While they were not friendly, we'd still have to justify killing/maiming/driving her before us(which may result in her death) to our girls. It's hard to spin a bit of prickliness as a causis beli, particularly when we have never forcibly taken anything at this point.
And why should we focus on taking one city at a time? We want as large of a territory as possible. If we do everything through diplomacy we gain members about as fast as we gain territory (which is very useful) but since we don't have space for any more members... (not to mention the -10% is pretty harsh of a modifier)
I'm expecting that if we try to forcibly take cities (which we may have to) the local girls will band together against the outside threat and retaliate, launching attacks on our Magical Girls/territory. We have the spare manpower to defend on one front, but we wouldn't be able to handle two. This would increase our casualties, and then we'd start grief spiraling to doom. While taking one city at a time is certainly slower, that doesn't mean that it's the less optimal choice.
Alternatively, I'd be open to doing a bunch of scouting actions this turn with the intent of next turn getting a loan and doing diplomacy on everyone. We can pay it off in ~4 months and can be constantly expanding the whole time. This would let us remain as the peaceful people we like to think we are, though it comes at a significant cost (we have to take the loan/it costs a lot of money,we don't gain territory as fast and thus can't free up 35% of our workforce, etc)
Most of the unscouted territories are rural zones, which I actually view as a net loss. While they certainly allow for more cubes, the added area with such weak infrastructure puts more strain on our dispatch teams and don't seem conducive to pack hunting (which is our SOP for the moment). It's just not worth the time/effort under current circumstances.
You know, it might be worthwhile to point out to people (including our own girls) just how much higher the survival rate is for girls in our setup.
Beyond that, it'd also be a good idea to look into various seminars and books for skills we don't have formal training in, particularly leadership and business management. If a mature seeming kid shows up at a seminar ready to pay a fee (if there is one) and doesn't make a fool of herself, the other people there aren't going to cause trouble, their going to think that she has a bright future ahead of her as an obviously motivated self-starter.
Our dice rolls have already unbalanced everything too much. Like you could make Omakes = Auto Successes and that'd be just about equal to our current dice roll results!
I know. You've no idea how much I've been tempted to cheat and rebalance to compensate, but I've resisted. Even though by my spreadsheet's prediction based on average rolls you guys should have lost around 5 girls by month 3.
I felt like it would be really unfair to rebalance just because you're rolling well. Plus I kind of expected they'd average out by now and if I'd rebalanced it would have been too hard. Now I've basically decided that if other quests don't rebalance to be easier because the dice hate you then I shouldn't rebalance to be harder because the dice love you and I'll just cope with you all running roughshod over my carefully balanced death system.
More seriously I think +10 - +20 % chance of success depending on quality of Omake to the related issues the Omake is talking about. (For Morale +1-3?) and (Monsters -1) depending on what the Omake is about.
Well in fairness they caught you snooping. Generally that's a precursor to an attack in the magical girl world. So being caught at it is bad for diplomacy.
In total fairness you did drive one girl out of the western territory a couple turns back when you diplomatically took it over by siding with one of them, but that was just done by show of strength without combat.
Most of the unscouted territories are rural zones, which I actually view as a net loss. While they certainly allow for more cubes, the added area with such weak infrastructure puts more strain on our dispatch teams and don't seem conducive to pack hunting (which is our SOP for the moment). It's just not worth the time/effort under current circumstances.
The efficiency of collection on purely rural areas is quite bad. If you guys ever take one I'm going to divide your hunting into urban and rural specifically because it's too different. I'm pretty content not showing the numbers on it until you take one though (since logically you shouldn't really know until you try, city girls and all.)
While they were not friendly, we'd still have to justify killing/maiming/driving her before us(which may result in her death) to our girls. It's hard to spin a bit of prickliness as a causis beli, particularly when we have never forcibly taken anything at this point.
True enough. I suspect it isn't as large of an effect as you think it is, but there isn't much evidence either way. Though note that we did force 1 person out earlier. (allying with the other)
I'm expecting that if we try to forcibly take cities (which we may have to) the local girls will band together against the outside threat and retaliate, launching attacks on our Magical Girls/territory. We have the spare manpower to defend on one front, but we wouldn't be able to handle two. This would increase our casualties, and then we'd start grief spiraling to doom. While taking one city at a time is certainly slower, that doesn't mean that it's the less optimal choice.
We don't really want to forcibly take multiple cities or anything. I'm not advocating killing everyone we meet. It's just that we need more territory so that we can safely switch away from pack hunting. At our current rates we're losing ~3.5% per turn. If we can get another couple percentage points in we can do a full switch in just 2 more turns and still have acceptable casualties. We want to use diplomacy as much as possible but sometimes that just isn't practical (like when we get -10% to it)
Most of the unscouted territories are rural zones, which I actually view as a net loss. While they certainly allow for more cubes, the added area with such weak infrastructure puts more strain on our dispatch teams and don't seem conducive to pack hunting (which is our SOP for the moment). It's just not worth the time/effort under current circumstances.
Thing is, we can switch away from pack hunting in a few more turns. The more territory we have, the faster we can switch. Also we upgraded our dispatchers with bikes so that's not going to be a problem for quite a while longer. Also note that I'm not asking to claim a fully-rural area, just grabbing the suburbs rather than the city itself.
Well in fairness they caught you snooping. Generally that's a precursor to an attack in the magical girl world. So being caught at it is bad for diplomacy.
I can see how that'd give us a minus to say, launching an attack on them (since they're now prepared) but to diplomacy? After all, if we're not launching an attack and we're telling them that then why would they insist on being hostile to us? Actually I'm quite surprised they haven't heard about us before, I'd've thought news would've traveled fast and we'd have people begging to join us and give us their territory (seriously our casualty rates are unheard of. Poor, poor kittens.)
I can see how that'd give us a minus to say, launching an attack on them (since they're now prepared) but to diplomacy? After all, if we're not launching an attack and we're telling them that then why would they insist on being hostile to us? Actually I'm quite surprised they haven't heard about us before, I'd've thought news would've traveled fast and we'd have people begging to join us and give us their territory (seriously our casualty rates are unheard of. Poor, poor kittens.)
Natural annoyance at being spied upon. They don't really have much reason to believe you particularly. People don't usually say they're launching an attack before they do, element of surprise and all.
News doesn't spread a whole lot. I mean it's not like you can look up Meguca in the phone book. There's no MegucaBook on the internet. Plus they're naturally a territorial and suspicious lot. They don't talk much beyond those they already know, so news tends to be very localized.
News doesn't spread a whole lot. I mean it's not like you can look up Meguca in the phone book. There's no MegucaBook on the internet. Plus they're naturally a territorial and suspicious lot. They don't talk much beyond those they already know, so news tends to be very localized.
Actually, we should totally have a secret part of our courier website be a link that talks about us/lets meguca comment. And we can build up a grief cube marketplace. Trading lives for cash, that's the modern Meguca way.
Buying new housing? Probably the turn following next turn. We need $10,000 to support the purchase of a house and roughly $9,000 to fund supporting the house and the apartments, and other expenditures.
whenever i write pmmm it always ends up like this omg. ;u;
sorry this is so short. feel free to offer prompts?
Shrine and Maiden
It was a pretty thing, all pinwheels and gentle pastels. Even today, when the sky was the color of old newspaper ink, it shimmered, soft and fragile as a soap bubble. As a shrine it was a failure: the only traditional thing there were the sticks of incense, placed in bright plastic cups, and the pictures, decorated with strategically placed Precure stickers. There were no flowers save those drawn in crayon and marker, no offerings unless you counted the stick of chewing gum, the corny photo booth pictures, the bits of golden ribbon.
Still, Taya couldn't help think that if she found herself here one day, her funerary portrait covered in bits of glue, glitter and construction paper, she would count herself blessed.
Incidentally I may have spoke too soon on dice balancing out. Average roll this turn: 36.4 (though considering how low you've pushed your casualty chance it's not as big a deal as it would have been a few turns ago)
Now normally speaking for this omake my inclination would be to just bump up your shrine bonus up a little (mitigation of morale loss from deaths from all sources). It actually fits quite well with my tiny description and mental picture of it.
In the spirit of the first omake and Fixer being oddly attached to your girls, I'm wondering if people would like to revisit the limit on grief cubes to avert spirals. I'd allow you to up it this time before the final blow is struck so to speak. You haven't thought about changing it since the first turn, and you're in a much better position to afford them now. As a reminder, upping the limit from 2 to 4 per girl will half the fatal grief spirals again (from 1/4 being fatal to 1/8th).
Incidentally I may have spoke too soon on dice balancing out. Average roll this turn: 36.4 (though considering how low you've pushed your casualty chance it's not as big a deal as it would have been a few turns ago)
Now normally speaking for this omake my inclination would be to just bump up your shrine bonus up a little (mitigation of morale loss from deaths from all sources). It actually fits quite well with my tiny description and mental picture of it.
In the spirit of the first omake and Fixer being oddly attached to your girls, I'm wondering if people would like to revisit the limit on grief cubes to avert spirals. I'd allow you to up it this time before the final blow is struck so to speak. You haven't thought about changing it since the first turn, and you're in a much better position to afford them now. As a reminder, upping the limit from 2 to 4 per girl will half the fatal grief spirals again (from 1/4 being fatal to 1/8th).
I'm good with increasing the number of grief cubes per a grief spiral to 4. I was actually thinking about it for the past souple turns and planning to as soon as we got a more steady harvest going.
As for how the omake bonuses work... maybe have them allow a re-roll... or maybe just a second roll that is then averaged with the first? Just trying to think of something that won't make omake bonuses a sure way to buff our dice rolls...
Hmm I feel like it's unfair to say they don't, but I hadn't mentally figured them as omakes to be honest. Maybe they really should be counted, but they don't have quite the same feel as omake, even short ones, do.
Hmm I feel like it's unfair to say they don't, but I hadn't mentally figured them as omakes to be honest. Maybe they really should be counted, but they don't have quite the same feel as omake, even short ones, do.
This month has much less planned than previous months and you deliver the girls allowances with your usual salutations and inquiries into their lives. You're much like a mother to all of them it seems like, though you try to be their friend too. (-$1350)
This month seems a bit calmer than some of the previous ones and you manage to finally shake loose a couple girls to work on research again for the first time in quite a while. Investigating the secondary effects of enchanting is something you've been interested in for a while but never had the time for yourself. Keiko leaps at the prospect of studying such a phenomenon and you assign Katsuko, one of your less exceptional hunters to try to keep her enthusiasm in check. You give them a small research budget so they can get various materials to test and some useful devices to measure effects with. (-$1000, -1 grief cube)
You see them occasionally throughout the month with Katsuko reporting in occasionally with bags under her eyes while Keiko just has a manic gleam. They've been measuring all sorts of things and the fire alarm was totally oversensitive. So far they don't have much in the way of conclusions. Results with wood have been far too scattered to give any reasonable conclusion, while metals have shown a few different properties amplified based on their type. They've also tried glass, and Keiko waves her apparently empty hand in front of you, but when you reach out you can feel something there. She exaggeratedly sets it down on a nearby table and after a couple seconds a clear glass cup fades into transparency as the enchantment dissipates. Clear, but only the normal clarity of glass.
Your own efforts this month are basically just taking some time off to organize your own thoughts and get a better feel for the girls that you've gradually picked up. Speaking with each of the Serene a bit on how their lives are going and how they feel. Building up some opinion surveys and just generally developing better connections with them and reassuring them you're there if they need to talk about anything to a sympathetic ear.
The business you set up last month continues to gain more customers as time goes on and the girls sway more to their side. The original three couriers are managing this very nicely, though the newer girls are still struggling to get the hang of it. Your other workers have less positive news though; apparently Kit who works at a maid café took rather large exception with being groped. Her pay as docked rather harshly, but she managed to keep her job despite breaking the man's arm. Some of the girls have joked about the Kit Kat usually being the one breaking, not doing the breaking. Kit responds with a full face blush each time, the apperance that make her work well in a niche café making her rather adorable when she does so. Kina apparently misfiled some moderately important letter as well and got docked a little, which you suppose at least proves that they are working and not just being given a sort of allowance by their father. (+$6000 business, +$2600 jobs)
The hunt this month goes fairly smoothly, mostly only due to the demons reduced strength and the high quality of Serene training. There was a lot of bad luck this month, but they managed to get by mostly uninjured regardless. There was a friendly fire incident though that caused you some trouble. (+28 grief cubes, -4 demon strength)
In a bit of randomness this month apparently Shioko has been less diligent at maintaining secrecy than she should and a couple of her acquaintances from school caught her transforming in an alley while following her from school. They though it amazing and cool that she's a real magical girl. They asked if she was a magic princess. She assured them that she wasn't and urged them not to talk about this, which they thoroughly swore to but they've expressed a lot of curiosity.
Shioko brought it up to Mami after a few days of trying to discourage their interest. Kyuubey appeared at that time to chime in that Minako has the potential to contract if she wanted, but Ayase does not. He'd prefer to wipe Ayase's memories of magic, and contract Minako, but you stalled for time. You might be able to convince him not to, but you're not sure.
This month finally broke the long string of absence of grief spirals. Kaori one of your youngest members returned the other day, bloodied but satisfied. She'd joined up, hoping to get strong enough to kill the Demon that had taken her father's life, and recently, throwing around absurd amounts of Magic, she succeeded. Half-crazed from the sheer anger she felt at it, and heavily injured, this cost the group two Cubes. On a routine demon hunt Kaoru accidentally speared another girl with one of her attacks, nearly killing her instantly. The damage was safely healed, but the guilt was not so easily tamed. Over the following days she burned through grief cubes quite rapidly. When she went through two units worth you worried, this was the limit you'd set, beyond that your group couldn't afford. But as you considered your larger territory and your closet filled with neatly stacked egg cartons of grief cubes, you changed your mind. You could spare more to save your girls lives now. You would save her life. You opened more cartons and kept comforting her. You know you made the right choice. (-6 grief cubes)
Upkeep: 10 Veteran, 4 Green (Training maintenance shifted again due to population shifts)
1 vet demon finding training (+20% grief cubes)
1 vet on pack tactics (-4% pack hunting)
3 vets Dispatch service (+30% grief cubes, -1% hunting casualties)
1 veterans and 2 greens working jobs (+$3200)
4 veteran + 2 green working courier business (Minimum 3 vets)
Grief Cubes 25
Money: $8,100
$400 upkeep on cellphones (-2% solo hunting)
$200 upkeep on cable
$3000 upkeep on apartments
Morale: [5 of 10] Morale was pretty stable this month, with the few grief spirals mitigated by you saving them as usual.
Assets
Tiny household shrine: Somewhat reduces losses to morale from deaths. (Bonus Increased)
Shields: -3% Casualties
Basic General Combat Training: -2% Casualties (May decay with losses or recruitment).
Basic Solo Combat Training: -1% Pack Hunting, -3% Solo Hunting (May decay with losses or recruitment).
Cramped Apartments (max capacity)
Mami's Apartment (HQ of sorts) (Can be traded for $1200 per turn)
Small Courier Business (2/2 startup, provides +$9000 next turn)
Territory
Demon Status: Above Average +7
Sustainable Harvest: 35
Turn 15 Options
[] 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
[] Optional addon, Rotating Tactics: You could have your meguca rotate their ability use week by week 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: Reduction in rate of demon strength increase from overhunting, exact value unknown
[] 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 (since it's summer again), 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: More Apartments: Currently the girls are packed in around 5 to an apartment. You could get some more apartments and reduce the crowding.
Cost: $6,000 and 1 Veteran Meguca; Reward More housing capacity (Limit increased from 25 to 40), ongoing cost +3000$ per month or you get kicked out. Payable at the beginning of the month. (not repeatable)
[] Improve Housing: House: Instead of a dinky apartment you could pool your resources for a small house, giving everyone a bit more room. 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.
[] Stipend: Giving your magical girls a small amount of money to spend on themselves. At their current level of lifestyle this no longer really further boosts their morale, but will help prevent its decay.
Cost: $50 per Meguca; Reward: Maintained morale. Chance of success: 100%
[] Increased Stipend: Giving the girls more money will further improve their morale a little bit.
Cost: $100 per Meguca; Reward: Increased morale. Chance of success: 100%
[] 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; Reward: More mobility
[] Makeshift skateboards: It also occurs to you that you could probably get by with just whipping up some basic skateboards by hand. It would save a lot of money but cost a little labor, it's also not something anyone has experience with doing, so success is chancy.
Cost: $1000, 2 Meguca; Chance of success 50% (only part of monetary cost lost on failure); Reward: Makeshift skateboards for everyone, more mobility
[] 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: Specify methodology.
Cost: Minimum 1 veteran meguca, .5-1 grief cubes per customer, attention; Reward: ??? Highly variable. Likely to increase over time.
[]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.
[] 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: 1 Veteran Meguca (representative of one day for everyone essentially, since you are now mostly vets); 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
[] Enchanting, Secondary Properties: Further investigate the secondary properties that individual materials exhibit. This will include buying some simple tools to test more properties.
Cost:1 month remaining of: 2 Veteran Meguca, 1 Grief Cube, $1000; Reward: Information on deeper effects of enchanting.
[] Enchanting, Duration: Your budding researchers picked up a sort of effect similar to layered insulation holding in heat longer. They would like more resources to investigate this. They might be able to make enchantments last longer after a magical girl lets go of them this way, though they don't have much immediate idea as to the usefulness of that.
Cost:2 months of: 2 Veteran Meguca, 2 Grief Cube, $1000; Reward: Step towards long term enchantments.
[] Scout Area X: You can deploy a veteran to scout out one of the territories around you stealthily. They should be able to gauge the demon strength there and the magical girls status there without tipping them off, hopefully.
Cost: 1 Veteran; Chance of success: 70%; Reward: information on demon strength, support capacity of the territory, and status of current magical girls in the territory, bonus to diplomatic efforts.
[] 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 with weaker demons
[] Expand territory X, by diplomacy: If you can convince them to join your group you may be able to safely incorporate others' territories.
Cost: 1 Green, 1 Veteran; Reward: Meguca from territory recruited, new territory; Chance of Success: 30% (Mami bonus applicable)
-[] Addon, Bribery: Giving the girls some money might help them realize just how good for them cooperation could be.
Cost: $150 per girl in the territory; Reward: +1d10% success chance
-[] Addon, Intimidate: Bring additional Veterans to intimidate the other girls into accepting if they know what is good for them
Cost 1 extra Veteran, -morale of new girls if successfully recruited; Reward: +5% chance of success. Can be chosen repeatedly.
[] Recruitment, via Kyuubey: Ask Kyuubey to tell other Magical Girls in the area about you. He'll want something in return though, and he makes no promises of the efficacy.
Cost: 2 grief cubes; Reward: 1-3 girls; Chance of success: 50%
So I'll want you to tell Kyuubey what you want to do about the couple friends that found out as well, though whether he'll actually follow through on it is questionable. This was your first random event. Largely because the update seemed a little boring without it.
Poor rolls this turn largely mitigated by the fact that your casualty chance is so low that they need to be really bad to actually get injured now.
Also rolled a narrow fail on Mami's morale study action but then it occurred to me that I had no idea how it could fail. At least none that didn't sound utterly stupid when I wrote it (which I did try a couple ways). So in favor of not deciding to burn her apartment down as a solution (since that was one of the contenders on how it could fail) I just retroactively increased the success chance.
For those wondering about the usefulness of that action in general, I intend to have it be the start of a series that you'll gradually have unlock that will reveal the full 1-100 range of morale. Thinking it will be along the lines of 2-3 more steps.
Hmm... need to get some extra grief cubes this month to put us back up above 1 per a girl.
On the girls that found out the secret. I think we need to start developing connections with girls outside the magical girl community. I think greater connections to the normal world will help us stay grounded. Additionally, in the future these connections will become useful as we develop a world where survival is not the only thing on a magical girl's mind.
If nothing else, a "muggle" associate will be very helpful for scouting expeditions.
As for in character behavior, Mami will surely want to show the girls what they are getting into before they contract, so maybe we take them on some hunting expeditions. (Some risk, reduced hunting chance for the person that has to keep an eye on them, possibly scare off the girl who can contract). We also want to have friends, adding friends outside the magical girl world probably appeals to Mami. Besides, the non-magical girlfriend is always important in those magical girl shows right? Of course, we probably want to meet with them first to get to know them better.
I suggest we argue with Kuybey against memory wiping Ayase, as developing non-magical girl friends and allies will be long term useful, and as she is a peer and not a parental figure we won't have those problems Kuybey talked about of adults wanting to protect their children. I think Kuybey might be persuaded, since, unknown to Mami, there is a chance that if something horrible happens to Minako, that Ayase will now have sufficient grief in her life to qualify her for becoming a magical girl.
[X] Mami asks Shioko to introduce her to Minako and Ayase so she can get a better idea of what they are like and how they might be helpful to the Serene Imperium. Mami serves them cake, and interviews them on what their thoughts are about Magical Girls. She tells Minako that she has the potential to become a magical girl, and tells Ayase that she has not developed that capability yet, but mentions that magical girls can always use a friend and asks if Ayase is willing to help the Serene Empire. (As fluff, Ayase and Minako start referring to Mami as Empress Mami). Mami also explains to them about the dangers of fighting demons, and suggests they come on a demon hunt to see what it's like before making any decisions. She shows them the shrine to the dead so that they see that girls actually die in this business.
[X] Upkeep 10 Veterans, 4 Greens.
-[X] Begin rotating veterans involved in the courier business, though two of the original couriers stay on the business this month.
[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. Assign 10 Vets and Mami = approx. 34 grief cubes.
Cost: Variable, specify number of Meguca dedicated; Reward 1.25 Grief Cubes per Meguca assigned; 10% base casualty chance
-[X] Mami takes Minako and Ayase along on one of the hunting actions, she keeps a personal eye on them to make sure they are safe. (If one of them brings a baseball bat or other weapon Mami enchants it for the girl).
[X] Stipend: Giving your magical girls a small amount of money to spend on themselves. At their current level of lifestyle this no longer really further boosts their morale, but will help prevent its decay.
Cost: $50 per Meguca; Reward: Maintained morale. Chance of success: 100%
-[X] Mami continues to give each girl some personal attention as she hands out the stipend. She also asks for ideas for additional research.
[X] Enchanting, Secondary Properties: Further investigate the secondary properties that individual materials exhibit. This will include buying some simple tools to test more properties.
Cost:2 months of: 2 Veteran Meguca, 1 Grief Cube, $1000; Reward: Information on deeper effects of enchanting.
Next turn we should be in position to buy a house. Barring any disasters.
Hmm... need to get some extra grief cubes this month to put us back up above 1 per a girl.
On the girls that found out the secret. I think we need to start developing connections with girls outside the magical girl community. I think greater connections to the normal world will help us stay grounded. Additionally, in the future these connections will become useful as we develop a world where survival is not the only thing on a magical girl's mind.
If nothing else, a "muggle" associate will be very helpful for scouting expeditions.
As for in character behavior, Mami will surely want to show the girls what they are getting into before they contract, so maybe we take them on some hunting expeditions. (Some risk, reduced hunting chance for the person that has to keep an eye on them, possibly scare off the girl who can contract). We also want to have friends, adding friends outside the magical girl world probably appeals to Mami. Besides, the non-magical girlfriend is always important in those magical girl shows right? Of course, we probably want to meet with them first to get to know them better.
I suggest we argue with Kuybey against memory wiping Ayase, as developing non-magical girl friends and allies will be long term useful, and as she is a peer and not a parental figure we won't have those problems Kuybey talked about of adults wanting to protect their children. I think Kuybey might be persuaded, since, unknown to Mami, there is a chance that if something horrible happens to Minako, that Ayase will now have sufficient grief in her life to qualify her for becoming a magical girl.
[ ] Mami asks Shioko to introduce her to Minako and Ayase so she can get a better idea of what they are like and how they might be helpful to the Serene Imperium. Mami serves them cake, and interviews them on what their thoughts are about Magical Girls. She tells Minako that she has the potential to become a magical girl, and tells Ayase that she has not developed that capability yet, but mentions that magical girls can always use a friend and asks if Ayase is willing to help the Serene Empire. (As fluff, Ayase and Minako start referring to Mami as Empress Mami). Mami also explains to them about the dangers of fighting demons, and suggests they come on a demon hunt to see what it's like before making any decisions.
[ ] Upkeep 10 Veterans, 4 Greens.
-[X] Begin rotating veterans involved in the courier business, though two of the original couriers stay on the business this month.
[ ] 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. Assign 10 Vets and Mami = approx. 34 grief cubes.
Cost: Variable, specify number of Meguca dedicated; Reward 1.25 Grief Cubes per Meguca assigned; 10% base casualty chance
-[ ] Mami takes Minako and Ayase along on one of the hunting actions, she keeps a personal eye on them to make sure they are safe. (If one of them brings a baseball bat or other weapon Mami enchants it for the girl).
[ ] Stipend: Giving your magical girls a small amount of money to spend on themselves. At their current level of lifestyle this no longer really further boosts their morale, but will help prevent its decay.
Cost: $50 per Meguca; Reward: Maintained morale. Chance of success: 100%
-[ ] Mami continues to give each girl some personal attention as she hands out the stipend. She also asks for ideas for additional research.
[ ] Enchanting, Secondary Properties: Further investigate the secondary properties that individual materials exhibit. This will include buying some simple tools to test more properties.
Cost:2 months of: 2 Veteran Meguca, 1 Grief Cube, $1000; Reward: Information on deeper effects of enchanting.
Next turn we should be in position to buy a house. Barring any disasters.
Why not? Letting Minako see what she is getting into first is way more foreknowledge then most girls get. Let her make an informed decision and see if she is willing to make that choice.
It's not like becoming a magical girl dooms you to becoming a witch or something....