Magical Girl Home Base Quest

Looks like it'll become a trinket, so we don't have to worry about portability, fortunately. Hopefully we will get rid of the radiation part too, although it would be kind of interesting if the way it heals is by giving people cancer in just the right areas that the extra cell growth closes up any wounds and then magically makes the cells not be cancerous anymore.
I'm pretty sure that turning the kolobok into a trinket removes the radiation, the same way when we turned Tyrfang into a wand we removed the curses from it.
[Come to think of it, do magical girls even get chronic radiation damage? I don't know how the longer-lived ones make it to 400 years old or whatever, they may have made additional cheats and/or literal or metaphorical deals with the Devil, but that pretty clearly implies some good cancer resistance otherwise]
If they make their contract with a certain white bunnycat, it's probably because their body is more of a meat puppet and has relatively little bearing on whether they're alive or not. Those magical girls probably also have a bit of automatic magical healing, but I'm not sure how that helps with cancer. Maybe it heals DNA damage and fixes the accumulated mutations that cause cancer? Or maybe the fact that they won't die from bodily harm means they can use extreme treatments for the cancer without worrying about it killing them? It's really easy to kill cancer, the hard part is not killing the patient just as fast as the cancer. :p

For other types of magical girls, no idea.
QM has said that all megucas can heal from anything that doesn't kill them. It just takes time.
She might have had that, but MGs are almost infection-proof. They can heal from literally anything that doesn't kill you. Eventually.
 
Since the Kolobok is a bulky healing item as I understand it, it may be best kept here as base infrastructure for extremely desperate medical cases where sliding the cover off and bathing someone in radiation is still less bad than leaving them without it.

Yeah. Whatever we get out of the Kolobok, we don't want to sell it anytime soon. Even though we might end up with a portable healing trinket, we're mainly researching it so the base itself can provide better healing. (Unless there's an MG who's got really fast movement and a cell phone, idk.)

Later on if we upgrade past it with more healing items or a medical room we might sell the Kolobok-thingy.
 
Yeah. Whatever we get out of the Kolobok, we don't want to sell it anytime soon. Even though we might end up with a portable healing trinket, we're mainly researching it so the base itself can provide better healing. (Unless there's an MG who's got really fast movement and a cell phone, idk.)

Later on if we upgrade past it with more healing items or a medical room we might sell the Kolobok-thingy.
I don't think Medicine Boy can use trinkets himself, although I guess he could just draft a random MG to use it every time. I think it would be better though to have a resident MG keep it, in which case we have a medic who can both go on field missions and heal people from other missions when she comes back each day. We just have to keep people stabilized until she gets back, which Medicine Boy should be fine at.
 
For those of you thinking to research the Kobolok and then sell it for money - one the qm is reading along.

Two - we've already have noted that it's not the local girls who generally have the highest bids because already forking over loot as a way to pay rent.

If you guys are doing it for just one (possible healing tool) or the other (money) fine.

But trying to thread the needle... We are talking about a qm who has confessed before to changing things because they saw a way for us to paperclip maximize.

To be more accurate, I ran the numbers, and decided I didn't like the option path y'all could take if the thread managed to collect it's spaghetti long enough to maximize a paperclip. Once you took the real danger of an expected... mmm, call it 20-40 dead magical girls out of the equation, you could just blitz workshop upgrades and shit out high tier gear, at which point this would go from 'crisis' to 'taco tuesday' rather quickly. Since I know SV can hit Maximized Paperclip without too much trouble at higher levels of quest activity. In exchange, I put more Item Duplication in the table (since MG fatalities for normal activities were far lower than planned) so that with the right upgrades you could get Derrivative Wands, which are a copy of what you build but one tier lower.

While I distinctly doubt that the QM is specifically trying to make us fail, or the type to throw a tantrum if we're supposed to find an exit of a room we weren't given a description for (I've specifically seen the second happen) trying to eat our cake and have it too is not something I think will fly.
 
For those of you thinking to research the Kobolok and then sell it for money - one the qm is reading along.

Two - we've already have noted that it's not the local girls who generally have the highest bids because already forking over loot as a way to pay rent.

If you guys are doing it for just one (possible healing tool) or the other (money) fine.

But trying to thread the needle... We are talking about a qm who has confessed before to changing things because they saw a way for us to paperclip maximize.
I don't think this is paperclipping. It doesn't scale up the way that is necessary for paperclipping, since there's only one kolobok.
It's true that we won't get as much money from a local, but at the same time we will get more money than we would from keeping it with Medicine Boy. Not to mention it will be more useful, as it can both heal people that need it and help someone on missions.

My interpretation is that the QM doesn't want us to paperclip our way to easy victory because it's not realistic. People in poverty don't have a way to paperclip themselves into becoming CEOs, or there would be plenty of CEOs that used to be hobos. On the other hand, making slightly better or slightly worse choices are possible. It's possible to work your way out of poverty through hard work, good choices, and lots of luck, it's just extremely difficult. In our case, selling the kolobok to a local is one of the good choices, which we can make because we got lucky (someone finding the kolobok and offering it as payment), but it's not a choice with no downsides. It gives us less resources than selling to someone out of town, and (compared to keeping it) delays healing for injured girls by however long it takes for the MG with the kolobok to arrive.

It's a middle ground option. It has upsides and downsides, but (as I'm trying to argue) it's better than either extreme. It's quite possible that I'm wrong about the QM's definition of paperclipping, but as far as I can tell this is not paperclipping.

Edit:
Sorry if this is ramble-y.
 
Another aspect to selling the research final result in particular - we're low on mundanes in particular.

And we're not guaranteed to get the option of mundanes from a local in payment.

And honestly are probably at a severe disadvantage given the only local we know have with mundanes as their main good is Mistletoe. AnWho is paying by weekly and her last big item purchase was paying in relics.

There's a reason we had to specifically earmark Trompdoy and Eowyn's purchase. Anything above tier 2 the locals seem to be very very wary at bidding for.

Because not nearly as flush in cash.

The system isn't nearly as simple as just everyone present bidding. The girls will only bid if they think they have a chance.
 
For the last time, we can exchange some of our big pile of non-mundane resources for mundane resources if we really need to. We don't need to sell the Kolobok or whatever anyways, we have enough money to cover this week and make a normal sellable item next week if we need to.
 
For the last time, we can exchange some of our big pile of non-mundane resources for mundane resources if we really need to.

True but I will note -

Yeah, pretty much. Magical Girls can't play the flea like you can, so converting bear asses to tools is hard as shit. When you 'convert resources' to make upkeep, it takes up your Friday and Saturday to get that inventory moved at the flea.

It is not a free action. And I kinda doubt that it's a safe one in an all hands on deck emergency
 
Another thing that seems to have slipped out from people's minds this that, assuming the dice fall our way and we do get a sellable trinket, the game mechanics make it so we can't do anything with it untill next turn. See again the cursed sword.

Also please remember, the QM said the least good result was a tier three and mild radiation poisoning. They did not say what the bad results were, nor did they say what the threshold was for any of the results.
 
It is not a free action. And I kinda doubt that it's a safe one in an all hands on deck emergency

It feels like trying to have our cake and eat it too to get a healing item from the research action and yet instantly sell it for money and this somehow leading to better healing for the local MG population as a whole instead of only 1 MG. We can only get so many benefits from one action.
 
For those of you thinking to research the Kobolok and then sell it for money - one the qm is reading along.
I mean yes, but it's not like the QM can't think of this for himself or like we're even really trying to outwit him with the idea, is it? We're desperately hard up for money and the researched Kolobok might actually be safe to use and a reasonably strong healing artifact. One that is therefore prized by relatively powerful and well established magical girls who could offer us the money we need to make our place more comfortable.

Of course we'd seriously consider trying to sell it. If we can figure out how to 'safe' it it'd be even more valuable than it is now, very much like that cursed sword.

Which we sold after researching and 'purifying,' did we not?

I mean, it's hardly going to surprise the QM that if we have a valuable and portable form of wealth that would be useful, we might seriously consider selling it.

It feels like trying to have our cake and eat it too to get a healing item from the research action and yet instantly sell it for money and this somehow leading to better healing for the local MG population as a whole instead of only 1 MG. We can only get so many benefits from one action.
Yeah no.

If we want to optimize medical care for magical girls, we're gonna need to either keep the thing here, or hand it out specifically to one of the girls going out on a big mission as a field medicine thing, as a loaner.

If we want to optimize resources, we sell it to whoever offers the most mundanes and, realistically, probably never see it again.

Selling to a local girl is a compromise if any of the local girls can even OFFER "Mundane" hard currency for it, and will probably put us somewhere between those two extremes.
 
I mean, that would be a weird way of phrasing it if so. I read "least good" as"worst case scenario".

@7734, could you clarify?
Again, consider Tyrfing. In fact, I'll just grab the QMs post.
You can now. On my back of napkin noted table for the roll...
<5; flubs, takes another turn.
5-6: passes, kills mooglet
7-8: passes, kills mooglet, get Wand skill up
9: passes, mains mooglet, get Costume skill
10: passes, safe mooglet, get Costume skill, get Wand skill up
This is a dangerous spread. There's a lot of bad things that happen even in the good results. So, I stand by my stance that we work on the workshop first, then research.
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.
It also has this tidbit which no one seems to remember.
 
It feels like trying to have our cake and eat it too to get a healing item from the research action and yet instantly sell it for money and this somehow leading to better healing for the local MG population as a whole instead of only 1 MG. We can only get so many benefits from one action.
As has been mentioned by the post you quoted, it won't be instant. We'll probably have to wait a turn to sell it, just like if we decided to sell it to out-of-town MGs. Sorry if I came across like I thought my plan was some kind of set in stone thing that would definitely go exactly like I said without any kinds of detours or delays. The intention was for it to be a basic plan for getting from A) Where we are, to B) Upgrading our workshop, and some steps we can take to maximize our chances of getting there.
 
One has to remember Tyrfang is a legendary cursed sword, where the Kolobok is an amusing Stalker reference.
That is a stupid line of reasoning. Tyrfang isn't cursed either, it's a made up sword from an old Norse myth. That does not make it more or less dangerous, especially within the context of the story.

Even if it's not as dangerous as Tyrfang, that's no reason not to treat it lightly. Do you not know what radiation poisoning is?
 
I suspect we're going to find out that while radiation poisoning is legitimately bad and would be exactly as dangerous as advertised, Medicine Boy has some hilarious law of sympathy way to neutralize it or that the thing stops being radioactive after the spells are realigned by him painting some runes on in dollar store paint or something. :p

I am only mostly joking.
 
I feel there's a quantifiable difference in how Tyrfang is described (actively trying to kill everyone who comes into the workshop, 'hellishly cursed') and how the QM has described the Kolobok (perfectly safe... for short exposure, two hours of exposure would disqualify an astronaut from space flight, not kill him). I'm not saying it's perfectly safe, the QM already clarified possibility of backlash. But we're not dealing with the Elephant's Foot here.
 
Last edited:
That is a stupid line of reasoning. Tyrfang isn't cursed either, it's a made up sword from an old Norse myth.
It's a legendary cursed sword. I mean, sure, in RL it's made up, but this is a quest with witches, alchemists, and magic girls. Your logic here seems like it isn't really logical and indeed could be said to be a stupid line of reasoning.
 
Personally I don't want to deal with radiation until we have some magic Hazmat Suit or something to keep us from going from 7 fingers to 11
 
I mean, that would be a weird way of phrasing it if so. I read "least good" as"worst case scenario".

@7734, could you clarify?

The 'least good' result is the worst result that does results in a positive effect for the players. The worst result is I get to roll d6 to determine the length of Homer Quest. It'll be great, since Homer is one of those characters who may or may not get himself into trouble as he sees fit.
 
Good to know.


...Not sure I'm changing my vote, though. A Tier 4 healing Trinket is a pretty big potential prize to dangle right now, and Homer Quest sounds hilarious.
 
Back
Top