah, I feel like it would make it difficult to focus on any individual element with so many things all happening at once.
A more limited plan built around an idea where we have time to actually dig into each of the component parts sounds so much more engaging to me than throwing everything at the wall and seeing what sticks, yeah.
 
I feel it adds too many moving parts for one writer.
A more limited plan built around an idea where we have time to actually dig into each of the component parts sounds so much more engaging to me than throwing everything at the wall and seeing what sticks, yeah.
Yeah. Sounds good. For example, my plan focuses around team combat, Kamen Rider cameos, and the consequences of secret identities. One with the Goddess is the (incredibly, incredibly based) dating sim. No aliens or monsters is exactly what it says on tin— just MG shenanigans.

Meanwhile, I have absolutely no idea how anyone without four hands and two brains could write maximum chaos.
 
[x] Plan: No Aliens Or Monsters
-[x] Ally Squad (2)
-[X] It's a Magic, Magic World Out There (1)
-[X] Mentor in Evil (1)
-[x] Rival Trio (1)
-[x] Second Generation (1)

-[X] Techno-Magic (1)
-[x] Mask Magic (1)
 
I did make sure you could take every benefit at once. It's a legitimate option. Whether I can give everything its proper focus all at once is a legitimate concern (I think I could do it, but I'm not certain) but I do think plan max chaos would be absolutely hilarious.
 
[X] Plan: Dark Alliance
-[X] Ally Squad (2) - Not one ally for you but two. How fortuitous. Or unfortunate. Keep your petty squabbles to a minimum or suffer. All the three of you need to worry about us crushing any Magical Girls you find. Team dynamics are a frustration and a distraction.
-[X] Dark Conquered Zones (3) - Aaah, this is much better. It may not be the whole world yet but in some areas at least, reality has been Corrected. The light is snuffed out, love is gone and all the humans are under my complete control, as they should be. My power is strong in these zones and my army is stronger. If you ever need a safe place to retreat, these areas are available to you. I'd better not catch you lazing about though!
-[X] Cultists in High Places (1) - There will always be humans who know the truth, who know of me and understand that I am the correct way of things. They worship me as a god, the sniveling mortals. But recently I've realized these cultists can be useful, especially if they occupy important places in your pitiful human society. Politicians, businessmen, spiritual leaders, law enforcement and more have been brought under my sway with a well placed minion or two. They can be useful to you too, you won't even have to work that hard.
-[X] Mentor in Evil (1) - While most of my army are mindless beasts of destruction and I like it that way, I have to begrudgingly admit that the capacity for independent thought is a powerful tool. The fact that you humans have swarmed the planet despite all your weaknesses is proof of that. And so I have my four Generals of Darkness. Lucky you, one of them happens to be operating out of your city. He is not there to babysit you. But if he has time in his busy schedule, you may ask him for advice. He may even step in to aid, if you're lucky. Just remember to show your gratitude, whelp.
-[X] Techno-Magic (1) - Can you humans stop your annoying advancement of science for five seconds? Take this for example: Miraculite, a new energy source that's been discovered and integrated into society. Capable of high amounts of energy output in a variety of ways and dispersing matter into higher dimensions for storage. Guess what's now being used to power Magical Girls? What's wrong with good, old fashioned, easily corruptible and nigh-irreplaceable soul stones? Now Magical Girls can just 'revert to back up' or build a new one if their transformation trinket is destroyed or corrupted. So annoying.
-[X] Mask Magic (1) - Do you know why Magical Girls are so annoying, whelp? Do you know why we don't just track them down, find where they rest and slit their necks while they sleep? Because their magic keeps their identities a secret. Even without any mask at all, faces plain on display and voices clear as day, no one will ever recognize a Magical Girl as their untransformed self and vice versa. And the same applies to you now. So enjoy your silly little 'civilian life' without worry. Slacker.
-[X] Mascot Mentors (1) - Ah, right. The rats. For some reason, every Magical Girl gets a mentor of sorts to explain how their magic works and what they're fighting for. They're universally small, fluffy, large-eyed and squeaky-voiced. Disgusting. I highly advise you break the neck of yours and flush it down the toilet before it starts nagging.
-[X] Big Good (3) - And then there's this bitch. Not my opposite and definitely not my equal. Nevertheless, the anthropomorphic embodiment of Love, Hope and Justice has been my rival for a long, long time. She occasionally reaches out to Magical Girls, offering advice and empowerments. If she ever talks to you, hybrid, ignore her. And do not accept her gifts. She will make you weak.

Here is my little idea of fun
--
[X] Plan Indulging Dark Fantasy
[X] Plan One With the Goddess
 
[X] Plan: Washout erosion

Dark Benefits
[X] Ally Team (3)
[X] Monster Mash (1)
[X] Eldritch Beings From Beyond the Stars (2)
[X] Dark Conquered Zones (3)
[X] It's a Magic, Magic World Out There (1)
[X] Mega Monsters (3)
Total: 13

Bright Benefits
[X] Multiple Generations (2)
[X] Rival Legion (3)
[X] Techno-Magic (1)
[X] Actual Aliens (2)
[X] Mask Magic (1)
[X] Mascot Mentors (1)
[X] Big Good (3)
Total: 13

Everybody looks to be planning to be an antagonist team, but that's for suckers.
The corrupted zones, monsters, and eldritch beings mean that the Dark Girls wouldn't need to instigate anything.
The magical girls would have to be actively dealing with problems, and instead of fighting the the magical girls? We show them up.
Sow uncertainty in a new generation, and get the magical girls questioning if they're actually on the side of good.

Show up to Eldritch breaches and show up the heroes in fighting them.
Show up to monster incidents and play the role of crisis handlers
Build up contact and support networks of and for monsters, and push for equal rights.
This is absolutely going to result in the Magical Girls attacking us, at which point it's fair to take their trinkets if we win (and flee if victory is unlikely, calling them out for starting a fight.)
Any trinkets we take, we use to make more Dark Magical Girls. Out of monsters we save from the Magical Girls.

This should result in low morale.
The Big Good, being a Big Good, will not give good advice.
Idealogues view everything through their own lens, and so they will see this as "suffering person trying to be good", or "victim lashing out"
So the advice will very likely be to extend a hand in friendship to try to sway us. Or, even better, to try to be a friend.

Since that's not actually what we're doing, we can use that to subtly feed their doubts.
Of course, once we have Dark Magical Monster Girls, we'll have people who can probably straight up say "your predecessors killed my family" and not be lying - really twist the knife.
Now, past that point is the system's time horizon - the point past which predictions can no longer be trusted - but it puts us in a fantastic position with the Magical Girls having poor morale, infighting, and mistrust for their own mentors.

Once we actually start recruiting Magical Girls, we can induct them into the polycule. We'll make the Narrator a harem protagonist whether they like it or not.

Edit:
Ah, I forgot to explain my choices!

Dark Benefits:
Ally Team: This is easy; action economics.
Monster Mash: Random monsters being around is useful. These are native creatures, and they're mostly going to be trying to just live their lives. That's exploitable.
Eldritch Beings From Beyond the Stars: Nobody likes them, not even our Patron, so they can be designated antagonists for us.
Dark Conquered Zones: This provides a constant force for Magical Girls to struggle against, and places where we can safely arrange forces and material without having to worry too much about it being discovered.
It's a Magic, Magic World Out There: Extremely exploitable. Just a good pick.
Mega Monsters: Honestly, I just added this to match the points, but random Kaiju attacks are a great opportunity for the Magical Girls to see us fighting the Kaiju and rescuing civilians, and then getting accused of helping the Kaiju attack.

Bright Benefits:
Multiple Generations: The conflict being so far back in the past that the current Magical Girls only have knowledge over how it started from what they were told makes it a lot easier to change their perceptions, and lets us exploit the history of this conflict (No matter what it is) to our advantage.
Rival Legion: We have no intention of picking a fight with them, or even trying to fight if conditions are unfavorable. More Magical Girls means more chances for infighting, and a greater likelihood of them splitting up.
Techno-Magic: Any trinkets we take can be turned into more Dark Magical Girls. Magical Girls become a renewable resource.
Actual Aliens: They're an overt external force putting their thumb on the scales, and "they decided our planet would make a great place for a proxy war" is a pretty good line.
Mask Magic: We have no intention of going after the magical girls. This is just a flat upgrade for us.
Mascot Mentors: Creatures giving the wrong advice? Sounds like a plan. Just keep ours away from the Magical Girls to avoid them running their mouth.
Big Good: The greatest source of bad advice for the Magical Girls. Let them give boons and advice; those only work in our favor.
 
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Hmm... Gonna grab options for drawbacks that can either be subverted toward our interests or provide interesting narrative potential. I'll toss in Mentor in Evil to give the Narration Shipper demographic a romantic advisor.

[X] Plan Indulging Dark Fantasy
-[X] Ally Squad (3)
-[X] It's a Magic, Magic World Out There (1)
-[X] Cultists in High Places (1)
-[X] Mentor in Evil (1)
-[X] Second Generation (1)
-[X] Rival Team (2)
-[X] Techno-Magic (1)
-[X] Mask Magic (1)
-[X] Mascot Mentors (1)
That sounds hilarious, I'll back this play.


[X] Plan One With the Goddess
- [X] Ally Squad (2)
- [X] Dark Conquered Zones (3)
- [X] Multiple Generations (2)
- [X] Big Good (3)
 
[X] Plan One With the Goddess

I just want there to be a Big Good for our narrator to bounce off of. An unfortunately side-effect of being a MadoHomu shipper who likes Rebellion.
 
Probably too late to get any traction for this but what the heck.

[X] Plan: Suffering in Solitude
-[X] Dark Conquered Zones (3)
-[X] It's a Magic, Magic World Out There (1)
-[X] Cultists in High Places (1)
-[X] Mega Monsters (3)
-[X] Multiple Generations (2)
-[X] Rival Trio (1)
-[X] Mask Magic (1)
-[X] Mascot Mentors (1)
-[X] Big Good (3)


So the main thing is no other dark magical girls.

Sure we have safe zones, crazy cultists, and Kaiju to support us but we'll be the only actual thinking, feeling, independent being in the Dark Army.

Meanwhile the side of Good has significant backing and outnumber us on a personal level. Oh yeah and there's that persistent voice that keeps begging for us to accept their help and support.

So overall both sides are pretty much even with significant foundations and power. But when it comes to just us alone… yeah.

This Plan absolutely sets us up for a bad time and significant mental anguish. It's about as Hard Mode as I think I can make it while still keeping things interesting.

Either we will be redeemed or we will completely break. Not really much room for a middle ground.

Probably don't vote for this if you want an easy time at things.

[X] Plan Maximum Chaos!
 
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