It's not really clear, I think? Hotaru pretty much kills Pharaoh 90 as soon as it shows up, and prior to that the Death Busters are mostly trying to summon it to Earth, so it's hard to say what the end result would look like. Converting more people into Daimons? Changing Earth's environment to suit them better? Just consuming Earth because it's an aspect of Chaos out to fuck with Usagi specifically?
Well, seeing as how Usagi isn't on this Princess Dyamond's homeworld, and so Chaos has no particular dog in this fight apart from a generic hatred of life, happiness, and magical girls...

Perhaps a successful conquest by a Daimon-using entity like Pharaoh 90 (or literally just Pharaoh 90 itself) would look exactly like what happened on that world. With this "Shaman" figure the council of space mage-queens were talking about being, essentially, the local equivalent of Mistress Nine or Germatoid or whatever.

"...The Shaman who attacked Dyamond was from the Regnumagia Galaxy..." or so they believe, and because they believe that, "it is not the place of the Nymphs to interfere. Even when she [presumably, the Shaman] turned the world to ice and frost, transforming the citizens there into strange creatures she calls Daimons."

Yes, actually. Besides my own recollection of the Infinity Arc manga chapters, there's this article with this tidbit as well:


Huh, more terraforming…

Addendum: Seems the answer was sniped while I was formatting this post. Oh well, still merits discussion and pondering over.
Of course, if Pharaoh 90 and its followers only need one planet, it's probably not literally the same being and/or support cult, but it could be something similar.

Wherever they end up, though, minimum we're going to need to develop or dig up teleportals that anyone can use in the next two to four weeks, because moving ~1200 people isn't really something the Senshi as they are can do in a weekend, and I think we can all agree that once we start doing so we're going to be on an even shorter timer for when the PRC notices and trys something stupid.

We've already had Luna and Ami establishing a teleportation network in the greater Tokyo metro area, and turning on the Moon Palace beacons is the logical next step.
I dunno, Ami can move at least several people at a time, and her cooldown time seems to be no more than single-digit minutes even for fairly long range jumps.

Ami plus fixed infrastructure (e.g. ritual circles with beacon enchantments), but still relying on Ami and the Mercury Computer to act as ferrywoman would probably be a lot more faster at moving people than any stable, self-sustaining spell we could set up on short notice. Remember that fixed infrastructure like the Skyslips still has a considerable charge-up time, so it's not obvious that it can actually move people across a gap of a few thousand kilometers faster than Ami could do the same thing.

Further, if we can develop or rediscover working examples of free-use teleportals to transport them away from their current home to reduce the strain on us for the initial move, it will also alleviate the largest concern with moving them to the Moon and being entirely dependent on us for transportarion and supplies from and to Earth.
That's a bold 'if,' doing a great deal of heavy lifting.

And the people who would be most required to figure out how to do it in the time available are exactly the people whose action economy is most precious because they're also the big brains behind all our other magic infrastructure and magic research projects.

I personally like the idea that the Amazons are the decedents of Jovians who fled to Earth.
It would absolutely explain a lot about why they're so goddamn strong and yet seemingly human with no apparent yokai ancestry.

my presumed foreign target they'd be interested in is whatever the hell is happening to the Precure in Africa. Young woman heroes being persecuted by their government while they fight the forces of evil? Oh yeah, that smells like a story an Amazon would love to get in on. The Precures there could use a big sister coming in and helping train them up in "how to avoid detection in hostile territory" and "how to kick ass in hostile territory". While we wouldn't have a precise location, just teleporting in an Amazon should give them assistance eventually. These are highly skilled operators, they just need the benefit of information and transportation and they're self sufficient.
They're highly skilled in highly specific ways.

Dropped into the middle of Africa, they face the considerable disadvantage that I'm pretty sure none of them speak the local languages well (or at all) and they'd probably stick out like a sore thumb.

Third is Oni Diplomacy. Which is to say, martial tournaments of some kind and teaching Lum some of the traditions of the Amazons. We'd need to be sure that whoever is sent is capable of not dying to an Oni but . . . I suspect they'll be at least a few that can do so.
Good news, I'm pretty sure Lym is good enough that if she doesn't want to kill someone in a spar, she won't.

Step 1 of getting an army complete !
Cautionary advisory:

Step 2 is gonna be a doozy.


Time to Get In Over Usagi's Head!
All that can be seen is two braids floating on the water's surface. :p
 
Last edited:
Time to Get In Over Usagi's Head!
All that can be seen is two braids floating on the water's surface. :p
Usagi started off over her head and then she adapted. That means she needs a higher bar.
Usagi: Little Frog, I can swim.

Seriously, Usagi has shown she thrives on challenges, and trips up mainly when she has normal stuff to do.
 
I dunno, Ami can move at least several people at a time, and her cooldown time seems to be no more than single-digit minutes even for fairly long range jumps.

Ami plus fixed infrastructure (e.g. ritual circles with beacon enchantments), but still relying on Ami and the Mercury Computer to act as ferrywoman would probably be a lot more faster at moving people than any stable, self-sustaining spell we could set up on short notice. Remember that fixed infrastructure like the Skyslips still has a considerable charge-up time, so it's not obvious that it can actually move people across a gap of a few thousand kilometers faster than Ami could do the same thing.

I also want to point out, in original Canon, the Sailor Scouts teleported as a unit, holding hands around the ring. Now, while we've done that technically, we haven't done it in that manner, where each is leaning into it. We just held hands while Moon pulled us through.

So, there is a non-zero chance that we get the majority of the scouts working together on a teleportation ritual, and we can make it BIG. Village of warrior women big? Don't know. But it can't hurt to try
 
Hi! So, this is an author's note to the next two posts.

After discussion with Lunaryon and some impulses on my part, I've been inspired to start a Heartcatch subquest, which I'll be doing in 'interstitial' spaces where Lunaryon's still working on something else, so as not to distract from the main quest unnecessarily.

This is formatted as a negaquest, but if there's actual interest, I have every intention of playing the turns out, though I hope to stick to a format of most things getting only a relatively short blurb unless inspiration strikes me.

I invite people to actually vote on this stuff if they are so inclined, which you will see in my two posts immediately below this one very shortly (if not already). Just give me a few minutes.

The focus of this is of course going to be on Tsubomi, Cure Blossom. I kind of want to recapture some of the early-Usagiquest dynamic where the main character isn't nigh-invincible and is a bit more fully integrated into the "girl" part of the magical girl lifestyle. I want to explore some of the themes the quest's brought into play, too. Such as how ongoing events seem from a distant perspective, what the Senshi look like to someone who has some similarities but is far less powerful, and how the institutional changes the Senshi (and others) have set in motion are shaping Japan.

The turn post you see below covers the latter half of UsagiQuest's "Turn 8," which we are, in-character, already wrapping up. Thus, this Heartcatch 'turn' begins on Monday, June 15, the events after "Precure Pileup" (which correspond to Heartcatch Episode 1+2, Magical Girl Lyrical Nanoha Episode 3, and an out-of-sequence Fresh Pretty Cure Episode 6), and ends on Sunday, June 20, which aligns with the end of UsagiQuest's Turn 8.

I hope to be able to resolve dice rolls and a results post from this reasonably quickly, and bring it into permanent synch with UsagiQuest proper soon. Though perhaps not immediately, depending on how fast Turn 9 drops.

I invite people to discuss and vote this if (and only if) they're interested; it is strictly optional and even if events in it somehow directly affect UsagiQuest, it will be indirectly and the Senshi's story will be followed primarily if not entirely through 'Main' UsagiQuest posts, while this remains firmly in the realm of Sidestory.

I hope people like it! :)
 
Last edited:
Heartcatch Turn 1
Heartcatch Turn 1

June 15, 1992

You are Tsubomi Hanasaki, and you're… actually kind of glad it's Monday. This wasn't an easy weekend. Saturday wasn't great. It was your first day at Myoudou Academy here in Kibougahana, with your parents having just moved into town late last week. First days at school are hard for almost everyone, and your best efforts to fight down your chronic anxiety and awkwardness in new situations kind of caught fire and exploded. You could tell that Erika Kurumi was trying to be your new friend, but it was kind of like being befriended by a herd of rampaging elephants.

But Saturday doesn't seem so bad compared to Sunday. A pair of flying talking plushies that turned out to be fairies crashed into you, tried to hide under your dress to escape the evil Desert Apostle Sasorina, then begged you to take them to your grandma Kaoruko, who was secretly the legendary warrior Cure Flower long before you were born, apparently.

Along the way, you found Sasorina trying to rip out Erika's sorrows and use them to animate a monster! Sasorina caught Coffret, one of the fairies. The other, Chypre, showed you how to use something called a 'Heart Perfume' to transform into a fast, strong, tough guardian of the Great Heart Tree, Cure Blossom!

The bad news is, being fast, strong, and tough doesn't mean actually being any good at fighting. The Desertrian beat you up and Sasorina laughed at you. Fortunately, before the Desertrian managed to crush you flat, you were saved by a mysterious dashing swordsman! The stoic, silent, strikingly handsome warrior appeared in a giant storm of glowing flower petals, knocked the monster back on its heels, and spirited you away… to the Botanical Gardens, which Grandma runs.

By the time you came to, Grandma was looking after you, and you met the giant fluffy jumbo-fairy, 'Coupe,' who was apparently Grandma's companion fifty years ago. You have a hard time imagining him acting to her the way Chypre acts around you, but maybe not all fairies are the same even when they're little. Grandma gave you an encouraging speech and you went back out to fight the giant doll again, because it was rampaging towards the Gardens. You faced it yourself, and didn't do quite as bad this time, but you think that's partly because you had help from another(?) mysterious stranger, this time peppering the Desertrian with some kind of zaps from a magic purple laser or something.

Then Sailor Mars showed up, apparently while her friend Sailor Venus was busy rescuing Coffret from Sasorina and chasing Sasorina away. Sailor Mars did so well that you still privately think of her as the Legendary Super Pretty Cure. She really beat the stuffing out of the monster, literally even, but it wasn't stopping and you weren't sure if all the arm-tearing-off and fireblasting she was doing on the Desertrian (you helped a little) would be enough to heal Erika's heart. Chypre taught you about a spell that exorcizes Desertrians, driving out the spiritual misery that animates them. So you cast the spell and it worked!

You… also kind of zapped Sailor Mars with it. She seems to be okay.

You really hope you're not in trouble for that part.

You'd like to blame Chypre, but frankly you have to accept responsibility. Chypre doesn't seem like the kind of person it's fair to blame for things. She's just little, in more ways than one!

Anyway, after that, Grandma guided you while you reunited Erika's soul and took her back inside the greenhouse to sleep it off. Grandma introduced you to an old friend of hers, the wizard Kuroko Oshima. Then Sailor Mars and Sailor Venus came in and talked to you a lot, giving you some pieces of advice and hinting at many things they didn't say outright before Sailor Mercury showed up. Sailor Mercury handed you a magic wristwatch, showed you how to use it to call Sailor Moon in an emergency, and then did a thing and all three of the 'Sailors' vanished into thin air in a flash of blue light..

You're pretty sure they're okay.

Grandma and Mr. Oshima said some other stuff after that, but frankly you weren't tracking very well and they figured that out themselves pretty fast. Grandma drove you back to the house and you spent the rest of the day poking around doing little things.



But now it's time to wake up and go to school! And hopefully not have to worry about saving the whole world personally or anything. Now, your second day at a new school, well, it's not good. But it's… at least you know more or less what you're supposed to be doing. It's familiar, is what it is.

Except separating out your school life from all this strange, absurdly dangerous, awe-inspiring magical weirdness is probably not going to be as easy as you thought. It's not nearly as bad as it sounds like Sailor Venus had it, what with the cute boy in her class turning out to be a demon cultist or something, but things are still… entangled.

You find yourself wondering if any of the other Sailor Senshi are high school girls like she presumably is, or maybe just was when she started. It seems quite unlikely, but then, you wouldn't have bet on Sailor Venus being like that. It's all very mysterious.

Anyway. Magic stuff tangled up in school stuff!

First, Chypre and Coffret refuse to even consider not following you to school. The good news being that they're willing to stay in your bag and pretend to be plushies, which they are eerily good at. Also, they still have the slightly dented invisibility amulets Mr. Oshima made for them. Assuming those don't break down or anything, it shouldn't be a problem.

Second, everyone at school is talking about the news from yesterday. It turns out that not many people- and no TV crews- got a great look at the giant doll as it made a beeline from the playground where it beat the stuffing out of you to the botanical gardens where Sailor Mars beat the stuffing out of it.

But that's not the only obviously magical disaster that happened yesterday, even if it happened to you. There were other, entirely different disasters in Japan. Several Sailor Senshi and other girls you're told are completely different Pretty Cures who have nothing to do with the Heart Tree were dealing with a giant… tree attack… in Uminari, a suburb on the south side of Tokyo. Grandma assured you that the giant tree attack also had nothing to do with the Heart Tree, and you definitely hope so because you don't want to think the Heart Tree would do a thing like that. Not that you've ever seen it, except in dreams.

And also at the same time, there was a sudden mysterious disappearance of all the mothers in Yotsuba City. By some complicated miracle you didn't get the details on, no one was killed by, say, disappearing car drivers, but wow that's horrifying. Apparently, two more Sailor Senshi and yet another entirely different group of Pretty Cures were doing something about that, and got all the moms back. You heard a rumor that an alien army called 'Labyrinth' is responsible for the attack, and if so, those guys sound even scarier than the DK Gang, and maybe as bad as the Desert Apostles. Well, you're probably underestimating the DK Gang, correction, the Dark Kingdom. After all, they are number one enemy of the Senshi and all that, even if nothing they've actually done- that you know of- had the same… bigness. There's probably stuff going on there that you haven't heard about. But still. Wow.

Anyway… that's a lot to think about. Also, you're apparently the weakest Pretty Cure ever, as you couldn't even defeat a single Desertrian on your first try by yourself, let alone take down a whole giant forest of magical trees or rescue everyone's mom all at once. You should probably try to, uh, study how to be a magical warrior? Because while there's clearly lots of other people in Japan working on this kind of thing, somebody's got to protect the Heart Tree in particular. And it looks like magic or destiny or something thinks it's got to be you.

You're going to try really hard not to mess this up.



Stats:
Allowance (Personal Scale): +4 Funds/week
Expenses (Personal Scale):
[-] Snacks: -1 Funds/week
[-] Occasional Manga: -1 Funds/week
[-] Horticultural Supplies: Suspended
Funds (Personal Scale): 30
Free Actions: 2 1
Tsubomi Personal Actions: 4
Chypre/Coffret Personal Actions: 2

Hidden Stats:
Smiles 6/10
Situation 2/10
Support 8/10
Stress 8/10
Awkwardness = (3*Str)-(Smi+Sit+Sup) = 24-16


Sunday was much too busy to get any more important things done, after saving Erika and meeting the Sailor Senshi and becoming a magical girl. Tsubomi has -1 Free Action this week.

Tsubomi has two Main actions in each of the five categories. She has four Personal actions. Other characters closely affiliated to Tsubomi who look to her for leadership may have a variable number of Personal actions of their own, under the vote's control. Character Personal actions cannot be directly assigned to Main action categories, except as listed under the respective Personal action entries. Free actions can be assigned to any category, including any character's Personal actions.

Some actions may synergize. Random happenstance may make an event harder than it appears. Tsubomi lacks the life experience to assess the difficult of many of the actions on this list.

Don't forget that other people may try to help you with things! You are not alone!




Martial Actions (Pick Two)

-[] Learn About CQC (DC ??/??, ???)
Mr. Oshima claims that in his youth as a soldier he learned a strange martial art called 'CQC' from his old sensei, a man known as 'Dangerous Dan.' The basics of this art are, he says, easy to learn and focus on spotting chances to strike very hard. He's adapted it a little over the years, for his own reasons. He says that Sailor Venus is a natural genius at CQC. You're not sure, but Grandma seems mildly encouraging.
Results: Learn to hit things very hard, ???

-[] Extra Practice Being Transformed (DC ?/??)
You're not really a clumsy girl. But the Heart Perfume changes your whole body, making you strong and fast enough to leap tall buildings and tough enough to withstand things that would probably smash up a house. Part of why you did so badly in your first battle was that you just weren't used to the way you moved under those forces. Spending a few hours, preferably well outside of town and anything you might break by accident, just being Cure Blossom might help you.
Results: Walk around while hopefully not tripping over your feet, ???

-[] Test Your Limits (DC ?/??/??)
You have a pretty good idea of how high you can jump if you really try, though from what Mr. Oshima said (oh gods, someone was watching your first battle aside from Sasorina and Chypre!?), that was probably mostly air resistance getting in your way. You also know your powers include "mostly survive getting beaten up by a giant doll" and "you feel a lot stronger when you're not alone." You haven't really talked to Grandma about this because it feels awkward, but if there are hard, fast limits to what a Pretty Cure can and can't do, you should probably try to find them.
Results: Try extra hard to do things, probably crash into something at 100 kph or more, ???


Diplomacy Actions (Pick Two)

-[] Try To Make Friends At School (DC ?/??/??/??)
Erika is… kind of a friend, and you actually do like her. But she's kind of a tornado in human form. You feel like you could use some friends who are, uh, less extra.
Result: Friends? Maybe? ???

-[] Talk With Your Classmates [DC 11]
Talk with your new classmates at Myoudou Academy. Check for any rumors going around. This would be easier if you knew them better.
Result: Social activity, ???

-[] Find A Regular Martial Arts Teacher (DC ?/?/??/??)
You are definitely going to need to learn how to fight. Finding a proper sensei, or even another kid who can talk to you about the basics, is a good idea. And Mr. Oshima may not always be around, plus CQC sounds like some kind of funny occidental thing and you're not sure what to make of it.
Result: Someone who can teach you martial arts hopefully found.

-[] Contact MCAT (DC ??)
Sailor Venus came back with Sailor Mars and they talked with you about a bunch of stuff. Sailor Mars seemed kind of distracted, but she talked a little about MCAT, the new government agency in charge of magic. Apparently it's run by a yokai! Mr. Oshima says he knows enough about them to trust them with the basics. The bad news is, you forgot the special phone number that Sailor Mars gave you, but how hard can it be to get in touch with them?
Result: Method of contacting MCAT hopefully found, thus MCAT contacted. ???

[] Trip to the Crystal Millennium building (DC ??, secondary rolls, various consequences/complications)
The mysterious and powerful Sailor Senshi are, apparently, not exactly just Super Pretty Cures. Which makes sense. They're clearly too mysterious and powerful to be secretly mild-mannered schoolgirls like you, and you've learned that they have their own battles to fight against the Dark Kingdom and other strange threats. Even so, the organization they've created, Crystal Millennium, sounds very exciting. The trick is going to be convincing your parents that it's okay for you to just go all the way to Tokyo unsupervised. They're fine with you going around Kibougahana, but Tokyo's something like an hour away, even by train. Also, come to think of it, you've never been to Tokyo except on a couple of all-day field trips. The good news is that it could be kind of a big adventure. The bad news is that Mr. Oshima probably isn't wrong when he says that "adventure" is a pretty word for "someone having a tough time of it."
Result: Parents hopefully talked into letting you visit Tokyo in the afternoon. Crystal Millennium building hopefully visited. ???!

-[] Come Out To Your Parents As A Superheroine
You talked about this with Grandma, and she didn't exactly say 'no' in so many words. With all that's happening in Japan, maybe it's time for things like this. But Grandma explained that if you were going to reveal yourself to your mother and father, she probably should too, if only so they know that she's looking out for you. And that she would very much like some time to think about how Dad would handle it. Apparently, all her adventures as Cure Flower were before Dad was born, and she never told him about any of it. She'd… like some time. Maybe a lot of time.
Result: Grandma sad, parents worried?
Action Locked


Stewardship Actions (Pick Two)

-[] Keep Up Your Chores (DC 7)
Mom and Dad don't ask very much of you, really. But they've got a tremendous amount of work to do getting the flower shop set up and are still unpacking in your new family home upstairs of it. Even if you're a sentai superheroine or something now, you can't just ignore your family.
Result: Chores done properly!
(Skipping this action does not mean doing literally zero chores, but you will fall behind, or be found wanting in things you would normally be expected to do)

-[] Get Started With Gardening Club (DC 12)
Your favorite! Thankfully, Myoudou Academy lets people split their activities between two clubs, even if that's considered a little bit strange. So you can keep your promise to Erika and still do what you already know you love!
(+3 to DC of 'Get Started With Fashion Club' if taken in same turn)
Result: Gardening Club joined!

-[] Get Started With Fashion Club (DC 11)
It was kind of a spur of the moment decision, driven by a rush of compassion and curiosity. But for better or for worse, you promised Erika. You're not sure how the Fashion Club will turn out for you, especially since as far as you know the only members are going to be Erika and yourself. But… you said you would. Also, if Erika can't find any other members, the club may get demoted to an association. You're not sure what that would mean, but it'd sure disappoint Erika.
(+3 to DC of 'Get Started With Gardening Club' if taken in same turn)
Result: Fashion Club joined!


Intrigue Actions: (Pick Two)

[] Puzzle Through Your Allies' Secrets (DC ??)
Mr. Oshima is kind of mysterious. Grandma has a mountain of stories to tell about being Cure Flower, and must also know a great deal about Cure Moonlight. There's also the question of the mysterious dashing swordsman who saved you in the fight against that first Desertrian at the playground. And you still don't know who it was that attacked that same Desertrian with the purple laser in your second fight at the gardens. There's… a lot you don't know. You're really not sure where to begin in unraveling it all, but you could spend some time on it.
Result: Nosiness indulged, ???

[] Look For Other Magical Things (DC ??)
Sailor Mars says that she and the other Sailor Senshi (well, except Sailor Venus) visited Kibougahana a month ago. You hadn't heard about that yet, but you're new in town. Apparently, they found and defeated some agents of the Dark Kingdom. Even if the Dark Kingdom is gone now and hasn't tried to come back, you're sure there are other things in Kibougahana that are at least kind of magical. Maybe you should go exploring?
Result: Town examined, ???

[] Adventure in the Woods! (DC ?/??, promised assistance)
Grandma says that a couple of weeks ago, Coupe found a small camp in the hills that belongs to a Desert Apostle named 'Cobraja.' It was his base while he and his Snackey minions ran around hunting for Chypre and Coffret. Mr. Oshima is very interested in going to look at it for reasons he's been mysterious about, in case they're still around. He's fairly confident that he can use his magic to sneak in and out without being detected, even if anyone's still there, but in case something Desertrian-shaped goes wrong, he wants you along. Which is kind of flattering, you guess. You've never seen a Snackey, and you don't really know how Mr. Oshima operates, so maybe you should go check it out.
Result: Woods adventured, time spent with Mr. Oshima. ???


Learning Actions: (Pick Two)

-[] Keep Up With Your Studies (DC 8)
You've just gotten dropped into a new school in the middle of the April term and you really don't want "becoming a sentai superheroine" to mean your grades turn bad. You… might let your studying slack off just a bit, with maybe a little less rereading and note-reviewing and practicing the same things over and over. But there are limits, and you intend to draw the line short of those limits. Unless, well, unless you really need to skip more. You could...
Result: Studies kept up. Skipping this action does not mean skipping school or entirely ignoring your homework, but you will fall behind and miss things.

-[] Work On A New Spell (DC ??/??)
Sailor Venus suggested that you should probably have some little spells that are a bit more flexible than the Pink Forte Wave, so that you could use them to fight the Desert Apostles with. You didn't know there were any spells like that. But from the way Grandma smiled and agreed with Sailor Venus, you're sure there must be! Try and tap into the secret potential of your magical heart!
Result: Hopefully a new spell!

-[] Learn About Other Magical Girls (DC ?/??/??)
Sailor Mars and Sailor Venus told you that there are actually a lot of girls and young women apart from just the ones you knew about. The name 'Pretty Cure' is very, very, very familiar to them apparently. And of course there are the Senshi themselves. There's been a lot of that in the news these past couple of months, even if you didn't look into it. When Sailor Mercury came back and gave you that strange (link) magical communicator watch, she told you a few of the basics, but maybe you should try to learn more. Ask questions and study the news of other magical girls, like you were studying for a book report!
Result: The more you know!


Tsubomi Personal Actions: (Pick Four)

[] Concentrate On A Main Action (Write-In)
Something is important to you and you should work hard on it.
Result: Get a reroll on a main action of your choice. Because Tsubomi has the 'Diligent' trait, she can do this for the price of two personal actions rather than three.

[] Get the Hang of This Communicator Gizmo
After Sailors Mars and Venus had talked to you a bit, Sailor Mercury teleported in out of the literal blue, looking tired. She handed you a communicator watch, showed you the series of things you do to call Sailor Moon in an emergency about three times until you had it memorized, then grabbed her friends and teleported out again. She wasn't mean or anything, but. Uh. Well, Dad told you about the giant tree thing in Tokyo that evening. You can't blame her for being really busy. You have to admit, that sounds a lot worse than the giant doll attack, even if the doll was after you personally. The only trouble is, not even Grandma or Mr. Oshima knows anything about these new (?) magic watches before. They both seem kind of out of their depth. You know you CAN use it like some kind of cellular phone… in theory, maybe? But is that all it does? Is it just a phone? Can it call more than one person, or is it more like a walkie-talkie? Maybe you should try to figure this thing out.
Result: Tsubomi does things with the gizmo.

[] Practice Gymnastics
You didn't make the team at your old school, and that annoys you a bit, but that's no reason to give up! Besides, you DID manage to dodge a crazy evil witch's hair whip attack even without being a Pretty Cure, and not just any girl could do that, right?
Result: Possible stat increase, ???

[] Navigate Typhoon Number Erika
There are many reasons why Erika is… hard for you to talk to. But maybe being a truly worthy Pretty Cure means finding, inside yourself, the challenges you must face and not backing down from them. Erika is definitely a challenge. Batten down the hatches! Full steam ahead! There's got to be an eye in this storm somewhere!
Result: Possible stat increase, ???

[] Tend Flowers More Than Usual
You literally cannot imagine letting a week go by where you don't take care of your window flowerbox. And some of the flowers in the shop. And some cute wildflowers you found on Saturday, of course. But y'know, there's this one bed in front of the school that's looking bad and you're wondering, even if you don't actually join the Gardening Club this week, maybe you could borrow some of their stuff and…
Result: Possible stat increase, ???

[] Ask Grandma For Advice
If Grandma was Cure Flower, and knew Cure Moonlight, she probably has a good idea of what all this 'being a Pretty Cure guardian of the Heart Tree' involves. Maybe she has some advice.
Result: Possible stat increase, ???

[] Ask Mr. Oshima For Advice
He's a magician. He probably knows a lot of magic tricks. And not just the stage magic stuff, or Grandma probably wouldn't treat him like someone who could help out. Real magic tricks. Maybe he has some advice.
Result: Possible stat increase, ???

[] Ask the Fairies For Advice
Chypre and Coffret will follow you practically anywhere, sometimes invisibly, sometimes by doing their disturbingly good "I am an inanimate plushy" impression. While you get a sense that they're kind of… silly, let's say, it seems as though they were born (?) knowing all sorts of things about the Tree of Hearts, and maybe some things about magic in general. And you think you remember them from that nasty recurring dream you've been having, too. It might be worth asking them.
Result: Probable fairy advice, ???


Chypre/Coffret Personal Actions: (Pick Two)

[] Help Cure Blossom-desu! (Write-in specific action)
You're still trying to hide from most people, but there are lots of other ways you can help! And you do still have Mr. Oshima's somewhat damaged invisibility pendants! Do your best to help Cure Blossom with something that's important to her.
Result: Halping!

[] Ask Lord Coupe About Human Society-desu!
Humans are confusing and poor Cologne didn't have time to finish educating you. But Lord Coupe is twenty times your age. He is wise and powerful. He must know even more than Cologne!
Result: Learn things!

[] Search for Another Pretty Cure-desu!
Traditionally, the Heart Tree has one active-duty guardian at a time. You were born knowing that. And anyfairy with a proper appreciation of that centuries-long tradition would be profoundly hesitant at the idea of changing what has worked for so long. In other news, you are three years old. What's a tradition? Is it fun to play with? Can you eat it? Is it tasty?
Result: May succeed or fail depending on circumstances beyond your control!

[] Search for the Desert Apostles-desu!
In the hundreds of years they've acted against the Heart Tree, the Desert Apostles usually put their main base of operations on Earth somewhere far, far away from the Heart Tree's general location. Usually on another continent. Not since the days of the mighty Cure Ange has anyone ever tracked them to such a base. But sometimes an individual Apostle will operate closer in, setting up a forward base or just hanging around in the area for a long while instead of going back to their distant base to rest. Finding signs of the Desert Apostles snooping around could be important, and it might also turn up any signs of other intruders. You can start by checking out the camp Lord Coupe found!
Result: May succeed or fail depending on circumstances beyond your control!
 
Last edited:
Tsubomi Sheet
Heartcatch Informational

Tsubomi Hanasaki, Cure Blossom
Age 14
Gender Female
Education ---
Personality Traits Meek
(-1 Mar, +1 Ste),
Diligent
(+1 Mar, +1 Dip, +1 Ste, +1 Int, +1 Lrn),
Compassionate
(+2 Dip)
Shy
(-2 Dip, +1 Lrn)
Traits

Traits
Outburst Prone Tsubomi is normally very reserved, but when she's excited or angry, she's prone to sudden outbursts of deep feeling.
-1 Diplomacy, +1 Prowess
Pretty Cure, Open My Heart! Using the Heart Perfume, Tsubomi can transform into Cure Blossom, pink-skirted guardian of the Heart Tree!
+10 to Prowess when transformed
Weakest Pretty Cure Ever? Unfortunately, she's hasn't quite got the knack of it yet.
-2 to Prowess when transformed
1 of 2 steps to next trait level
Together, We Are Pretty Cure! 0.5 Teamwork with other members of Team Heartcatch. Team Heartcatch can force teamwork-rule allocations of its choosing on any combat, unless outnumbered by 2:1 or more.
Little Things Count A Lot! Companions and allies who are part of Team Heartcatch add a minimum of a flat +1 to the team no matter how low their Prowess is, so long as they can contribute, even emotionally, during that combat round. This specifically includes fairies. Fairies are counted as part of the team's numbers for Together, We Are Pretty Cure!
Styles

CQC (Basic)
Quick-and-dirty martial art focused on pure offensive strikes against weak points.
+1 Prowess
Equipment

Equipment
Heart Perfume
You use this to transform into Cure Blossom. When you're not about to change into Cure Blossom, Chypre hangs onto it for you! Somehow. You're not sure how, because it's about the same size she is, and you never see her carrying it except when she's got a use for it.
Heart Pot
Heart Seeds go in here. If you collect enough, that's good for the Heart Tree. It seems to appear and disappear when needed.
Status: 3/??
1 Pink, 2 Red
Magical Senshi Commun- icator
If you leave it alone, it acts like a digital watch with a little cover on it. If you do the exact things Sailor Mercury showed you how to do, you can use it to call Sailor Moon in an emergency. Grandma says she's never seen a magical digital watch before. Mr. Oshima says that not even wizards know how this thing works. You're starting to learn.
Spells

Spells
Pink Forte Wave Calling up the Blossom Tact, you set into motion a whirling bolt of magical energies! Really does a number on Desertrians.
Burns out malignant or possessive energies and spiritual misery. +8 to Tsubomi's Prowess in the third round of combat. On a success, neutralize exactly one susceptible opponent per combat.
Blossom Shower You release a cloud of white petals that transform in midair into a shower of flying pink sparks. Not the most powerful of attacks, but it's easy to cast and can sweep a volume!
+1 Prowess.
Tsubomi's Stats

Attribute Base Effects Functional
Martial 6 -1+1 6
Diplomacy 7 +1+2-2-1 7
Stewardship 7 +1+1 9
Intrigue 7 +1 8
Learning 8 +1+1 10
Prowess 6 +1+1 8
Cure Blossom's Stats

Attribute Base Effects Functional
Martial 6 -1+1 6
Diplomacy 7 +1+2-2-1 7
Stewardship 7 +1+1 9
Intrigue 7 +1 8
Learning 8 +1+1 10
Prowess 6 +1+1+10+1-2 17




Erika Kurumi, Cure Marine
Age 14
Gender Female
Education ---
Personality Traits Brash
(+1 Mar, +1 Pro),
Ambitious
(+1 Mar, +1 Dip, +1 Ste, +1 Int, +1 Lrn),
Gregarious
(+2 Dip)
Traits

Traits
No Filter, No Brakes
(1 of 3)
Erika is prone to recklessness and outbursts. She sometimes sees or understands things that few others would. But she acts so impulsively on this understanding that the results are at best mixed. This is infuriating to many of those around her. She has come to understand this and is trying to come to terms with what to do about it. (0/2 on Track 1, 0/4 on Track 2)
+1 Mar, +2 Ste, +1 Int, -3 Dip, +Intuitive Insights
Adding Erika to Team Heartcatch grants +2 free National Actions which may be assigned to any category, but drags Tsubomi into d5 'locked' National Actions per week. These actions may use Erika's stats instead of Tsubomi's if it would be beneficial.
Fashion Genius It may be her upbringing, or it may be something more subtle and strange, but Erika has a downright preternatural sense for the right outfits and costumes.
+Stewardship to any task specifically involving clothing design or choice of attire as such. Can be interpreted creatively. Stacks on existing Stewardship actions.
Toujours L'Audace!
(0 of 3)
Erika gets +3 to Prowess in her first round of participation in any combat. If the first round results in a failure, Erika cannot contribute to the second round of combat of a teamwork battle, or suffers a -6 to Prowess in the second round if fighting alone.
Pretty Cure, Open My Heart! Using the Heart Perfume, Erika can transform into Cure Marine, blue-skirted guardian of the Heart Tree!
+10 to Prowess when transformed
Together, We Are Pretty Cure! 0.5 Teamwork with other members of Team Heartcatch. Team Heartcatch can force teamwork-rule allocations of its choosing on any combat, unless outnumbered by 2:1 or more.
Styles

Dauntless Angry Flailing
---
Equipment

Equipment
Heart Perfume
Erika uses this to transform into Cure Marine. The rest of the time, Coffret hangs onto it. Somehow!
Desolation Lorgnette Image Pending
This pair of opera glasses eats illusions and invisibility magic when you point them at it! Pointing them at a Sailor Senshi results in the goggles making yum yum noises but nothing else happens, for some reason.
Spells

Spells
Blue Forte Wave Calling up the Marine Tact, you set into motion a whirling bolt of magical energies! Really does a number on Desertrians.
Burns out malignant or possessive energies and spiritual misery. +8 to Erika's Prowess in the third round of combat. On a success, neutralize exactly one susceptible opponent per combat. Combining with other similar Heartcatch spells produces combo attacks, but does not neutralize more opponents.
Erika's Stats

Attribute Base Effects Functional
Martial 3 +1+1+1 6
Diplomacy 5 +2-3+1 5
Stewardship 7 +1+1 9
Intrigue 8 +1+1 10
Learning 6 +1 7
Prowess 6 +1 7
Cure Marine's Stats

Martial 3 +1+1+1 6
Diplomacy 5 +2-3+1 5
Stewardship 7 +1+1 9
Intrigue 8 +1+1 10
Learning 6 +1 7
Prowess 6 +1+10 17


This is a list of named character allies, which is not necessarily exhaustive in details known about them.

Kaoruko Hanasaki, Tsubomi's grandmother, formerly (c. 1942-47) the mighty Cure Flower. She very definitely knows more than she lets on, but she loves you and wouldn't let you be really hurt by your own ignorance.

Chypre, Tsubomi's tiny fluttery fairy companion. She says 'desu' a lot.
Coffret, Erika's tiny fluttery fairy companion. So does he.
Coupe, Kaoruko's fairy companion. Presumably used to be tiny and fluttery. Is now a big fuzzy conoidal being about 2.5 meters tall. Would probably say 'desu' but appears to be effectively mute.

Kuroko Oshima, a mysterious wizard specializing in invisibility, illusions, and mind magic. He very definitely knows more than he lets on, but some of what he knows is probably depressing.
Age: Older than Grandma
Origin: Tohoku Region?
Appearance: However he likes, probably, come to think of it.

Martial Arts Style: CQC
Martial Arts Sensei: Someone from the Shanghai Municipal Police?
Weapon Of Choice: Magic Wand, also has a gun!?

Personality Traits: Calm, Brave, Compassionate, Cynical, ???
Physical Traits: Really Old

Martial: ?
Diplomacy: 9
Stewardship: 9, but has unfair grownup mechanic called the "Common Bloody Sense" check.
Intrigue: Higher Than You
Learning: Higher Than You, Weirder Subject Matter Than You

Ichiro the Purified Snackey: Having chosen the somewhat uncreative "number one" name for himself, this liberated Snackey now hangs around the Kibougahana Botanical Gardens. He is still a little confused about the idea of not serving a designated dark master/mistress, and has temporarily imprinted on Grandma. Eats weeds by devouring their life energy and causing them to crumble to dust. Making sure he knows what is and isn't a weed is more trouble than it's worth for now, but Kaoruko says he's learning.

The Sailor Senshi: Led by Sailor Moon. They are very powerful and mysterious. Have strikingly similar leotard-and-miniskirt aesthetic; much more uniform than Pretty Cures. Very powerful. They gave you a gizmo to call them with. The gizmo is really cool. Very mysterious. They have a corporate front organization called the Crystal Millennium, which distributes books and texts it claims can be used to learn the secrets of magic. Their secretary front desk guy is huge.
Sailor Mars: In your heart of hearts, you will always think of her as the Legendary Super Pretty Cure. Strong enough to dismember Desertrians. Has magic lasers. You accidentally shot her with a Pink Forte Wave. Hopefully nothing bad will come of that.

Sailor Venus: Apparently grabbed and terrorized Sasorina about as easily as Sasorina grabbed and terrorized Coffret. Surprisingly pleasant and helpful, if a bit, uh, eccentric. Chypre says that her heart flower is very strange and not very healthy. Maybe she's secretly troubled and trying to use humor and bravado to hide it. You hope she starts feeling better soon.

Sailor Mercury: Can teleport. Can prepare magical communicator watches for Pretty Cures to use. Very grouchy, or at least that was your first impression of her. Grandma thinks she was probably just having a bad day for some reason.

Sailor Moon: Can teleport. Has magical sunglasses that let her see heart flowers like a fairy can. She casts spells in Heavenly Moon Voice, which makes sense now that you think about it. Has multiple healing spells. One patches up minor ouchies like bruises. Another magically causes the past hour to retroactively not have happened to a person, apparently fixing any physical problems they've suffered but also erasing their memory. There's probably some middle ground in there, but you've only seen her at the extremes. You suppose you are technically imitating her hairstyle, though it was Erika's idea and the details are different.

Other Pretty Cures: WAY too many to conveniently list here. Apparently there's a lot of this going around. You've spoken to Cure Peach, Cure White, and Cure Bloom on the phone, and you don't really know any others.

Nanoha Takamachi: Nine years old. Very earnest. Has a talking machine magical staff and a ferret boy from outer space for friends. Searching for spectacularly dangerous Jewel Seeds. Very worried about a mysterious rival who is doing the same thing. Seems surprisingly concerned about the mystery girl's welfare, given that she shot a giant kitten with a plasma cannon and then beat Nanoha up. You're worried about Nanoha.

(*) Emergency hotline to Sailor Moon
(*) Vale of the Starry Mists!!!! Also a bunch of other games for some reason. Why anyone needs other games, you don't know.
(*) List of active Pretty Cures with communicators (Cure White(?), Cure Egret(?), Cure Dream, Cure Peach, Cure Blossom, wait that's you)
(*) Voice-activated cellular phone function (gizmo-to-gizmo and gizmo-to-landline)
(*) Voicemail function (ingoing and outgoing)
(*) Notebook function. Contents include:
(*) Phone directory (multiple CM numbers, MCAT number, ???)
(*) Weather forecasting function. Confidently predicts the weather out to an 8.7-day time horizon for the exact location of your house... and nowhere else. Very enthusiastic about alerting you to the upcoming new moon for some reason.
(*) Floopy the Multilingual Rainbow Owl, virtual assistant. Enthusiastic about helping you learn any of 84(?) languages. Currently helping you with Heavenly Moon Voice.
 
Last edited:
I personally like the idea that the Amazons are the decedents of Jovians who fled to Earth.

So what you're saying is, they have a Gravity Chamber, or at least know how to make one.

I wonder how much a Prowess Malus 10 times Earth gravity is for a Senshi? My instinct is 1:1 per gravity(so, 9) with the caveat that it buffs the Gym/Dojo commensurately. So, 11 gravities hits a Senshi with a -10 to their Martial/Prowess total, but buffs the stat plus roll by 10. Naru has 2 base Martial and 5 base Prowess, with most of her score coming from the Moon Rod or spells, though the +2 from Lilim Mutation can presumably be counted towards what she can withstand, for 9 altogether, meaning that under this system, 10 gravities would reduce her to 0 Prowess, which presumably would immobilize her.

As for the planetary Senshi, Rei's got 11 base Martial and 24 base Prowess, meaning 35. Makoto has 13 and 24, meaning 37, Ami has 6 and 21, totaling 27, Michiru/Neptune has 6 and 18, coming to 24, Haruka/Uranus has 11 and 19, equaling 30, Minako has 7 and 26, for 33 total, and Setsuna has 5 and 5, but the previous Pluto is handling her training, so we probably don't need to worry about that. Usagi herself has 11 Martial and 24 Prowess, so 35.

Presuming they go Sailor for it they could train at 25 times normal gravity, and +25 to the training pluses for Martial/Prowess would dramatically boost the maximum Martial/Prowess scores independent of Tuning.

For reference(as found in this update) a Gym offers +20 to +Martial rolls, while the Super Heavy Gym does the same for Prowess. Adding a Gravity Chamber would take that to +45. Enough to dramatically raise the stat ceiling. DC goes up by 3 per point, if I remember right, so +15 apiece. +30 to the total score is enough that I'd be reasonably confident in fighting the Egyptians on their home turf. Fun fact, the Sun's surface gravity is about 28 times Earth's.
 
Last edited:
Ok, so one, cool!

Second...maybe not a quest, at least not on the same thread? That seems like a recipe for difficulty and confusing the voting system.

I definitely wouldn't mind diving into the Quest's wider world through any method, and Heartcatch has been foreshadowed quite heavily in-quest, dating all the way back to the Heart Flower glasses on our first trip to the local Magic Shop, so it would definitely be worth more focus by comparison.

Also, Tsubomi's a bit sad despite the Senshi's best efforts, huh?
 
Last edited:
Huh, things I did not expect for 500. Probably would have to have votes only when the main quest votes are closed. Though might as well throw out a plan.

[X] Plan Diligence
-[X]Martial Actions
--[X] Learn About CQC (DC ??/??, ???)
--[X] Extra Practice Being Transformed (DC ?/??)
-[X] Diplomacy Actions
--[X] Try To Make Friends At School (DC ?/??/??/??)
--[X] Contact MCAT (DC ??)
-[X]Stewardship Actions
--[X] Keep Up Your Chores (DC 7)
--[X] Get Started With Fashion Club (DC 11)
-[X] Intrigue Actions
--[X] Puzzle Through Your Allies' Secrets (DC ??)
--[X] Adventure in the Woods! (DC ?/??, promised assistance)
-[X]Learning Actions:
--[X] Keep Up With Your Studies (DC 8)
--[X] Learn About Other Magical Girls (DC ?/??/??)
-[X]Tsubomi Personal Actions
--[X] Get the Hang of This Communicator Gizmo
--[X] Navigate Typhoon Number Erika
--[X] Ask Grandma For Advice
--[X] Ask Mr. Oshima For Advice
--[X] Tend Flowers More Than Usual
-[X]Chypre/Coffret Personal Actions
--[X] Search for Another Pretty Cure-desu!
--[X] Search for the Desert Apostles-desu!
 
Last edited:
Well, I've got something else cooking here, as seen above, but to look at this...

So what you're saying is, they have a Gravity Chamber, or at least know how to make one.

I wonder how much a Prowess Malus 10 times Earth gravity is for a Senshi? My instinct is 1:1 per gravity(so, 9) with the caveat that it buffs the Gym/Dojo commensurately. So, 11 gravities hits a Senshi with a -10 to their Martial/Prowess total, but buffs the stat plus roll by 10. Naru has 2 base Martial and 5 base Prowess, with most of her score coming from the Moon Rod or spells, though the +2 from Lilim Mutation can presumably be counted towards what she can withstand, for 9 altogether, meaning that under this system, 10 gravities would reduce her to 0 Prowess, which presumably would immobilize her.
Personally, I don't think a 1:1 correspondence works very well. The actual effect of extra gravity on a superhuman combatant is likely to be logarithmic.

The difference between 12g and 10g isn't like the difference between 3g and 1g. Tripling someone's weight is more impactful than increasing it by 20%.

If I were making up a system for this, there'd be flat increments of penalty to Prowess for each doubling of the gravity, or each 1.5-fold increase, or something. This would be a bit harder to calculate, of course.

(EDIT: )
I'm pretty sure unenhanced humans would be combat ineffective at anything over 1.5 gravities unless the combat in question involved stuff they could do while sitting in an armchair, such as "point and shoot a gun." Enhanced human(oid)s would probably be the only ones even able to remain relevant under a system like this, so perhaps the nature of the penalty scaling would have something to do with "so just how superhuman is this physique?" It's heavily implied that Senshi have a lot of raw brute strength margin, for example, and are pulling their punches a lot of the time against many human(oid) opponents to avoid just splattering them. For them, suddenly being twice as heavy might just not be nearly as much of an inconvenience as it would be for, say, a typical moderately enhanced ki-using martial artist. I dunno. Complicated question. -1 Prowess per g is... not the model I'd pick.

...

I'm not sure what to make of the rest of your extrapolations. I do agree that intense gravity training is a good idea for the Senshi if transformed Senshi bodies respond the same way to physical exercise that untransformed, unenhanced humans do- where you need serious resistance in order to actually make any gains. On the other hand, that might not be the way things play out. I dunno. It's an interesting suggestion, and if nothing else, any Dragonball Z fans among the Senshi will think of it sooner or later.

Ok, so one, cool!

Second...maybe not a quest, at least not on the same thread? That seems like a recipe for difficulty and confusing the voting system.
If we actually did it as a quest in this thread, it'd be very carefully coordinated to avoid confusing the voting system. Heartcatch votes would only happen at times when no UsagiQuest votes were going on, and after the applicable vote had been closed independently. With the results of any relevant UsagiQuest votes already resolved, and any relevant Heartcatch votes ending before the next Main UsagiQuest post went up, this wouldn't be an issue.

Heartcatch votes would also be rather infrequent; I sincerely don't think it'd be a problem and would be doing everything I could to prevent it from becoming one.

UsagiQuest would have absolute right of way over Heartcatch for purposes of vote timing and anything else that could matter.

The closest analogy I can think of is SCEDQuest over in Ithillid's GDI plan quest, which ran during known, quasi-scheduled "down times" in the voting cycle that were foreseeable and known about in advance, and was loosely connected to the main quest.

Huh, things I did not expect for 500. Probably would have to have votes only when the main quest votes are closed. Though might as well throw out a plan.
That is exactly the plan.
 
Last edited:
Though might as well throw out a plan

Looks...mostly good, but I have three spots to mention.

1. Joining both clubs at the same time makes both roles notably more difficult.
2. I feel like searching for Desert Apostles, right after poor Blossom not only got beaten, but worse than canon, is tempting fate to steal our little desu-friend away. Like putting on a deer costume during hunting season and frolicking into the woods.

This would be less hunting, more like waving a cheeseburger in front of a dog and not expecting them to bite for it before pulling away.

3. It's a bit personal, but I kinda want to not go for MCAT first? They have some issues of their own, after all, and I think we should go for more local options first since...ya know, they're right there? If nothing else, getting introduced to or learning to contact MCAT through someone else should be pretty easy.
 
Last edited:
Operation: Magical Knowledge is Magical Power!

Transform, test limits

Make friends, contact Silver Millennium with the Gizmo to ask for help with transportation to and from Tokyo (I wanna combine the Mess with Gizmo Personal Action with the Trip to SM action, hopefully allowing for a slightly lower DC if grandma puts in a good word about Moon/Usagi helping previously)

Chores, Fashion Club (suggest to Erika that the Fashion Club becomes the Fashion and Flowers Club, so you can grow flowers and perhaps use them in fashion design?)

Magical Things, Wooded Adventures!

Study school, study your sisters-in-arms!

[X] Ask Lord Coupe About Human Society-desu!

[X] Search for Another Pretty Cure-desu!


((I tried to be fancy with my phone's clipboard, but it didn't save everything I wanted to copy, so I'll fix this into an actual vote when I get back to my computer.))
 
@tygerbright

Speaking personally, from a legibility standpoint, if you want to use a Free action on a Stewardship Main action, it might just be easier to write it in as the third item under "Stewardship." It's going to be quite clear from context where you're allocating the Free actions.

That's my feeling, anyway, though I can cope well enough either way.
 
Hidden Stats:
Smiles 6/10
Situation 2/10
Support 8/10
Stress 8/10
Awkwardness = (3*Str)-(Smi+Sit+Sup) = 24-16

Invistext. Hm. Concerning that Stress is higher than Smiles.
 
Operation: Magical Knowledge is Magical Power!

Transform, test limits

Make friends, contact Silver Millennium with the Gizmo to ask for help with transportation to and from Tokyo (I wanna combine the Mess with Gizmo Personal Action with the Trip to SM action, hopefully allowing for a slightly lower DC if grandma puts in a good word about Moon/Usagi helping previously)

Chores, Fashion Club (suggest to Erika that the Fashion Club becomes the Fashion and Flowers Club, so you can grow flowers and perhaps use them in fashion design?)

Magical Things, Wooded Adventures!

Study school, study your sisters-in-arms!

[X] Ask Lord Coupe About Human Society-desu!

[X] Search for Another Pretty Cure-desu!


((I tried to be fancy with my phone's clipboard, but it didn't save everything I wanted to copy, so I'll fix this into an actual vote when I get back to my computer.))
I find your charmingly impressionistic plan charming, by the way, though obviously the vote tally would choke on it.

Rulings:

1a) Messing with the Gizmo could synergize with the Visit Crystal Millennium action, or vice versa. Actions absolutely can synergize in a lot of ways. Even actions that do not synergize directly (say, because one happens before the other in an inconvenient manner) may indirectly synergize by opening up new possibilities or altering potential outcomes of the action on a future turn.
1b) However, there's no true guarantee that this particular combo will synergize. The reason is that Tsubomi doesn't have a good enough sense of Sailor Moon's workflow to feel comfortable just calling her up on the known emergency hotline for a non-emergency thing like "I wanna visit your building, can someone pick me up for a teleport?" If she had Brash instead of Shy, maybe she'd go for it, but she doesn't.
1c) Secret unexpressed quiet desire on Tsubomi's part to see the sights of Tokyo alone maaaay be a factor. :p

2) Prevailing upon Erika to change the theming of the Fashion Club would be gated behind actually joining the club. And probably several hard lessons in "how to prevail upon Erika to do things ever." Further commentary on what Erika is likely to be welcoming of, I will not make at this time.

Invistext. Hm. Concerning that Stress is higher than Smiles.
"Stress" is increased by, in no particular order:
-Tsubomi learning that she has personal responsibility for fending off a murderous alien warlord.
-Tsubomi getting the tar beaten out of her in her first attempt to fend off this warlord's minions.
-Tsubomi's first day at school, which is a big stressor for any girl her age.
-Tsubomi's first day at Erika, with prospects of many more, because she's being socially befriended here in a rather Nanohaesque sense.
-Tsubomi having just moved 100+ kilometers in the past week and still getting set up in her new home away from any old friends her shy, quiet self may have had.

She's going through a lot.

"Smiles" tends to reflect on things that specifically affect Tsubomi's mood but not the overall material facts of her life situation, and those things are actually not so bad, but could be better.
 
Invistext. Hm. Concerning that Stress is higher than Smiles

To be fair, she just moved to a new school, had a bad day, got the sass smacked outta her by a giant doll, insulted quite harshly by the local starter villain (who, unbeknownst to her is having a much worse day of flinching at every bit of yellow she sees in the corner of her eyes), and has to go back to school after all that.

I'd be pretty stressed, too.
 
Last edited:
Well, this is a pleasant surprise and it looks like someone already has plotted out a plan while I was formatting my own... Welp, not going to deter me any.

[X] Plan: Cautious rather than Meek
-[X] Martial Actions
--[X] Learn About CQC
--[X] Extra Practice Being Transformed
-[X] Diplomacy Actions
--[X] Try To Make Friends At School
--[X] Find A Regular Martial Arts Teacher
-[X] Stewardship Actions
--[X] Keep Up Your Chores
--[X] Get Started With Fashion Club
-[X] Intrigue Actions
--[X] Puzzle Through Your Allies' Secrets
--[X] Look For Other Magical Things
--[X] Adventure in the Woods!
-[X] Learning Actions
--[X] Keep Up With Your Studies
--[X] Work On A New Spell
-[X] Tsubomi Personal Actions
--[X] Practice Gymnastics
--[X] Navigate Typhoon Number Erika
--[X] Ask Grandma For Advice
--[X] Ask the Fairies For Advice
-[X] Chypre/Coffret Personal Actions
--[X] Ask Lord Coupe About Human Society-desu!
--[X] Search for Another Pretty Cure-desu!


Addendum: "Y'all seem to just not be using the free action." I don't have an idea for one other than Look Up Any Info on That Cure from Our Dreams and Asking Grandma for Advice covers that topic adequately enough for now.

Second Addendum: Okay, for some reason, my brain was parsing "Free Action" as the write-in action for some odd reason. Let's hope the proper formatting sticks as well.
 
Last edited:
The reason is that Tsubomi doesn't have a good enough sense of Sailor Moon's workflow to feel comfortable just calling her up on the known emergency hotline for a non-emergency thing like "I wanna visit your building, can someone pick me up for a teleport?" If she had Brash instead of Shy, maybe she'd go for it, but she doesn't.
Once I'm better situated (ie, back on my computer for the first time in almost a month and a half), I'll be writing my thoughts out more robustly, but for now my thought was more to try and plinko my way into calling Luna or Artemis and talking to them about setting up a planned trip. Whether she asks for a round trip or just for a ride home so she's back before dinner I'd have left to Tsubomi and the dice.

I will completely concede on the Erika thing.

I'll also admit to wanting to multitask in a slightly ridiculous way by also calling up various PreCure to gossip and gain advice (and probably also increase the Super Ultra Pretty Cure title got the Senshi, or get her crushing on Tuxedo Mask after telling Black and White about the dashing man who saved her and disappeared, and them thinking their big bro did it 🤣). Either way, I'll be fixing that up later tonight or tomorrow, depending on how I feel when I get home.
 
Well, as long as Lunaryon's given the okay, I don't see the harm.

[x] Plan: Adjusting to a new life, both magical and mundane
-[x]Martial
--[x] Extra Practice Being Transformed (DC ?/??)
--[x] Test Your Limits (DC ?/??/??)
-[x]Diplomacy Actions
--[x] Try To Make Friends At School (DC ?/??/??/??)
--[x] Talk With Your Classmates [DC 11]
-[x]Stewardship Actions
--[x] Keep Up Your Chores (DC 7)
--[x] Get Started With Fashion Club (DC 11)
-[x]Intrigue Actions
--[x] Look For Other Magical Things (DC ??)
--[x] Adventure in the Woods! (DC ?/??, promised assistance)
-[x]Learning Actions
--[x] Keep Up With Your Studies (DC 8)
--[x] Learn About Other Magical Girls (DC ?/??/??)
-[x]Tsubomi Personal Actions
--[x] Get the Hang of This Communicator Gizmo
--[x] Practice Gymnastics
--[x] Navigate Typhoon Number Erika
--[x] Tend Flowers More Than Usual
--[x](Free Action) Ask Grandma For Advice
-[x]Chypre/Coffret Personal Actions:
--[x] Help Cure Blossom-desu! (Write-in specific action)
---[x] Tend Flowers More Than Usual
--[x] Ask Lord Coupe About Human Society-desu!
 
Last edited:
Usagi: "The last time I watched the anime, Android 18 was beating up Vegeta pretty bad. I, ah, haven't had time since."

[looks grumpy]
"Shingo loves when I show off my Destructo Disc, though, so it's not all bad."
-[X] Free Actions
--[X] Get Started With Fashion Club (DC 11)
You've pretty much got the plan I was going to make, but this has a severe antisynergy with joining the gardening club, to the point that it's as likely to drop the clubs we successfully join to zero as it is to increase them to two. Picking one club to join for now and doing anything else with the free action would be a better choice.

My personal preferences for that "anything else" are talking to classmates, for improved friendmaking, or tending flowers more than usual, for reducing stress. Not really married to either though.
[X] Plan: Cautious rather than Meek
[x] Plan: Adjusting to a new life, both magical and mundane
Y'all seem to just not be using the free action.
 
Last edited:
Back
Top