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You control the destiny of Humanity as an interstellar empire, but who knows what evils lurk out there in the unknown depths of the Final Frontier? Thankfully, though, you have Magical Girls on your side...
Introduction
Location
Yes
//This was the ultimate result of a plot bunny, a recent Stellaris binge, and my creative gears finally starting up again.
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It is the year 21XX.

After centuries of gazing at the stars and wondering about the secrets of the universe, Humanity is now on the cusp of becoming an interstellar power. Citizens around the now united Earth rejoice as the first interstellar Colony ship makes the final preparations for its maiden voyage.

Another race was closely watching the celebrations as well: An ancient and enigmatic race that had been subtly influencing Humanity's destiny since the advent of the Stone Age. These were the Incubators, and they generally operated in the shadows, forming peculiar contracts with young girls in order to perpetuate a cycle of hope and despair that existed solely to extend the life of the universe. To them this was a necessary process, and one that the majority of humanity was unaware of, and of those who are, only a small fraction knew the true nature of it.

This cycle…
[] Is the same as it's always been since the Incubators engineered it. Magical Girls, the seeds of Hope, are merely the larvae of creatures of Despair. The metamorphosis into and harvesting of which provides the energy necessary to prolong the universe's lifespan. (A universe where, for whatever reason, the events that lead to the creation of the Law of Cycles never happen.)

[] Is unchanged, as the events that would alter its destiny have, by some twist of fate, yet to occur… (Timeshifted universe. The canon PMMM events occur during the quest's time period, on your first colony, rather than the canon time period.)

[] Is an enigma even to the Incubators themselves. While the Incubators developed the Magical Girl system, it seems to operate on some kind of universal constant or law that they struggle to fully understand. Instead of a metamorphosis creating a cycle of Hope and Despair, a Magical Girl at the end of their lifespan simply fades into the aether… (Wraiths replace Witches under normal circumstances. The Law of Cycles exists.)



Humanity is not the first species that the Incubators have used in this manner, nor will it be the last, but sapient species with human's emotional capacity and karmic potential were uncommon in the galaxy, and therefore it was in the Incubators' best interest to maintain their hold on humanity until the cycle perpetuated enough to fill their quota.

Therefore, that is why, with humanity ready to reach for the stars, the Incubators were prepared to follow…

As the colony ship, the UES Mitakihara, makes its final system checks. Its crew, and humanity as a whole thinks back on what made this historic moment possible...
[] Humanity's rapid advancement was honestly a miracle. As if engineers and physicists around the world had a sudden simultaneous epiphany. The truth of the matter, however, is that this was the result of the wishes of one or more girls, though only time will tell what the negative consequences of this will be, if any...

[] Humanity's rise, as was their uplifting from the stone age, was facilitated by the Incubators themselves. It was determined that humans, as advantageous of an energy source as they were, were flawed by being limited to one planet. If one human world could perpetuate the cycle to sustain the universe for several million years, one can only imagine what the population of several human planets would do to stave off the inevitable heat death...

[] Somehow, Humanity's rise was completely natural. Operating under its own power, humanity achieved the ability to travel to the stars independently of the consequences of wishes and the subtle prodding of an extraterrestrial species.



With all other systems in the green, the captain of the Mitakihara orders one final test of the ship's FTL drive. A complex piece of engineering designed to interact with…
[] A network of mysterious channels that connect several star systems in a weblike pattern. These so-called "hyperlanes" turn what would normally take years of travel into mere days… (Stellaris style FTL. No galaxy-wide effect. Everything has an equal weight for appearing.)

[] A mysterious device found within the distant moon of Charon, powered by an element that was previously unknown to science until early Mars colonization efforts unearthed some ancient ruins. (Mass Relays. Citadel races guaranteed to appear. The Reapers exist. Prothean ruins can be discovered.)

[] An immaterial plane "beneath" the main universe. It is an unstable and hazardous place, but with the proper shielding a ship could use it to travel between two points in the material universe far faster than it would take to get there normally. (Warp Drives. The Chaos Gods exist. Greater chance of encountering 40k races.)



Sending a final transmission to Earth and receiving an all-clear, Mitakihara's mighty engines burst to life and the future of humanity commences its departure from the Sol system and enters the final frontier.

But, as humanity will soon learn, space is a mysterious place, filled with marvelous wonders and great untold horrors. However, with the hidden world of Magical Girls on their side, perhaps they would have a safer time facing whatever lurks in the dark…

The captain of the Mitakihara was well aware of this, and as the future leader of the soon-to-be colony, they mentally prepared themselves for whatever trials may lie ahead…

You are this captain, and you are...
[] A true rarity: A Magical Girl that has lived to adulthood. (Proceed to Magical Girl character creation. Leader cannot die of aging but can be killed through combat or Soul Gem corruption. Natural bonus to Martial.)

[] What anyone would expect. An ordinary human. (Proceed to Human character creation. Finite lifespan, but otherwise lacks the drawbacks of the other options. However, it gains neither side's advantages either.)

[] An Artificial Intelligence. Designed to perform administrative tasks until a proper leader is elected following colony establishment. (Proceed to AI character creation. Immortal unless systems are damaged. Vulnerable to reprogramming. Natural bonus to Learning. Minor malus to Diplomacy.)
 
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Mechanics
Welcome to Space is a Scary Place, a galactic scale multicross quest starring PMMM-verse humanity. In this quest you guide humanity from a single colony to a galactic empire, or at the very least try.

General Mechanics:
You control the Leader of Humanity's first colony. While you do have communication with Earth, you have full authority over your territory, at least initially. Ultimately, it will be up to you to decide whether or not you wish to remain cooperative with Earth, become an independent entity or even gain control of the home system itself either through violent or nonviolent means, the galaxy is your oyster.

Accompanying you are "Hero units", characters with their own sets of stats and traits that can be assigned to tasks much like yourself. You initially start with one, but events and actions over the course of the quest will allow you to recruit more. Some may be helpful, while others may harm you in the long run. They also have feelings and ambitions of their own, and might desert or turn against you if you manage to upset them enough. However, you can also secure their loyalty and other positive benefits if you treat them right…

The game is played in a series of "turns", lasting about a month of in-game time. Each turn, you select several actions to be performed by yourself and your hero units, the success of each being dependent on a d100 roll + the relevant stat for that action as well as any additional modifiers. By default a natural 100 on the d100 portion of the calculation will be considered a crit success. Conversely, a nat 1 would be considered a crit fail. If you somehow pass a roll (due to modifiers) on a crit fail, your success will still have something negative applied to it in some way. Additionally, if you somehow still fail on a crit success (Possible with negative modifiers or a DC over 100), it will be treated as a breakthrough that lowers the DC of that action permanently for future turns.

Additionally, some turns you have the option to go on Missions or Quests, in which you assign yourself and/or one or more hero units to perform a more complicated task, which may span one or more additional posts.

The second update of the turn shows the results of your non-quest actions and their immediate consequences. After that, the quest specific updates and interludes (if any) will occur, and upon the conclusion of these the final update of the turn will occur, where you will see the public actions made by the other factions that you know of.

The multicross aspect of this quest comes from the fact that space is indeed a place of the unknown. As such, things from many different sci-fi series may potentially show up here depending on how things go, ranging from hostile planets, to civilizations, to eldritch monstrosities. Some of these may be weighted higher depending on the common mode of FTL selected for the Galaxy. (For instance, choosing Mass Relays will guarantee the appearance of Citadel Races from Mass Effect, as opposed to them having a random chance of showing up with Hyperlanes and Warp Travel.)

The "Objective":
The goal of this quest is simply to see how expansive and prosperous an empire you can make and the resulting mythos that develops around it as a result of your choices and random events. There really isn't a win condition per say, other than getting to a point where there's little else you can do, though that will probably take a very long time. Additionally, the only real lose condition is if your empire is wiped out completely.

Leading on from this, the loss of the player character is not the end of the quest. Should the Leader die or be removed from office in any way, you will be prompted to either create a successor or elect one of the hero units to become one, and the quest will continue under their leadership.

Resources:
The most significant resource in this quest is Pops, short for populations, which are units that measure how many people are in your empire. Certain actions may require having a certain number of pops, or a certain amount of pops of a specific type. Such actions will be clearly marked.

Another resource is Grief Seeds/Cubes, obtainable through certain actions involving Magical Girls. These are used to reduce a Magical Girl hero's corruption, which is effectively fatal if it accumulates to its maximum value. Corruption is accumulated every turn, and the amount depends on what actions that hero or leader is involved in. Generally these will be automatically consumed when a girl's corruption reaches a certain value, but be wary when your stockpile is low...

The final "resource" of note is Approval, which is a measure of how much pops approve of your leadership. Negative approval can result in consequences up to and including uprising and rebellion, so it is advantageous to keep this above zero.

On a final note: While money and income also exist, it won't really be given much focus, only being brought up if an action is particularly costly or you're already close to debt.


On Omakes:
Omakes are welcome and encouraged. Any that become canon will award you with Special Points, or SP, which can be spent in the following ways:
- Increasing a stat by 1 permanently.
- Lowering an action's DC by 5.
- Apply modifiers to action rolls.
- Queueing rerolls for potential failed actions. (Takes priority over traits that grant rerolls.)
- Increase the range for which a d100 roll is considered a crit success by 1.
To prevent abuse, SP spending is capped at 5 points per turn. So in the event you obtain any, use them wisely.

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I reserve the right to alter rules down the line if need be, though this will mostly just be limited to tweaks and optimizations. I will inform you if a rule alteration is needed.

The only other rule is to have fun. Now go out and build your empire!
 
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Empire and Character Information
Character Sheet:
An Artificial Intelligence born from a wish to save the sister of Shinoshita Kōri, and officially the product of a breakthrough made by renowned AI researcher and Kōri's uncle Dr. Shinoshita.

Race: Artificial Intelligence (Human)

Stats:
Martial:
5
Diplomacy: 9
Stewardship: 10
Intrigue: 7
Learning: 13

Martial: 6 (Base) - 1 (Xenophile Ethic)
Diplomacy: 8 (Base) - 2 (AI) + 1 (Egalitarian Ethic) + 2 (Xenophile Ethic)
Stewardship: 9 (Base) + 1 (Egalitarian Ethic)
Intrigue: 7 (Base)
Learning: 10 (Base) + 2 (AI) + 1 (Xenophile Ethic)

Traits:
>Multitasker - Perform an extra personal action each turn.
>Product of Hope - A magical girl's wish was at least partially responsible for this system's existence. (Gain a Magical Girl as an additional starting hero unit that starts with +25 Loyalty. Grants awareness of the Magical Girl System.)
Heroes:
Shinoshita Kōri

A Magical Girl with an outwardly cold exterior who cares deeply about her older sister.

Loyalty: +25
Corruption: 0/100

Race: Magical Girl (Human)
Age: 14
Wish: "I wish big sis will never leave me."
-Power: Cryokinesis, escalating into a roaring blizzard the longer she tries to stay engaged.
-Weapon: Naginata
-Costume: A kimono, in white and grey, very conservative and covering.

Stats:
Martial:
12
Diplomacy: 10
Stewardship: 5
Intrigue: 12
Learning: 7
Occult: 1

Martial: 11 (Base) + 2 (Magical Girl) - 1 (Xenophile Ethic)
Diplomacy: 7 (Base) + 1 (Egalitarian Ethic) + 2 (Xenophile Ethic)
Stewardship: 4 (Base) + 1 (Egalitarian Ethic)
Intrigue: 12 (Base)
Learning: 6 (Base) + 1 (Xenophile Ethic)
Occult: 1 (Access granted by trait)

Traits:
>Cult of Love - Worships somebody unspeakable. Gain an Occult stat of 1, or +1 Occult if the stat is already present. -10 to Diplomacy checks against other Magical Girls that lack this trait, but gain additional bonuses at high loyalty.
>Disciplined - This Magical Girl has a firmer grasp over her emotions than most. Corruption point gains per turn by this hero are reduced by 1.
Ivan Volkov

A Russian man with a background in the military, making him quite knowledgeable about military tactics and resource logistics. However, he is quite intimidating in a conversation...

Loyalty: +5

Race: Human
Age: 46

Stats:
Martial:
13
Diplomacy: 6
Stewardship: 11
Intrigue: 7
Learning: 9

Martial: 12 (Base) + 2 (Military Background) - 1 (Xenophile Ethic)
Diplomacy: 3 (Base) + 1 (Egalitarian Ethic) + 2 (Xenophile Ethic)
Stewardship: 10 (Base) + 1 (Egalitarian Ethic)
Intrigue: 7 (Base)
Learning: 8 (Base) + 1 (Xenophile Ethic)

Traits:
>Military Background - Service in the United Earth military has imparted this individual with valuable knowledge. Gain +2 Martial and a bonus +10 to combat rolls.
>Intimidating - Half of this hero's Martial is added to Diplomacy checks. Can potentially harm relations with the other party.

Empire Overview:

Ethics:
>Egalitarian - Everyone deserves equal rights and opportunities. (All heroes gain +1 Stewardship. +1 Diplomacy.)
>Xenophile - Aliens are just friends we haven't met yet. (All heroes gain +2 Diplomacy. +1 Learning. -1 Martial. Empire gains +10 to diplomatic actions against nonhuman empires.)

Colonies:
Elysium

Class:
>Gaia World
- A pristine planet with such a diverse range of climates that it is perfectly inhabitable by almost any sapient race. They are rare and highly sought after, making them high value targets in conquests.

Resources:
>Approval
- 71%
>Grief Cubes - 9 (This is a personal stockpile for hero upkeep. No centralized GC stockpile has been established.)

Pops:
>Human
- 5
>>Enforcer: 1
>>Technician: 1
>>Unspecialized: 3
>Magical Girl (Human) - 1
>Wraith - 1

Anomalies and Modifiers:
>Anomaly: Biter Nests - This planet is home to an indigenous lifeform that reacts with extreme aggression to pollution and environmental damage. Colony Actions that produce more pollution may trigger attacks.


Other Empires/Factions:
United Nations of Earth

The center of Human civilization in the galaxy, currently consisting of the Sol System and the surrounding colonies reachable through the "Charon Devices".

You currently are a colony/subject of this empire.

Overview:
Home System: Sol
Homeworld: Earth
Leader: UN Council
Known Colonies: Luna, Mars, Elysium
Diplomatic Relations: Cooperative (Parent Empire)

Ethics:
>Egalitarian - Everyone deserves equal rights and opportunities. (All heroes gain +1 Stewardship. +1 Diplomacy.)
>Xenophile - Aliens are just friends we haven't met yet. (All heroes gain +2 Diplomacy. +1 Learning. -1 Martial. Empire gains +10 to diplomatic actions against nonhuman empires.)

Notable Individuals:
>None are known at this time.
Incubator Collective

The enigmatic race responsible for the Magical Girl system. Not much is known about them.

Overview:
Home System: ???
Homeworld: ???
Leader: ???
Known Colonies: ???
Diplomatic Relations: Neutral

Ethics:
>???

Notable Individuals:
>Kyubey
-This individual's stats are unknown.
 
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[X] What's all this muck about Magical Girls
-[X] Is an enigma even to the Incubators themselves. While the Incubators developed the Magical Girl system, it seems to operate on some kind of universal constant or law that they struggle to fully understand. Instead of a metamorphosis creating a cycle of Hope and Despair, a Magical Girl at the end of their lifespan simply fades into the aether… (Wraiths replace Witches under normal circumstances. The Law of Cycles exists.)
-[X] Somehow, Humanity's rise was completely natural. Operating under its own power, humanity achieved the ability to travel to the stars independently of the consequences of wishes and the subtle prodding of an extraterrestrial species.
-[X] A network of mysterious channels that connect several star systems in a weblike pattern. These so-called "hyperlanes" turn what would normally take years of travel into mere days… (Stellaris style FTL. No galaxy-wide effect. Everything has an equal weight for appearing.)
-[X] What anyone would expect. An ordinary human. (Proceed to Human character creation. Finite lifespan, but otherwise lacks the drawbacks of the other options. However, it gains neither side's advantages either.)
 
[X] plan: normal game
-[X] Is the same as it's always been since the Incubators engineered it. Magical Girls, the seeds of Hope, are merely the larvae of creatures of Despair. The metamorphosis into and harvesting of which provides the energy necessary to prolong the universe's lifespan. (A universe where, for whatever reason, the events that lead to the creation of the Law of Cycles never happen.)
-[X] Somehow, Humanity's rise was completely natural. Operating under its own power, humanity achieved the ability to travel to the stars independently of the consequences of wishes and the subtle prodding of an extraterrestrial species.
-[X] An immaterial plane "beneath" the main universe. It is an unstable and hazardous place, but with the proper shielding a ship could use it to travel between two points in the material universe far faster than it would take to get there normally. (Warp Drives. The Chaos Gods exist. Greater chance of encountering 40k races.)
-[X] What anyone would expect. An ordinary human. (Proceed to Human character creation. Finite lifespan, but otherwise lacks the drawbacks of the other options. However, it gains neither side's advantages either.)
 
[X] Plan: Magical Effect
-[X] Is an enigma even to the Incubators themselves. While the Incubators developed the Magical Girl system, it seems to operate on some kind of universal constant or law that they struggle to fully understand. Instead of a metamorphosis creating a cycle of Hope and Despair, a Magical Girl at the end of their lifespan simply fades into the aether… (Wraiths replace Witches under normal circumstances. The Law of Cycles exists.)
-[X] Somehow, Humanity's rise was completely natural. Operating under its own power, humanity achieved the ability to travel to the stars independently of the consequences of wishes and the subtle prodding of an extraterrestrial species.
-[X] A mysterious device found within the distant moon of Charon, powered by an element that was previously unknown to science until early Mars colonization efforts unearthed some ancient ruins. (Mass Relays. Citadel races guaranteed to appear. The Reapers exist. Prothean ruins can be discovered.)
-[X] An Artificial Intelligence. Designed to perform administrative tasks until a proper leader is elected following colony establishment. (Proceed to AI character creation. Immortal unless systems are damaged. Vulnerable to reprogramming. Natural bonus to Learning. Minor malus to Diplomacy.)

Edit: Swapped out my original vote for Parvizals exactly identical but better-named plan, for the sake of vote uniting.


My thinking here is let's not deal with the Chaos Gods, "No Gods, No Masters", seriously let's not deal with the Dark Eldar or Imperium of Man either/Mass Effect is interesting, the Reapers aren't quite the same grade of Bad News when Wishes are a thing, and I feel Artifical Intelligence is net the best: Reprogramming is situational, and Learning tends to be quite powerful indeed.
 
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[X] What's all this muck about Magical Girls
 
[X] Plan Not Skynet
-[X] Is an enigma even to the Incubators themselves. While the Incubators developed the Magical Girl system, it seems to operate on some kind of universal constant or law that they struggle to fully understand. Instead of a metamorphosis creating a cycle of Hope and Despair, a Magical Girl at the end of their lifespan simply fades into the aether… (Wraiths replace Witches under normal circumstances. The Law of Cycles exists.)
-[X] Somehow, Humanity's rise was completely natural. Operating under its own power, humanity achieved the ability to travel to the stars independently of the consequences of wishes and the subtle prodding of an extraterrestrial species.
-[x] A network of mysterious channels that connect several star systems in a weblike pattern. These so-called "hyperlanes" turn what would normally take years of travel into mere days… (Stellaris style FTL. No galaxy-wide effect. Everything has an equal weight for appearing.)
-[X] An Artificial Intelligence. Designed to perform administrative tasks until a proper leader is elected following colony establishment. (Proceed to AI character creation. Immortal unless systems are damaged. Vulnerable to reprogramming. Natural bonus to Learning. Minor malus to Diplomacy.)
 
[x] Plan: Just As Planned for the Greater Good
-[x] Is the same as it's always been since the Incubators engineered it. Magical Girls, the seeds of Hope, are merely the larvae of creatures of Despair. The metamorphosis into and harvesting of which provides the energy necessary to prolong the universe's lifespan. (A universe where, for whatever reason, the events that lead to the creation of the Law of Cycles never happen.)
-[x] Humanity's rise, as was their uplifting from the stone age, was facilitated by the Incubators themselves. It was determined that humans, as advantageous of an energy source as they were, were flawed by being limited to one planet. If one human world could perpetuate the cycle to sustain the universe for several million years, one can only imagine what the population of several human planets would do to stave off the inevitable heat death...
-[x] An immaterial plane "beneath" the main universe. It is an unstable and hazardous place, but with the proper shielding a ship could use it to travel between two points in the material universe far faster than it would take to get there normally. (Warp Drives. The Chaos Gods exist. Greater chance of encountering 40k races.)
-[x] A true rarity: A Magical Girl that has lived to adulthood. (Proceed to Magical Girl character creation. Leader cannot die of aging but can be killed through combat or Soul Gem corruption. Natural bonus to Martial.)
 
[X] Plan: Magical Effect
-[X] Is an enigma even to the Incubators themselves. While the Incubators developed the Magical Girl system, it seems to operate on some kind of universal constant or law that they struggle to fully understand. Instead of a metamorphosis creating a cycle of Hope and Despair, a Magical Girl at the end of their lifespan simply fades into the aether… (Wraiths replace Witches under normal circumstances. The Law of Cycles exists.)
-[X] Somehow, Humanity's rise was completely natural. Operating under its own power, humanity achieved the ability to travel to the stars independently of the consequences of wishes and the subtle prodding of an extraterrestrial species.
-[X] A mysterious device found within the distant moon of Charon, powered by an element that was previously unknown to science until early Mars colonization efforts unearthed some ancient ruins. (Mass Relays. Citadel races guaranteed to appear. The Reapers exist. Prothean ruins can be discovered.)
-[X] An Artificial Intelligence. Designed to perform administrative tasks until a proper leader is elected following colony establishment. (Proceed to AI character creation. Immortal unless systems are damaged. Vulnerable to reprogramming. Natural bonus to Learning. Minor malus to Diplomacy.)

Is there approval voting?
 
[x] Plan: AI and The Megucas: In Space, No One Shall Hear Your Screams

-[x] Is the same as it's always been since the Incubators engineered it. Magical Girls, the seeds of Hope, are merely the larvae of creatures of Despair. The metamorphosis into and harvesting of which provides the energy necessary to prolong the universe's lifespan. (A universe where, for whatever reason, the events that lead to the creation of the Law of Cycles never happen.)
-[x] Humanity's rise, as was their uplifting from the stone age, was facilitated by the Incubators themselves. It was determined that humans, as advantageous of an energy source as they were, were flawed by being limited to one planet. If one human world could perpetuate the cycle to sustain the universe for several million years, one can only imagine what the population of several human planets would do to stave off the inevitable heat death...
-[x] An immaterial plane "beneath" the main universe. It is an unstable and hazardous place, but with the proper shielding a ship could use it to travel between two points in the material universe far faster than it would take to get there normally. (Warp Drives. The Chaos Gods exist. Greater chance of encountering 40k races.)
-[X] An Artificial Intelligence. Designed to perform administrative tasks until a proper leader is elected following colony establishment. (Proceed to AI character creation. Immortal unless systems are damaged. Vulnerable to reprogramming. Natural bonus to Learning. Minor malus to Diplomacy.)


Witches just have so much more narrative potential than Wraiths do. I also want to see a robotic perspective on Magical Girls, Spaceships, and the Warp.
 
[X] Plan Taking Hope To The Stars
-[X] Is an enigma even to the Incubators themselves. While the Incubators developed the Magical Girl system, it seems to operate on some kind of universal constant or law that they struggle to fully understand. Instead of a metamorphosis creating a cycle of Hope and Despair, a Magical Girl at the end of their lifespan simply fades into the aether… (Wraiths replace Witches under normal circumstances. The Law of Cycles exists.)
-[X] Somehow, Humanity's rise was completely natural. Operating under its own power, humanity achieved the ability to travel to the stars independently of the consequences of wishes and the subtle prodding of an extraterrestrial species.
-[X] A network of mysterious channels that connect several star systems in a weblike pattern. These so-called "hyperlanes" turn what would normally take years of travel into mere days… (Stellaris style FTL. No galaxy-wide effect. Everything has an equal weight for appearing.)
-[X] A true rarity: A Magical Girl that has lived to adulthood. (Proceed to Magical Girl character creation. Leader cannot die of aging but can be killed through combat or Soul Gem corruption. Natural bonus to Martial.)
 
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Hmm, to recreate Haunting at Shanxi or To The Stars I wonder....

[X] Plan To be, or Not To Be
-[X] Is unchanged, as the events that would alter its destiny have, by some twist of fate, yet to occur… (Timeshifted universe. The canon PMMM events occur during the quest's time period, on your first colony, rather than the canon time period.)
-[X] Somehow, Humanity's rise was completely natural. Operating under its own power, humanity achieved the ability to travel to the stars independently of the consequences of wishes and the subtle prodding of an extraterrestrial species.
-[X] A mysterious device found within the distant moon of Charon, powered by an element that was previously unknown to science until early Mars colonization efforts unearthed some ancient ruins. (Mass Relays. Citadel races guaranteed to appear. The Reapers exist. Prothean ruins can be discovered.)
-[X] What anyone would expect. An ordinary human. (Proceed to Human character creation. Finite lifespan, but otherwise lacks the drawbacks of the other options. However, it gains neither side's advantages either.)
 
[x] Plan: Just As Planned for the Greater Good

We are going to Space where Chaos Gods encounters exist. I doubt the Incubators votes are negatives as they are canonically a race of experienced Space Travelers so them guiding Humanity should have an effect of leading us to safer planets. With this Plan having 40k species a certainty and a Magical Girl leader the Incubator should also be much more willing to cooperate if only to not have the Humanity be wiped out.
 
I honestly interested in conflict of eldars and incubators, because either incubators one of the vat species made by Old Ones or survivors of the War in Heaven with a healthy and logical dislike for Old Ones and everything they created
 
[X] Plan: Magical Effect

I like all these options. Mass effect is cool, being an AI is cool, Madokami existing is both sad and cool (but ulitmatly probably better for Magical girls than the alternative.). Looking forward to seeing how this plays out.
 
[X] Plan: Magical Effect

Well I wouldn't have minded the PMMM crew in 40k as a call back to the now-dead quest Valhalla's Gates; but I'm going to have to go with the plan that is most likely to result in Godoka and Madohalla being things. :grin:
Aside from that, I don't care that much about the setting in particular.
 
[X] Plan: Magical Effect

Well I wouldn't have minded the PMMM crew in 40k as a call back to the now-dead quest Valhalla's Gates; but I'm going to have to go with the plan that is most likely to result in Godoka and Madohalla being things. :grin:
Aside from that, I don't care that much about the setting in particular.
God that quest was fun while it lasted, think it was one of the first I played in
 
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