Dark Magical Girl Quest

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Magical girls are cute, powerful, beloved by all and always win the day. They have light in their souls and love in their hearts. But this isn't you. Loss. Loneliness. Pride. Greed. Insanity. These are your virtues. You are a hybrid, torn between the darkness and the light. You have the form and the power of a Magical Girl but none of the brightness, none of the light. You are a tragedy. You are a mistake. You are a glory. You are a Dark Magical Girl.

Will you follow your dark soul and dark Mistress and bring victory for evil? Will you give in to your rival and the guilt and be redeemed? Or will you force your own path? The choice is yours. It always has been.
Prologue 0.1 THE WORLD

RexHeller

Title Incoming. Please Hold.
Location
Somewhere else.


Magical Girls. Cute, pretty, beautiful. Kind, caring, strong. Magical Girls are the mystic warriors of light, fighting on to protect love and justice in the world. Battling against the dark with the strength of joy and youth in their souls. Though their struggle is eternal, so is their optimism. Victory is theirs for they always win in the end.
They are beloved. They are role models. They are admired by all.


You are NONE of those things!

You are a sad, pathetic little girl. A disgusting human child, filled with maleficence and sin. A broken soul in a broken world. The idea that someone as ignoble as you would ever gain the power of my hated foes, those sickening, obstructing Magical Girls, is laughable. And yet you will. And that makes you very useful to me…

Cruelty. Despair. Violence. Insanity. These shall be your virtues from this day on. The power of a Magical Girl may flow through you, you may even take on their shape, but your soul is twisted and shattered. The darkness, my darkness, claims you as one of mine. A misbegotten, hideous hybrid you shall be, a stain in my army, a perversion of my perfect order in the black depths. A human, filled with the wrongness of free will and the capacity to care, empowered by my shadows and not controlled by them? An abomination you shall be! But my abomination, yes, bringing about my perfect world.

So take this power, wretch, take it and do with it what you will. Whether you wish for riches, slaves, adoration or revenge, I can fulfill your dreams. Only I can do this. No one else will save you. No one else will look your way. For all your wishes to be granted, all you have to do is correct the world to its proper order for me.

But I suppose in order to do so, you must first understand the world you live in. All that is wrong with it and all that you have to work with. Let's expand your tiny, ignorant mind and show you the bigger picture, shall we?


Dark Benefits

These are the advantages I have, wretch. And they shall be advantages for you two, so long as you understand your place.

[ ] Ally (1) - You thought you were alone? You should be! But the benefits of a Dark Magical Girl outweigh my disgust at your existence and the benefits of two would be even greater. So I have found you a partner. Do try to get along. Or don't, I don't care. So long as you both obey.
[ ] 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.
[ ] Ally Team (3) - Enough! No more! Five of you horrendous hybrids is my limit. If you cannot destroy your rivals with this many of you, then I don't know why I thought Dark Magical Girls were a good idea in the first place.
[ ] Monster Mash (1) - Vampires and werewolves. Ghosts and ghouls. Yokai, cryptids and fae. They are not truly a part of my darkness but they stalk humanity from the night and the shadows and they have done so for a very long time. Humanity knows to fear what goes bump in the night and they know how to fight it. These monsters are open to alliances against the humans, if you can sell it to them properly.
[ ] Eldritch Beings From Beyond the Stars (2) - Ugh, these things. I plan on getting rid of them sooner or later. Their madness and chaos has no place in my perfect order. But like you, they have their uses. The fear and insanity they bring leaves humanity quite open to corruption and you may even entreat them for a boon or two… Provided you can pay the price and learn their sick language.
[ ] 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!
[ ] It's a Magic, Magic World Out There (1) - Magical Girls are not the only ones capable of magic and the act of spell casting is common practice. The lazy humans now use spells for everything from communication to cooking their food to drying their clothes. And how exactly does an improved quality of living for the humans aid us? Because magic is chaotic, unstable and constantly in flux! Trying to light a cigarette can burn your face off if you're not careful. And it's so, so much easier to tamper with, sabotage and especially corrupt. Now when idiot teenagers try to summon demons on a dare, something actually happens.
[ ] 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.
[ ] 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.
[ ] Mega Monsters (3) - Ah yes, the Apocaliptica. My crowning achievement in crafting dark life and the pinnacle of my army. These colossal beasts are rare and travel slowly but their power is unmatched. Even my Generals don't have the power to wipe out entire cities on their own. These glorious creations do. And they have. Who knows, maybe, if you're a good little girl I'll let you have one as a pet. Not that you'll ever amount for that much.

Did you get all that, wretch? Do you understand? This is the state of things and these are the advantages you will need to use in order to succeed. Do not waste my hard work, child.


Bright Benefits

But unfortunately, even I cannot overpower the forces of Balance. At least, not yet. For every advantage I have built, those damned Magical Girls have been given a handicap. For every goal I have achieved, they have been cheated their way forward. This is what they have gained.

[ ] Second Generation (1) - It's frustrating, you know? That your planet didn't fall in the first wave of the invasion. You may have heard rumors or seen blurry pictures on that quaint little information you humans use. The Magical Girl(s) you'll be facing will be just as fresh and untested as you, but they may find an older Magical Girl to mentor them.
[ ] Multiple Generations (2) - I hardly need to tell you this but the war has been going on for decades now and while early on it was fought in the shadows and the night, inevitably it grew beyond a secret war. Now Magical Girls are well known by the public, worshiped and adored by the pathetic masses. Your ineffectual government has even a dedicated division to support them. And of course, it's easier than ever for new Magical Girls to get advice from battle hardened veterans.
[ ] Rival Trio (1) - You poor thing, it looks like you'll be outnumbered. Instead of one Magical Girl, you'll need to deal with three. It's to be expected, really. These insipid pests are always going on about the power of friendship. Of course they move in groups. You'll just have to make up for it with viciousness and power.
[ ] Rival Team (2) - I'm honestly a little surprised. Five whole Magical Girls in that sad, lonely little town of yours? What's so important there for them to be there? You? Don't make me laugh. Still, I doubt you'll have an easy time of this. But you are not allowed to flee, coward.
[ ] Rival Legion (3) - Dead. You are dead. You are going to die. Well, perhaps not literally, Magical Girls have always been more merciful than they should but there is no way you can actually deal with ten Magical Girls all at once. I recommend you divide and conquer. In the meantime, I'll be creating your replacement. I'm sure I'll need it sooner than I thought.
[ ] 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.
[ ] Actual Aliens (2) - Surprised, mongrel? Your world is not the only one that has been infected by Love and Free Will. I've already Corrected many worlds out there but this one… The Lumens have resisted Correction for a long time now, a persistent thorn in my side, and now they're here because of that damn warp gate. Here, giving advice and providing strategies and with magical girls of their own.
[ ] 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.
[ ] 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.
[ ] Kamen Riders (2) - I'll be honest, I have no idea where these mysterious masked riders come from. Magical Girls, as infuriating as they can be, at least they make sense. Of course the magic of Love and Hope can resist my forces. But these Kamen Riders… How do cybernetic enhancements and advanced transforming armors allow them fight my Darkness on equal footing? And the constant speeches about Justice! I get enough of that nonsense from the Magical Girls!
[ ] 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.

I cannot believe I had to waste my time explaining this to you. But I won't let a servant of mine stay ignorant and ineffective. Now, wake up, whelp. You have a city to burn and a world to Correct. It is time to fulfill your destiny.



QM's Note: Hello and Welcome to Dark Magical Girl Quest. As a Dark Magical Girl, you are empowered by the Dark but take on the form of the Light. Torn in two different directions, which will you chose? Will you walk the path of Correction? Will you allow your rivals to befriend and redeem you? Or will you break free and follow your own path? The choice is yours. It always has been.

This update is the first of three Prologues meant to cover character creation. First is world generation, as seen here, then your civilian ID and finally your Magical Girl form. For this vote, the rules are simple. You merely need to have the amount of points for Dark Benefits and Bright Benefits equal out, canceling to zero. You can take three Dark Benefits costing 1 point and one Bright Benefit costing 3 and vice versa. You can even purchase every single benefit at once, I made sure you could do that. The only wrinkle is that the Ally votes are mutually exclusive to each other, as are the Rival and Generations votes. You can either pick Ally, Ally Squad or Ally Team, not all three. Obviously. If you don't pick any of these options, you default to it just being you and your Magical Girl rival with no one else to get in the way of your UST I mean furious battles.

Votes are by plan and should look like this

[ ] Vote Name
-[ ] Dark Benefit 1
-[ ] Dark Benefit 2
-[ ] Bright Benefit 1
-[ ] Bright Benefit 2

And so on.

Also, apologies if there are readability issues thanks to the colors. I did my best to pick something that worked for me but this might not be good for other forum styles.

I'd like to offer big thanks to @MrKermie for inspiring this quest and letting me rip his mechanics system off wholesale and also thank my wonderful boyfriend @Lazurman for just generally being the best.
 
Dramatis Personae
KAWORU AI
Kaworu AI

Name: Kaworu Ai
Appearance: You have violet hair in a short ponytail, soft, purple eyes and a generally nervous look to you. You tend to prefer professional looking clothes even outside of your school uniform. You're slightly taller than average for a girl your age but a lack of physical activity has left you soft and delicate. You're rarely noticed but when you are, many think you're cute. Or even beautiful.
Personality: Stubborn and Inquisitive.
Hobbies: Amateur sleuthing, listening to music

Income
Funds:
2
Allowance: 1 Fund per 2 weeks

Stats
Might:
5
Skill: 1
Intellect: 6
Empathy: 22
Soul: 12

HP: 17
Mana: 18
Melee: 6
Spell Casting: 34

Traits:
Like a Dog With a Bone:
+10 to Might rolls for chasing targets, pinning them down and otherwise preventing escape.When chasing a lead or hunting information, failed rolls only count as partial failures.

Sharp Eyes, Always Searching: +10 to Intellect rolls for finding clues, investigating crime scenes and locating hidden details. Your critical hits do triple damage instead of double.

I Cannot Harm my Beloved: -10 to any roll to harm a Magical Girl, physically or emotionally.

Inventory
Basic Casting Glove:
Allows the casting of Cantrips, small applications of magic that are useful for day to day life. Cantrips are determined by your rune stones, small plastic chips with with micrograms of Miraculite in them. Current rune stones: 1x Basic Unalligned
Tablet Computer: A basic tablet computer, the kind utilized by basically every high school student this day and age. Comes with a float function so you can set it up anywhere and a holographic keyboard. Nothing special.
ID Pip: Your personal ID token for Akarui Seishin Private School. Let's you through the doors, into your classes and opens your locker. (Why do you even have lockers when everyone has a personal hammer space? It's traditional.) Don't loose it and certainly don't hack it.
Music Player: Your personal music player with all your favorite tunes. Comes with a in built speaker mode, wireless earbuds and a float function.

Cantrips
Hi-Space:
Your personal pocket dimension. Allows you to store items in the folded space of a higher dimension and retrieve them at any point. Your storage limit depends on your magical capacity (which is quite large) but the size of objects you can store is based on your available rune stones. Your personal Hi-Space can only be accessed by you and it remains consistent as long as you are alive, but if you lose your casting glove, you can't access Hi-Space again until you get a replacement.
Lighter: Light a small flame at the end of one of your fingers.
Repair: Repair a single small item broken into multiple parts, like a shattered class or a cut up piece of paper. Does not find missing pieces or repair other types of damage.
Purify: Cleanses water of disease and impurities, up to one cup.
Breeze: Summon a small burst of wind to push an item or slow a fall.
Call: Allows you to communicate with one other individual you know regardless of distance. Basically replaces a cell phone.
Undecided

Name: Undecided
Appearance: You're wearing a flowy black cloak with big sleeves and a hood that covers her eyes. Under that, you wear a skirt and a black shirt, with a white bow and a golden star on your chest. The skirt is black and pleated with a white belt. Your legs are covered in black and white striped stockings but your feet are barefoot. A long white pony tail slips out of your hood and falls over your shoulder. In your hand is a simple black rod, slim but long and completely unaddorned.
Second Soul: DEATH

Weaknesses: None
Resistances: None

Stats
Boosts:
2x Mana, +10 Spell Casting

Might: 5
Skill: 1
Intellect: 6
Empathy: 22
Soul: 12

HP: 17
Mana: 36
Melee: 6
Spell Casting: 44

Actions

Staff Smack
Average DC: 40
Effect: Bonk an enemy with your stick. 1 Target
Success Tiers: 1st Degree - 2d4 Damage, Second Degree - 3d4 Damage, 3rd Degree - 4d4 Damage, 4th Degree - 5d4 Damage
Critical Hit: Double Damage
Partial Failure: Half Damge
Failure: Zero Damage
Crit Fail: Disarmed! Need an action to retrieve staff before Staff Smack can be used again.

Spells
[DEATH]

murder

Mana Cost: 5
Average DC: 80
Effect: Shape your magic into a common instrument of murder and launch it at your foe. Before casting, you may pick the damage type: Pierce, Slash or Blunt. 1 Target.
Success Tiers: 1st Degree - 3d8 Damage, 2nd Degree - 4d8 Damage, 3rd Degree - 5d8 Damage, 4th Degree - 6d8 Damage
Critical Hit: Double Damage
Partial Failure: Half Damge
Failure: Zero Damage
Crit Fail: Backfire, take 1d8 damage

for whom the bell tolls
Mana Cost: 5
Average DC: 80
Effect: Dictate who will die. The looming specter of DEATH haunts the target, bringing them closer to the end. 1 Target.
Success Tiers: 1st Degree - add 1 die of damage to the next attack that hits the target, 2nd Degree - 2 dice, 3rd Degree - 3 Dice, 4th Degree - 4 Dice
Critical Hit: This effect lasts until the end of the round.
Partial Failure: add 1d4 damage
Failure: No effect
Crit Fail: Target adds 1 die of damage to their next successful attack.

[VOID]
Become Elsewhere

Mana Cost: 10
Average DC: 60
Effect: Leave.
Success: Teleport away and instantly end combat. Destination is random.
Critical Hit: You can pick your destination.
Partial Failure: No effect.
Failure: No Effect.
Crit Fail: Take 2 d10 damage.

[L***]
Tempting Beauty

Mana Cost: 5
Average DC: 60
Effect: For a brief moment, draw the eyes of an onlooker and remind them that You. Are. Beautiful. And beauty must be admired.
Success Tiers: 1st Degree - Target gets a -10 to their next attack roll targeting you. 2nd Degree - Target is stunned for 1 round, 3rd Degree - Target's next attack targets another character trying to damage you (Stunned for two rounds if no valid target), 4th Degree - Target fights to defend you until end of combat.
Critical Hit: Target all enemies instead of 1
Partial Failure: Target gets -5 to their next attack roll targeting you.
Failure: No effect
Crit Fail: Target becomes obsessed, Targeting you exclusively for the rest of combat.


MAGICAL GIRLS
Miracle Maker Kindness

Name: Miracle Maker Kindness
Profile: The girl of your dreams. Not quite but not far off. A traditional magical girl in white and pink, adorned with hearts and wielding a golden bow that fires heart tipped arrows. You don't know much about her, you just know that you love her. She's adorable, she's brave, she's cute. She's better than you and the rest of this messed up world.
Status: Active
Relationship: 0
???

Name: ???
Profile: A dream? A memory? You don't know who this is but you've never forgotten her. Brave, kind, safe. Who is she and why does she live in your head rent free?
Status: ???
Relationship: ???

CIVILIANS
Yume Ai
Name: Yume Ai
Profile: Your big sister. She was cheerful, bright and hopeful. She loved the whole world and the whole world loved her in turn. She was the best big sister every and you wanted to be just like her when you grew up. She's dead now.
Status: Deceased
Relationship: 5
Shinri Ai

Name:
Profile:
Your mom. A decade ago, she worked as an investigative reporter and one of the best in the business. Intelligent, brave and with a passion for justice, she revealed secrets and hunted down criminals. She was a hero to you. Then Yume died and your mother broke. She recovered eventually, kind of. But she lost whatever spark she had driving her before, along with her job. Now she spends her days chasing idol rumors for some trashy tabloid rag and pretending she cares about you as much as Yume
Status: Concerned
Relationship: 1
Doctor Akira Uegimu
Name: Akira Uegimu
Profile: Your family doctor. Apparently his daughter was one of Yume's best friends back when Yume was alive. You don't remember that. All you know is that he's annoyingly caring and cheerful and he might be flirting with your mom. Maybe. Naturally, you hate him.
Status: Active
Relationship: 0
Norika Uegimu
Name: Norika Uegimu
Profile: A friend of Yume's, supposedly. You don't remember any details about her but she's someone to investigate at least.
Status: ???
Relationship: ???
 
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Mechanics and Rules
Rolls:
In this quest, whenever the outcome of an action isn't guaranteed due to difficulty or possibly luck, a d100 is rolled to determine the result.

When a character comes across a challenge, they'll roll against a number representing the difficulty of that challenge, a DC (Difficulty Check) Rolling higher passes the check and the character succeeds, while rolling lower fails. The higher your roll, the better, as you usually get bonuses based on how far above the DC you roll, most often in increments of ten.

Critical rolls are insane successes, or insane failures. They are naturally rolled (no modifiers) 90-100 and 1-10 respectively.

Getting close to the DC by 10 or less is a Near Failure. You almost got it, but you were just a bit far off. The DC is halved if the task is repeatable.

You also get a bonus depending on a persons Relationship Level with you if they're working with you. Power of friendship, baby!

So the format for rolls goes:
d100+Stat Bonus+Relationship Level*5=Result.

Stats:

Stats represent how good or bad your character is at something. You have five stats which are mostly basic and self explanatory, but I'll give an explanation anyway.

Might: Your physical strength and endurance. Roll for lifting, pushing, pulling, punching, resisting poison and suchlike.
Skill: You speed, hand-eye coordination, flexibility and so on. Roll for aiming, jumping, dodging, sneaking, thieving, etc.
Intellect: Your memory, knowledge and quick thinking. Roll to remember details, put together puzzles, deal with computers and so forth.
Empathy: How well you can understand yourself, understand others and convey those feelings between the two. Roll to lie, praise, comfort, annoy, taunt and get insight into what other people are thinking.
Soul: The power of your soul, the source of your magic and the truest part of yourself. Roll to sense magic, resist magic, resist despair and remain true to yourself.

Initiative:
At the beginning of combat, everybody rolls a flat d20. The higher the number, the faster you go in the turn order.

Rounds and Actions:
A battle, fight or some other form of combat is divided into rounds and actions. Once everyone has acted in initiative order, a round as passed and the next round begins.

Extra Actions:

When Kaworu is outnumbered at least 4 to 1, she'll get one action per turn for every two enemies.

This may change depending on how many allies you have.

Actions in Combat:
Almost every action taken in combat comes with a DC and will need to be rolled, because fighting is difficult. Every character has a basic attack, which can used infinitely and no matter what, but many characters will have more than that. As a Magical Girl, you have Spells, which cost Mana to use, while other enemies may have special attacks that they can only use a limited amount of times or have some other limits. Physical attacks use Melee, Spells use Spellcasting and some special actions use a different stat or combination of stats.

Weakness:
When enemies or allies are hit by something that they are particularly weak too, they'll take x1.5 damage, rounded to the nearest whole number. There are also resistances which half damage taken, so watch out for that!

Health
If this hits zero, you'll either be knocked out or straight up die, depending on how hard you were hit.

At the end of combat, each Hero's health will be restored by half their max. The rest stays around in your civ form.

Leftover damage from combat cannot take your civilian form's health below 1.

Mana & Overdraw
This is what you use to cast Spells. Each Spell has a mana cost that you must pay to use the spell, representing your ability to push your soul to change the world. Once combat is ended and you've had a brief chance to rest, your Mana returns to full. It is possible to cast Spells even if your out of mana, putting it into negative values. This is called overdraw and if you overdraw from your soul, it starts to damage your body. At the end of every round, including when combat ends, if your mana is negative, you take damage to your health equal to the amount of mana you've overdrawn.

Relationship Levels:
Relationship and Reputation Levels are an attempt to quantify something that cannot be quantified, and so the mechanics behind them are difficult to specify and elaborate on. However, there are several levels that indicate general closeness:

Level 0 is on the level of general politeness and acquaintance, with little emotional depth or interaction. Most neutral or distant relationships are here.

Level 1 is on the level of friendships or possibly newly budding relationships, generally the honeymoon period of a new relationship or a generally cordial but not especially intimate bond. Friendships usually stay here.

Level 2 indicates good friends or a deeper bond, where secrets start to be shared and walls start being torn down. Family tends to be here, or more established relationships.

Level 3 is where especially good friends reside, or more serious long-term romances. Secrets, hopes and dreams start being shared, as well as fears and concerns. Trust is an especially strong factor.

Level 4 is on the level of best friends, close family on good terms, and committed relationships. With closeness comes trust and expectation, and secrets are divulged often, though not universally.

Level 5 relationships are life-defining and correspondingly rare. Such relationships are on the level of mythic romances or legendary friendships, the kinds that stories claim to transcend lifetimes. Most people never have a bond of this level, and that is more than fine. A loss of this level, after all, would be absolutely ruinous for both parties. Or the survivor.

Reputation levels also exist, but they are essentially the same thing, but for large organizations and factions. 1 is someone on their radar, 5 is a founding member.

Negative relationship ratings do exist, ranging from animosity to undying hatred. Try not to cultivate too many of these.
 
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Hell yeah, babe.

Vote for Plan Maximum Chaos!

[X] Plan Maximum Chaos!
- [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] Cultists in High Places (1)
- [X] Mentor in Evil (1)
- [X] Mega Monsters (3)
- [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] Kamen Riders (2)
- [X] Big Good (3)

We gonna party like it's 2012!
 
Hmm...

[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)


Kitchen sink settings are fun, but I think keeping it mostly to magical girls will be the most engaging, and with Magic, Magic World there's still a lot of opportunity for idiots to mess things up. And everyone gets a mentor this way. Dunno if we'll luck out and get someone funny like Wester or Oresky, but evil generals are always great.

Also, decided to go with 3 on 3. Going by the point cost we should be quite a bit stronger than our rivals together this way, but I think it'll be quite fun if we have to fight our own team as much as we do the light magical girls. Fun dynamics every which way.
 
Mhm, (potential) villain protagonist is always welcome in my books. And maybe for once the kind that actually has fun with being menace to society and doing stuff just 'cause you want!

[X] Plan No Mascarade This Time!
- [X] Monster Mash (1)
- [X] It's a Magic, Magic World Out There (1)
- [X] Cultists in High Places (1)
- [X] Techno-Magic (1)
- [X] Actual Aliens (2)

Remember World of Darkness games? Where ancient conspiracies and mystical societies pop out like cockroaches to the point it's hard to believe there is enough shadows for them all to stalk? Well, now imagine all the facade comes crashing down... and humanity shrugs its hands and figures out how to make magic and strangestuff part of the new normal. All the sci-fantasy weirdness... in plain sight!
Werewolf showed up at grill party? Next time use Mira-Fuel cells rather than dryad-brickets.
Someone put imps in the office servers? Yeah, tell me about it... anyway, here's a number to Xy'zathal, my friend and best techsorcist I know.
You accidently scryed the boardroom and caught them planning a hellgate rite? Not the first time, let me tell you... anyway, heard that Kardashian apparently banged a ghost?

Edit:
[X] Plan Indulging Dark Fantasy
Yeah, I think I like the direction you want to go.

Edit edit:
[X] Plan: No Aliens Or Monsters
Out of all the leading plans this is probably my preferred.
 
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[X] Plan No Mascarade This Time!
- [X] Monster Mash (1)
- [X] It's a Magic, Magic World Out There (1)
- [X] Cultists in High Places (1)
- [X] Techno-Magic (1)
- [X] Actual Aliens (2)

I actually like this one the most tbh? Like I just think the Masquerade crashing down and everyone just rolling with it like this is shadowrun sounds really fun? Plus it sounds like the best option for forging a third path away from the conceptual good and evil wars
 
Good to see this!

As for my plan…
[ ] Ally Squad (2)
Evil trio! Now we can be team rocket.

[ ] Mentor in Evil (1)
The funniest possible thing would be one of the "Dark Generals" being actually just an overworked middle aged adult.

[ ] Monster Mash (1)
MrKermie wants vampires and yokai.

[ ] Rival Trio (1)
3v3. Let's square off.

[ ] Kamen Riders (2)
Riderrrr… KICK! (C'mon, y'know I had to do it, have you even SEEN my Quest?)

Also, I'm interested as to how this one interacts with our rival trio. Do we get six people to fight or four? (I'm happy either way.)

[ ] Mask Magic (1)
This one feels apropos with Riders, and actually feels like more of a benefit. Also allows our QM to set up dramatic irony, so very good.

So, full plan:

[X] Plan Throwing Hands
-[X] Ally Squad (2)
-[X] Mentor in Evil (1)
-[X] Monster Mash (1)
-[X] Rival Trio (1)
-[X] Kamen Riders (2)
-[X] Mask Magic (1)
Edit
: MrKermie is also partial to this plan—
[X] Plan One With the Goddess
 
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[X] Plan Throwing Hands
-[X] Ally Squad (2)
-[X] Mentor in Evil (1)
-[X] Monster Mash (1)
-[X] Rival Trio (1)
-[X] Kamen Riders (2)
-[X] Mask Magic (1)
 
[X] Plan: No Aliens Or Monsters
[X] Plan No Mascarade This Time!

I'll accept either of these.

You are a sad, pathetic little girl. A disgusting human child, filled with maleficence and sin. A broken soul in a broken world.

The narrator is the Big Bad, yes? I can't imagine wanting to serve them voluntarily or too long, and the premise of the quest means going full hero or anti-hero probably isn't really in the cards. Maybe playing the role of The Starscream or going double agent?

I can think of a few ideas for character designs: a full-blown satanic cultist, a colorful landsknecht for a mercenary, obvious doll joints for an artificial girl, gothic lolita because goths, a circus ringmaster or clown or jester for an unserious personality.

Also, reading the purple text lead my mind to this pic.
 
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[X] Plan "Cuthulu VS Ailens."
-[X] Eldritch Beings From Beyond the Stars (2)
-[X] Cultists in High Places (1)
-[X] Rival Trio (1)
-[X] Actual Aliens (2)


I'd add 'co-staring cultists and those random girls' to the Plan Name, but that would make it too long.
The goal of this plan? I want to go full eldritch, and the idea of Eldritch vs Extra-terrestrial sounds like a good time for me.

The narrator is the Big Bad, yes? I can't imagine wanting to serve them voluntarily, and the premise of the quest means going full hero or anti-hero probably isn't really in the cards. Maybe playing the role of The Starscream or going double agent?
I'm up for going for the Starscream route, that sounds like a good time.
 
[X] Plan Maximum Chaos!
- [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] Cultists in High Places (1)
- [X] Mentor in Evil (1)
- [X] Mega Monsters (3)
- [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] Kamen Riders (2)
- [X] Big Good (3)
 
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The narrator is the Big Bad, yes? I can't imagine wanting to serve them voluntarily or too long, and the premise of the quest means going full hero or anti-hero probably isn't really in the cards. Maybe playing the role of The Starscream or going double agent?
She is the big bad, yes and all routes are possible. Some may be harder than others to pull off but anything is possible. Like I said, the choice is yours. It always has been.
 
Being redeemed/switching sides appears to be explicitly acknowledged as a possibility.
[X] Plan: No Aliens Or Monsters
[X] Plan No Mascarade This Time!

Just thought I'd just throw some very minimal plans out there.

[X] Plan: give me a magical girl with nothin'
-[X] Nothin'?

[X] Plan: 1v1 me in the Denny's parking lot
-[X] It's a Magic, Magic World Out There (1)
-[X] Mask Magic (1)

Edit:
[x] Plan One With the Goddess
 
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[X] Plan Throwing Hands
-[X] Ally Squad (2)
-[X] Mentor in Evil (1)
-[X] Monster Mash (1)
-[X] Rival Trio (1)
-[X] Kamen Riders (2)
-[X] Mask Magic (1)
 
As I said to you when this started, I'm a single issue voter - we must make the evil narrator fall for us and either conquer existence together or act as the path to redemption.

(Side note: already love her Blatantly Insulting Us vibe, it's like being into Devil Wears Prada fanfics all over again)

Now what to pick....

Dark Conquered Zones and the Apocalipta both seem to make The Narrator pretty pleased, but they're also events prior to us and therefore not immediately of use for Spending Time With The Existence Conquering Goddess So She Falls for Us. One at max. The various ally options (other than the eldritch ones, who the Narrator doesn't like) all give potential wingperson vibes, but they also present people higher in the hierarchy who might get in the way of Stuff happening. Then again, more ranks makes the potential romance more taboo, but it's already 'Goddess and her creation she starts off hating', that's already plenty of toxic lesbian angst, we don't need MORE power difference too.

On the opposite end, the generation options (while making things difficult) give us a chance to be a major breakthrough, which might impress the woman upstairs. Big Good gives Angst possibilities and so is a Must, but I'm unsure about the others.

So given all of that -

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

There. All sorted. And because chaos, I'll also approval vote EDIT: Gan's vote which is better -

[X] Plan Indulging Dark Fantasy
 
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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)

[x] Plan: No Aliens Or Monsters
 
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Oh, right. Something I forgot to mention. I planned each perk so that they could be helpful or a hindrance depending on what route you take. If you go seek redemption, having a dark general in your backyard right off the bat is a big hurdle but if you stay dark, obviously that an ally for you. And so on. As a Dark Magical Girl, you can take advantage of both sides.
 
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