Meguca Micro Empire Quest (PMMM)

What should I do regarding a change in system?

  • Notgreat's proposed simplification of hunting, leave rest intact.

    Votes: 5 55.6%
  • Chapter system vastly simplifying everything.

    Votes: 4 44.4%

  • Total voters
    9
  • Poll closed .
✓ Production fine for now, but we need data from how things went with Kyouko and Nagoya
✓ Training
✓ Scouting
✓ Trade
✓ Purchases - mostly, but probably needs another review, particularly with respect to expected future income
⤫ Diplomacy

I think we need to review all of these things with the new information. Though first we need to come up with our new tactics.

So how do we approach Nagoya? This is a first pass idea.

First, they're buying cubes because they're using them to help the magical girls in Tokyo. Our plan and assistance is going to be worth vastly more than 20 cubes. Further, after clearing Tokyo, the cube market is going to completely crash, both because Nagoya isn't going to buy extra to support them, and because a massive surplus is going to be generated in order to raise DS back up to neutral levels. So I say skip the cube trade entirely, and go for a more serious negotiation.

They've been doing what they can in Tokyo for a year now, but have barely slowed things down. We want to end this problem entirely, but to do so, we need resources — in particular, cash — which Nagoya can help provide.

We know that they are going to be doing a Tokyo run next month anyway, so we'd like their cooperation in managing the probable fallout of trying to do a full cleanse of Tokyo. Because of the nature of the people we have handling the heavy lifting on the fights, we unfortunately cannot allow them to assist us directly. Instead, we need them to protect areas that are likely to be hit by fleeing demons, since we know their strike teams are capable of defeating isolated demons.

If our plan goes as expected, we will be completely clearing out the demons in Tokyo in a month, maybe two. We were considering selling cubes and research to them to fund what we need to buy, but if the cubes were just going to be used to help the Tokyo survivors, we could just as easily pass them out as we move through the city. It's only a tiny short-term stopgap, and next month the girls in Tokyo are going to need to start overhunting like crazy anyway to get things back in balance.

Instead, we'd like to ask for a straight-up cash grant, in anticipation of the work we're about to do, for the value it holds both to all the magical girls of Tokyo, as well as all of Japan.

Of course we'll be giving a whole bunch of it back immediately, in order to buy a bunch of armor, and a large chunk will be dedicated towards helping Tokyo out in getting their lives back together.

[Not going to request any specific amount initially, as we have no idea how much money they have, nor how much they might think this is worth. Am hoping for something like $250k, but could make do with $100k. How much they provide now impacts how much deference we give them later.]

[This will require Mami's full attention. Hopefully our vets can be convincing to 15/16.]

[Edit: Negotiations of additional terms, such as friendly research trade and such in the future, is of course also on the table.]

I'm... uncomfortable... with how this would put us in their debt.

I think I'd prefer to stay with the cube trade, as it puts things within our reach (particularly if we don't need that much armor).
 
You don't quite understand again. She keeps it down because resistance to her power is affected by morale. And magical girl life often sucks. So the average magical girl has a lower morale than the average human.

You can expect your girls to be significantly more resistant than her usual safety margin.
Out of curiosity, what is the typical morale of a human in Japan?
 
Arggh... I see what is happening, my auto correct keeps "correcting" untransformed to transformed.

Sigh... I meant, at what level do Serena's friends fight when she is untransformed, vet or elite?
:lolI keep answering your question and you keep moving the question :p

These kind of questions make me ponder redoing my system for increased granularity (and then shiver at the horror of it all). Think along the lines of 2.75 rank (as it was described earlier) like Kaoru. Significantly more than the typical vet, but not quite elite.

Out of curiosity, what is the typical morale of a human in Japan?
In the neighborhood of 5. (Though a morale score is obviously a gross simplification.) It's why you guys seriously struggle to keep it there. For the exciting lives they lead things are really quite good, but whenever something comes around and reminds them how bad their lives really are compared to average it knocks them back down a peg.
 
These kind of questions make me ponder redoing my system for increased granularity (and then shiver at the horror of it all). Think along the lines of 2.75 rank (as it was described earlier) like Kaoru. Significantly more than the typical vet, but not quite elite.

Hmm... then we might be able to work with massed vets and Serena in untransformed state...
 
Magical Queendom of Sendai (No Information)

Okay, so this is the group we don't know about. Although Kyoclone should be able to find out. We are going to get some portion of Tokyo out of this, even if Nagoya is probably going to get more than us. They can't ignore that they probably couldn't have saved Tokyo without us bringing in Serena, although if we do ask them to fund us that will carry significantly less weight at the bargaining table.

I'm asking if we will have to split the pie with both Nagoya and Sendai?
 
Along with Nagoya's Expedition
Along with Nagoya's Expedition
Kyouko had long since decided that she didn't like boats. The salt, the wet… the rocking. The girl that Mami sent with her understood on pain of death she'd never tell anyone of this. Considering how you moved in combat you didn't really understand how you could get seasick, but apparently there's a difference between moving under your own power and the world moving around you.

Some of the other girls got seasick too though so you didn't feel so bad about it, apparently poisons don't work on magical girls normally but neither does Dramamine. Though they had some left if you wanted to try anyways.

The girls on the boat all seemed pretty close knit. Laughing and joking a bit when they picked you up. The one at the wheel was wearing a tricorn hat and an eyepatch. They had one of the veterans babysitting their supplies of charms at all times but other than that they mostly relaxed. There were a fair few boxes sitting around, including one of bright pink rubber balls for some reason.

You actually got to meet the girl that shot at you a few months ago. Yoko could apparently summon up some gun which just from the looks of it you could tell that forget trees, small buildings wouldn't be sufficient cover. She claimed that you got lucky and that her trying to disable rather than kill you made it much harder than it had to be. You actually kind of like her, even if she wears way too little clothes, though of course you don't agree with her assessment. You make your own luck after all. Uno made it very clear that there'd be no sparring on the boat though or you'd both be swimming home.

As you approached Tokyo though they got significantly more serious and quieter. As the ship loitered in Tokyo harbor waiting on their clairvoyants including Yoko to scout out a target there was a pre-battle tenseness.

There were a couple girls busily making teleport charms for the ship's current location when you asked what they were doing, though they also said you should know how to swim because their accuracy on a boat wouldn't be that high. A veteran put up an illusion you could feel around the ship, you weren't quite sure of what as you were on the inside, but you're guessing something so that people wouldn't see when your group was teleporting about but wouldn't run you over either.

The various elites started outfitting themselves, bandoliers across them filled with various charms, to which you offered yours with a demonstration of their safety at random.

When the teleporters finished distributing the charms to everyone they went over to the crate of balls and started vanishing them. Wait, no they were teleporting them.

"Drop zone Mercury clear," Yoko called. Probably for your benefit as most of the orders seemed to be going out telepathically.

Three groups of three each carrying a box ported out, probably two elites and a vet each though you couldn't be too sure. Uno gestured you to join her and another girl carrying a box and you went as well. Being a clone certainly made things much less paranoia inducing for you than your real body.

You appeared in a karaoke room it looked like, with a few other girls already there. Locals you guess, though less bedraggled than the ones that Mami dragged back from the forest had looked. The local atmosphere was pretty oppressive, kind of oily feeling. A magical girl could shrug it off but this was deeper than you'd felt safe in your territory way back.

Uno greeted them and the veteran she'd brought along opened the box to them. The fact that it contained grief cubes and money surprised you. The only two supplies a magical girl really needed to survive you guess.

"Don't suppose your requirements on immigration have changed?" one of them asked.

"Nope, you know the offer," Uno replied flatly. The girls seemed to accept it though.

They left shortly and so did you, you had to ask though: "What's the offer?"

"Obviously many of the girls in Tokyo would prefer to be somewhere else, and equally we can't afford to take them all, we simply don't have the resources. The offer is a compromise. We take them back but we separate their soul gem from their body and maintain the body in cold storage separately. It takes way less grief cubes to maintain them that way. If we ever have the resources to support them full time they'll be restored first-in first-out. Surprises me how many took the offer rather than fight for their homes.

"Elites are a bit different, if they were involved in what caused this in the first place we won't take them, they're the ones that should have avoided this mess in the first place. If they weren't involved we'll take them on board fully if they want."

You kind of approved really, very pragmatic, even if you doubt Mami would accept it. It also probably gave them more elites than you'd expect.

That sort of thing seemed to take up a fair bit of the time they spent there. Surveying an area and dropping off aid supplies. Not really something that interests you and it goes by in a bit of a blur. From what you gather they teleport those pink balls to the target with clairvoyants watching for them, if the balls make it then it's safe to port in for the drop.

With how careful they are about each landing it takes quite a while to finish. After they've depleted the boxes of aid supplies they start scoping out a target for an attack, which for you mostly amounts to boredom as the three clairvoyants they brought along stare off into space.

You try to start up a conversation with Uno, but she seems awfully martially focused. You manage to get a little out of her though. Her power seems to be some sort of space manipulation, but she's vague on the specifics.

Regarding the demons they fight she cautions you to not underestimate them. They aren't human and they don't act like it but they aren't mindless automatons following simple directives either. She tends to think of them as like killer whales or maybe like dogs or somewhere in between. They can tell if they're heavily outmatched and will try to withdraw to get help. She's fairly sure they have some way to signal the others beyond just the others seeing it by clairvoyance, the equivalent of a dog barking.

A lone one tends to be aggressive if cornered but withdraw if it can. They've had a hard time pinning down any of the teleporters. When they group up they're a lot braver. They don't spend much of their time grouped though. There's a bunch focused on the edges keeping the magical girls inside from fleeing easily, while others rotate through the center to feed.


When it finally comes time to fight it's actually a relief from the boredom. Though having no real threat of dying probably skews your perceptions.

You're teleported to the outside of the miasma as a group with about a quarter of the group left behind to guard the boat, you assume veterans not useful to the fight.

Entering the miasma is as troublesome as last time: an oppressive weight to it that tries to call up your worst emotions.

The demon this time is some sort of winged frog dripping with slime that sizzles on the ground. You've long since given up on wondering about what drives what demons look like, even if those nerds love tossing theories.

They engage the moment they enter rushing forward at maximum speed. You hang back a bit to get a feel for how they fight so as not to get in the way.

There's an elegance to how they fight together that even you can't deny; a level of coordination that you might once have had with Mami. For all that they have ranged attackers firing with glowing arrows, bullets, rocks, and energy blasts into the midst of others leaping into the air to try to box it in and drive it down as it flies about wildly, there's no friendly fire. Skill or magic it's hard to say. They all show signs of training and experience beyond your own, though you'd never admit that, but lying to yourself wouldn't do you much good.

You dodge as it fires a wad of spit at you and decide to engage it yourself, it doesn't seem like you have to worry much about interfering with them. Fighting something that can fly when you can only jump proves rather more difficult than you'd like though. You can jump awfully high, but you can't really adjust your course much in midair while it can. You block a splatter of sweat and it sizzles against your shield corroding even the magically strengthened steel. You try to pull it to the ground with chains but they corrode too fast to accomplish much.

It fires off multiple tongues trying to grab at the girls jumping through the air, but their movements stutter oddly, not teleporting, but something similar maybe. Uno is always in its face attracting attention but wielding some sort of shield bigger than she is in place of a weapon.

You push off the ground again and try to clip it's wing but get batted aside by a leg with far too great a range of movement, the ground is further away than it should be though and you right yourself with time to spare. You idly notice that your costume is burning away where it took the blow and curse yourself for the mistake. A light appears about you and shuts down the effect, as the ranged fire gradually becomes more accurate to the erratic aerial movements of the demon. Damage against it begins to stack up.

The miasma thickens. Memories of your family real and imagined impinge on you for a moment before you manage to refocus. You use your spear as a bludgeon batting at a skeletal tiger the size of a car with force that would probably roll a car over. It flinches aside and you use the recoil force of your blow to gain some distance.

Uno appears in front of you in a blur of motion and shield smashes it in the face. Everyone else redoubles their attacks on the original demon and you take your cue from that. It's slowing down heavily as damage on it adds up. It can no longer manage to block you as you slice into it.

Uno flies across the field of battle in a trajectory that makes no sense whatsoever before coming to a halt and flickering to reengage the undead tiger mixing up with the ranged group.

The frog at least has had it finally as it loses a wing and crashes into the ground already evaporating. One of the girls scoops up the grief cubes haphazardly with a bag, getting the majority but not taking the level of care you're used to.

The other girls start teleporting out as you hear a belated shout that it's time to leave and you activating your own charm, appearing just above the freezing cold ocean and splashing down. The water is a shock and you come up sputtering and gasping from the sudden difference from pitched battle to freezing ocean.

After everyone was on the boat and accounted for they withdrew from the harbor to wait outside for the night to start again on another hunt another day.

They didn't take any casualties on the trip you were on. From what you've heard casualties are actually pretty rare these days, though they were more common in earlier expeditions. They're really more cautious than you were expecting. They're willing to risk their lives, but they don't throw them away.
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Not complete obviously, but contains most of the information you guys wanted so I figured I'd post it before you all go crazy from the wait. I'll finish eventually... basically just need to write some fight scenes which I'm terrible at.

I'll edit this post and say in the thread when I get around to finishing this.
 
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The local atmosphere was pretty oppressive, kind of oily feeling. A magical girl could shrug it off but this was deeper than you'd felt safe in your territory way back.
DS is less than -10. Maybe -15 since it still seems mildly tolerable for a magical girl. (Kyouko's assistant might have had time to get a more accurate reading, but Kyouko obviously isn't into all that geekery.)

Yoko could apparently summon up some gun which just from the looks of it you could tell that forget trees, small buildings wouldn't be sufficient cover. She claimed that you got lucky and that her trying to disable rather than kill you made it much harder than it had to be. You actually kind of like her, even if she wears way too little clothes, though of course you don't agree with her assessment. You make your own luck after all.
Haha, Yoko! Totally not an expy. :)

Though I'm with Kyouko; still want to figure out a way to beat her :)

From what you gather they teleport those pink balls to the target with clairvoyants watching for them, if the balls make it then it's safe to port in for the drop.
Handy trick. Explains how they can detect the beholder even if they can't penetrate the miasma when scanning, or spending a huge amount of time covering an area bit-by-bit.

You appeared in a karaoke room it looked like, with a few other girls already there. Locals you guess, though less bedraggled than the ones that Mami dragged back from the forest had looked.
A stronger indication of the locals' ties to Nagoya. Given that they're still trying to bargain with Nagoya on getting out, have to assume that Sendai doesn't have any better deal (if they're involved at all).
 
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"Obviously many of the girls in Tokyo would prefer to be somewhere else, and equally we can't afford to take them all, we simply don't have the resources. The offer is a compromise. We take them back but we separate their soul gem from their body and maintain the body in cold storage separately. It takes way less grief cubes to maintain them that way. If we ever have the resources to support them full time they'll be restored first-in first-out. Surprises me how many took the offer rather than fight for their homes.
I wonder how much of the population drop is caused by this.

Nagoya's population is definitely at the upper bound of what their territory can support.
 
Okay, so this is the group we don't know about. Although Kyoclone should be able to find out. We are going to get some portion of Tokyo out of this, even if Nagoya is probably going to get more than us. They can't ignore that they probably couldn't have saved Tokyo without us bringing in Serena, although if we do ask them to fund us that will carry significantly less weight at the bargaining table.

I'm asking if we will have to split the pie with both Nagoya and Sendai?

Sendai isn't involved that we know of. If they are they they are up in the north of Tokyo.

You actually got to meet the girl that shot at you a few months ago. Yoko could apparently summon up some gun which just from the looks of it you could tell that forget trees, small buildings wouldn't be sufficient cover. She claimed that you got lucky and that her trying to disable rather than kill you made it much harder than it had to be. You actually kind of like her, even if she wears way too little clothes,

My drill is the drill that will pierce the heavens!

When the teleporters finished distributing the charms to everyone they went over to the crate of balls and started vanishing them. Wait, no they were teleporting them.

"Drop zone Mercury clear," Yoko called. Probably for your benefit as most of the orders seemed to be going out telepathically.

Three groups of three each carrying a box ported out, probably two elites and a vet each though you couldn't be too sure. Uno gestured you to join her and another girl carrying a box and you went as well. Being a clone certainly made things much less paranoia inducing for you than your real body.

That sort of thing seemed to take up a fair bit of the time they spent there. Surveying an area and dropping off aid supplies. Not really something that interests you and it goes by in a bit of a blur. From what you gather they teleport those pink balls to the target with clairvoyants watching for them, if the balls make it then it's safe to port in for the drop.

Clever...

Uno greeted them and the veteran she'd brought along opened the box to them. The fact that it contained grief cubes and money surprised you. The only two supplies a magical girl really needed to survive you guess.

"Don't suppose your requirements on immigration have changed?" one of them asked.

"Nope, you know the offer," Uno replied flatly. The girls seemed to accept it though.

They left shortly and so did you, you had to ask though: "What's the offer?"

"Obviously many of the girls in Tokyo would prefer to be somewhere else, and equally we can't afford to take them all, we simply don't have the resources. The offer is a compromise. We take them back but we separate their soul gem from their body and maintain the body in cold storage separately. It takes way less grief cubes to maintain them that way. If we ever have the resources to support them full time they'll be restored first-in first-out. Surprises me how many took the offer rather than fight for their homes.

Oof... is that also why the population in Tokyo is dropping? Means that when we gave them hunting tech, they suddenly became able to support more of these girls.

Also, could give them an in on setting up in Tokyo, just wake up the girls and tell them Tokyo is now safe.

I wonder how many they have?

"Elites are a bit different, if they were involved in what caused this in the first place we won't take them, they're the ones that should have avoided this mess in the first place. If they weren't involved we'll take them on board fully if they want."

You kind of approved really, very pragmatic, even if you doubt Mami would accept it. It also probably gave them more elites than you'd expect.

Hmm... we could be even more pragmatic and accept the Elites that did cause the problem. Bind them to us so we can control them and keep them from causing problems in the future.

Regarding the demons they fight she cautions you to not underestimate them. They aren't human and they don't act like it but they aren't mindless automatons following simple directives either. She tends to think of them as like killer whales or maybe like dogs or somewhere in between. They can tell if they're heavily outmatched and will try to withdraw to get help. She's fairly sure they have some way to signal the others beyond just the others seeing it by clairvoyance, the equivalent of a dog barking.

Dang it, so they do communicate...

A lone one tends to be aggressive if cornered but withdraw if it can. They've had a hard time pinning down any of the teleporters. When they group up they're a lot braver. They don't spend much of their time grouped though. There's a bunch focused on the edges keeping the magical girls inside from fleeing easily, while others rotate through the center to feed.

Any word on how the floating eyeball behaves? Is it very aggressive? Does it ever run?
 
They've had a hard time pinning down any of the teleporters.
Do we have any anti-teleporter tactics? I know it was mentioned that if the one we fought had gained Seto's teleportation that Mami wouldn't be able to hold onto it with her ribbons. Serena's aura will significantly weaken them, but we still need to be able to hold them in place to finish the kill.

All I can think of are: space manipulation (restricting where it's possible for them to go) and mental attacks (disorientation, turn off the brain so they can't choose to act, etc). Alternatively, a one-shot attack when they arrive (eg: mini-gun Tiro Finale).
 
Do we have any anti-teleporter tactics? I know it was mentioned that if the one we fought had gained Seto's teleportation that Mami wouldn't be able to hold onto it with her ribbons. Serena's aura will significantly weaken them, but we still need to be able to hold them in place to finish the kill.

All I can think of are: space manipulation (restricting where it's possible for them to go) and mental attacks (disorientation, turn off the brain so they can't choose to act, etc). Alternatively, a one-shot attack when they arrive (eg: mini-gun Tiro Finale).
It might be feasible to chase them with tandem-cast teleports (how large a group can they carry?), but that won't help us fight the Beholder.
 
Another possible trick against the teleporters: teleportation charms. In particular, the ones designed for relative movement, not a specific destination.

Do something like teleporting them into the ground or a wall, or vice-versa (probably easier for positioning purposes). Other option is teleporting a Hope or barrier bomb inside one before it tries to teleport away. Probably can't make Hope bombs yet, but the barrier bomb could blow it apart even if it manages to teleport away.
 
Another possible trick against the teleporters: teleportation charms. In particular, the ones designed for relative movement, not a specific destination.

Do something like teleporting them into the ground or a wall, or vice-versa (probably easier for positioning purposes). Other option is teleporting a Hope or barrier bomb inside one before it tries to teleport away. Probably can't make Hope bombs yet, but the barrier bomb could blow it apart even if it manages to teleport away.

You mean stick a teleport charm to them and have it trigger immediately sending the demon 20 km into the ground?

Might be possible... require some danger to get close enough to do it though.

I don't think we can count on foreign objects teleporting along with them though.

Truthfully I'm more focused on killing the beholder now, as it is the main problem preventing us from using teleport to hunt down and kill the other demons - even teleporters we can teleport after them once the beholder is dead.

I think that maybe we change the scouting plan to focus on the beholder. Find it, teleport balls in around it to find out the truth width of it's anti-teleport abilities. Figure out it's pattern and see if we can find a time to ambush it on it's own. Or a way to lure it into an ambush.

Get... 35 vets in combat, plus Serena's friends, Mami, Kyouko, Kyclone, with clairvoyant support at safe range. Layered tandem barriers. Serena untransformed half a kilometer back behind everyone.

Hit it with an alpha strike, then have each team trigger their Kyouko distraction charms, and stealth charms and run like crazy. Serena's friend to her side, and the rest of us past Serena and outside her aura effect, then Serena goes super saiyan, and she and her friends finish it off.

Say we need to keep that many vets "on call" for a week while we maneuver the beholder into an ambush? So 1/4 time.

Once we kill the beholder, then we switch to Seto transporting Serena & Co. to each demon target. With Serena untransformed until they are on the demon, then she transforms right after Seto teleports out. Could also do this with a vet teleporter duo.

At this point I think we only have a rescue squad on call. Multiple barrier girls, a healer, and a couple teleporters. Mission being to rescue Serena & Co if they run into trouble...

But now that I understand better, I don't really think Serena will have trouble after we kill the beholder.
 
Another possible trick against the teleporters: teleportation charms. In particular, the ones designed for relative movement, not a specific destination.

Do something like teleporting them into the ground or a wall, or vice-versa (probably easier for positioning purposes).
You mean stick a teleport charm to them and have it trigger immediately sending the demon 20 km into the ground?

Might be possible... require some danger to get close enough to do it though.
If teleport charms worked that way Nagoya would already be using them. That really just sounds to OP for the GM to allow.

At this point I think we only have a rescue squad on call. Multiple barrier girls, a healer, and a couple teleporters. Mission being to rescue Serena & Co if they run into trouble...
Could we just give them teleport anchors instead? Being able to jump out instantly to a safe zone is better then waiting for the rescue team to get there and requires less meguca-power.
 
Thinking about the Elites left in Tokyo.

There are probably only two types left (and they might overlap).

1: The heroes: Tokyo is their home and they won't give up without a fight. Even if they are losing. (Sayaka types but with enough skill not to die). Either because they love their family/homeland, or possibly because they are loyal to the other girls around them. Possibly loyal to the survivors of their old organizations.

2: The damned: They were part of the whole over-hunting crisis that spawned all the class 3 demons. No one will forgive them. They may hold grudges against each other, feeling that the true blame lies with "that other girl." Probably bitter, probably hard to work with. Probably desperate.

We'll have to work with this.

I think we switch the gossipmonger to focusing more on these guys. For the first group basically offer the chance to be a part of a major operation that will have a good chance of saving the city. For those that don't respond to the call to heroism, we instead make a simple offer: "We will take you in, and out of Tokyo, but in exchange you have to do one thing: help us kill the eyeball."

The plan we offer is basic: There is a certain week, and a certain section of Tokyo we are planning the ambush for, be ready for our call. They rush to the ambush location and participate in the early battle. Then when they see the Kyouko distractions go off their orders are to run for it. "Follow our girls, as you don't want to be in range for when our trap goes off."

That's probably sufficient. Can't really plan any tactics, just mob the floating eyeball and kill it quick.

Later we'll have trouble with the elites that leave with us. The more noble ones will want to go back and help out the other girls still trapped in Tokyo. Most of ours however will probably want to try and make their own way. Depending on how many there are we might have trouble with them.

Maybe we can get Nagoya to give us information about the Elites on their "banned" list.
 
Could we just give them teleport anchors instead? Being able to jump out instantly to a safe zone is better then waiting for the rescue team to get there and requires less meguca-power.

True, once we have killed the beholder we could use teleporter charms.

However, we would need a base with a safe teleport room setup with in 20 km. (35 km if we can do Tandem Charms.)
 
Thinking about the risk once the eyeball is dead:

Serena transformed w/ 4 girls = 5 elite+

That's pack hunting, so base 10% danger
Elites = -15%
Shields = -3%
Full Kevlar = -6%
Dispatch Team (devoted to Serena's group) = -1%

Total = -15%

That means that Serena & Co should have perfect safety against Class 2 demons of +15 DS.

Serena's aura when transformed reducing the class 3 demons to that level seems... plausible.

Probably not the beholder though.

If Serena's team also gets other bonuses like Pack Hunting Training (since that is what they are used to) then they get an additional -4% casualty rating, putting them up to +19 DS demons.

So I think the real focus ought to be killing that eyeball as fast as possible.
 
However, we would need a base with a safe teleport room setup with in 20 km. (35 km if we can do Tandem Charms.)
It doesn't need to be much, it could literally be a random rooftop as long as they're the only people using that spot. It's not like people are up on roofs very often.

So I think the real focus ought to be killing that eyeball as fast as possible.
I'm a bit concerned that your plan for this involves leaving Serena and co alone after the initial strike. Do we have any way to launch attacks from 1 km away without using teleporters? Nagoya's sniper sounds like she could do that, some of remaining Elites might be able to as well.
 
So we probably need a 0.5 teleporter on the Scouting action. To figure out the true safe range around the beholder.

We need to purchase some teleporter balls.

The plan next month will be to have 35 combat vets (5 teams of 7) , and 3 vets on clairvoyance support along with Taya. Taya will continue to support Serena, and so is permanent, but the 3 vet clairvoyants are 1/4 time. 2 teleporters 1/4 time, and 2 teleporters + Seto fulltime. Lets say we keep 1 team worth available to support Serena afterwards. That means 28 of those combat vets are 1/4 time, so a total of 33 1/4 time girls?

~8.5 vets to have this available for a week when we plan to ambush the beholder? In addition to 9 vets fulltime, that's a total of 17.5 vets dedicated to the cleanup mission? That's a lot more doable.
 
I'm a bit concerned that your plan for this involves leaving Serena and co alone after the initial strike. Do we have any way to launch attacks from 1 km away without using teleporters? Nagoya's sniper sounds like she could do that, some of remaining Elites might be able to as well.

Not really... unless maybe our teleporters could teleport things without teleporting themselves? Then they could try teleporting in bombs from outside the range of the beholder. But that doesn't work against the beholder.

Also, I expect that Serena and Co. vs the beholder will be similar to Mami, Kyouko, Kyoclone, Taya, and Seto against a class 3 demon. Almost certain victory. Just the real possibility of someone dying. Of course if it's Serena it's game over.

Try and load them up with charms I guess?
 
Nagoya Magocracy (Has been providing assistance to Tokyo for ~1 year, little effect beyond delaying)
A year? One year ago had our one Elite with her +10% persuasive ability continually failing at trying to bring around Kyouko, to the point where some were contemplating just killing her and taking her territory; we were slowly being brought to our knees by a relatively small recession; and a couple of greens kidnapped one of our girls, setting off the Iwata Incident. We couldn't even reliably scout our own neighbors without being caught, and Nagoya was projecting force 250 miles away.

And now we find that they've been sending care packages to, and recruiting Elites from, Tokyo for the past year? That means that they have five times our territory, probably three to four times our population, and if we're lucky they "only" have around 20-25 Elites. Not only that, but given the amount of goodwill they have probably generated with their long-term generosity, even if we did manage to clear Tokyo completely on our own, which thanks to the rebalancing on Serena is completely impossible, they're much more likely to win the peace than we are.

If it weren't for the whole amoral Elite telepath thing and the likelihood of them being a criminal empire, I'd probably be suggesting that we straight up offer to join them as a vassal state and get it over with.
But now that I understand better, I don't really think Serena will have trouble after we kill the beholder.
Well, let's hope so. I notice that we don't have any confirmation in the first place that Serena's aura will have any effect on Class 3 demons at all, let alone the Class 4 beholder. I mean, granted, if she didn't then she basically wouldn't be a Legendary at all, rather than the sort of crippled half-Legendary she is now, but it should be noted that we don't really have any proof that she can affect strong demons that way, and we do know that, for example, Class 3 demons have auras of despair that negatively affect Grade 2 Contracted but not Grade 3 Contracted, so an aura having a lesser effect on a stronger entity does have precedent.
 
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And now we find that they've been sending care packages to, and recruiting Elites from, Tokyo for the past year? That means that they have five times our territory, probably three to four times our population, and if we're lucky they "only" have around 20-25 Elites. Not only that, but given the amount of goodwill they have probably generated with their long-term generosity, even if we did manage to clear Tokyo completely on our own, which thanks to the rebalancing on Serena is completely impossible, they're much more likely to win the peace than we are.
We don't have to compete with them over this. Nagoya can't clear out Tokyo on their own either, we can probably get them to agree to a split.
 
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