Today was a monumental day. The start of something that would change lives by the dozen - for better, or worse. Perhaps I am tackling an issue too large to handle. I don't care if that is the case. Even if this venture is doomed to failure, I will be content, knowing that I tried.
I can't stand by while so many die. Not anymore.
They stood before me, twenty girls in all the colors of the rainbow, with swords, guns, a spatula, and tentative optimism. These were girls willing to risk what little they had left, on my wild imagination, of fanciful things like a roof, and friends.
I will not let them down. I cannot fail them.
Twenty Magical Girls in Mitakihara. I never knew so many could be found in one place, and yet, here they are, and they've all put their faith in me, to bring them a better life. "Perhaps," I had said, "Even a life longer than a few months."
I told them about all I had seen. The countless girls, taken by the Law of Cycles not a week after Contracting. The broken and mangled bodies of girls who'd pushed their luck hunting alone.
The fact that I have been a Magical Girl for two years.They called me old! I'm still young and beautiful...Aren't I? Two years...It's been so long.
It was necessary. I needed their trust, needed them to understand...But these truths, so ugly, are too much. Yuma-chan is only eight, Kaori-chan turns ten in a month...She will see that birthday!
Gathered in Central Park, a quick query gave rise to several key issues.
One. Many of them are homeless for a litany of heartbreaking reasons, ranging from fires they didn't think to Wish away, to a Demon attack taking their family.
Two. Some girls don't even remember school. The Magic in their life consumed all trace of normality, and left them to a fate of endless combat and solitude.
Three. Our overall stockpile of Grief Cubes stands just above our current population. Perhaps the greatest recruitment lure was the full dozen Cubes I put forward, for the group's use. Many girls had grown desperate, living hand to mouth in all aspects. I made them do this. There was no choice, only cooperation or starvation.
Four. I didn't make enough welcome cake.
The Math is less important than it looks, please don't be put off by that. Some people just really enjoy it.
Grief Cubes: Each Magical Girl uses 1 unit of grief cubes each month by default. Additional grief cubes can help avert a grief spiral and can be used for magic heavy applications and research. Significant injuries will cost .5 grief cubes in healing.
Morale: The modifier to your grief spiral roll, rather self explanatory.
Meguca: These are an abstraction representing the time investment of one month of (Magical) girl hours. They do not mean necessarily that one girl worked on this for a month - for instance, the training options mean that your combined population each spend 10% of their time training, not that two out of twenty trained and the rest didn't. Furthermore, time is already allotted for basic self-care, and other necessities, like school.
Money: Mundane human currency, used for mundane applications like buying food and housing as well as other such things.
Territory: The amount of grief cubes you can sustainably extract from an area each turn without causing dangerous adaptation of demons.
Demon strength: The modifier applied to base casualty rate representing the strength of the demons in your territory relative to average. This is affected by you grief cube harvest
20*(Hunting - Sustainable Hunting)/Sustainable Hunting = demon strength change relative to previous turn
(keep in mind this value is rounded, and produces the % modifier on casualty rate)
If value of demon strength drops below 0 then further decreases are multiplied by .25
Grief Spiral roll: Magical girls are inherently emotionally volatile, unfortunately this can be lethal for them. This roll represents all the various forces in a girl's life that could cause their psyche to collapse. 0-20% of girls die by grief spiral each month based on a d100 roll modified by your morale.
These deaths can also be mitigated by use of additional grief cubes to cleanse. 1 Grief Cube Unit averts half of grief spirals, 2 avert half of the remaining portion (3/4 total), 4 avert half of the remaining (7/8 total). Anything worse than that is too severe to presently save. Some grief spirals are completely unstoppable once they start. You cannot save every grief spiral.
Skill Levels (Higher skill levels can always perform jobs lower ones can.)
Green Meguca give a x1 base multiplier on resource collection. New to their abilities and running mostly on instincts.
Veteran Meguca bring in x1.5 on resource collection. -5% personal casuality chance. These have explored the more general magic that all Meguca hold and are capable of greater feats as well as using illusions to present an older image.
Elite Meguca a x2 multiplier in collections, -15% personal casuality chance. These are the sort of girls that were always destined for greatness, this level isn't reachable unless you already had a high potential. They have particular expertise.
Legendary Meguca. Urban legends, probably don't exist. Just because they're legends doesn't mean they don't exist. The sort of monstrous advantage that mere strength of numbers cannot overcome.
Most actions are decided using d100 rolls, though this is largely hidden from players. Results cannot reach too much of an extreme unless it was a high risk activity to begin with though.
I round sometimes, it is normal midpoint rounding.
Actions are currently only limited by resource availability (though if it gets to be too much I reserve the right to later switch to limiting action slots in some manner).
World affecting wishes have been sealed off by the Law of Cycles.
Wish manipulation is impossible.
Rumors are rumors, not facts, accuracy can vary wildly.
Insufficient information is one of the big themes of this quest. NO ONE has perfectly accurate information. This is especially visible to the players side, and often leads to fumbling, but it affects others as well.
Don't Panic
This is only my second quest and the first ended in me spinning out when I wasn't properly prepared. This time I have a whole lot more preparation laid so hopefully it will go better. I hope people enjoy it, it's an idea I always thought was interesting, the start of a magical girl organization rather than the result of one.
First Turn Start
Resources
15 Green Meguca, 5 Veteran Meguca, 1 Elite Meguca (Mami, special +10% when used on recruitment)
Grief Cubes: 30
Money: 8000$
Morale: [Low] The girls are distrustful of each other and staggered by the attrition rate Mami has observed but they hope for a better future.
Territory: Mitikahara, average demon population, below average strength
Options (This is a budget based quest mostly dependent on your manpower, so you can choose as many as you can afford, I've simply organized them for readability.)
[] Dispersed Hunting: Magical Girl will individually hunt demons throughout your territory and gather the grief cubes for the central supply. This can be dangerous.
Cost: Variable, specify number of Meguca dedicated; Reward: 2 grief cubes per Meguca assigned. 20% base casualty (significant injury or death) chance.
[] Pack Hunting: Magical Girls will hunt in groups vastly reducing the danger, but because they are not covering as much area their efficiency is reduced. Death is significantly less likely.
Cost: Variable, specify number of Meguca dedicated; Reward 1.25 Grief Cubes per Meguca assigned; 10% base casualty chance
[] Gather money, illegally: Magical Girls assigned to this role will commit crime to gather mundane currency which can be used to improve living conditions, using powers to commit simple burglaries or cheat in games of chance. Your Magical Girls have joined in search of a better life they are unlikely to much enjoy this and wish to avoid harsher crimes. You also lack connections with the criminal underworld, so the take is not all that good. There might also be complications with other criminals or the law.
Cost: Variable, specify number of Meguca dedicated; Reward: ~$3,000 per month per Meguca assigned, but it is highly variable
[] Gather money, legally: There are not a great number of jobs that will take young girls as workers: working as a bike courier, waitress, or maid are likely options. This project benefits from regularity, and discontinuous execution may have negative side effects. Chance of success 50% per Meguca, because it is summer vacation, following up on a previous month's success brings the chance to 100%.
Cost: Variable, specify number of Meguca dedicated; Reward: $1,000 per month per Meguca assigned.
[] Improve Housing: Cramped Appartment: A great deal of your Magical Girls are orphans and their basic living conditions are squalor. You may be able to afford a large apartment to improve their conditions somewhat, though it would have to be cramped. Though renting an apartment as a middle-schooler will take some illusions and telepathy.
Cost: $6,000 and 2 Veteran Meguca: Cramped Apartments instead of homeless as minimum housing level, ongoing cost 3000$ per month or you get kicked out. Payable at the begining of the month. (not repeatable)
[] Improve Housing: Small house: Instead of a dinky apartment you could pool your resources for a small house, giving everyone a git more room.
Cost: $10,000 and 3 Veteran Meguca: Small House instead of homeless as minimum housing level, ongoing cost 5000$ per month or you get kicked out. Payable at the begining of the month. (not repeatable)
[] Stipend: Giving your magical girls a small amount of money to spend on themselves will improve their morale.
Cost: $50 per Meguca; Reward: Increased morale. Chance of success: 100%
[] Gear, Cellphones: Dedicating Money to getting each girl a phone makes for better city-wide communications.
Cost: 3000$, 400$ per month in upkeep. Reward: -2% solo hunting causality rate, improved communications.
[] Central Dispatch, Demon Finding: Dedicating the most sensitive Veterans to snifing out demons and pointing them at others means they get much less tired and can search for longer finding more demons. Requires cellphones, only once per turn.
Cost: 2 Veteran Meguca; Reward: +25% grief cube acquisition from hunting actions, -1% hunting causality rate.
[] Training, Demon Finding: Dedicating time to this training will improve the range of each Magical Girl's internal demon radar.
Cost: 2 Meguca, 1 Meguca maintenance; Reward: +20% grief cube acquisition from hunting actions
[] Training, Pack tactics: Your Magical Girls aren't very used to working together and relying on others. They often get in each other's way and fail to support each other. Friendly fire can even occur. Working to improve their coordination will help to reduce their casualties when working together.
Cost: 2 Meguca, 1 Meguca maintenance; Reward: -4% casualty rate on Pack Hunting
[] Training, General Combat: While the Magical Girls recruited all have a certain natural combat skill instilled as part of being a magical girl, there is still a lot they have to learn. Practice can help prevent mistakes that would be lethal in the field.
Cost: 2 Meguca; Reward: -2% casualty rate on all Hunting actions
[]Training, Solo Tactics: Sometimes solo Magical Girls are taken out by surprise from their blindspots, training may help them learn to use their demon sensing ability to avoid being taken by attacks from outside of their vision.
Cost: 2 Meguca; Reward: -3% Dispersed Hunting casualty rate, -1% Pack Hunting casualty rate
[]Training, Raise Veteran: Raise one of the Green Girls to be a veteran
Cost: 3 Meguca, 1 Veteran Meguca; Reward: Raises one Green Meguca to veteran status.
[] Science! Enchanting: Occasionally Magical Girls find mundane objects they've used exhibiting extraordinary properties. Investigating this effect may allow for more powerful equipment and more standardized options, amongst other things.
Cost: 2 Veteran Meguca, 3 Grief Cubes; Reward: Unlock Enchanting Research Tree
[] Recruitment: Go out and find other Magical Girls to try to rope in to this crazy pyramid scheme you're setting up. Success of this action is very much dependent on the status of your current girls.
Cost: Variable, specify number of Meguca dedicated; Reward: 1 Meguca per recruiter; Chance of Success: ??% (+10% if using Veteran Meguca)
MAP
Yellow denotes the area currently held by Mami's group.
Current other colors:
Purple: Urban (High population density, translates to higher support capacity and usually more magical girls)
Aqua: Suburban (Moderate population density, not low enough to qualify for rural hunting modifier, but less support capacity than a similarly sized purple area)
Green: Rural (Low population density, low support capacity and reduced hunting efficiency)
Red: Nomadic (Very low population density, generally incapable of supporting a magical girl in a permanent residence and covered by nomads.)
Mami: You. Functionally immune to normal grief spiral chance because you have thrown everything into this group. Only severe damage to the group can prompt a grief spiral roll. After so much time talking people into joining your group, you are quite persuasive. +20% to persuasion checks.
Capable of resisting negativity and positivity emotional auras.
Serena: A legendary rank magical girl, even if without full immoral exploitation of her powers not quite as strong as she could be. She wished to Always be a Beacon of Hope. She got her wish, and regrets it completely.
Her power emotionally impacts humans and magical girls within a radius of 1 kilometer from her position at all times. The emotional effect is quite uplifting, pretty much anything can be viewed in a positive light and everything seems great. It's quite addictive however and viewing the world through it makes the world outside of it quite a bit bleaker.
In humans the withdraw is similar to long term clinical depression, often resulting in other addictive outlets to try to recapture some of that feeling like narcotics or alcohol. In magical girls, so vulnerable to despair as they are, leaving the effect once fully addicted is fatal as they immediately begin grief spiraling when confronted with the colder world.
The average human can experience 8 hours without lingering effects being too significant. Magical girls lead a harsher life and are thus generally less resistant in addition to the effects being more directly dangerous. Serena doesn't like to allow magical girls more than 2 hours exposure.
She hasn't experimented with this much though because she finds the effects a horrifying perversion of her wish. She limited exposure in the past to once every 3 months with broad looping paths, which seemed to give those in the area time to recover without ill effects, but she hasn't closely studied the limits, nor does she really want to.
When she transforms the aura's area and addictiveness remain the same, but it's intensity increases dramatically. It vastly reduces cost of magic use, but also severely compromises judgement. Hope becomes incredible overconfidence. You literally believe you can do anything you set your mind to.
She normally uses this state only when necessary as people "drunk on hope" can be dangerous to themselves. This was her primary PVP tactic which let her humiliatingly defeat opponents by simply telling them they couldn't possibly do something and them proceeding to try to prove her wrong. Likening the effects to a stereotypical drunk redneck is fairly accurate.
Her companions are much less affected by this effect due to the tolerance that has come with their permanent addiction.
Her Companions that perform somewhere between elite and vet normally, but a little above elite when Serena is in her transformed state.
Amélie Poulain - Granddaughter in a family of French expats that were retiring in Mexico. Has a... unique outlook on life. Somewhat short, with a lithe build. (Totally stealing her from the movie, Amélie.) Omake
Betty Rae Allen - Came from Texas on vacation. Grew up with three brothers. Knows how to wrassle. Barrier Specialist Omake
Lita Valenzuela Pérez - Classic Latin beauty, tall, with dark eyes and a dancer's build. Healer Mini Omake
Nina Mamani - Native American ancestry, with lineage from tribes in the Andes. Her family had migrated north. Takes her heritage seriously.
Kyouko: Yes that Kyouko. Has upgraded Rossa Phantasma to allow her a completely solid and independent clone, similarly to how Mami developed ribbons into muskets. Has joined your organization after quite a bit of hesitance. Originally split over wanting to be safer instead of helping people. Old Friends, What Friends Are For - Sakura Kyouko
Taya (A clairvoyant that you recruited when she was a depressed veteran getting by on her own, she's grown significantly under your guidance, but she still holds significant self doubt.)Shrine and Maiden, Taya's Story, Burdens
Seto: Elite Teleporter that was running her own group, feels she failed to protect them Leadership, Rules
Keiko -- Totally not the same one that died, you had two (that's my story and I'm sticking to it). Secretly sacrificing kittens to maintain your good luck. (Originally a joke, not so sure given your outrageous luck) One of your original vets. Loves to do Science! Kittens, Operation Anunnaki
Taura Nakao (Your only wish-magic Telepath, and one of the original vets that helped you start your group. She's considered a little creepy due to her always on mind reading, even though it's only surface thoughts. Though not thought as creepy as Keiko can be, but unlike Keiko who shows no signs of caring about that, Taura is bothered by it. She has a strict sense of morality. Lately she's been serving as your assistant fairly regularly managing the huge paperwork your group generates.) A Tangled Web We Weave, Tsundere Taura, Remixed, Tsundere Taura Part 2
Akeno Yamauchi (Fastest! Has not actually crashed, Inertia Manipulation Magic) Speed, Morning Jog
Aiko (Barrier user, tries to play counselor at times)
Hainako Konda: Incredibly clumsy even for a human, let alone a magical girl. Her ability to translate any language to any other language is quite useful though, and she makes more money for your group than any other girl using it. She's notable for the fact that she enjoys her wish quite completely. Whereas most are lucky if they don't regret their wish, she still loves hers. May be running fan translation sites on the side.
Akane: A magically good cook that lies at the heart of your budding restaurant. She was a green under Ayako and Mariko in Iwata before being pressed into the group alongside them, she is perfectly fine with the results though.
Haruka (Courier, thinks Hainako cursed, Healer)Haruka's story
Minako (Green recruited T15 after finding out about meguca through catching Shioko) So You Wanna Be a Hero?
Mariko and Ayako (Vets from Iwata pressed into the group after Kaori's kidnapping, Stealth and Clairvoyant respectively. Have mostly come to accept that they are better off in the group than they were alone, are still touchy about the pressganging though.) Rumors and Repercussions (Part 1: Mariko and Ayako)
Sakamae Ohta (original vet)
Shioko Okino (Was caught transforming by Minako and Ayase leading to their introduction to SIMP), Helped escort the Coalition girls Coaltion Training
Kit Toyoda (Maid cafe waitress, clairvoyant)
Yuma (Youngest of group at 10, Healer)
Kaori (age 12, father killed by demon, currently relocated to Iwata)
Yui (Barrier user)
Katsuko Uehara (Runs herd on Keiko usually)
Aisa and Kina Ogawa (In another time one was rich and one was a servant's daughter. Wished to be sisters and it is so now. Moderately rich family, helped arrange your business loan through their father.)
Maki - Trained under the master of the Guiana Highlands (aka: Kit Toyoda, though Kit would tell you said master was Kyouko). A day in the restaurant
Tama, Kanon, Yukari - Friends from a nearby suburban area. Kanon is distrustful of others, Yukari has an idol obsession, and Tama loves cats, and often affects a cat-like personality as she tries to keep the others in line. Some Invitations, Who I Want To Be
Nagoya Magocracy
Hino- General leader of Nagoya Magocracy. You suspect she's a powerful telepath and have avoided meeting her in person. It's unclear how absolute her power is, and she does maintain a council. She seems to genuinely want to clear out Tokyo.
Uno- Military commander of the NM. A lead from the front type, some sort of spatial manipulation magic. Enforces a greater degree of military discipline amongst the Elite groups you've seen, but is entirely willing to take the greatest risks on herself.
Yoko- Elite Clairvoyant with a summoned anti-material sniper rifle. One of the NM's elite combat units. Took some shots at Kyouko once upon a time, but Kyouko seems to have shrugged that off on meeting her. She wears far too little clothes though.
Sumida Taki- A veteran, but on the NM's ruling council regardless, she runs their business operations and is usually who you get to talk to in making trade deals.
Magick Company
Masaki Sachiko- CEO of the Magick Company. You don't know much about her, but rumor has it that you should be as careful making deals with her as you would be with Kyuubey. Though it also says she is the richest magical girl in Japan. Her unique magic is the ability to create magically binding contracts. The party involved must agree of their own free will but is then bound to the spirit of the contract as they perceived it.
Heaven's Chosen
Yashiro Hiko- She runs the Heaven's Chosen organization in Kyoto. She is the oldest magical girl in Japan it's said, and she's extraordinarily powerful as well. She's known to be protective of those under her banner, but seemingly quite callous to anyone else considering she thinks it advantageous if Tokyo is destroyed. Having met her you get all sorts of mixed signals from her and you've no doubt that's intentional. She can certainly play the sweet little girl and she looks quite young, 10 to 12 in appearance; yet she definitely let you see she's far more than what she appears. She was originally an artisan, and her skill in magical craftsmanship is undeniable.
Please note this list is not all inclusive and only has limited mechanical impact.
Wish Magic Distribution (Updated for T35):
Healer: Many
Barrier: Many
Teleporter: Seto +4 vets +4 green
Clairvoyant:Taya +5 vets +3 green
Stealth/Illusion: Kyouko +5 vets +4 green
Telepath: 1 (Taura)
Translator: 2
Cooking: 2
Ability to speak to animals: 1
Demons are far more fluid than they expected. Conceptually they had heard that demons were the result of negative human emotions, but in a magical girl's usual fights with them they tended to be quite physically solid. Observation for longer periods than the space of a usual fight though let them see that demons forms are quite mutable. The demons spring into existence seemingly from nothing and often fall into infighting against each other in the absence of magical girls to unite against. The demons seem to change form slowly all the time, but the majority of them seen now are rather well adapted to facing the normal strategies of Mami's group despite the fact that the girls have been sweeping areas completely of demons rather than leaving some alive.
The veterans also observe that during the time taken at the start of the month for training the demons general form seemed to adjust to combat each other more effectively to some degree rather than magical girls, although this effect was minor enough that it took extensive notes and observation to detect.
In essence Demons seem to undergo something similar to Lamarckian evolution, with changes not being prevented by wiping out entire groups and not leaving survivors. Your group has speculated that Lamarck may have been aware of Demons, but of course you have no way of knowing.
It is the observation of the Incubators that demons appear in places where there are concentrations of humans based on the negativity thereof. In general it takes the negativity of a vast number of humans to fuel enough demons to provide for a magical girl safely. The quality of life for the humans in question tends to make surprisingly little difference in the number of demons produced, but Incubators lack sufficient understanding of magic and emotion to explain why. They have some theories though. He then diverts without expanding on that statement
Typically it takes at least around 20,000 to 25,000 humans to support a magical girl sustainably, he estimates that Mami's territory is only sufficient to provide 20 grief cubes a month safely. It is this which drives magical girls to be territorial. A sufficiently large demon population remains adapted to infighting, while too heavy a magical girl intervention drives adaptation to fighting them instead.
These adaptations occur far more rapidly than normal evolution can justify and in spite of efforts that would prevent normal evolution such as eliminating entire populations via orbital bombardment to eliminate not just the existent demon population but the human population from which it was derived. When a new human population was relocated into the area the demons that appeared displayed their previous adaptations along with some new ones designed towards dealing with the weaponry used before, if not sufficiently to be effective. The Incubators have largely given up on determining the cause.
Inspired by the nature of demons adaptation you have developed a regime of hunting in which you selectively use specific methods to kill demons in order to reduce the rate at which their total resistance increases.
While basic implementation reduced demon adaptation rate by 34% at the cost of some small additional danger which was considerable and useful. You've since performed further research to isolate more precisely when to change tactics, how, and in what order to reduce it by a total of 40%.
You've also developed an even more restrictive version that would allow you to reduce their adaptation by a whopping 50%, but at the cost of considerably more danger.
There exist demons significantly more powerful than the general ones. Demons for which magical girls can be the hunted instead of the hunter. Most demons that a magical girl encounters day to day would be classified by the Incubators between Class 1 and 2, and are easily dealt with as part of their hunting.
When an area is sufficiently overhunted however, there is a risk of higher Class demons emerging.
Class 3 Demons
Incubators would say that recommended force at this level is minimum 3 Grade 3 (Elite) Contracted. Of course that's with a 40% survival rate.
At this level their depressive effect on emotions partially penetrates the immunity granted by the inherent defenses of a magical girl. Green magical girls are rendered almost completely combat ineffective, while Veterans lose around 30% of their combat effectiveness and require .2 GCU per minute simply to stave off death by grief buildup. Elites with their greater power and experience are much more resistant and can withstand the depressive aura with only minor negative impact on their combat effectiveness (-5%)
The second trait that is usually noticed is at this level you can expect powers parallel to magical girls themselves.
There is a chance when a demon of this class or above defeats a magical girl that it can absorb their powers and utilize them for its own at a similar strength to what the magical girl originally possessed.
Similarly while magical girls can sense demons at a distance, these demons can sense magical girls at a distance.
High Class demons largely view magical girls as a very energy dense food source which can potentially fight back, though a sufficient number of humans can still sustain them. They will act to pursue magical girls that they feel they can feed on, while fleeing if facing overwhelming power.
They can coordinate in a collective manner similar to pack hunting animals.
Their miasma is generally slow moving enough that a magical girl can simply run away, unless the demon is capable of teleporting.
When they have consumed enough power can undergo a meiosis type process to produce two weaker Class 3 demons, or may simply retain that power and grow into a stronger Class of Demon.
Class 4 Demons
Incubators recommend no less than 15 Grade 3 (Elite) Contracted for an engagement, with incentivizing Grade 4 (Legendary) Contracted as a significant option.
Possess all the traits and abilities of Class 3 demons, only magnified further.
While for most lower level demons the interior space of the miasma is the same as the corresponding space outside the miasma, at this level and above significant differences can be expected, with the interior space typically significantly larger than the exterior.
10 to 40 Humans are noticeably more positive and hopeful, though this can be a negative impact as it can go too far, chance for Youma to spawn starts low and scales up as it increases.
0 to 10 Humans are a little more positive as it goes up, but not that big a a deal
-10 to 0 Humans are a little more negative, but mostly okay and the average person involved probably won't notice from within
-30 to -10 Humans are noticeably more negative, harder for them to actually do things that rely on having a positive outlook, suicide rates uptick gradually
<-30 Negativity reaches critical levels. Expect large numbers of suicides that scale up as you go lower. Things like businesses trying to think about the future will have their views seriously skewed, it becomes almost impossible for a manager in the area to believe it will ever get better, this results in changes to their economic planning. Though when you deal with more distributed corporations, effects can be weird.
Below -40 it becomes very noticeable to outside human observers that something is wrong, that it's not natural, a lot of deaths where the person just kind of stopped like Miranda in Firefly.
Kyouko kept her territory around -10, because below that the effects on humans were kind of a drag on her by association. Not because the effects on humans were directly affecting her, but because all the humans being depressed has a sort of peer effect. Magical girls don't directly suffer from negative demon strength. But their senses can roughly detect it and it can be likened somewhat to a bad smell: very noticeable on entering, less so if you're living there.
Enchantment represents passive effects, largely on normal physical properties.
At some point many magical girls notice that objects they pick up to use as improvised weapons tend to hold up far better than they should. A couple of the veterans with an extra allotment of grief cubes run a series of tests on this process. These tests reveal that objects wielded by a transformed magical girl rapidly increase in strength over a few seconds to approximately double their natural strength though it varied somewhat dependent on the object and the magical strength of the girl applying the effect. They seem to lose that strength just as rapidly when let go though. Many trees, chairs, knives, soda cans, and cinderblocks died for this knowledge.
In addition to strength materials gain some increase to a "defining" secondary property. Glass becomes twice as clear, which makes it essentially invisible to the naked eye. Copper has its already high heat and electrical conductivity boosted significantly. Steel it seems didn't have much of a secondary effect but its strength seems a bit higher than you'd expect from the normal enchantment, they simply hadn't noticed before due to their improper equipment and technique. Aluminum lost fully half its already low weight. Wood tended to become more pliable, able to bend much more before breaking but without losing strength, but there was significant variability depending on the type of wood in question. Plastic had a wide range of effects: sometimes becoming more flexible like wood did, other times a bit more lightweight, still others clearer like glass. It seemed to be based on the variability of types of plastic itself though, with the same specific sample producing the same result.
The first development in this field was a technique for holding onto an enchantment cast by another, it works by sort of wrapping it up with a field of your own magic outside it so it can't leak away. This at least lets Mami charge up another girl's shield and the other girl can maintain the superior strength as long as she holds it. Mami found it rather interesting as she started seeing the girls' shields before they went out how they've all decorated them in various colors and patterns.
Research since then has indicated that insulating an enchantment can be done in a similar way to insulating an object against heat loss to similar effect, significantly increasing the time it takes for the enchantment to discharge proportional to the degree of insulation utilized. Notably magic is behaving similar to heat, but is not at all the same, active refrigeration or heating has no noticeable effect. You currently make use of thermoses and cyrogenic laboratory coolers to best utilize this effect. Extending the duration enchantments without maintenance can last in storage to just over a day.
The results of your experimentation on technology are a bit unclear. You weren't able to derive anything of actual immediate use though. While use of magic in the area has no effect on technology that you were able to detect, enchanting the objects directly usually caused them to fail or introduced wild inaccuracies between the object's design and the results, and in cases where it didn't cause problems didn't seem to help either.
Keiko believes that this is a result of the materials making up the objects being altered individually. Modern technology is made up of a huge number of smaller components working in carefully constructed harmony based off their properties. When you enhance the properties of those individual components without concern for the overall design, there's not really much benefit, and it even causes problems. For instance most electronics fail if the semiconductor properties are altered even slightly without a complete redesign based on the new properties.
She's not really sure that there's anything your group can do about this right now. Something like assembling a computer out of parts would be easy enough, but redesigning and building the parts based off changed properties of the materials would be very difficult; she's not even sure where to begin on something like that.
This technique for storing spells for later use was purchased from the Nagoya Magocracy. While they referred to them as spell anchors, your group has largely taken to referring to them as charms.
The technique involves a form of mental gymnastics where you essentially form a spell within an object and crystallize it in that state, binding it in place with a further layer of magic. When the outer layer degrades the inner spell is unleashed. It is scribbled in several places that you should include orientation in your imagining of the spell relative to the object and that this orientation should be clearly indicated on the object.
Any girl can maintain the outer shell of magic holding the spell in place, but they can't recharge a discharged ability they couldn't cast on their own. It notes that typical usage involves charging them at home base before passing them to whoever is going out and needing them so that the one carrying it can maintain the shielding.
Their most common usage would be an emergency shield, teleport, or healing items useful to non-specialists. Effects generally do not last long enough for it to be a useful device for stealth or illusions, a distraction at best.
Teleport items are useful but the destination can only be set in advance by the original caster. While it is possible to set such destinations as a certain distance in a certain direction rather than to a specific location, there's significant danger involved as there is no automatic safety like an actual teleporter making a similar maneuver and it can easily result in you being stuck in a wall or worse buried alive if the orientation is wrong. They recommend a destination set substantially off the floor inside your base above a padded teleport pad: so that the actual destination is filled as short a time as possible. Range is still a factor though, and the usual result of an out of range attempt is just a fizzle.
Clairvoyant and telepathy items are possible, but the information dump is painful at best and getting anything coherent out of it is difficult. They suspect that there is some degree of mental remodeling or improvement involved in being a specialist in those fields to allow the user to handle the additional information.
It's clear that there is no processing ability inherent to this mechanism. The spell executes exactly as it was originally designed to, without any conditionals.
You came up with the idea for two girls pooling their magic to create a greater effect after observing other girls from area 1 (now part of the Coalition) performing such a feat.
Interfacing the magic of two separate girls, even those with similar abilities is not so simple as you'd like. There's a lot of destructive interference from two people trying to apply the same effect.
Simply pushing magic together wasn't enough, the magic from each source was always in conflict. In an analogy to sound you're playing the same tone, but if there's a difference in phase the elements interfere with each other.
Based off the time you observed it in use you were able to determine that the "dance" they performed was in fact a part of using their magic together. There's not usually any ritual needed for the magic of a girl's wish, but use of a ritualistic pattern helps to synchronize the participants magic to minimize destructive interference.
It's not as good as you'd been dreaming of, being significantly slower than normal magic use, but it has its purposes.
Even untransformed magical girls are at a peak of human capability, able to perform more like an action movie character than a normal human. Transformed their abilities are magnified further, they are stronger, faster, and more durable than any human. They also are significantly less vulnerable to the emotional effects used by demons than humans are.
They are however vulnerable to emotions in a way no normal human is, as negative emotions, even temporary ones which a human could shrug off after a while can prove lethal. This compounds on top of the fact that they are selected in the first place partly for being emotional.
Dying magical girls vanish without explanation. Though this is often referred to as taken by the Law of Cycles.
An image of the body is made on Contracting. Magic acts to gradually restore that state in cases where deviation occurs. A minor regeneration effect presents in all puella magi when there is deviation from their state on originally contracting, this is accurate to the genetic level and negates the effects of aging. It is slow enough that it is not normally enough for combat inflicted wounds during an engagement, and death is still quite possible to significant enough damage, but slower causes of death such as most poisons are rendered null. Slow acting poisons or low levels of radiation exposure are mostly ignorable as the image preserved in the Soul Gem is immune to damage from such and can restore even genetic damage. Lack of neural reconfiguration from this would normally be a concern in that it would prevent formation of new memories, but neural processes are exported to the Soul Gem to avoid this.
The image does not necessarily perfectly match what the individual looked like on Contracting, it is possible to be somewhat different if the individual at the time of Contract had a mental image of themselves which did not match with their physical appearance.
There have been experiments done in removing or modifying this image. In the few successful cases they have produced modifications to form that are believed to represent whatever the particular puella magi is thinking moment to moment or possibly some deeper component of their minds. These cases mostly are non-viable and vanish in the same matter as dying puella magi normally do.
As ever, some exceptions exist in cases in which the Wish overrides the general template, such as Wishes for shapeshifting.
Magical Girls all have some similar abilities, but they can also have abilities as a result of the specifics of their Wish. While wishes can result in entirely unique powers, many fall into some general categories which follow similar principles though may have the occasional specific wrinkle.
Healer: Those who wish to heal some sort of physical problem are quite common, and this results in the ability to heal themselves and others. Even whole lost limbs can be recreated, and most diseases can be easily cured.
Barrier: Those who wish to protect gain the power to create barriers. These are capable of blocking both mundane and many magical attacks, but there are limits to their strength.
Teleporter: Usually a power given to those that wish to travel or to escape. They can teleport themselves along with others instantly across a distance. Internal safety mechanisms ensure that the destination is not occupying any solid matter and pushes fluid matter aside. This allows teleport to be done blind to some degree. Range is limited based on the degree of power of the user (20km vet, 35km elite or tandem vet). Users generally develop a reflex of teleporting out of the way of attacks, similar to a flinch response, very difficult to suppress.
Clairvoyant: Wishes to see something or have clarity often result in this type of power. Allows the user to remote view from a distance. This essentially gives them a 360 degree supernatural vision and other senses radiating from a point of space that they can move. This can be viewed simultaneously with their normal perspective as the process includes some added mental enhancements. Power to the effect is somewhat divided between intensity of sight and range of the remote viewing. Allowing them to more easily penetrate illusions closer than further.
Stealth/Illusion: Usually a result of wishes to deceive or conceal. Allows one to veil themselves from view or project illusions.
Telepaths: You have limited experience with this type as the only one you possess is Taura a veteran. Her experience is that she can only read whatever a person is currently thinking, and she has trouble not "hearing" what everyone in her immediate area is thinking.
Magic Cooking: This ability has two primary components. First the magical girl gains knowledge equivalent to a highly skilled professional chef. Secondly food that she prepares is magically imbued such that it is both better tasting and healthier than the same food prepared the same way by someone else would be.
Basic Options Listing, you can always suggest new ideas and I will give costs:
[] Dispersed Hunting: Magical Girl will individually hunt demons throughout your territory and gather the grief cubes for the central supply. This can be dangerous.
Cost: Variable, specify number of Meguca dedicated; Reward: 2 grief cubes per Meguca assigned. 20% base casualty (significant injury or death) chance.
-[] Rural: Base modified to 1.5, dispatch bonus does not apply.
[] Hunting Pairs: Magical Girls will hunt in pairs reducing the danger, but because they are not covering as much area their efficiency is reduced. Death is less likely.
Cost: Variable, specify number of Meguca dedicated; Reward 1.6 Grief Cubes per Meguca assigned; 16% base casualty chance
-[] Rural: Base modified to 1.2, dispatch bonus does not apply.
[] Pack Hunting: Magical Girls will hunt in groups vastly reducing the danger, but because they are not covering as much area their efficiency is reduced. Death is significantly less likely.
Cost: Variable, specify number of Meguca dedicated; Reward 1.25 Grief Cubes per Meguca assigned; 10% base casualty chance
-[] Rural: Base modified to .9, dispatch bonus does not apply.
[] Optional addon, Rotating Tactics: You could have your meguca rotate their ability use in order to reduce the level of adaptation the demons develop. While it would result in an immediate increase in casualty rate due to loss of effectiveness compared to the current approach, it would reduce the ability of the demons to adapt.
Cost: +5% casualty rate; Reward: Reduces increase in demon strength from overhunting by 40%
[] Improved Rotating Tactics: By further narrowing of techniques and tightening up rotation schedules you can further reduce demon adaptation at the cost of even more difficulty for your hunters. 0.50 multiplier to demon strength increase from overhunting, +10% casualty risk
[] Evac Team: A telepath will stay in rotating contact with all girls hunting, with them waiting to engage until a telepath line is freed up if necessary. The hunters will also call in their positions before engaging so that coordinates are available. If they are injured the telepath will relay the endangered girl's view of the scene to a teleporter that waits with her at readiness to pull the injured girl out of the situation.
Cost: 2 Veterans (Telepath and Teleporter); Reward: Lethality modifier on solo hunting reduced from 50% to 30%.
[]Teleportation Relocation: You could reduce transit times between each set of demons significantly by assigning someone to teleport your hunters between locations. It would be a large use of magic though.
Cost: 1 Vet (Teleporter) per 50 Cube territory, .25 cubes per hunter supported; Reward: Increase to hunting rate of: 15% solo, 25% pair, 35% pack
[] Gather money, illegally: Magical Girls assigned to this role will commit crime to gather mundane currency which can be used to improve living conditions, using powers to commit simple burglaries or cheat in games of chance. Your Magical Girls have joined in search of a better life they are unlikely to much enjoy this and wish to avoid harsher crimes. You also lack connections with the criminal underworld, so the take is not all that good. There might also be complications with other criminals or the law.
Cost: Variable, specify number of Meguca dedicated; Reward: ~$3,000 per month per Meguca assigned, but it is highly variable
[] Gather money, legally: There are not a great number of jobs that will take young girls as workers: working as a bike courier, waitress, or maid are likely options. This project benefits from regularity, and discontinuous execution may have negative side effects. Chance of success 25% per Meguca, following up on a previous month's success brings the chance to 100%.
Cost: Variable, specify number of Meguca dedicated; Reward: $1,000 per month per Meguca assigned.
[] Start your own business, restaurant: Starting a restaurant is a fairly complex proposition. You can get a family rate loan to get the startup capital but it will still be tough going breaking into the market, most restaurants do fail afterall. You at least have the advantage that you count labor costs as a profit to your group though. Smoothing out the paperwork will also be a bit more costly with Kyuubey. You'll have to deal with a tougher market and one you don't have experience in, but the potential market size is much larger if you manage to do well.
Cost: $500k debt, 4 grief cubes, 2 Veteran +4 Meguca; Reward: Income scaling up over initial 3 month startup period to 10k a month after loan payment; potential to increase size of operation. Chance of Success: 60%
[] Start your own business, healing: Now might be a great chance to start this business, with a lot of people interested in extra ways to protect themselves. Specify your pricing (this will affect how many people take our offer).
Cost: Minimum 1 veteran meguca, .5-1 grief cubes per customer, attention; Reward: ??? Highly variable. Likely to increase over time.
[] Improve Housing: Another Apartment: You could get some more apartments and reduce the crowding or provide closer locations for hunting in distant areas.
Cost: $125 monthly upkeep per person; $250 per capacity and 1 Veteran Meguca per 20 capacity the first month; Reward More housing capacity
[] Improve Housing: House: You could always get another house, perhaps in Kasamino this time. Will still be quite a few people per bedroom, but gives more of a feeling of home. Cost: $10,000 and 3 Veteran Meguca; Reward House (for up to 25 Meguca extra capacity), ongoing cost 4000$ per month or you get kicked out. Payable at the beginning of the month.
Cost: $160 monthly upkeep per person; $320 per capacity and 1 Veteran Meguca per 20 capacity the first month; Reward higher quality housing capacity
[] Increased Stipend: Giving the girls more money will further improve their morale a little bit.
Cost: $200 per Meguca; Reward: Improved Morale. Chance of success: 100%
[] Armor up, Leather Jacket and Pants: The American biker look isn't really that fashionable, but leather has been used for millennia as armor and is at least a little bit better than your normal clothes, though not much.
Cost: $250 per girl, Reward: 2% casualty reduction (does not stack with kevlar clothes)
[] Armor up, Kevlar Clothes: Surprisingly you found online dealers that will sell you normal looking clothes made out of kevlar. Not really bullet proof on their own, but quite a bit better than normal.
Cost: $1000 per girl, Reward: 4% casualty reduction (does not stack with Leather)
[] Armor up, Kevlar Vest: The basic bullet proof vest. Constricting and doesn't really cover much, but stops bullets for normal people, let alone magical girls.
Cost: $600 per girl, Reward: 2% casualty reduction (stacks with others)
[] Purchase Bicycles: While getting bicycles for everyone is quite expensive given you have so many people and so little income; it would make your girls somewhat more mobile. You could of course have them share bicycles as well, since it's likely that you won't need them all at the same time much.
Cost: $150 per bicycle, specify amount (29/42); Reward: More mobility
[] Enchanting, Secondary Properties: Further investigate just what determines what property gets boosted. Katsuko begs you not to let Keiko try hypnotism.
Cost:3 months of: 2 Veteran Meguca, 3 Grief Cube, $1000; Reward: Information on deeper effects of enchanting. Chance of success: 60%
[] Research, Improving Strength: Magical girls are naturally stronger than a human, capable of physical feats that scoff at human limitations. But there are still limits. Maybe there are ways you could strengthen your own bodies further with magic?
Cost: 3 Veteran 1 Green, 3 grief cubes, $300; Reward: Improved Strength; Chance of Success: 5% +5% per month researched
[] Research, Improving Speed: Magical girls are naturally faster than a human, capable of physical feats that scoff at human limitations. But there's always value in being that little bit faster, to get out of the way of attacks or close or open the distance.
Cost: 3 Veteran 1 Green 3 grief cubes; Reward: Improved Speed; Chance of Success: 5% +5% per month researched
[] Research, Improving Durability: Magical girls are naturally more durable than a human. But for the most part it isn't sufficient to make much difference against a demon's attacks. Maybe there are ways you could strengthen your own bodies further with magic? This is a significantly more ambitious project than you've previously undertaken, working directly to improve something you already have rather than just exploring the limits of your powers..
Cost: 3 Veteran 1 Green 3 grief cubes; Reward: Improved Durability; Chance of Success: 5% +5% per month researched
Telepathic Defenses: Attempt to develop means of protecting the mind against telepathy.
Cost: 2 vets (including Taura), 1 month repeatable. Chance of Success: Poor
Spell Anchoring: Single-Spell Layering
Instead of having a single cast spell inside a single "shell", an item can be made to behave more like an onion, with an anchored spell cast inside a shell, which is inside another anchored spell inside a larger shell, and so on and so on. Can only be done by the same spell; effectively creates an anchored spell with multiple uses, or "charges".
Cost 2 months of 3 Vets, 3 cubes; Chance of Success: 80%
Spell Anchoring: Heterogeneous Layering
Allows different types of spells to be layered together. "Healing barriers" are a popular use: the first spell pops out a barrier to keep the enemy at bay, while the second heals an injured meguca while safely behind the barrier.
Cost: 2 months of 4 vets, 4 cubes; Chance of Success 70%
Spell Binding
By separating the "intent" of the spell from the magic that actually "powers" the spell, the magical pressure that causes the outer "shell" of the anchored spell to quickly break down is much reduced, allowing such "bound" spells to be kept on-the-shelf, so to speak, without the constant intervention of a magical girl. When a spell "bound" in this way is to be activated, the magical girl must actively push magic into the bound spell. This takes effort and magic from the magical girl; having spare Grief Cubes is recommended.
Cost: 3 Veteran 3 grief cubes; Chance of Success: 5% +5% per month researched
Fusion Pipelining
Inspired by the pipelining technique used to improve processor throughput, you could develop a similar technique for allowing two pairs of casters to get the same throughput that would normally take 3 pairs of casters. It's a relatively simple idea, but there are potential difficult points.
Cost: 2 veterans, 2 GCU; Duration 1 month for basic level; Success Chance: 75%; Requires multiple matching pairs of trained fusion casters.
Fusion Dependency Removal
The requirement of trust between casters in fusion casting is a serious limitation which you'd like to work around. It's a tricky problem.
Cost: 3 veterans, 3 GCU; Success Chance 20%+10% per month
[]Training, Raise Veteran: Raise one of the Green Girls to be a veteran
Cost: 3 Meguca, 1 Veteran Meguca; Reward: Raises one Green Meguca to veteran status.
[] Rising Stars: In the time SIMP has been in existence you've noticed that you have a couple girls that stand out from the rest. With some personal training to hone their skills and push them to their limits and beyond they might be able to make it to Elite status. This can be run for up to two candidates at a time.
Cost: 1 Elite, 1-2 Veterans, 1 grief cube per candidate; Reward: Elite promotion; Time: 3 months maximum; Chance of success: 30% per month on each girl, if they succeed they are immediately freed from the program for use, if they fail all 3 months they lose elite candidacy as they proved not strong enough.
Current Elite Candidates: Kaoru
Tandem Casting: Now that you've deciphered how to combine two girls magic for greater effect they have to be taught it.
Cost: 1 Veteran per 4 girls trained in the task.
Advanced Detection: Learning how to do a proper grid pattern search and how to properly triangulate a miasma by being more quantitative in miasma assessment will make our clairvoyants more useful, and decrease the amount of time each spends on detection duty. Cost: Dispatch bonus reduced in effectiveness from 30% to 15% for two months while they develop new techniques; Reward: Territory coverage per clairvoyant on dispatch increased from 20 to 30
Magical Girl Combat: With the increasing danger of having to fight other magical girls, you could use some training in fighting each other.
Cost: 5 vets .5 elites (10% of meguca); Reward: Bonus to PvP combat.
Fusion casting training: At present with the difficulties involved this is less assured then other forms of training. 1 veteran/elite + 1 GCU per pair to be trained, base success chance ~75% subject to modifiers.
Charm Production:
100 basic charms for .5 meguca + .2 GCU
100 Tandem charms for 1.5 meguca + .6 GCU
100 Fusion Charms for 3 meguca + 1.2 GCU (1/4 that cost per month beyond first to maintain)
Hunting bonuses, 20 charms per hunter per month:
Teleport charms:
Solo: -3% risk casualty, reduces hunting productivity (multiply by 0.95)
Pair: -1% risk casualty, reduces hunting productivity (multiply by 0.95)
Pack: -1% risk casualty, no significant effect on hunting productivity
Healing charms are -10% death risk for solo and pair. Tandem give -15%.
[] Group sports day: You'll take the time to organize a full group outing to have some fun in a park and play some games, it will have to be fully mundane though as going out to somewhere secluded likely would take too much time.
Cost: 3.3% of Meguca (representative of one day for everyone essentially); Reward: Increase to morale (group cohesion)
[] Fun with magic: It's kind of a sad statement about magical girl life that you don't really get to play with your magic, it's too costly to use it much beyond what you need to use to get grief cubes. You might be able to afford to ease up on such restrictions and let people have fun with magic for once.
Cost: +0.1 grief cube to upkeep cost per girl; Reward: Increase to morale, you actually get to play with magic a little rather than just use it to fight, possible other effects
Grief Use Tracking/Management: You could assign someone to keep tabs on each girl individually and determine how many cubes they actually need per month, this would let you save a little.
Cost: 1 Veteran per 40 Meguca; Reward: Meguca upkeep GCU cost reduced 5%
Demon hunting diary: Recording more data on every aspect of the hunt, in particular date/time of each fight, GPS location, and tactics used, both by megucas and demons, should help with future process-related improvements
Cost: 1 Veteran per 16 hunters (rounded up, technically 1 of the type you're using, but you never use greens anyways); Reward: Bonus to demon research rolls
[] Expand territory X, by force: The demons in Mitakihara have grown strong, but you could try to take over adjacent territories where they aren't as strong. The magical girls in those areas probably won't take kindly to this.
Cost: PvP combat; Reward: New territory
Open Formal Relations: Set places for safe contact, methods (phone numbers, email) for setting up a meeting, etc; note that this is only valid for other groups, when against a single person it's effectively attempt to recruit.
Cost: 1 Meguca; Reward: Price reduction on further options (-1)
Safe Passage Agreement: Normally traveling beyond your territory as a magical girl is very risky as it can result in an unexpected battle due to others defending their territory. You'll make an agreement with another group to allow your girls to travel through safely so long as they don't do any hunting, while their girls will be free to do the same in your territory.
Cost: 3 Meguca (2); Reward: Generally reduces tensions, Improves odds of further actions
Business is Business: A further extension of safe passage, allowing your girls to extend your mundane business operations into another's territory, while they will be free to do the same in yours. Differs in that the previous stage is meant for short term movements, while this sets up locations inside their territory, a more risky prospect for both sides.
Cost: 3 Meguca (2); Reward: allows expansion of business operations for both sides
Aid, Information: You have valuable information of various sorts, providing it free of charge may make them look more kindly upon you.
Cost: None if relations opened beyond the information itself being disseminated; Reward: Variable depending on if they can actually benefit from information
Aid, Cubes: If they're in trouble don't you want to help them? Variable boost to their opinion depending on if they actually need them.
Cost: The cubes themselves, 1 (0) Meguca; Reward: Almost certain to improve relations
Trade Information/Cubes/Money: Variable availability, trading one useful item for another.
Costs: Variable; Rewards: Variable
Suggest they join the Imperium: Variable success rate depending on how desperate they are, how much they like you, and the advantages they perceive to doing so.
Cost: 4 (3) Meguca; Reward: Expansion
[X] Pack Hunting: Magical Girls will hunt in groups vastly reducing the danger, but because they are not covering as much area their efficiency is reduced. Death is significantly less likely.
Reward 1.25 Grief Cubes per Meguca assigned; 10% base casualty chance
Maybe have 8 green and 2 veteran and 1 Elite Meguca group doing the hunting? The vet there incase things go south.
[X] Gather money, legally: There are not a great number of jobs that will take young girls as workers: working as a bike courier, waitress, or maid are likely options. This project benefits from regularity, and discontinuous execution may have negative side effects. Chance of success 50% per Meguca, because it is summer vacation, following up on a previous month's success brings the chance to 100%.
Reward: $1,000 per month per Meguca assigned.
Have the ramming vets and free green work on this? Plenty of girls working and the older girls would have a better chance at getting a steady job(hopefully) and if not could help with future training and group hunting.
[X] Improve Housing: Small house: Instead of a dinky apartment you could pool your resources for a small house, giving everyone a git more room.
[X] Stipend: Giving your magical girls a small amount of money to spend on themselves will improve their morale.
Cost: $50 per Meguca; Reward: Increased morale. Chance of success: 100%
All Meguca.
[X] Gear, Cellphones: Dedicating Money to getting each girl a phone makes for better city-wide communications.
Cost: 3000$, 400$ per month in upkeep. Reward: -2% solo hunting causality rate, improved communications.
[X] Training, Pack tactics: Your Magical Girls aren't very used to working together and relying on others. They often get in each other's way and fail to support each other. Friendly fire can even occur. Working to improve their coordination will help to reduce their casualties when working together.
Cost: 2 Meguca, 1 Meguca maintenance; Reward: -4% casualty rate on Pack Hunting
[X] Science! Enchanting: Occasionally Magical Girls find mundane objects they've used exhibiting extraordinary properties. Investigating this effect may allow for more powerful equipment and more standardized options, amongst other things.
Cost: 2Veteran Meguca, 3 Grief Cubes; Reward: Unlock Enchanting Research Tree
You want us to vote like this? This is the first time I've done one of this quests.
That means if anyone finds flaws in what I picked feel free to pick it apart.
I'm going to assume that all Meguca not specified to some other role are applied to hunting. Though if you pick multiple things that have variable Meguca input you will need to specify. As in this case gathering money legally and hunting are both variable input so you need to specify how many you dedicate to each task.
For quests like this you can see the OCP Puella Magi quest I mentioned before, or Circle no Longer (B5) for another example of a budget driven quest.
Also I should warn that I put a lot of effort into tuning this quest so that the first months are going to be rocky. (Well barring dice goddess being totally dere towards the players.) Don't be discouraged in such a scenario, magical girl groups are meant to be rare and difficult to establish in this.
[X] Pack Hunting: Magical Girls will hunt in groups vastly reducing the danger, but because they are not covering as much area their efficiency is reduced. Death is significantly less likely.
Cost: Variable, specify number of Meguca dedicated; Reward 1.25 Grief Cubes per Meguca assigned; 10% base casualty chance
-[X] 9 Green Meguca, 1 Veteran Meguca, 1 Elite Meguca (Mami)
[X] Gather money, legally: There are not a great number of jobs that will take young girls as workers: working as a bike courier, waitress, or maid are likely options. This project benefits from regularity, and discontinuous execution may have negative side effects. Chance of success 50% per Meguca, because it is summer vacation, following up on a previous month's success brings the chance to 100%.
Cost: Variable, specify number of Meguca dedicated; Reward: $1,000 per month per Meguca assigned.
-[X] 4 Green Meguca
[X] Stipend: Giving your magical girls a small amount of money to spend on themselves will improve their morale.
Cost: $50 per Meguca; Reward: Increased morale. Chance of success: 100%
-[X] All Meguca (Cost $1050)
[X] Gear, Cellphones: Dedicating Money to getting each girl a phone makes for better city-wide communications.
Cost: 3000$, 400$ per month in upkeep. Reward: -2% solo hunting causality rate, improved communications.
[X] Central Dispatch, Demon Finding: Dedicating the most sensitive Veterans to snifing out demons and pointing them at others means they get much less tired and can search for longer finding more demons. Requires cellphones, only once per turn.
Cost: 2 Veteran Meguca; Reward: +25% grief cube acquisition from hunting actions, -1% hunting causality rate.
[X] Training, Demon Finding: Dedicating time to this training will improve the range of each Magical Girl's internal demon radar.
Cost: 2 Meguca, 1 Meguca maintenance; Reward: +20% grief cube acquisition from hunting actions
-[X] 2 Green Meguca
[X] Science! Enchanting: Occasionally Magical Girls find mundane objects they've used exhibiting extraordinary properties. Investigating this effect may allow for more powerful equipment and more standardized options, amongst other things.
Cost: 2 Veteran Meguca, 3 Grief Cubes; Reward: Unlock Enchanting Research Tree
I think this is how you want it correct?
All 21 Meguca are assigned.
Costs for Turn
-4050$
-23 Grief Cubes for the month
Projected Gains
+0-4000$
+14~ Grief Cubes
+45% Grief Cube Acquisition
-1% hunting Action Causality Rate
-3% solo hunting Action Causality Rate
+Communications
+Morale
+Enchanting Research Tree
The Goal here is to boost morale and improve Grief Cube Acquisition. Hopefully recoup some of the cash lost, and get some Comm and a look at our future research. And maybe even no casualties. Let's be hopeful~
Next Month's goal should be Resource Gathering for a safe house and more cubes.
Also going to clarify the mechanics post a little, the casualty chance reduction from being a veteran/elite is for their personal survival, not applying to the whole group (otherwise the bonus would need to be much smaller).
Also research is going to be a rather slow and gradual thing, since your population is so low. It's going to be more a long term investment than short term.
Also if people have suggestions on future actions I will consider them, though keep in mind your very limited resources before you make wild ones.
15 Greens used, 4 locked making money, 1 locked maintaining team training, 1 will promote to veteran next turn
5 Veterans used
1 Elite used
Grief Cubes: 30-21 upkeep + 17 cube income = 26
Money: 8000$ + 2000$ = 10,000(can buy and upkeep a small house with a profit next turn with more Greens dedicated to income)
[X] Pack Hunting: Magical Girls will hunt in groups vastly reducing the danger, but because they are not covering as much area their efficiency is reduced. Death is significantly less likely.
-[X] Pack Hunting: 6 Green, 4 Veteran Meguca, 1 Elite Meguca
Pack Hunting projected gains: 6*1.25 + 4*1.5*1.25 + 1*2*1.25 = 17 cubes income vs 21 cube upkeep
Pack Hunting green projected casualty rate: 10% - 4%(training) = 6%
Pack Hunting veterans projected casualty rate: 10%-5%(veteran) - 4%(training) = 1%
[X] Gather money, legally: There are not a great number of jobs that will take young girls as workers: working as a bike courier, waitress, or maid are likely options. This project benefits from regularity, and discontinuous execution may have negative side effects. Chance of success 50% per Meguca, because it is summer vacation, following up on a previous month's success brings the chance to 100%.
-[X] Gather money, legally: 4 Green Meguca
Legal money projected gains(this month) : 4*0.5*1,000 = 2,000
Legal money projected gains(next month) : 4*1,000 = 4,000
[X] Training, Pack tactics: Your Magical Girls aren't very used to working together and relying on others. They often get in each other's way and fail to support each other. Friendly fire can even occur. Working to improve their coordination will help to reduce their casualties when working together.
-[X] Training, Pack tactics: 2 Green Meguca
[X]Training, Raise Veteran: Raise one of the Green Girls to be a veteran
-[X] Training, Raise Veteran: 3 Green, 1 Veteran
Given how fast we can lose Green Meguca and how little hunting gains they give, I think concentrating on raising a core group up to Veterancy would be better for morale and survivability. Green Meguca just die too fast. They become a constant drain on morale that way, compared to united, experienced girls who die rarely, and can bond with each other. Also if we ONLY hunt with veterans we'd be able to keep the combat losses down to 0% with some training.
EDIT:
The spoilers are a bit inconvenient if you're running with scripts off though. And the red text is not very readable on the dark background.
Sorry I just did it to compress things a bit. Do you have better suggestions perhaps? I wanted to distinguish the mechanics from the core of the post, and the options get really long with spoilering them.
Ah, ok, that makes sense. So a lot more variable. Hopefully it works out. Having a home base should help a ton.
Sorry I just did it to compress things a bit. Do you have better suggestions perhaps? I wanted to distinguish the mechanics from the core of the post, and the options get really long with spoilering them.
Don't worry too much on the spoilers though, I doubt many people browse with scripts off(I use multiple tabs open for long periods, so the Xenforo scripts cause the browser to choke after a while), so it's just me.
One more thing I suppose I'll need to know. How many grief cubes will you spend attempting to avert grief spirals? You cannot know in advance how many it will take. Keeping in mind the rules on how that works is:
1 Grief Cube averts half of grief spirals, 2 avert half of the remaining portion (3/4 total), 4 avert half of the remaining (7/8 total), etc. Some grief spirals are completely unstoppable once they start. You cannot save every grief spiral
Keeping in mind this means that if you set it at 2, you're spending 1 on every grief spiral seeing which that stops, then spending another on each of the remaining the first didn't help. You can't normally predict each girl will take X cubes to save (though you might be able to explore that). So there's a fair bit of inefficiency in the process (though I suppose you could designate veterans/Mami as always getting a higher value alloted to saving them). Yes this is a brutal choice that I've been concerned offering would cause the thread to descend into anarchy, but it's the best solution I could come up with to not making grief spirals too easy to stop or too impossible and thereby making the quest too hard or too easy.
That will average a cost of: 1 (first round applied to everyone) +.5 (a second round of 1 applied to the remaining half) + .5 (a round of 2 applied to the remaining quarter) = 2 grief cubes*number of grief spirals on the average. Though granted there's a roll involved so average will not perfectly reflect the spending. Dedication to saving them will mitigate the losses of them dying though.
Number Spent
Average Cost
1
1*Spirals
2
1.5*Spirals
4
2*Spirals
Do keep in mind just how costly this can be compared to your income though, especially if you get a lot of spirals.
I'm open to some debate about it, but this is the core mechanic that applies difficulty to the quest, so I figure it needs to be somewhat evil. Though I have considered trimming the cost a little bit.
Also I should point out that the bonus % collection options give you more cubes, since veteran cost is balanced around them providing more survivability and being capable of a larger array of tasks (largely since posing as an adult is part of included skills).
Also is that green a better color for you? I tried a couple on a dark background and figured that one worked well. Then wondered if it would therefore look bad on a light background and gave up.