Index: Current Status Year 1 Summary of turns 1-12, Thanks to Alema. Initial Action Turn 1 Turn 2 Turn 3 MoSaT Interrupt 1 Diplomacy Turn 4 Turn 5 Incubator Diplomacy Turn 6 Turn 7 Turn 8 Turn 8, take 2 Turn 9 Turn 10 MoSaT Interrupt 2 Turn 11 Turn 12 Year 2 Turn 13 Turn 14 Turn 15 MoSaT Interrupt 3 Turn 16 Write-In: The Reveal, by Linkhyrule5 On The Justice System, by Alema A little over a hundred thousand years ago the Incubator Empire was destroyed by the Reapers, since then they have been doing their best to hide and survive. That is the true reason why they are farming Magical Girls, they siphon of some of the magic to maintain the small pocket universe they are hiding in, and to keep it hidden. They also have been controlling human tech advancement, trying to time it so that humanity will archive true space-flight after the current cycle, but since this cycle has been delayed they failed in this. To make matters worse humanity had barely begun to establish colonies outside the solar system when first contact with the Krogan came, and after a bloody war, where human tech improved by leaps and bounds thanks to subtle help from the incubators, humanity was reduced to holding just the Sol system, and then the Reapers finally came. As the last surviving Puella Magi Madokami has unlocked your timetravel ability asked you (Homura Akemi), to go back and save humanity. Homura did so and started a coalition of magical girls that covers most of Japan as well as a Megacorp to provide funding for magical girl activities. Magical Girls are still hidden from the world, and you feel you need a lot more political clout before you can risk revealing yourself to the public. You have a decent stockpile of grief cubes and morale is high. Currently the magical girl coalition covers most of Japan, but not everyone in Japan is a member, instead you have roughly 1'000 girls from the estimated 10'000 in Japan in the coalition. The Incubators goal is to survive the reapers and they will do anything to make that happen. They do want humanity to survive though, and they even had some plans to evacuate some humans when the reapers next came back. The tech of the Incubators is downright strange, as it is heavily reliant on magic and over a hundred thousand years ahead of humanity, but still well behind the tech of the Reapers. Still the incubators have normally impossible technologies like stealth in space, and their sensors, ECM and defences are top notch. Their combined power could take on a few Reapers, but no-where near the number that appear in a cycle due to their low numbers. Puella Magi: Magical Girls are not just superhuman, they are supermachine, their reflexes are aided by precognition and for experienced Magical Girls the measurements are actually negative, they react before the event even occurs. Their physics defying strength comes with an innate mass-effect field, allowing them to do stuff like lift tanker trucks one handed without crumpeling it's fragile steel hull. Their innate combat skills put not just grand-masters and trained special forces to shame, but also dedicated combat AI's. Still even though Magical Girls are though enough to survive in space they can't quite take on a warship a thousand times their size one on one, so you will need more than just magical forces to deal with the Reapers. This great strength inherent with humanity also comes with a great drawback it is well known that having an isolated group of humans for a while will drive them insane and cause them to kill each other and themselves. This is especially true space missions, particularly with Apollo 13 and 17, as well as the early colonisation missions. What is not know widely is that this is caused by demons, and Homura certainly suspects that the high incidence of demons on space-flights is the Incubators doing. OOC: So this is a knockoff of the two OCP quest by Mizuki Stone on this very forum, using a different faction, strongly inspired by To The Stars. This will be my first time running a quest thread so I hope it goes well. Mechanics: In this game you will allocate dice to actions, and though god may love you the universe still hates you, and so without constant attention your in progress projects tend to backslide. This is to make you split your dicepools. In general you need a 30 to get marginally ahead, and a 20 to just keep up the status quo, and lower than that bad things happen. This is to ensure you don't split your dicepools too much. In the midgame after you reveal the Puella Magi your dicepools will shrink and alter as you take control of all of humanity, instead of just the magical world, but each point will be worth so much more and rapid growth becomes much easier. Mundane Hero: 1d4 per hero, though some give multiple. Magical Girl Hero: 1d8, some give multiple. Magical Girl Hero Team: The d8's are upgraded to d10's. Magical Girl Government: d12's these represent the fast majority of the magical girls that are not exceptional enough to be heros. Megacorp: d20's the might of humanity is weak and fickle but humans outnumber magical girls by more than ten-thousand to one, and sheer quantity has a quality all of it's own. Each d20 represents billions spent and thousands of people working. Heros tend to have abilities which make them better at some tasks and worse at others. So specify which hero is assigned to which task. Teams get a bonus because the Hero's work together like a well oiled machine, adding additional hero's not part of a team to the team disrupts this harmony and negates the bonus. The a free maintenance action is basic an automatic 20 on the dice roll. It lets you maintain a project without spending dice, without maintenance either from dice or maintenance actions your active projects slowly backslip and decay. Also you have a Hope Pool, Hope can be spent to activate various effects, such as giving a +1 bonus per die per point spent, or to travel through time, and many other abilities. The Hope pool can go negative which is know as Despair. Having despair acts as a modifier on the random event rolls. The most important Hope ability is the following; Wait that's not how it went: by spending one point per turn to travel back you can restore to a previous state. History is slightly altered when you do this so random events might be different and it's harder to generate new Hope until you have passed your previous point. Voting: Voting will be done using the like system to make it easy for me to count. If you wish to unvote for something unlike it. There is one important restriction to this, and that is that once you have posted a suggestion you may not edit it, if you want to change your vote post anew and hope more people vote for that. I hope this vote system will work out. I reserve the right to merge and modify some votes (such as the two top actions vote 4 dice and 6 dice for an action I'll probably split the difference and merge it into 5 dice).