Something Wicked (Villainous Magical Boy Quest)

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A magical girl can stand for all sorts of things, but in this genre, a boy with powers can only be one of two things: a mysterious protector or a ruthless villain. You are a villain. But take heart, young man—this isn't the end of your tale.

Yes, you're destined to do battle with the forces of love and goodness, and you may perish in the attempt. But this genre is an unpredictable one, full of twists and unexpectedly dark moments, and even the cruelest villain has his reasons. If you play your cards right, you could come out on top, achieve your goals despite the magical girls' best efforts, or even earn your very own redemption arc.

So what are you waiting for? Get out there! Try to take over the world, gather an army of monsters, or pursue a self-destructive goal at any cost! Haven't you ever heard that it's the villain who makes the story?
Introduction

SillyLittleCoffe

Magical Girl Enthusiast
To say this world is divided into good and evil would be a gross oversimplification, but it's still very tempting to do. Good versus bad is simple, streamlined, and easy to wrap your head around. The good guys are good just because they're good, and nothing can change that. The bad guys are bad just because they're bad, and they deserve everything they have coming to them. Unfortunately, real life is more complicated than that.

You would know. After all, you wield the powers of evil and you're about to come into conflict with the defenders of this little blue planet, and you have absolutely no choice in the matter.

So, who are you and how did you get yourself into this situation?

[ ] THE MONSTER

You are one of many, many, many monsters unleashed upon this world by your creator, and while you may be a bit cuter than most of your brethren, your pitch-black eyes prove that you're the same kind of abomination at the core. A destroyer woven from the flesh of chaos. A creature born of hungry darkness and the desire to return everything to nothing. One more face in the crowd shot as your cackling creator takes on the legions of light and justice. As long as there is evil, there will be creatures like you.

It doesn't matter what kind of person you are—your very existence pits you against humanity. Even the kindest predator must feed, and humans are your natural prey. Unfortunately, the local magical girls aren't going to take that lying down. To survive, you must fight.

Faction Goal: Grow an unstoppable monster army and feed on the human race for power. Civilization-Level Threat.

Your Role: Mook. You are an ordinary, dime-a-dozen monster in a magical girl show. Try and stay alive. If you live long enough, you may come to understand the war you were created for. You start as a Beginner character, like the magical girls.

The Good:
  • What You See is What You Get: No secret identity to worry about. Being a monster is a full-time job.
  • Cute Monster Boy: Although you are generally humanoid, you possess some very obvious inhuman traits—claws, fangs, markings, skin of a distinctly non-human shade, and even a barbed tail. These traits will enhance your powers further and can be upgraded as you grow stronger.
  • Evolution: You will grow stronger over time. Eventually, you may become a threat rivalling the monster lord who created you. You will grow in strength rapidly.
  • Infectious Nature: As a creature formed of pure malice and darkness, you can spread that darkness to the hearts and souls of others. Once infected, you can control your victims like puppets. Very useful for your side. Very dangerous for anyone who gets in your way. You can infect others. Upgradeable.
  • Made Of Evil: You aren't invincible, but it's very hard to put you down. As a personification of evil itself, you can only be destroyed if you're properly purified. Bonus to resisting everything but purification techniques.

The Bad:
  • Weak: You're way stronger than a human and you could give most other species a run for their money, but you're the kind of foe a beginner magical girl could face evenly. You need time and luck to become a real threat.
  • Uncanny Valley Boy: You are not a human, and you cannot really conceal this fact. Even in disguise, people find you… concerning, to say the least, and that's just the way you like it. Right? Bonus to intimidation, malus to disguise, huge malus to appearing harmless.
  • Corrupted Soul: You are incredibly weak to purifying magic. Guess what every magical girl's powers run on? Huge malus to resisting purification techniques.
  • Ticking Clock: The magical girls will learn how to kill you eventually. If you want to survive this war, you'll have to beat the clock.
  • Obligate Psychovore: You rely on draining the life force of others to survive. This makes you a serious problem to the heroines. It also means you must manage your hunger responsibly. You must feed on human souls regularly.


[ ] THE ALIEN

Let's not beat around the bush: you are here to take over the world. A long time ago, your species called planet earth home. However, a disaster that basically destroyed the planet's biosphere forced your people into space. Now, you're coming back to reclaim your lost home. There's just one problem: while you were gone, a new species popped up, and they're wrecking everything!

You are a teen genius from a species of humanoid aliens dispatched as part of an elite team dedicated to reclaiming your lost planet. You spent your whole life on a series of colony ships hearing stories about the earth—how blue the sky was, how green the grass, how clear the water. Now, you're finally here. All that's left is to kick these annoying humans off the planet and terraform it properly. Unfortunately, a bunch of plucky magical girls keep getting in your way. So what if they live here now? You were here first!

Faction Goal: Take over the world. Eliminating humanity would be nice, but the most important thing is that humans not be able to stop you from recolonizing the planet. Planetary Threat.

Your Role: Elite. You are one of the Dark Generals of this show—or the Shitennou, for sub purists. That means you are one of the main faces of the villain faction. The added screentime makes you a good target for redemption, but it would also make your death hit harder. You start as an Advanced character.

The Good:
  • Two-Faced Liar: You can pretend to be a human if you want, but you don't need a secret identity. And really, you probably shouldn't stick to just one disguise. Your mission requires flexible hours and locations, after all. Bonus to disguise roles, expanded disguise options.
  • Trickster Archetype: You're having a ton of fun with this whole invasion thing. Your fiendish creativity terrifies your foes and your playful laughter gets under their skin. All opponents suffer a composure malus.
  • Space Magic: Your powers are rooted in the vast depths of the cosmos, not the puny blue planet you're invading. Absolutely no one on earth knows how your powers work or how to counter them. The heroines will always be on the backfoot when fighting you.
  • We Have the Power: Unlike some villains, you have the backing of an entire civilization. Sure, most of home is far away and out of reach, but you've received training from the best and you have an incredible array of tools to fall back on. There's no way the heroines will be able to infiltrate your base when it's on the moon! Expanded resource options.
  • Teen Genius: You may be young, but you're one of the best your people have to offer. What other people take years to master, you learn in days; what takes them decades takes you weeks. You may not understand humans yet, but you're learning fast. You will learn rapidly.

The Bad:
  • Tunnel Vision: You get fixated easily. This is part of why you were chosen for this mission—it makes you incredibly skilled and focused in your areas of expertise. It also means you can miss things that are right in front of your nose, or get obsessed with things you shouldn't. Reduced perception options.
  • Fish Out Of Water: You studied up on earth for this mission, but reading about something is nothing compared to actually being there. You don't understand how things work here and you'll get confused easily until you get your bearings. Reduced general options until you learn more.
  • Hopeless Romantic: You are an isolated teenager from a dystopian planet who just arrived on a seemingly peaceful world filled with people your approximate age. There is a 100% chance you will fall in love with the wrong person. This will definitely disrupt your mission.
  • Not A Team Player: You've got three other people on the elite team to work around and share toys with. And you hate sharing. Malus to interacting with teammates.
  • Impossible Dream: Deep down, you don't really want to hurt people. You try to hide this as much as possible, but it's the truth. And if you're not careful, that truth will get you killed by your own allies. Reduced villainy options unless character development kicks in.


[ ] THE TITAN

Once, people would have called beings like you deities and worshipped them. Other fallen gods might be bitter about losing that faith, but you don't care in the slightest. The only thing that matters is the person you lost long ago, under the worst circumstances imaginable. You will do anything to bring that person back. You have spent thousands of years gathering your power and setting your plan in motion. Now, it's about to come to fruition.

Yes, your plan has side effects. Yes, there will be human sacrifice involved. And yes, there is a slight possibility the universe will just sort of implode on itself if you get what you want. You do not care, and no argument from any magical girl will make you consider your stance. There is no trust. There is no compromise. There is only what you must do, and what must be sacrificed in the process.

Faction Goal: To bring back what you have lost. To create a new future for yourself and the one you love most. To undo everything that went wrong, even it means you must fight the will of the universe itself. Ontological Threat.

Your Role: Big Bad. You may not look it, but you're the brains and the brawn behind this operation. For some reason or another, you have become helplessly intertwined with a devious plot. Now there's no way out—not for you, not for anyone. No matter what those magical girls do, this world's fate is sealed. If they want to change that, they'll have to go through you first. You start as a Master character.

The Good:
  • Narrative Dominance: This story is as much about you as it is about the heroines. You will always play a major role in determining the direction of the narrative. Few plot twists will ever take you by surprise, though this doesn't guarantee you'll be able to keep your momentum forever. Expanded options in almost any situation.
  • Power Unending: Some people draw on a force of nature to transform and use magic. You are a force of nature. You are the heaviest hitter in the story by far, and the magical girls will spend most of the story just trying to catch up to you in raw might. Automatic crit success against Beginner and Civilian opponents, automatic success against Intermediate opponents. Only Advanced opponents and above stand a chance of victory.
  • Shapeshifting: You aren't human—at least, you aren't human anymore—but you can still pass for one. In disguise, the magical girls will have trouble pegging you as anything other than an ordinary good-looking guy. Plus, the ability to change your face at will is handy.
  • Immortal Foe: You have achieved true immortality. It is completely impossible for you to die permanently. However, you can still be sealed away or forcibly reincarnated without your memories, and the heroines will figure out how to do this eventually.
  • Minions: You have minions! There are many who flock to your banner and will carry out your wishes just for the chance of being rewarded with a fraction of your power. The question is, how many of them can be trusted?

The Bad:
  • True Name: For better or worse, you must have a secret identity. Things will go badly for you if anyone discovers who—or what—you really are.
  • Achilles Heel: You have a weakness. You cannot defend against that weakness. Do whatever you can to hide it, or else.
  • Tragic Obsession: Anyone willing to become the mastermind of a plan like this has to have some screws loose. There's at least one subject you are incapable of thinking rationally about. This will likely make talking you down really difficult. Restricted options for negotiation or allying with heroines.
  • Mad, Bad, And Dangerous To Know: Anyone who spends enough time with you tends to meet a grim fate. No matter how many allies you create or win to your side, you won't keep them. In the end, you will fight alone. Restricted options for negotiation or allying with anyone.
  • Eternal Devotion: You are utterly dedicated to a single person and the dream they left you with. For better or for worse, nothing can shake your devotion to your cause and the one you lost.
  • Below My Notice: You have a problem with underestimating your opponents. Maybe you truly don't think they can become a threat, or maybe you're just trying to keep a lid on potential collateral damage. Restricted options for immediately dealing with foes.


Wow, that was heavy. Let's lighten things up a bit. This is a magical girl story, so everyone needs to have an iconic look, including you. What unique and fantastical style do you bring to the villainous table?

[ ] KNIGHTLY

You can't go wrong with a good suit of armor, right? Whether you've got a sci-fi aesthetic, a magical aesthetic, or even a slightly horrifying aesthetic, armor is the great unifier. Plus, it's very good at hiding your secret identity. Assuming you have a secret identity.

[ ] OTHERWORLDLY

You aren't from around here and you aren't shy about showing it. Maybe floating silk scarves wrap gracefully over your shoulders. Maybe mysterious tattoos and symbols cover your skin. Maybe you have an outfit so bizarre but still perfectly you that there's no point in describing it with words. Either way, you have your own style, and no one can miss it.

[ ] CREEPY

You know what you are and you have no intention of hiding it. Some monsters are beautiful. Some monsters are hideous. You walk the line between the two with confidence, massive claws, and a mouth full of glistening fangs. One thing is for certain: no one will ever mistake you for one of the good guys. Which could be a bit of a problem if you're aiming for that redemption arc.


I'm sure you look great. The magical girls won't know what hit them.

One last thing. If you were going to take a special interest in a member of the local magical girl team—and let's face it, you are, because that's how this sort of story goes—which girl would you be drawn to or repulsed by most?

[ ] THE ATHLETE

A sporty girl who never gives up. She isn't the brightest, but her heart is in the right place… usually. She calls it like she sees it, and she sees right through you.

[ ] THE BOOKWORM

A quiet and intellectual girl who knows more than most. She has difficulty communicating at times, but her knowledge is vast. Maybe that's why she unravels your schemes so easily.

[ ] THE PRINCESS

A wealthy and popular girl who can command anyone's attention with a crook of her finger. She has everything—the looks, the adoration, the certainty that she will succeed. But at her core, she feels the same emptiness that you are all too familiar with.

[ ] THE PATIENT

A sweet but frail girl who has seen some of the worst life has to offer. She's been in and out of the hospital her whole life, but she hasn't let it break her. If the weight of her own mortality can't dim her smile, nothing you can throw at her will, either.

[ ] THE CRYBABY

A cowardly but honest girl who can't control her feelings for the life of her. She has many interests but rarely gives her all, because nobody really expects her to accomplish anything. That complacency mixed with a quiet, unconscious bitterness is something you know all too well.





My first attempt at a quest! I've seen a lot of magical girl quests around, but not many magical boy quests. And the ones I have seen tend to end up being awfully similar to Sailor Moon's iconic Tuxedo Mask. Mysterious protectors are great and all, but the upcoming Tokyo Mew Mew reboot reminded me of how much I like the terrible boys this genre has to offer. I'm not quite sure what I'm doing just yet. Hopefully we'll learn together.

A quick rundown of the character level system:

Civilian: roll 1d10 for all combat actions. No magic actions.
Beginner: roll 1d100 for all combat/magic actions.
Intermediate: roll 1d100 +1d10 for all combat/magic actions.
Advanced: roll 1d100 +2d10 for all combat/magic actions.
Expert: roll 1d100 +3d10 for all combat/magic actions.
Master: roll 1d100 +5d10 for all combat/magic actions.
Legend: roll 2d100 for all combat/magic actions.
Unique: roll 3d100 for all combat/magic actions.

The magical girls will start as Beginners, as will all monsters unless otherwise stated. Evolution will be largely narrative-driven. Most things will be largely narrative-driven.

Let's tell a fun story together.
 
Turn 1
[x] The Alien - Zaiyu Es Talis
[x] Otherworldly – a loose, flowy two-piece outfit wrapped in an array floating silk scarves that can act as prehensile limbs, a hairstyle best described as 'flyaway angled green bob,' enormous solid green eyes, pointed ears, cute little fangs, retractable claws, and an array of little dangly things that are surprisingly dangerous
[x] The Princess – Tomoe Sakurazuka, heiress to the Sakurazuka Zaibatsu family

Your name is Zaiyu Es Talis. You are among the best and brightest the Estil species has to offer. As the most gifted thaumaforge alive and one of the best illusionists, you are the spearhead of the force that will reclaim your lost world from those who have stolen it and restore the greatness of your people. Right now, you have your nose pressed up against the glass of the observation deck, watching as the blue marble in the distance grows closer.

"So that's earth," you breathe, eyes wide. You haven't blinked in several minutes. Too busy committing every twinkle of distant stars and the swirl of atmospheric conditions to memory.

This isn't the first time you've seen a planet, but it is the first time you've seen such a perfect garden world. You've seen pictures of earth, of course. Your textbooks are jammed full of them, alongside countless theories about why the Estil can't seem to thrive on any other world. Seeing it in person, though… it's a whole different experience.

It's beautiful. You've never seen such a perfect blue before.

So naturally, a tiny, tiny redhead with a soldier's boring red tattoos and a sour expression has to ruin it.

"You're looking in the wrong direction, dumbass. The moon is this way!"

Rins Es Talis is the team's heavy firepower, a genius at elementalism in general and specifically on spell adaptation. You've read their thesis on converting deep space combat spells to work in atmospheric conditions. It was brilliant. Left you actually excited about living and working with the mind that created it. Then you moved onto the Talis, the cutting-edge experimental spacecraft requisitioned for this mission, and actually met Rins.

If pressured, you would admit that you still consider Rins a genius and you would happily pick their brain any day. But being trapped in a very small spacecraft with them? Sharing a ship-name with them? Getting into arguments with them literally every day about whether or not basic spells can be used safely on-planet or if every new magic needs to be tested to death first? Basically a fate worse than death. You would know, you've spent the last eight months stuck on the Talis with them and you're beginning to have extremely vivid fantasies about strangling them in the middle of one of their ridiculous rants about 'standard testing periods' and 'following protocol even when protocol is stupid.'

They're a hypocrite anyway, you've caught them throwing protocol out the window plenty of times when it was inconvenient for them.

Ugh. You scowl and peel your face away from the window. "Nobody cares about the moon, Rins."

"You should!" Rins places their hands on their hips and glares at you like they want to set you alight. For all you know, they may be seriously considering it. Unfortunately for them, you're wearing like six different shield charms. They couldn't make you catch fire even if they tried. "It's where we're staying for the foreseeable future. Or did you remove that from your memory with the rest of your life skills?"

"'Foreseeable?' Wow, what a big word," you drawl. "Did you steal that from Captain?"

Rins bristles, every hair on their head puffing out in a vain attempt to make themself look bigger. It doesn't work. Even with hair down to their thighs, they're still tiny. You're not exactly tall yourself, but Rins barely reaches your chest. Puffing up like that only draws attention to their doll-like physique. "At least the Captain likes me!"

"Stop fooling yourself. The Captain doesn't like anyone. Accept that his hatred of you is just low enough to correct you when you misuse words and move on with your life."

They open their mouth to retort, visibly reconsider, and cross their arms instead. "Shut up and stop gawking. You'll have plenty of time to gush over earth later. Now come on, we're almost there, and you know what that means."

You sigh. "The Captain's called a meeting?"

"The Captain's called a meeting," Rins says grimly. "Don't even think about escaping out the airlock. He'll go out and drag you back in."

Damn it. There goes your only hope of getting out of this. "I'll see you there, pipsqueak."

"One day I will incinerate you and they'll make the day an empire-wide holiday."

All things considered, a reasonably productive conversation with Rins. You steal one last glance at the blue planet and turn away, a teleport crackling over your skin as easy as breathing. The rest of the day can only go downhill from here.

---

You always forget how much you hate team meetings. Everyone hates team meetings, but for some reason, Captain Shayin Es Talis—the pilot, navigator, and general technical specialist attached to this mission—insists on holding them regularly. If he was a better leader, he'd realize all of you Es Talis despise each other and would be much happier if you all stuck to your respective corners of the ship, communicating exclusively through text message. Maybe you could even schedule meal shifts so nobody had to run into each other in the dining hall. Mithos, that would be amazing.

But you live in the bad timeline, so you pop into existence floating several inches above a hard plastic circle orbiting slowly around three other hard plastic circles. The Captain is already sitting above one of them, his unfairly long legs crossed obnoxiously elegantly. From the tight wraps of his nine-foot-long sea green braid to the distant crackle of his sensory field to the soft, regular pulse of his gold navigator's markings, everything about him is obnoxiously elegant. But that's to be expected. Shayin Es Talis was once Shayin Na Yutol, pilot of the capital flagship, youngest son of the current Estil Prime Minister. In other words, he's basically royalty, and you have no idea why he committed himself to such a high-risk mission.

You don't like not knowing things, which gives you a solid reason to dislike him. He has no such reason to dislike you, and yet he clearly does. But then, you weren't kidding when you said he hates everything. Everyone else on the Talis has reached an unspoken, tacit agreement not to call the Captain by his actual name. None of you are close enough to him for that.

"Zaiyu is two minutes early. Has someone perished?" His voice is deep and smooth. It's one of those voices that would be unbelievably attractive if he didn't always sound so flat and clipped all the time. Such a waste.

"If one of you died, I'd definitely skip out on the funeral. Rins fetched me, so this better be important."

"We'll talk when everyone is here and not before."

"Because you don't want to say this twice or because you're not done making up your speech?" you ask.

Almond-shaped eyes glowing the same solid sea green shade as his hair narrow a fraction. From the Captain, that's basically a death threat. You feel accomplished.

Anyway, that leaves you sitting in annoyed silence with the Captain for eight solid minutes before Rins and the final member of this little expedition, Mitl Es Talis, teleport into their seats.

You can't spend five minutes with Rins without someone yelling and you're 90% sure the Captain fantasizes about murdering you, but Mitl is by far the worst person on the ship. All your life, you laughed off complaints about how single-minded and oblivious mages can be to anything outside their field of expertise. Then you met Mitl Nes Eyrit. He's stick-thin, always hunched over, and his solid gold eyes have the feverish glow of a man who has not slept properly in years. Leaf-green lines swirl up the right side of his body while pitch black designs trace down the left side. Both sets of symbols are partly obscured by the mess of black hair that shrouds him like a cloak.

In the twin fields of botany and necromancy, he has no rivals. Unfortunately, he has an alarming tendency to combine the two fields in new and exotic ways without telling anyone, often while innocent bystanders are still in the room.

You have teleported away from so many explosions of necromantic energy on the trip over here. So many.

And then there's you. Standing taller than Rins but shorter than Mitl and much shorter than the Captain. Willowier in build than anyone else but with more muscle than Mitl's stick arms can boast. Your dark green hair is cropped short in an angled bob, stray strands floating around your face in a modified sensory field. The net they cast isn't as wide as the Captain's, but you're an infiltrator, not a navigator. You don't need to detect everything in an asteroid belt, you need to be able to catch ambushes and spy on people in the same ship or base.

Rins has on the drab, drapy one-piece of a soldier. The Captain is wearing the purple skinsuit of a pilot, of course—you don't think he owns any other clothes, and if he does, he certainly wouldn't show them off to the rest of you. Mitl appears to have wrapped himself in a bedsheet and called it a day. You are the only one trying to look like an actual person on this ship, with your flowy crop top and slit skirt over leggings, and you think you deserve some praise for that. You deserve praise in general because you are amazing and talented and handsome. And also because you're the only person here who's sporting dendrite extensions in the form of a myriad of floating magical scarves wrapped around you. Honestly, it's like the rest of them aren't expecting to need an extra arm or ten.

Everyone else only has one or two colours of tattoo to mark their occupation. You have every colour but black pulsing regularly across your skin. Thaumaforging requires a working understanding of virtually every other school of magic. Creating life from stardust and spite is not a specialty for the faint of heart. Every time one of the other three looks at you, their eyes automatically find their colours on your skin, and they know you already digested their subject of choice and found it wanting.

Huh. Maybe this is why the Captain hates you.

Finally, the Captain speaks. "We are about to enter stable moon orbit. Once we have arrived, we will begin disembarking. All hands on deck. I expect all of you to handle your own equipment." He takes a moment to give each of you a deep, penetrating look. "That way, if anything gets broken, it's your own fault and your responsibility to fix it."

Mitl sticks his hand into the air like a little kid trying to get teacher's attention over a video call. "What about shared gear? Like furniture? Or culture tanks?"

"Shared gear gets moved by whoever has time for it." The Captain's tone makes it clear that this will not be him.

Rins' question is at once less relevant and much more important. "Are we calling rooms? Is there dibs?"

The whole room sings with tension before the Captain's voice punctures it. "Rooms have already been assigned. Your names are on the blueprints. You should have read them already."

You roll your eyes. "Why would we have read the blueprints? It's just a moon base."

"I cannot wait until I can banish you to another planet."

"Trust me, I'm looking forward to it, too."

Mitl puts his hand back in the air. "When were we given blueprints?"

The Captain narrows his eyes slightly. "The blueprints were sent to your devices when you boarded and changed your ship-names."

"But did we ever receive a print-out?"

"We're in space. Storage is at a premium."

"I need a print-out," Mitl insists.

"…I'm charging you for the paper." The Captain almost sounds like he's experiencing an emotion. Not a good emotion.

"That's fine, I'll use it as mulch."

"Do not use it as mulch."

Across the room, Rins' eyes have taken on the slightly unfocused quality of someone scanning a holographic screen. After a moment, they scoff loudly and drop their head. "Zaiyu, wanna swap rooms?"

You take a moment to check your own room assignment. Oh, wow, look at that. Rins' assigned room is right next to the swatch of land set aside for Mitl's nightmare garden, and your room is all the way on the other side of the base with the Captain. "Not on your life."

"I hate you," they hiss.

You ignore that with the grace of someone who isn't going to be kept awake by Mitl sweet-talking his man-eating plants.

Then the ship shudders slightly as it enters moon orbit and all four of you can't teleport out fast enough.

---

Rins is the first one out of the ship, but you're a close second. They peel off to go secure the perimeter. As if there's anything that needs securing on a desolate, lifeless planetoid. You occupy yourself with flying over the dusty grey surface, watching the slice of cloudy blue planet you can see from here.

This moon doesn't have a lot of atmosphere, but you can still feel its faint presence, 1,000,000 molecules in each cubic centimeter pressing down on you. Some of the many little charms dangling from your outfit are dedicated to processing that information. Others are shielding you from the vacuum of space, stabilizing your flight, and a million other little conveniences. All of that leaves you free to focus your attention where it belongs.

Having a photographic memory is useless if you aren't paying attention. And you want to remember this—all of this.

Standing on the moon, watching the earth rise, you feel something unfamiliar swelling in your chest.

"We're back," you whisper softly into the void. "After all this time, we're home."

The earth shines down on you from the horizon. It feels welcoming.



You've arrived on earth—well, you've arrived near earth. Your team is getting ready to set up the new moon base, install all the stuff you brought with you, and generally move into your new moon habitat. There's still a bit of time before your invasion actually begins.

What will you do?

[ ]
MOVING DAY

All hands on deck means all hands, including yours and also all your prehensile scarves. You're very good at moving things from one to another, especially things too delicate for teleportation. Unfortunately, this means you will probably have to interact with all of your teammates as you make sure the stuff is moved to the right place. Ugh.

[ ] ESPIONAGE? ESPIONAGE!

Set-up is boring and the others can get it done without you. More importantly, the earth is right there! Your long-lost homeworld! An alien planet populated by alien species! The place you've travelled across millions of lightyears to find! Disguise yourself and start investigating earth in person. It's what you're here for, after all.

[ ] HIT THE BOOKS

Getting straight to business is tempting but maybe you should do some preparation first. Make sure everything is lined up properly before you head planetside. You brought a lot of information with you, go over the stuff about humans to ensure it's fresh in your mind. It would suck if you went down there and screwed up. You'd never live it down.

[ ] MONSTER MAYHEM

You should definitely do some preparation before you go down there. In fact, as the only thaumaforge here, you should have a monster ready to go before you ever touch earth. They tell you there's such a thing as being over-prepared, but you don't believe it. Go set up your lab and make a monster right now. Keeping it on the moon base may annoy your teammates, but that's a price you're willing to make them pay.

[ ] WRITE-IN



The price of picking the most redeemable option is that you have a bunch of annoying coworkers to put up with. Of course, to them, you're the annoying coworker here.

Character sheets will be up shortly!
 
Last edited:
Turn 1 Social - Rins
As much as you'd rather stay out here and watch the earth slowly revolve on the horizon, you should probably go help with the move. It won't be fun, but it will ensure you know where everything is. And you can get a head start on setting up your lab. You give your long-lost homeworld one last forlorn look and fly back to the ship.

You come back around the same time as a flare of red hair announces that Rins has finished securing the perimeter. Great.

They make a face when they spot you, which, rude. "Ugh. Back already? I thought for sure you'd be busy for a few hours."

"Aw, did you miss me? Don't worry, Rins. I came back to help with the move, just for you."

Rins stops making a face and starts looking apoplectic. Their long hair bristles before they let out an explosive sigh. "Just… don't touch anything with my name on it."

"Why would I even want to touch your boring gun collection? You didn't even bring anything fun."

"How am I supposed to know why you do anything? For all I know, you're a hideous demon beast created to make the rest of us suffer."

The two of you float back into the ship, trading barbs.

Inside, it quickly becomes clear that the Captain has taken advantage of you and Rins being absent to set up a moving schedule. The schedule itself is reasonable, barring an entire three-hour block simply labeled 'MITL MOVE YOUR PLANTS,' but you're still annoyed that he waited until you were gone to write it up. The worst part is that if you break from the schedule just to be contrary, you'll just end up inconveniencing yourself. You do need your lab up and running sooner or later, and you'd definitely prefer sooner.

Well, whatever. You and Rins have been voluntold to get started on the foundation, so you both teleport to the hold and start gathering the necessary materials. Most of the supplies you brought with you are actually pre-programmed nanites or packaged inside pocket dimensions to save on storage space. The moon base was designed long before the Talis left the fleet. All you have to do is grab it and move it to the desired location.

"Make absolutely certain it's on the dark side of the moon," the Captain says as you fly past him with the nanite capsule. "The one that can't be viewed from earth."

"I know," you grumble.

"Be sure to incorporate the natural environment into your plans."

"I know!"

"I can place the base, Captain!" Rins suggests brightly, popping up right behind you just to make you jump.

"No, I grabbed it first, I'm placing it!" You glare at Rins and teleport out of the ship immediately before they can steal the capsule. You got there first.

The upside of doing some actual exploring: you already found a nice spot to place the base. It's inside a shallow crater so the rounded silver building will have a degree of natural camouflage. More importantly, it's a spot that doesn't currently have any electronic eyes pointed at it. You drop the capsule, stick around just long enough to make sure the nanites are unfolding and getting to work properly, and then soar up to make sure nobody will be able to locate the base. Satellites aren't that hard to fool. A bit of bent light, a simulation of gas and heat patterns, and some moon dust to give it substance and you've got a working illusion barrier. Even if someone manages to get up here, they won't spot your base unless they're right on top of it.

This is why you love illusions.

"Zaiyu, you ass, did you put up the illusion already?" Rins yells from outside the barrier. "Where's the base?"

"Open your senses!" you call down to them, grinning. "You can find it! Just feel for the energy patterns!"

"I've got the food, jerk!"

"Fine." You swoop down toward the voice. Yeah, there's Rins, hoisting several massive crates of stasis-frozen food over their head. And by several, you mean 'about twenty.' Their physical strength is nothing to scoff at, that's for sure. "But seriously, learn to sense basic illusions. Even a baby can do this with practice."

Rins throws one of their crates at you. "Your stupidly complex creations are not basic! They're barely even illusions! Stop incorporating actual solid material into them, it messes with everyone else's senses!"

You lean slightly to the right and snatch the crate out of the air with a silky dendrite. "'Incorporating?' You totally stole that from the Captain."

"Shut up and start unpacking." They brush past you and survey the base, which is now finished deploying. "Well, it's not the worst spot."

"It would literally kill you to compliment me, wouldn't it."

"I literally just did?"

"Complaining doesn't count."

"Oh, Mithos, just get your stuff already." Rins flies forward and vanishes past the transparent barrier that serves as the base's door. "If you're not back in five minutes, I'm setting up without you."

It takes you three minutes to gather up the least fragile of your equipment. One of those minutes is dedicated to checking the current version of the blueprints to make sure that nobody tries to pull a fast one regarding room assignments. Unsurprisingly, Rins swaps the assignments as soon you're out of sight. You wait until you're done before you change them back. And then, to add insult to injury, you teleport directly into your room—with your stuff—just before Rins opens the door.

Rins glares at you like they're trying to set you on fire with their eyes. "Oh, dear," they grate out. "I appear to have misread something. I thought this was my room."

"Did you get confused, Rins?" you ask, sitting cross-legged in the air between your culture tanks and a very large transmutation chamber, neither of which are going anywhere. "Didn't they teach you to reach a map in the mage corps?"

"Of course they did! Not that you would know, since you dropped out." They sniff. "Should've stayed in the mage corps. You would've learned something about honour. And discipline."

"I'm being plenty disciplined by not reporting your attempt at internal sabotage to the Captain."

Just like that, all pretense at dignity vanishes. Rins' face goes as red as their tattoos. "Don't you dare!"

"Stop trying to steal my room and accept your fate," you counter.

They grind their teeth furiously, then reluctantly nod. "Just… don't tell him."

This little crush of theirs is embarrassing. Honestly, you'd be surprised if the Captain didn't already know, given the way Rins acts around him. He's probably just ignoring it so he doesn't have to deal with feelings. For a moment, you seriously consider him, ideally in front of everyone else, because the idea of making the Captain deal with feelings sounds hilarious.

Nah. It wouldn't be worth the inevitable explosions, emotional and literal. Rins is pretty trigger-happy when mad and now they don't have to worry about blowing up the ship if they cast their bigger spells. You don't want to deal with that.

Of course, that doesn't mean you're not going to tease Rins mercilessly.

"Then, as the Captain would say, we've reached an accord."

Rins gnashes their teeth and teleports out. Then they have to teleport back in to gather up the crates while you cackle.

It doesn't take that long to finish setting up the base proper. Since, as has been previously established, none of you guys can get along—at all—there's basically no drive to put stuff in the common areas. You and Rins basically just float around making sure the default gym, kitchen, observation room, art studio, and armory are in working order. When that's done, Rins immediately goes back to the ship to start gathering their arsenal.

On any other day, you would just go to your room and start setting that up just right. Unfortunately, you agreed to help with the moving. All of the moving. Now that you've made that decision, you are going to see it through, no matter how much you regret it in the end. So you fly after Rins instead.

"What are you doing?" they hiss at you.

"I'm helping," you say glumly.

"Well, stop."

"Can't, Captain's orders."

If Rins keeps being so hard on their teeth, they'll have none left by the end of this mission.

---

Rins blows up at you when you dare to touch their favorite gun. And their second favorite sword. And their third favorite morning star flail, which you weren't even planning to move. You just wanted to see what color their face would turn if you hovered your fingers over the hilt. Eventually, the two of you work out a system where you rapidly teleport all the relatively low-quality gear straight into the armory and Rins lugs all the fancy stuff back to their room. This gets most of the moving done very fast with a minimum amount of yelling.

Progress.

The Captain appears to have vanished entirely and Mitl seems to have taken that three-hour block dedicated to him as an invitation to leave all his unpacking until then. On one hand, it's nice to not have to deal with those guys on top of trading barbs with Rins. On the other hand, you're worried about what they're getting up to.

On the final trip, you end up flying along with Rins instead of just teleporting back to base. Apparently, you've proven yourself reliable enough that Rins trusts you to hold their fourth-favorite gun, at least for the length of time it takes to return. This doesn't mean they aren't incredibly annoying about it, though.

"Hold on tighter. And don't point the barrel at anything! All guns are loaded, especially if they're unloaded!"

"This is a Red Barrel, though." You tap the weapon's glossy side where the magical chamber is visible. "It doesn't even shoot bullets. You need to channel magic into it just to turn it on."

"Stop tapping it! That's why Red Barrels are among the most dangerous guns to learn," Rins says grimly. A serious expression settles onto their delicate features. "Estil are magical creatures. It's so easy to let your powers slip and accidentally turn the damn things on."

You laugh. "No, it isn't! What kind of incompetent dumbasses do you work with?" Rins puffs up immediately, but you're not done talking. "If you can't reign in your magic properly, you can't even make it past year one of thaumaforging. I'm not gonna set anything off if I don't want to."

When you look up, Rins' fury has developed a weird edge to it. Huh. Is that… envy?

"Zaiyu. You're absolutely infuriating and I'm very glad you're on this mission." They let out a deep sigh. "But also, I wish to rip the expertise out of your brain and steal it for myself."

"Thanks for the heads up!" you chirp. "You won't succeed now that I'm forewarned."

"I was joking—wait, is that a thing that can happen? Can thaumaforgers do that?"

You start flying faster.

"Get back here and answer me, asshole!"

Rins chases you around for the next fifteen minutes. Finally, the two of you remember you're supposed to be professionals and mutually agree to pretend you weren't messing around. Yet another thing the Captain can never know of for fear of minor personal inconvenience.

There are worse reasons to keep a secret.

"So that's earth," Rins says, floating up for a better view. A blatant change of subject, but you'll allow it. "It's bluer than I thought."

"That's the oceans," you say.

"And the white bits are clouds, I know."

You cannot resist the urge to correct them. "Actually, the big white bits are ice."

"Ugh. I'm gonna need to know this, aren't I?" Another sigh. For once, they don't look angry. Instead, as they gaze up at the earth, there's something pensive about their expression. "Hey, Zaiyu. There are humans on every continent now, right?"

As far as you're aware, yeah. You nod.

"And there's over six billion of them and four of us."

Again, true.

"We have the advantage of surprise, technology, and magic, but a battle isn't over until it's actually been fought." They speak with a level of authority that takes you by surprise. "You're the spearhead of this invasion. It's really tempting to just charge in assuming that we'll win. I'm telling you now, don't do that. If all of those usurpers combine their power and come together to fight us off… we might not emerge the victors. What I'm saying is, be careful, Zaiyu."

Well, that's uncomfortably affectionate. "Worried about me? Don't be. I didn't come here to lose."

"Neither did I!" Rins huffs and turns away from the planet above. "Forget it, you're useless. Let's get back to base. Just… when you start scouting the place, try and bring back some information on human politics? It could be important."

You roll your eyes and resume soaring back to base. The gun in your hands hasn't flickered on once. "If I'm so useless, why are you so glad I'm on this mission?"

"Forget that, too!"



Rins wants you to bring back information on human politics when you begin scouting.

[ ] A POLITICIAN IS YOU


Okay, not really—you're actually pretty bad at politics, they put you right to sleep. But you are pretty good at sneaking into places and identifying stuff that is important, which is basically the same thing without having to actually talk to boring people about boring things. Add learning about human politics to your top priorities once you begin scouting earth.

[ ] IT COULDN'T HURT

You don't want to focus too much on scouting out the local politics. There are a lot of humans out there, after all. Just because you live for drama doesn't mean you want to memorize another species' royal family trees. If you see a chance to learn more about human politics, you'll take it, but you won't devote entire missions to this.

[ ] NOT ENOUGH HOURS IN THE DAY

Nope. If it was an order, then maybe, but you just do not have time to look into human politics. You still need to study up on human everything else. Besides, human politics aren't going to matter for much longer.



This update got very long so we're getting everyone's socials in separate posts. Each will have a vote that impacts how you go about the invasion, when the invasion finally starts.
 
Turn 1 Social - Mitl
[x] IT COULDN'T HURT

After finishing up with Rins' stuff, you realize that the time has come. The three-hour block set aside for Mitl has arrived. You seriously consider giving up your resolution to help with the move early and going to hide in your new room until the screaming has stopped.

You are not looking forward to working with Mitl. It's not that Mitl himself is particularly unpleasant—he could be reasonably described as 'nice,' if very absent-minded. The problem with Mitl is that he's almost completely oblivious to his surroundings. This goes double when he's focused on something. His tunnel vision would be a minor character quirk, except that he regularly works with two incredibly dangerous things: deadly plants and necromantic energy. Also, as previously mentioned, he does not tend to warn anyone before he starts combining them in new and explosive ways.

Unfortunately, if you don't go help Mitl with shifting all his plant samples into the correct spaces, there's a good chance that he'll end up tracking poisonous pollens and seeds everywhere. You don't want to see something like Venomar Carnivorous Grass start taking over this moon. Which means you need to help him get his things in order.

Joy.

Lesson one of dealing with Mitl Es Talis: do not sneak up on him. This is less because he might lash out—Mitl is not a particularly violent person most of the time—and more because he might be about to set off what he describes as 'a contained explosion' and you call 'a localized apocalypse.' So instead of just teleporting into his quarters on the ship, you teleport outside the very locked door, knock gingerly, and then immediately scoot to the other side of the hall to wait. And then further down the hall for good measure.

Several seconds pass before you hear the door click. It slides open with a loud squeak, the equivalent of incredibly rusty hinges. Mitl pokes his head out. His bangs are even more ruffled than usual and he's wearing his work goggles. The dark glass is smoking. His whole body is wreathed with necromantic power. It feels like he's just finished a fairly sizeable spell. Behind him, there is screaming, which definitely backs that impression up.

Yeah, you're very glad you didn't just teleport in blind.

"Zaiyu!" He beams at you, fangs glistening. It's not a threat. Sure feels like one with all that necromantic energy rolling off him, though. "What can I do for you?"

"It's what I can do for you, actually!" you chirp, grinning back. You refuse to show fear. Not to him. He's the only person on this ship who can't read people to save his life and you are mercilessly taking advantage of this. "Chop, chop! Time to get off the ship!"

"Really? I thought I'd notice when we arrived. Did we arrive?"

"Sure did! Now the base is set up and Rins is done, so it's time for you to move in. Quickly now!"

He reaches up to adjust his goggles and leaves a smear of black soot and fine grey ash across his cheek. Ugh. Your fingers itch to wipe it off. And attack him with a hairbrush while you're at it. "When did we decide the order we were moving in?"

Oh, come on. "The Captain marked this on the calendar."

Mitl frowns. "Was there a print-out?"

"It's in the shared UI, Mitl. Just look under Today's Schedule. Now, what are you planning to bring inside—"

"I need a print-out," he insists.

You very carefully do not scream.

---

Once you finally badger Mitl into motion, lesson two of dealing with him comes into play: don't touch anything in his space without asking first. Again, this is less because Mitl is a possessive guy and more because everything he comes into contact with has a way of becoming poisonous or worse. If you think you recognize a plant as harmless, no you don't. This means you spend an awful lot of time floating very still in his lab, pointing at things and asking what harm they can cause the unwary.

"Pointy green leaves, little yellow flowers, hissing quietly?"

"That one's poisonous, but it's a contact poison," he says as he bundles a load of floating plant samples together. "Don't touch it with your bare hands."

You use a charm to carefully levitate it onto one of the little floating carts Mitl uses to transport his plants. It's a lot slower than teleportation, but most of his plants have nasty defence mechanisms for when they feel threatened. Apparently, being moved unexpectedly counts as threatening.

"Also, the flowers explode if you startle it," he adds belatedly.

"Thanks for not telling me until after I moved it." You snatch your hands away and move on to the next plant. "Red fern, with the—wow, you have a lot of these."

He seriously does. Mitl somehow managed to turn his quarters into a tiered greenhouse for the trip, and the entire floor is just the same red fern with tiny, insectoid eyes glistening on each pinule. They're compound eyes so they can't really track you as you drift above them, but you still feel watched.

"That's a new hybrid! I'm really proud of how they turned out. They're basically a biological security system. If they spot something that isn't supposed to be there, they emit a really loud siren."

Well, that sounds incredibly annoying, but not the worst thing in the world.

"And if you touch them, they release a cloud of toxic spores. Death within six hours!"

You nod and fly in the opposite direction. "Tell you what, you like them so much, you get to pack them up."

He nods seriously and takes your place above the ferns. As you watch, he gives the nearest deadly frond a gentle pat, like a beloved pet. "Thank you, Zaiyu."

Ugh. How does he get away with being so genuine when he's also such a flake? You don't know but you hate it. "No big deal. I'll handle the—what even is this."

Is this even a plant? It looks like a lump of white crystal.

"That's my sample of Crystalvine!"

"How is this a vine?" It's like a foot tall and shaped like a slightly wonky cone. You don't poke it dubiously, but you very much want to.

"I convinced it to clump up for travel," he says absently, already surrounded by hovering ferns. "It shouldn't have any effects in this state."

"Okay, cool. But if it did, what effects would they be?"

He hums thoughtfully for a moment. "If you make too much noise around it, you might be subjected to complete petrification. Why?"

You look down at the lump of crystal. "No reason. Where should I put it?"

"Oh, it has its own case. Let me show you—" He gets up and leaves the ferns half-collected. Three aren't even secured to anything.

"No," you hiss as loudly as you dare, "Finish your ferns first. I insist."

Mitl makes several other attempts to get up and leave his deadly, deadly ferns half-gathered and go do something else, but with you riding herd on him, you manage to get everything collected and safely packaged up within two hours. That leaves another hour to be dedicated entirely to getting all the plants safely off the ship. Which brings you to lesson three of dealing with him: Mitl can be trusted to know how to care for two things, his plants and himself. Absolutely nothing else makes the cut.

So when Mitl stops in the middle of lugging a floating cart outdoors, eyes wide, and says "Ah," you immediately throw up your strongest shield without hesitation. Because Mithos knows Mitl sure isn't going to remember to shield you.

Right on cue, an enormous swirl of pitch-black energy erupts under his hands. The energy of death crackles around you, a deep and unrelenting absence that swallows up everything. Light. Heat. Taste. Texture. For a long and terrible moment, you float inside a fragile little sphere surrounded by emptiness.

There is nothing but the void, and the void is hungry.

Then Mitl wrestles control back over—whatever caused that—and the world snaps back into focus. "Whoops!" he says with a sunny smile, spinning around like a little kid inside his small, one-person barrier. His bedsheet fwooshes out around him playfully. You want to hit him. "Sorry about that!"

"At least you remembered to apologize this time," you say sourly. "How many times is this gonna happen?"

The answer is 'six more times,' which six times too many. But Mitl does apologize every time one of his plants suddenly tries to kill you and he forgets to expand his shield to fit you. That's something, you guess.

He also keeps up a steady stream of chatter, which you encourage. You don't particularly like being alone with your thoughts when your life is in danger. Also, sometimes he has something important to say, like 'oh, I think this might explode actually,' and then you get an extra three seconds or so of reaction time.

"I'm really looking forward to terraforming earth properly," he says brightly as he tethers another load of ferns outside the ship. The fronds reach out in his direction after he lets them go. "I have so many ideas about how to get the temperature higher. Give me five years and I'll have the arthropods a decent size."

"Aren't you the plant guy? I didn't realize you did bugs as well."

"You have to understand bugs if you want to understand plants. Nature is a system. Everything inside it is also a system. It's all connected." Mitl tilts his head back and smiles blissfully at the stars. "I can't wait to see earth. I can only imagine how many changes the life there has gone through to survive the last four million years…" All of a sudden, he's looking at you with that almost frenzied joy. "You're thinking about it, too, right? An entire planet! One with the mana network to actually support us, not just another dead mudball that leeches the life from everything it touches. The space to create things that are important instead of just necessary. We could build something new, Zaiyu!"

This is the first time you've seen Mitl's toothy grin aimed at anything that didn't have thorns and incredibly toxic properties. You're not entirely sure how to respond to that much intense feeling being directed at yourself. It's… kind of overwhelming, honestly. Suddenly, you can empathize way too much with the Captain's decision to just ignore Rins, and you're pretty sure Mitl doesn't even know what his bright eyes and unashamed honesty are doing to you.

"We can get started on that right now!" He barrels forward. "You're the first one down to the planet, so you can get away with doing all sorts of things in the guise of research! If you want to bring back all sorts of fun plant samples, the Captain can't tell you otherwise! So please, Zaiyu, collect some samples of earth's new flora for me while you're gathering fauna. We can make wonderful things together!"

There are many ways you could react to this. The Crystalvine sample you're floating decides to take the choice away from you.

Mitl's smile drops at the same time his eyes go wide. "Oh no. That was a bit too loud for Crystalvine, wasn't it?"

All at once, the lump of crystal floating over your hands explodes into a mass of glittering, lashing vines. You have only moments to react before they touch your skin.

Magic roll: 5 + 8 + 6 = 19/100

In your defence, you are still very frazzled from a close encounter with Mitl's stupid grin. That's why, despite knowing the three rules of dealing with Mitl by heart, you don't get a single shield up in time. At least your array of charms take the brunt of the attack. You feel rather than see them petrify, one after the other, delicate little arrays of moving gears and bright colors suddenly frozen in crystal. They weren't meant to tank hits from something like this, but there are a lot of them and they're very well-made. Only a few hits make it past your defences.

Unfortunately, Mitl was not exaggerating when he described the side effects of contact with Crystalvine. The moment one of the glowing translucent vines touches the hand you were floating it above, your whole arm starts to stiffen up. You can't drop the plant for fear of making this worse. You can't destroy the source of the magic currently invading your body for the same reason. You can't even smash Mitl face-first into the moon a few times because you're actively being turned to stone by a glorified weed. The only thing you can do is grit your teeth, try to keep the invasive power contained, and hold on as your fingers stiffen up.

Finally, the Crystalvine stops flailing about and settles down into a posture that resembles a wreath. You know, if wreathes were made of gently undulating crystalline tendrils that sparkled and shimmered with light from within. You very carefully set it down and leave it hovering about a foot above the ground. Then you take stock of what's happened to you.

From the tips of your claws to halfway up your shoulder, your right arm has turned to white crystal. You can move the shoulder easily enough, but the muscle becomes sluggish below that. You gently run a claw down toward the transmuted skin and discover that your sensation is dulled, too. By the time you hit rock, you can't feel the pressure of the nail at all. The arm itself is frozen with the forearm slightly extended, fingers in the loose grip you usually have while maintaining a levitation spell.

Bad habit, that. Your teachers would tell you that you probably had this coming for being lazy enough to cast a spell with gestures instead of keeping your arms at your sides where they belong.

You extend your senses quickly and confirm that, for all intents and purposes, you no longer have an arm. What you do have is a stone statue of an arm neatly grafted onto the rest of your body, with a slow gradient back to flesh at the upper arm. At least you can still channel magic through it easily enough. When you carefully shift it, you find that you can even see the stream of power pulsing through your arm, glowing like a vein of light under a crystal shell.

When you raise your eyes, you find Mitl fussing over the Crystalvine, trying to convince it to go back into the lump. It is not cooperating.

"Mitl," you say very calmly, "I am going to kill you."

He glances up with a confused and hurt expression. Then he spots your arm. After several seconds of blank staring, he manages a very weak smile. "Maybe I should carry the rest of this."

"Yes. You should."



Mitl wants you to gather some fun samples of earth plants.


[ ] I CAN HAS GREENHOUSE

Whoever said misery loves company was 100% correct. You are miserable and you are going to make it everyone's problem. Enable Mitl in his quest to fill the moon base with hazardous plant life and get ready to watch the fireworks. Add finding Mitl dangerous earth plants to the top of your priority list.

[ ] HOW ABOUT SOME SAFE, BORING PLANTS INSTEAD

After one of his existing samples turned your arm to stone, you know exactly what he means by 'fun': incredibly dangerous. You're not giving him more opportunities for collateral damage. Bring back some nice flowers and grasses you spot on the way back from your actual missions.

[ ] NO PLANTS FOR MITL

Your arm is a shiny rock because of Mitl. He's not getting anything from you until you can move it again. Maybe this disappointment will finally teach him that actions have consequences.



I would apologize for the re-roll that got you this, but the original roll—before I messed up and had to delete the whole post—was a 14. You would've gotten partly petrified either way. Mitl's plant collection is dangerous. At least the crystal is pretty?
 
Last edited:
Turn 1 Social - Shayin
[X] NO PLANTS FOR MITL

This whole 'helping with the move' thing has already gone worse than you could possibly have imagined. By the time the Captain drops the perpetual barrier around the navigation block, you've gone through the first four stages of grief, wobbled around the idea of acceptance, and then settled into a state of near-homicidal sadism. Even Mitl eventually clued in that you were incredibly pissed and fled at the first opportunity. The only reason you didn't follow is the sunk-cost fallacy. You've already put too much effort into this task. You'll rest when it's over.

Anyway, when the Captain pokes his nose out of his quarters, you are waiting for him with a crystalline arm and your most unnerving smile. "Captain! So good of you to join me!"

He meets your gaze squarely and without a trace of fear. Impressive. Also deeply infuriating. You really want to terrorize someone right now. At no point do his eyes go anywhere near your arm, but that means nothing. The Captain is a pilot, after all.

An Estil's hair is important. It serves as a mark of skill. If you can do something with hair down to your ankles, you must be far better at it than people with shorter hair to manage. Beyond that, it has a complex network of nerves hooked into it and can extend a sensory field, which is why so many Estil wear their hair loose and mobile. It's not truly prehensile, but it does tend to drift around and prod at things. Also, keeping your hair tied up gets very painful very fast. Some people still do it, of course. Not everyone can control their hair as finely as their job requires.

There are only two professions that always require a specific hairstyle. One of them is pilot. The other is thaumaforge. His tightly restrained braid and your shorn bob set you both apart from the rest of your people. To a certain extent, they also link you together as the only ones on this ship who didn't hesitate to permanently mutilate themselves in the pursuit of knowledge. The ends of your hair have been cauterized with starstuff, the associated nerves transformed into a psionic net that can manipulate magic on the subatomic level. His hair is still and lifeless, the strands moving together as one fluid whole or not at all, just like the ship he commands.

It's uncomfortable. You don't know how much you want to have in common with Shayin Es Talis.

"Mitl has been contained," the Captain says. It's a statement, not a question.

"Good. Where?"

"His new greenhouse and attached lab. Getting everything set up correctly should occupy him for a time." The Captain makes a show of glancing left and right before he turns back and returns to the navigation block, leaving the door open. After a few seconds, he glares over his shoulder at you. "Well, Zaiyu? Aren't you here to provide assistance?"

Oh, was that supposed to be an invitation? "Coming, coming. Didn't know you wanted the pleasure of my company so badly."

The Captain doesn't quite make a face at you, but his sensory field crackles irritably. You are aware of this for one very important reason: the Captain's sensory field envelopes the entirety of the ship. Even if he was relaxed, it would stretch far around the moon and deep into space. That's a huge amount of information to be sifting through constantly, always on the lookout for debris, void denizens, and shifting hyperspace currents. You're honestly kinda jealous of him for constantly having all that data at his fingertips. You are also self-aware enough to realize that you're very much in the minority there, so you keep your mouth shut.

Pilots are respected. They are not envied.

This is the first time you've been in the navigation block on the Talis. You've seen what they look like on other ships—even did a brief stint at piloting yourself—but there's value in novelty. It's dark, obviously, to aid with focus and sensory extension. There are no lights. Instead, absolutely everything broadcasts a unique electromagnetic or magical signature. The ceilings are higher here than they are in the rest of the ship, and the corridors rounder. Passages spiral off from openings on every surface, leading deeper into the guts of the ship. In the distance, you can feel the faint thrum of the ship's core behind all its layers of shielding.

Most of the equipment here was designed to be manipulated entirely with one's thoughts. Precious little of it has handles. Needless to say, teleporting it outside of very careful, very specific circumstances would absolutely scramble its settings and lead to the Captain bringing down the wrath of a very angry telepath on the offender. You keep your hands—well, hand—to yourself and wait for direction.

Fortunately, if there's one thing the Captain excels at, it's telling people what to do. Unfortunately, the first thing he tells you to do is "Stay over there and don't touch anything."

Which is how you end up spending forty-five minutes floating in a corner while he goes over absolutely everything in the block with the psychic equivalent of a fine-toothed comb. This is nice, because it gives you plenty of time to figure out how to move properly with your newly-crystallized arm and even do some very basic channeling tricks to confirm that your internal magic system is working fine. It's also terrible, because you hate sitting still and not touching things.

Finally, you can take it no longer. You jab your fleshy finger in the direction of the hyperspace scan tapestry that the Captain has spent the last five minutes delicately unweaving from its resting place. "Why are you going over each individual thread? Just check if any of the patterns are fraying and move on!"

"No," he says bluntly. "Each individual thread must be examined for wear, tear, and any outside particulates before movement. If this protocol is not followed, the accuracy may drop by an unacceptable degree."

"It may drop by 0.00002 percent!"

"As I said, an unacceptable degree of error."

You groan and tuck your stone arm in toward your chest as casually as you can. This is going to be your new default posture from now on, might as well get used to it. "You monster, you're holding me hostage."

"Yes."

Well, that was unexpected. "…why am I being held hostage?"

"Because with Mitl and Rins outside of the ship, this is the only place with high enough security for us to talk," he says blandly. His eyes remain glued to the glowing strands of tapestry shifting in the air in front of him, but you can feel his attention on you. "There are several things to address before the mission proceeds."

"Did you drag everyone else in here for a chat, too? Is this a glorified performance review?" If so, you have nothing to worry about, because you have never done anything wrong. Ever. In your life.

The Captain's eyes narrow a fraction. "As if I'd allow either of them into close quarters with my equipment. These threads would snap if Rins breathed wrong. And Mitl…"

He shudders wordlessly. You think about it for a moment, then find yourself shuddering as well.

"Yeah, please never let Mitl in here, he'd grow a tree straight through the core. Using the reactors as fuel."

"I would never." The Captain takes a totally unnecessary moment to collect himself. "Concerning what happened earlier today… it was within my calculations."

Oh, so you are being chewed out. Unfair. "In my defence, it was Mitl who set the Crystalvine off."

"I am aware. You handled yourself well enough."

That… is not where you thought this conversation was going. "Wait, seriously? I mean, yeah, but—"

People have a tendency to blame you when things happen, whether or not you are actually behind them. It's probably because you're aggravating. Given how little tolerance the Captain has for—basically anything—you were not expecting him to be reasonable about this.

"Mitl's carelessness is a problem." A thin smile flickers across the Captain's face. "A problem I am now very justified in addressing with extreme prejudice."

"In other words, you're happy I was petrified?"

The smile vanishes like it was never there. "One of us was going to get hurt eventually," he says, frosty and remote as any asteroid. "I'm… pleased… it was the one most likely to spring back afterward."

Oh Mithos, the Captain just complimented you. More importantly, the Captain just admitted to feeling a feeling. Are you dreaming? Holding eye contact with him, you reach up and pinch your cheek, hard.

Ow, ow. Not a dream. Which means…

"Captain, are you dying?"

"Stop."

The Captain goes back to checking over his gear with an utterly blank face. No matter how much you tease him, you can't make him show any more emotions. It's a real pity. That smile, scary as it was in context, almost made him look like a real boy.

---

After the Captain is finally done his totally unnecessarily thorough check, he starts actually assigning you to carry stuff to the base. Not any of the stuff that's critical to running the ship, of course. Anything that vital is already an extension of his body. It would be weird. No, he assigns you auxiliary communications gear, back-up power supplies, and the more specific scanning devices. Stuff you were actually trained in using and transporting when you did your piloting courses, in other words.

Suspicious.

"So, are you assigning me the gear I'm familiar with on purpose, or is this a failed power play?" you ask after the fifth time you're directed to pack up a device you know well.

"I don't fail my power plays," the Captain says evenly. His eyes are focused on the very large, very elaborate, very much actively on fire defensive array he's carefully removing from the ship's atomic makeup.

"You know what, that's fair. Don't know what I was thinking."

Either way, moving pilot gear is annoying as hell at the best of times. This is not the best of times. Though you suppose it's better to be moving equipment designed to be manipulated entirely without touch on your first day of petrification. Imagine if you had to move Rins' gun collection one-handed and angry. You'd still manage it, of course, but it would be so annoying.

The Captain makes very sure that one of you is always watching the remaining gear while the other flies something over to the base. You're a little surprised he trusts you enough to leave you alone with the more esoteric stuff. After a bit of thought, you decide it's probably trapped enough that he'd be confident leaving it alone. Having you on guard duty is probably as much a test of your self-control as it is of any theoretical intruders who might try and tamper with his things.

Well, it's a test you're not going to fail. You leave his collection of flashy but dangerous gear the hell alone when he's away and make sure everything he gives you to carry ends up at the base safely. You even make sure to keep your hands well away from your charges, no matter how durable they are. It's time to get back into good levitation habits. If you're going to be working in close quarters with a pilot, you're not going to let him judge you for sloppiness.

Finally, it's time for the last trip. This also means it's time to say goodbye to the Talis, at least temporarily. You return from base to find the Captain floating quietly outside the ship with an unreadable expression.

Funny. You would've thought he'd be happy to escape that little tin can. But maybe it's not the ship he disliked. Maybe he just hated having the rest of you in his space. You can understand that, you suppose.

"We should probably hide it," you say after a minute of quiet. "You know, before we deactivate cloaking."

The Captain's attention settles heavily on your shoulders. "Why?"

"Because humans have totally set up a satellite network? I mean, it's pretty basic, but they do very much have eyes in the sky. And telescopes. A lot of which can absolutely take pictures of the moon." You go to lace your hands behind your head, realize you can't do that anymore, and scowl instead. "There's no reason to start bringing down heat on ourselves before we're ready."

He nods slowly. "A persuasive argument."

A moment later, the ship shimmers and vanishes from your perceptions entirely. You didn't even feel the surge of power that must've accompanied every stealth system being activated and set to loop at once. What an incredible show of control. You shiver despite yourself.

"How long can you hold that?"

"Indefinitely," he says.

"No, seriously. How long?"

"I said what I said, Zaiyu." He gives you a sidelong glance. "You are not the only one here who is considered an exceptional talent. Try to remember that."

You can't tell if he's bragging or just stating facts. Either way, you bristle and open your mouth, but he's not done talking.

"Underestimating an opponent is the fastest route to failure. You are the only person on this team who may understand what I mean when I say this." You can feel him thinking about your arm. "It wasn't your fault that the Crystalvine lashed out. It wasn't your fault the Crystalvine was even on the ship. Nonetheless, one moment of carelessness and you're down the functionality of an arm." The Captain turns to you. "You are not a careless person, Zaiyu. But I need you to be a careful one. Our priority is making sure this mission succeeds. Everything else is secondary. Am I understood?"

This is getting a bit intense. You nod.

"I am not directly in charge of your operations on the ground, so consider this a request rather than an order." His tone makes it clear the difference is only a technicality. "Keep your activities and your creations as low-key as possible for as long as possible. The less humans know about us, the better. I do not want to give earth's current inhabitants time to prepare."

"They'll find out about us eventually. It's basically impossible to mount an invasion without anyone noticing."

"Yes. But we can put that day off for as long as possible." The glow of his eyes darkens. "If necessary, you have permission to use flashy but lackluster creations as a smokescreen to conceal our objectives. Do not allow the humans to know the reason we came to earth until we reach Phase 5. Phase 4 at minimum."

He does not elaborate on what these phases are. If you hadn't read the mission briefing, you'd be in trouble. But you did, so you know exactly what he's talking about.

Phase 1 of the invasion is information gathering.

Phase 2 is infiltration.

Phase 3 is sabotage.

Phase 4 is destabilization.

Phase 5 is conquest.

Phase 6 is relocation.

And Phase 7 is victory.

You tip your head back and watch the glimmer of distant starlight. Most of those stars are dead or dying, but their light still shines bright. "You really think we can keep our goals under wraps for that long?"

"We have to." There is no room in his voice for compromise. "This mission cannot fail."

True enough.



Shayin wants you to keep your activities as low-key as possible and deflect attention from the mission's real objective: to remove humanity from planet earth.

[ ] SIR, YES, SIR


The Captain asked and you will answer. His reasoning is pretty sensible. Besides, you're pretty sure this wasn't actually a request, no matter how he phrased it. You will make a concentrated effort to conceal your activities on earth beyond what you were already planning.

[ ] AND LEAVE SHOW BUSINESS?


The Captain is asking for a bit much here. Not only are you a naturally flashy guy, but you're trying to infiltrate a totally alien culture here. You can sure try to stay under the radar, but you don't think you'll succeed completely. You will try to conceal your activities on earth beyond what you were already planning.

[ ] BORN FOR THE SPOTLIGHT

Wow, did the Captain choose the wrong person to ask. You can tell right now that trying to fly under the radar will not work and you're not going to make an effort to change that. There's no point in fighting the inevitable. Maybe you can convince him to make you a distraction while everyone else gets things done quietly behind the scenes? You will not try to conceal your activities on earth beyond what you were already planning.



And Turn 1's socials are finally done! Not giving you an 'all of the above' option again any time soon. This was exhausting.
 
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Turn 1 Results
[X] SIR, YES, SIR

The Captain doesn't look pleased with your answer. But honestly, you weren't expecting him to. He gives you a little nod and the two of you finish the final load of pilot gear in a silence that feels less tense than usual. That in itself is a triumph.

When it's over, you part ways with relief. He vanishes from your senses as suddenly and thoroughly as the Talis, and you—well. There's only one place for you to teleport off to. Your new room.

Okay, you've been calling it a room, but in practice, it's more like a very small suite. You have one large room for entertaining hypothetical guests, a slightly smaller room for sleeping, and a little contained garden/kitchen combo complete with plants that will not try to kill you and a little artificial star orbiting near the ceiling. More importantly, you also have a sizeable lab space.

Fortunately, you got a good chunk of your gear moved in already, either earlier when Rins was trying to swipe your room for themself. It's pretty simple to go get the rest of it. Unfortunately, you didn't have time to actually set up your stuff the way you prefer until now. So your quarters are absolutely stuffed with still-packaged equipment. Nanite capsules are strewn carelessly across the floor where you left them.

After all that, you still have one person to help move in. Yourself.

Fun.

At least this gives you more opportunities to practice levitating many, many objects without using your hands as a focus. And then, when you start getting bored, you just carry the less sensitive items with your dendrites. Maybe if you'd been holding the Crystalvine with a scarf, this wouldn't have—nah, your dendrites are hooked directly into your nerves. In a lot of ways, they've kinda taken the place of your hair, except they actually are prehensile. Getting one of those petrified might not be as physically inconvenient as your arm, but it probably would've had unpleasant side effects.

You'll take an immobile arm over the possibility of getting part of your brain, or worse, your mana network, petrified.

Anyway, setting up your actual room room is the easiest part. You used most of your space for important mission supplies, so you basically just have a few spare charms to place around. If you'd had more room, you would've packed a blanket or a meditation pad or something, but you're a thaumaforge and sleep is optional for you, so the Captain made a point of texting you not to bring bedding. Which, rude. But admittedly, you probably wouldn't have brought bedding instead of more charms. You love charms.

Still, looking at the empty white room with just a collection of little jingly, shiny, and sometimes soft magical items scattered around makes something turn over in your chest. You really didn't get to bring anything with you. But then, you didn't have much in the first place.

You resolve to fix this at the first possible opportunity. But only in your room. The bigger space for guests can just remain bare and unwelcoming. Can't have people thinking they can just drop in on you.

Other than that, you have the various types of gear that will help you do your job. You can totally create monsters wherever, whenever, but having the proper equipment helps. A lot. You line up your culture tanks along the walls with space so you can see the contents from any angle. Your transmutation chamber goes in the back of the lab space and gets surrounded by some heavy-duty barrier generators so you can experiment with potentially explosive reactions in peace. A collection of simulators go as nearby as you dare, so you can rush straight from planning to the trial-and-error process of creation and then back again as efficiently as possible. Then you lay down a couple of small pocket dimensions with various habitats for monster containment, training, and exercise. The mystic lenses and microscopes also get their own pocket dimension, because you feel very strongly that clumsy jerks barging in and knocking them out of focus should be a capital crime.

There. That's better. Now the lab feels lived in.

It takes you way less time to set up your stuff than it did the others to set up theirs, even with help. This clearly means you've won at moving in.

---

With the lab set up, you take a look at your arm. Some careful study confirms what you already thought: your arm has indeed been partially transformed into solid crystal. There's even a little gradient where rock bleeds into flesh at your shoulder. You can still move your shoulder, though the range is a bit limited. The rest of your arm is completely immobile.

You can still channel mana through the crystallized flesh. You already knew that, of course, but watching the mana flow up close reveals something interesting. The transparent crystal provides you with an excellent look at the energy while it flows through your body, which usually requires another thaumaforge or some really high-quality scanners. If you have a few months to work at it, you could probably make some noticeable increases in your magic efficiency with this information. This doesn't really make up for functionally losing an arm, but it sure is neat.

After some finagling, you craft a sling out of some of your remaining charms and assign them to making sure your arm stays a) still and b) supported.

There. Now you don't have to actively try to keep your arm in a stable position close to your chest. If only it was that easy to make the flesh of your bicep stop pulling uncomfortably where it bleeds into stone.

When you're done, you take a moment to steel yourself and cautiously poke your head outside of your quarters. The base is weirdly quiet. You fly down the halls for about fifteen minutes before you hear the sound of snoring coming from Rins' room and put two and two together.

"Everyone's asleep, huh?"

Nobody responds to your words. Well, that makes sense, you guess. It is pretty late. And it has been a very long trip. Even for the most disciplined Estil, nine months without sleep is pushing it. This knowledge doesn't make you any less disappointed.

Back with the fleet, there was always someone on shift for you to bother no matter the hour. And if they flinched too much for it to be fun, you could always fall back on messaging one of the other thaumaforges to bait them into an argument. You can't really do that all the way out here, though. The lag would be terrible without the Captain to straighten out the currents of hyperspace. Your call might not even make it back to the fleet.

Even if it did, there's a good chance whoever was on the other end would hang up rather than forward you to the intended recipient.

You wait for the dull ache of loneliness to strike. It doesn't really come. Or maybe it's just not noticeable to you anymore. Really, what's the difference between this silent moon base and the endless parade of silent halls you grew up in? Nothing has changed.

As you glide past a window, you see it. A glimmer of blue.

Right. That's not entirely true, is it? You're almost on earth. It looks close enough for you to reach out and touch it.

Your palm settles on the glass. Soon, you'll be down there. There will be things you've never seen before, subjects you've never studied before, a whole world of people who don't know what your shorn hair means.

There must be a place for you on earth. That's what having a home means.

Doesn't it?



Gain:
- Petrified Arm:
A close encounter with Mitl's sample of Crystalvine has left your right arm turned into solid crystal. At least you can still channel mana through it.
- Lab Space: Your lab has been set up! You can use all your fancy gear with impunity now.
- An Understanding of Your Teammates: You feel like you understand Rins, Mitl, and Shayin a little better now. This doesn't mean you like them any better.
- Goals: You have some idea of how you're going to carry out this mission and what you're going to prioritize. Go you!



Okay, Turn 1 is complete! I'll try and start Turn 2 shortly. The magical girls will make an appearance soon...
 
Turn 2
It takes nine hours for the rest of the team to wake up and emerge from containment. During that time, you check over every common area of the moon base, play with the settings on your gear for a few hours, and then venture into the gym to practice some basic flight and combat maneuvers with one arm.

Magic roll: 15 + 2 + 2 = 19/100

It doesn't go well. You keep trying to fall back on what you know. Most of your combat reflexes were beaten into you so thoroughly they're just muscle memory, and you've just traded a significant chunk of your muscle for stone.

You know what? You're just going to make sure any fights you get into happen at range. That should keep you from trying to block with an arm that doesn't bend that way anymore.

Anyway, when everyone else finally crawls out of bed, you've basically exhausted all the stuff available to do on the base and you're ready to get some work done. You waste no time announcing this fact to the team.

Rins squints at you with something vaguely related to concern. "Zaiyu, did you get any sleep last night?"

You let out a short, harsh laugh. "I don't sleep."

"You should, you're looking a little…"

"A little what, Rins?" you ask with a wide smile.

Rins looks faintly disturbed and shuts up. Good.

The Captain quickly takes charge, dispatching Rins to the perimeter under the assumption that they've already eaten—which turns out to be accurate—and ordering Mitl to go eat something under the assumption that he hasn't—which also turns out to be accurate. Then unfeeling sea green eyes land on you.

"Phase 1 has officially begun," the Captain says in a voice empty of all emotion. "You are our spearhead."

In other words, it's time to get to work.

Machinations roll: 43. Something is happening. But what?



It's a beautiful day on the moon base and you are a terrible alien. Pick 1:

[ ] SOCIALIZE WITH—PFFT, YOU CAN'T EVEN FINISH THAT SENTENCE


Absolutely not! You've overdosed on socializing with your teammates. You need to be an entire planet away from them right now, or at least on the other side of the moon base.

[ ] DO SOMETHING ABOUT THAT ARM

You did some preliminary research already, but this morning has proved you need an actual solution for this. You may not fix things today but you can at least get started brainstorming. At minimum, you should be able to find a way to disguise the petrified limb.

[ ] ESPIONAGE? ESPIONAGE!

Yeah, your lab is ready, but the earth is right there! Your long-lost homeworld! An alien planet populated by alien species! The place you've travelled millions of lightyears to find! Disguise yourself and start investigating earth in person. It's what you're here for, after all.

[ ] HIT THE BOOKS

You brought a lot of information with you, go over the stuff about humans to ensure it's fresh in your mind. It would suck if you went down there and made a mistake. Also, you should probably start working on researching human politics sooner rather than later. The faster you have a report ready, the faster you can chuck it at Rins' head.

[ ] MONSTER MAYHEM

You should definitely do some preparation before you go down there. In fact, you should have a monster ready to go before you ever touch earth. They tell you there's such a thing as being over-prepared, but you don't believe it. Time to make a monster—a subtle monster, or at least one that doesn't scream 'alien invaders.' Keeping it on the moon base may annoy your teammates, but that's a price you're willing to make them pay.

[ ] WRITE-IN



Short update. But I started working on my encounter table, so things should get much more complicated for you soon.
 
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Turn 2 Research - Crystalvine
[X] DO SOMETHING ABOUT THAT ARM

Business before pleasure, and making sure you know what you're even capable of before business. No matter how much you want to take your mind off, you know, this, it won't change the fact that you no longer have a functioning arm. You should start figuring out how to deal with that.

The good news: you already have a basic understanding of what your arm is like now.

The bad news: you were so busy figuring out what had happened and trying not to freak out that you didn't really look into why it happened.

You head to the lab and bring up your database. Not on any of the machinery in your lab—on your personal device, i.e. the little chip inserted behind your left ear. You just like having the lab ambiance while you settle down for some serious research. It helps you focus.

Time for a quick crash course in what Crystalvine even is and how, exactly, it turned your right arm to stone.

Research rules: Zaiyu is a Teen Genius, so he will never fail a research action. However, he can make advances more quickly. Each turn a research project is in progress, you get to roll for bonus understanding. The results will be added to your default progress. As you become more familiar with a certain subject, you will acquire extra research dice for that subject.

You can juggle three research projects at a time. Choose wisely.

(Research Project: Crystalvine Basics. Associated Fields: Estil Biology, Botany, Geology. +3 bonus dice.

Default Time: 1 Turn. Teen Genius Autopass.)

After a few hours of work, the picture comes together. Crystalvine is a plant native to one of the many planets the Estil have tried to settle on. Like the rest, it didn't pan out, but enough of the local flora and fauna were interesting and useful that samples were taken for the fleet. Crystalvine made the list, despite being responsible for a solid 90% of the fatalities taken during the colonization attempt. Presumably whoever was in charge of selecting samples was from the same stock as Mitl.

Technically speaking, Crystalvine is a creeper—it grows horizontally across the ground or droops down rather than climbing nearby surfaces. The plant is composed entirely of a substance closer to diamond or quartz than wood and feeds on ambient magic to grow. Unlike most plants that feed on magic, Crystalvine actively hunts for that magic, primarily by sound. Its main form of defence, that sudden eruption into a lashing ball of magical death, is also its primary hunting tactic. Contact with the lashing tendrils instantly transmutes any other substance into immobile and lifeless crystal. Specifically, edach, a crystal variant nearly indistinguishable from that which makes up Crystalvine itself. The substance is an excellent conductor of magic and a terrible conductor of literally anything else, including the bioelectricity required for consciousness. In other words, being turned to edach by a Crystalvine is instant death.

Once prey or would-be attackers are petrified, the Crystalvine then slowly absorbs the residual magic still being conducted through the edach. This explains why mana is still flowing through your arm.

Note to self, don't let your arm get anywhere near Mitl's sample of Crystalvine. You like still being able to cast spells through it.

Crystalvine has two main uses in the fleet: as an industrial source of raw materials, since it can effectively create near-infinite supplies of incredibly hard and dense crystal with minimal cost, and as magic reagents. The leaves can be used in a variety of spells and the plant's ability to transmute anything into edach is an incredible boon in the construction field. However, its rarity and danger make actually gathering and keeping it a very risky business. As a general rule, you need at least one botanist assigned to a given sample of Crystalvine to keep it under control, much less healthy.

Seriously, who gave Mitl of all people a notoriously touchy plant that tries to kill anyone who makes too much noise around it?

Finally, Crystalvine is also used as a guard plant exclusively by the descendants of Mithos, the first thaumaforge, He Who Gave Us The Stars. Planting one outside a quiet room or building is an excellent way to ensure whatever is nearby remains untouched. Removing the bodies must be difficult, though. Since they're stone and all. You suppose they could just be left in place as threatening and ornamental statues, but that sounds like it would get tacky fast.

The Captain is a descendant of Mithos. Maybe you should ask the Captain if his mother, the Prime Minister, keeps any Crystalvine. He might have tips on how to deal with sudden onset petrification.

Setting that aside for now, you think you have a new understanding of what happened to you. And as you sift through centuries of logs concerning Crystalvine incidents, you notice a few patterns.

First, basically everyone else who's been petrified by Crystalvine is dead, so you're already way ahead of the curve. Go you.

Second, edach makes for an incredibly durable and effective magic amplifier, though controlling said magic is another story.

Third, it is at least theoretically possible to transmute edach back to its original state. No one has tried it yet because they 'don't think anyone has the fine control required for such a task' or 'estimate that doing so would take years of constant effort,' but the math is sound.

In other words, you could probably change your arm back… but would take ages and it would be literally the first time anyone has done so successfully. Assuming you do succeed since it's a completely untested transmutation. But if you take it slow, you'll be able to catch it if anything does go wrong. And if you do manage it, you'll have opened up a whole new field of transmutations and shown them all.

Another option would be to very carefully continue the partial transmutation of your arm. By which you mean, take advantage of the fact that you have two arms and the gradation of the effect to restore the ability to conduct important life support functions to the edach crystal. This would effectively transform your frozen arm into living crystal, which sounds awesome, and also has never been done before. The downside is that it would probably take almost as long as changing your arm back and you might never recover your full range of motion. But even if you fail, you'll definitely learn some fascinating stuff about Crystalvine and edach that you could use in your research. And the invasion, of course.

You could also take another approach to the issue and restore functionality to your arm the old-fashioned way. With some very precise cuts, you could segment the arm and add magitech to create a cybernetic prosthetic. Wait, is it still a prosthetic if it's made from your original arm? Either way, this will be much faster than the options. Working with edach in such a direct and forceful way is pretty likely to have weird side effects, though. Also, it will probably hurt.

You could also just say screw it, cut the arm off above the part where it starts turning to edach, and grow a new arm in your lab to reattach to the stump. This is easily the fastest solution, but it also risks sacrificing most of the interesting research possibilities. None of the incident logs report anyone managing to control and contain the petrification process the way you did. You have no way of knowing what removing the arm from the rest of your body will do to it. Just cutting it off feels like giving up. Also, it will definitely hurt.

Ugh. You don't necessarily have to make a decision right away. Maybe you should just give it a few weeks to sit before you choose.

In the meantime, you do a quick trawl through the reports on earth looking for a way to disguise your frozen arm. Soon enough, you notice photos of humans with immobile arms covered in a thick, white cloth. That leads you to the concept of casts. The base idea is pretty familiar to you—sometimes an injury is better left immobilized for slow healing than mended instantly—but the opacity and clunkiness of the dressing confuse you. Why wouldn't they just make the outside transparent so they can watch the healing progress?

Well, whatever. You spend a little bit modeling a three-dimensional illusion of a cast over your arm. When you're happy with it, you assign the illusion to one of your surviving charms. There, problem solved. The illusion won't break unless someone destroys the charm and shatters your concentration. You should be able to pass as having an ordinary broken arm as long as no one tries to, like, squeeze the arm or something. Though plaster casts are supposed to be pretty hard, so even that might not blow your cover.

Crystalvine 1, you 1.

Substance studied: Crystalvine. Spell keywords: Crystal, Petrify, Counterattack, Transformation, Sound.



Pick 1:

[ ] REMOVE AND REPLACE
: Cut the arm off above the petrified bits. Grow new arm. Attach new arm. Easily the fastest solution, but also the one with the most downsides in your opinion. It feels like giving up. Also, it will definitely hurt.
  • Default Time: 5 Turns.

[ ] MECHANIZE ME: Segment the crystal and turn it into a cybernetic arm. Medium amount of time taken and there is precedent. However, it's likely to have side effects. Also, it will probably hurt.
  • Default Time: 8 Turns.

[ ] CRYSTAL FOCUS: Carefully transform the arm into living crystal. Will take approximately forever and may never regain full range of motion. However, it will unlock new options for Crystalvine and edach.
  • Default Time: 12 Turns.

[ ] DE-STONING: Carefully transform the arm back into flesh. Will take the longest, may not even succeed. Lowest risk of side effects. Could unlock new options for transmutation in general.
  • Default Time: 15 Turns?

[ ] WAIT AND SEE: You already found a working solution. Table the issue and see if something on earth adds new options to the table. This invasion is gonna take a while, after all.
  • Default Time: N/A



Welcome to the mad science mechanics! This will hook into monster creation when we finally get around to that.
 
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Turn 2 Research Results
[X] CRYSTAL FOCUS

Research Project: Crystal Arm Transformation. Associated Fields: Estil Biology, Botany, Geology. +3 bonus dice.

After some thought, you settle on the idea you're most interested in: the possibility of gaining control over the transformation and turning your arm into living crystal. This project hits several birds with one stone, so to speak. Not only do you get to plunge head-long into a whole new field of transformation magic, you also get to wrest control over the magic that hit you without warning. The best revenge is reverse-engineering the spell so it can never happen again. Also, the possibility of a built-in magic amplifier is really cool, though you already know it's going to take a lot of time to figure out how to properly filter what gets amplified.

Mental note: check what conditions Mitl is keeping his Crystalvine in. If he lets it get surrounded by edach and then someone—or something—carelessly splashes some magic around, the whole base could pay the price. This is why a magic amplifier needs to have firm limits on what it can affect in order to be functional. Otherwise, it's just a disaster waiting to happen.

Since you're already in the lab, you spend the next several hours doing some preliminary research for the Crystal Arm Transformation project.

Research Project: Crystal Arm Transformation.
3D100 => (22 +94 +82) = 198. 1 bonus turn, 98/100 for next turn. Estimated 10 turns remaining.


It takes you a bit to track down all the information you need to get started. After a while, though, you manage to find all the keywords the 'experts' in the field use and things flow from there. By the time you start to get stiff, you have a thoroughly researched foundation. In other words, you have collated notes on basically every previous incident with Crystalvine and petrified Estil tissue, plus most of the source material saved for ease of reference. You're almost ready to start actually, you know, doing stuff.

Your speed is slightly hampered by the fact that you're typing one-handed. About a third of the way into the research period, you just give up and start sifting through the database entirely mentally with the aid of your Device. Assistive technology is a blessing upon the cosmos.

All right, that's about as much work on one project as you can handle right now. If you push yourself, you'll just give yourself a headache—or end up throwing something important at the wall in frustration. You learned from your teacher that pacing yourself is important. She didn't actually teach you this intentionally, but you sure internalized the lesson from her fits of utter rage when her projects weren't going as planned.

Anyway, the point is that you've got a little more time to kill today, and the Captain probably expects you to do something productive with it. Especially since you just spent half the day working on what is technically a personal problem. So, what will you do?



Pick 1:

[ ] SOCIALIZE WITH—PFFT, YOU CAN'T EVEN FINISH THAT SENTENCE


Absolutely not! You've overdosed on socializing with your teammates. You need to be an entire planet away from them right now, or at least on the other side of the moon base.

[ ] ESPIONAGE? ESPIONAGE!

Yeah, your lab is ready, but the earth is right there! Your long-lost homeworld! An alien planet populated by alien species! The place you've travelled millions of lightyears to find! Disguise yourself and start investigating earth in person. It's what you're here for, after all.

[ ] HIT THE BOOKS

You brought a lot of information with you, go over the stuff about humans to ensure it's fresh in your mind. It would suck if you went down there and made a mistake. Also you should probably start working on researching human politics sooner rather than later. The faster you have a report ready, the faster you can chuck it at Rins' head.

[ ] MONSTER MAYHEM

You should definitely do some preparation before you go down there. In fact, you should have a monster ready to go before you ever touch earth. They tell you there's such a thing as being over-prepared, but you don't believe it. Time to make a monster—a subtle monster, or at least one that doesn't scream 'alien invaders.' Keeping it on the moon base may annoy your teammates, but that's a price you're willing to make them pay.

[ ] WRITE-IN



Research page updated to reflect current progress. Also, I'm using Rolz for the dice now. It's less cursed so far.
 
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Turn 2 Espionage
[X] ESPIONAGE? ESPIONAGE!

You came all this way to see earth, and you're going to see earth. With a sweep of your hand, you shut down everything and send the various bits and bobs that congregated around you in the research binge flying back to their places. Then you spin around and fly back into your quarters. Time to get ready for some snooping around in alien territory.

Hm. Is it still alien territory if it used to belong to your people? Terminology is confusing.

There's not really a ton of stuff to do before you head down, but you do want to swap out some of your charms. If you're descending to an actual planet with an actual atmosphere and real ley lines and stuff, you can probably leave some of your more esoteric space protections behind. Not the radiation guards, obviously, or any of the gravity modulators. The charms you assigned to mask your signature in the void of space so void denizens can't detect you, though? Should be safe to leave.

One of the best things about planets is the base magical protection they provide to snooping void denizens. Those creatures of deep space come in all sorts, but they share a system of perceptions designed to assume planets are just part of the background. Individual magical signatures out in space can interest them, but there are too many planets for them to bother investigating any. Unless you run across a planet-eater, anyway.

Hopefully, there are no planet-eaters in this corner of the galaxy. That would be bad.

Anyway, you swap out the charms that aren't useful on-planet for a number of simpler charms you don't generally get the ability to use. Invisibility. Perception filters designed to erase your form, or make people think you belong wherever you've wandered into. And, most importantly, your disguise suite.

Listen, casting an illusion is easy. Even a self-perpetuating illusion isn't that hard, no matter what 90% of academics say. The real issue is juggling like ninety self-perpetuating illusions at the time. Not only is it annoying to balance so many competing illusions, it also takes forever to set up before a mission. Which is why you're not going to bother with that.

It's fine, your invisibility and perception filter charms are already prepared. And they aren't on the list of charms that need tweaking and/or replacement after the Crystalvine incident. As long as you can hide from view, you can rig up a disguise on-planet.

All right. All that's left is actually getting to earth.

One of the many pieces of equipment sent with you was a teleporter. But you're a thaumaforge, so who cares? Between one breath and the next, you close your eyes, cast out your senses, and lock on to your target. It takes more effort than you expected to find a good location. Not because teleporting a few hundred thousand kilometers is hard, but because earth is just covered in life. The sheer density of all those souls is almost blinding.

You pick a location. An island, filled to brimming with bright, thinking minds. Then you wink out of existence on the moon base and wink back into existence in the sky a few hundred meters above earth.

Below you, a city of shining towers sprawls out in every direction. Far in the distance, there are water and mountains, and in the future, Mitl is going to be very excited about that. But right now, you only have eyes for this grand construction. Rectangular alien architecture. Thin strips of trees you've only seen in satellite pictures. The buildings run right up to the water, and in some places, extend across it. And everywhere—absolutely everywhere—there are concentrations of people you've only ever seen in your dreams.

It's a good thing you already prepped your invisibility charms. Otherwise, you'd look super lame, just gawking at everything.

"Hello, Tokyo," you murmur. "Let's see what you have for me."

---

You float around invisibly for a bit, just observing. Basically all the traffic is two-dimensional—it's like nobody can fly, even with mechanical aid, which doesn't seem right at all. It's weird as hell, but it does make sneaking around dead easy. All you have to do is fly around a few meters above the heads of the crowd and watch the tides of humanity move.

There's a lot to see.

Intellectually, you knew that humans look a lot like Estil. You've seen pictures and even a few stealthy bioscans. Even so, it takes you by surprise to see them in motion. They stand on the full foot, not just the toe, but the stride is familiar. They use their hands for everything, no sign of casual levitation, but the grip is familiar. For everything you don't recognize, there are two you do, and it's weird. Exciting, but weird. You want to write so many papers about this species.

Wait. Your teacher isn't here to control your research topics. You can write all the papers you want.

Humans are, as a general rule, taller than you. This is not a surprise. Most people are taller than you. The visible differences in build, though? That part is a surprise. Humans aren't void anglerfish or anything, but they do have more sexual dimorphism than Estil—it seems like they expect to be able to identify another human's gender on sight alone. This seems at once easier than the pronoun markers Estil habitually tag their technological presence with and much less straightforward. What do humans do if they guess wrong?

Interestingly, there seem to be fewer general differences in coloration and build within the species. Or maybe your data is being skewed by a small observation group. You'll have to do more field investigation in other inhabited areas.

More importantly, does nobody have tattoos down here? None? At all?

How are humans supposed to identify each other's professions and relative skill level?

Hm. Maybe that's why a majority of the crowd seems to be wearing similar outfits? A lot of them have on uniforms of one kind or another. Maybe that's the missing signifier. Clothes instead of tattoos… that might make more sense for a species that evolved without the steady and consistent support of magic. There seem to be a few variations: boring black jackets with ties, cute ruffled skirts, and an interesting but eclectic set of paired slacks and skirts that come in several colors and variations. You aren't quite sure what the differences in that last one symbolize, but the look is intriguing.

Not everyone is wearing uniforms, though. Are they all unemployed slackers? You hope not, they're the only ones wearing anything interesting. Your introduction to Tokyo street fashion is sitting invisibly in the air above Harajuku and watching the sea of colors. Decora-kei is a little much, even for you, but you adore Harajuku streetwear.

In general, human fashion appears to be a lot less… elaborate than Estil fashion. Presumably because humans lack the ability to psychically control trailing sleeves and embed temperature control into multi-layered outfits. This hasn't kept humans from inventing their own fashion deathtraps, of course.

What's even the point of shoes? Even knowing humans don't walk on their toes—the better to spring into the air at unpredictable angles—you can't really understand the appeal. You wouldn't even be able to feel anything through all that plastic. If you had a functioning ley line that wouldn't poison you flowing beneath your feet, you wouldn't be trying to shield yourself from that connection, that's for sure.

Your observations on human hair come almost as an afterthought, mostly because of how long it takes you to really process what's going on there. About half the people on the street have hair shorter than yours. That's weird, sure, but again, you saw pictures. You knew that was coming. What's getting to you is how still their hair is. It doesn't move around on its own at all. The only reason it stirs from a limp resting position is when the body it's attached to moves. Or when the wind picks it up, or it snags on something, but that doesn't count.

It's all just so… lifeless. Thinking about the subject makes your hair start puffing out like Rins', so you elect to leave the topic behind and move on with your life. Humans aren't Estil, after all. Just because it creeps you out to imagine your hair so dead doesn't mean it can't work for them.

After a few hours of silent and unseen observation, you decide you've got enough information for now and duck into a nearby alleyway. Then you start going over all the accumulated clothing choices, basic human anatomy, and body language. Time to put together your first human illusion.

A minute later, a slim human teenager wearing some of the more understated black and blue items you spotted on the street walks out of the alley and blends into the crowd. His eyes have a clearly defined iris and pupil with no glow to speak of, his ears are little and rounded off, and his hair is more black than green. The thick white cast on his right arm gets a few glances, but for the most part, people are content to ignore him. He's just one more flashy kid on the streets of Tokyo.

Infiltration: success.

You spend some more time wandering around, making sure you haven't missed anything with your illusion and taking in the sights from a human's eye level. The nice thing about these early recon missions is that you have no particular goal to accomplish. That means you can basically go wherever you want and it's still furthering the mission. A few locations throughout the city jump out at you as potentially interesting. So, where are you going to visit first?



Pick 2:

[ ] A place filled with the rustling of paper

[ ] A place full of chatter and flashing lights

[ ] A place rich with greenery

[ ] A place of steel and radio waves

[ ] A place that smells like cleaning supplies and sickness

[ ] A place that is rapidly emptying of uniformed teenagers




Next time, at least one magical girl is guaranteed to make an appearance. Think carefully about which one!
 
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