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Legend of the Illuminatist Madoka - The Revolutionary Human-Incubator War Quest (PMMM/LoGH)

Discussion in 'Quests' started by John Smith, Sep 8, 2015.

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What exactly will the Ultimate Weapon be?

  1. An unstoppable machine, exterminating all of the Incubators and humanity's enemies.

    9 vote(s)
    15.8%
  2. The soul and the being that will fulfill Junko Kaname's destiny of place of her.

    1 vote(s)
    1.8%
  3. Hope and deliverance in a world that is almost void of it.

    20 vote(s)
    35.1%
  4. The power to save the world and to ensure it never falls again.

    4 vote(s)
    7.0%
  5. The Ultimate Weapon will be what she will be.

    23 vote(s)
    40.4%
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Not open for further replies.
  1. Threadmark: Ch.1 - Junko's Ambition part 1 - also, rules
    John Smith

    John Smith Temp Banned Suspended

    Location:
    Earth
    It all began with Adam and Eve.

    Original sin is the belief that humanity, by virtue of Eve and Adam's consumption of the Forbidden Fruit of the Tree of Knowledge of Good and Evil, bears a hereditary stain that is the cause of all human suffering in the world.

    It must be established that the story of Adam and Eve is only a metaphor for the purposes of our discussion. It is absurd to propose that the consumption of fruit can curse a species. Even assuming curses are material and therefore real, the idea that the offspring bears the defects of the parents that have been obtained during the parents' lifetime is an assertion of Lamarckian evolution. If Lamarckian evolution were true, then I would expect my child to have been more rebellious and stronger. Thus, what I shall tell must be understood as metaphor and metaphor only, for want of prehistoric knowledge.

    Amidst all this beautiful destruction, it would certainly help her if it were the case.

    Let us return to the topic of Adam and Eve. Eve ate the fruit because she was always going to eat the fruit.

    Free will as we wish to know it does not exist. Let us posit that you are given a choice between A and B. Let us say that A is ice-cream and B is a bazooka. You have chosen either ice-cream or bazooka. You have chosen either ice-cream or a bazooka because you are either inclined to choose food or weapons. If that is not your inclination, then you have chosen either ice-cream or bazooka because you were inclined to pick the class of item ice-cream or bazooka belonged to. You could not have chosen otherwise.

    Let us relate to this mathematics. The sum of 1 and 2 will always be 3. 2 plus 3 is always 5. 3 plus 5 is always 8. Given precisely one input and one method, there will always be the one, same output. Then, let us move to chemistry. The mixture of A and B with a certain method produces C. Given the same temperature, volume and movement of the mixture etc. the result of the mixture of A and B will always be C. Let us be bolder and relate to physics! A die of six faces is thrown in a certain way 'x' with a physical environment and the position of its elementary particles 'y' and returns a result 'z'. Let us throw it again!
    The result must be 'z', for we have accounted for all randomness. Throw it again, it is 'z'. Throw it again, it is 'z'. The only randomness from dice comes from human ignorance of how the dice is thrown and where and when the dice is thrown.

    Human cognition is similarly, input and method. From current neuroscience (which may be falsified or improved), it is known that human emotions and cognition are the result of hormones and electrical impulses. If it were possible to copy a human being, place them in the same way in two rooms which are exactly the same in physical composition and offend them both in the same way, the reaction will be same. If 'informed choice' is the result of information, then given the same information one will always have the same choice. Humans therefore possess no 'free will'. 'Choice' is but a decision loop.

    If it seems so counter-intuitive, then consider: how did the first thought in your life come about? You did not 'choose' to have it. Positing that you 'chose' not to 'think' is absurd, because for there to be 'choice', 'thought' is necessary, otherwise, it is impulse, which is not a instance of 'free will'.

    There is no free will.

    Having established that Eve was always and only going to listen to the Serpent and eat the Fruit, we may further establish that humanity was always and only going to suffer. Adam was always and only going to follow Eve.

    Cain was always and only going to kill Abel.

    Given the circumstances, it was the only outcome possible.

    And thus, that leads us to the mongrel Gilgamesh. 'Gilgamesh', the creature that was 2/3 deity and 1/3 human was always going to be a mongrel, because a mongrel is a mixed breed. Given the circumstances, Gilgamesh's being a mongrel was the only outcome possible.

    History follows a fixed path without elbow room and thus what happened was the only thing that could have happened and vice versa.

    Gilgamesh was a tyrant with certain proclivities. This caused the people of Uruk to pray to the Gods for relief. Thus came Enkidu.

    But Enkidu betrayed the people of Uruk.

    Uruk existed because of Eve's consumption of the fruit. A cesspit of tyranny, iniquity, agrarian slavery, state murder, social oppression, the trampling of the common people, Uruk is the fruit allowed to unleash its spawn. Enkidu was supposed to be the wish of all humans under Gilgamesh to be freed from this.

    We are thus, embodied, the hatred of God, Messenger of Magic, Uruk, Gilgamesh and especially Enkidu.

    We are here to finish the job Enkidu could not do.

    ---

    History did not end with Enkidu's betrayal.

    History went on. More Gilgameshes and Uruks rose and fall as they were destined to. Old Egypt and Mycenae to the Sea Peoples, Ionia to the Persians and the Achaemenids to Alexander.

    Then came Cleopatra.

    As if Eve's consumption of the fruit were not enough, Cleopatra VII Philopator ate another. Thus "I am dying, Egypt, dying."

    Contemporarily, the failure of a certain Sicilian grain lord was horrible for us, but as we always and as we must, we recovered.

    Himiko.

    As was with the case with Sicily, we tried to rally ourselves again in Tang Dynasty China, but again we failed. Again, we recovered.

    Jeanne D'arc.

    La Malinche.

    For the third time, we tried to seize history from the Messengers through the Lion of the North. Alas, he failed.

    History moved yet again not caring for the human desire for stability.

    In the atmosphere of openness brought by the Enlightenment, we tried to unveil ourselves to the rest of humanity in Bavaria. We failed yet again.

    Our determination did not waver. It never does. We are but the gears of history and do our actions in an eternal fog of war, not caring about life or death, for our goal is that important.

    Josephine.

    Every time we tried to steal from Gilgamesh the tools necessary to fight the Messenger, some Enkidu foiled us time and time again.

    But hope came as it must even through thousands of years of pain and death.

    Machines would come to rule the next two centuries. And for the first time in a long while, we seized from the Messenger a prospective eater of the fruit, turning her away from it, to build for us an engine to fight the battles to come. The turning point of our eternal war seemed near!

    Victoria. However, our defeat here was minor. A minor wish, leading to relatively minor magic and a peaceful life. A sign of the Incubator's decline, or rather our relative strengthening.

    In the trenches of Verdun and the bog of Tannenberg, we began our work of undoing Victoria. A slight failure with the Russian withdrawal, but we had a contingency.

    Thus a revolutionary of Chuvash descent did his work, setting up our temporary base of operations. To allow our next work of creative destruction, his successor's brutality was necessary.

    And so came the Austrian, burning Europe to the ground to allow us to start anew, even if we did not ask for it.

    Anne Frank. Kyubey's power is becoming less significant overall.

    Sharbat Gula. The USSR was not burned down to the ground. Our failure here is not too severe. For every victory, we had to retreat a thousand times. But such is the frustration of those who seek to bend history.

    An American nerd would add to our strength, following the work of one of our older English colleagues.

    9/11 brought me into the financial world as replacement workers were made necessary.

    Thus I met Tomohisa.

    The loud sound of cracking glass announces itself near me.

    My daughter. She will be the downfall of Kyubey, not only in this world, but in all set of circumstances.

    Long live Madoka Kaname.

    All Hail Kriemhild Gretchen!

    [] die
    [] die
    [] die
    [] (write-ins must result in death.)

    Premise
    Set in a very early timeline, this Quest is a tale of hard determinism, materialism and enlightenment. What if in abandoning this anomalous timeline, Homura Akemi abandoned a world, where, for thousands of years, an ancient secret organisation has dedicated itself to the improvement and protection of humanity, this goal inevitably causing them to come into conflict with the Incubators?
    Timeline
    This timeline could be said to be the worst timeline possible for the Mitakihara Puella Magi.

    Some events in this timeline include:
    • Mami being beheaded, but her Soul Gem not being crushed, causing her to suspect something about the Soul Gems.
    • Mami, Kyouko and Sayaka all witching out together at the awful truth.
    However, we also get to see the morbid question of "What happens after Homura escapes the timeline?"
    Voting rules

    • After voting has commenced, I will wait for a majority to form.
    • For extremely important votes, after that majority forms, I will tally the votes the first time. Within 24 hours of this tally, the vote remains open. The vote closes after 24 hours of this tally.
    • In the meantime, I will write side stories to expand on the world and history of the Illuminati.
    • The player character automatically passes DC checks of (((their lowest attribute-10)/2)+10) or lower and thus DC (((their lowest attribute-10)/2)+10) or below options are not indicated as such. The player character is strong enough for certain actions. Currently, the auto-pass threshold is 13.
    My availability
    I am generally available on AEDT and AEST Fridays and Saturdays. My other days are preoccupied with study.
    RPG systems explained
    This quest uses an ad hoc hybrid of D&D 3.5 and a 4chan implementation of Princess Maker.
    Leveling-up the player
    To level up as the player, meet experience point requirements. 1 experience point is gained by rolling 10s or over on a skill check. We may increase one attribute every level divisible by 4. Starting at 1 and after every 2 levels, we may get a feat. Roll 20 on a skill check to get a special trait and one experience.

    LEVEL----- CUMULATIVE EXPERIENCE (i.e, 10s or above) REQUIRED
    01 ----- n/a
    02 ----- 1
    03 ----- 3
    04 ----- 6
    05 ----- 10
    06 ----- 15
    07 ----- 21
    08 ----- 28
    09 ----- 36
    10 ----- 45
    11 ----- 55
    12 ----- 66
    13 ----- 78
    14 ----- 91
    15 ----- 105
    16 ----- 120
    17 ----- 136
    18 ----- 153
    19 ----- 171
    20 ----- 190

    Note that this dice experience count only applies to the player.

    Certain feats and special traits are tied to the attributes to which they are relevant, for example, Affability to Charisma and Divine Logic to Enlightenment. You can only level up a feat or special trait as high a level as the number of the relevant attribute. For example, with a Charisma of 10, you may level Affability to Level 10 only.
    Raising simulator system
    Princess Maker RPG Rough Draft (July 4, 2015)


    Character Sheet

    Child’s Name:

    Age:

    Parent’s Name:

    Parental Background:

    Patron Deity:

    Attributes: FIT (1) INT (1) FTH (1) CHA (1) AFF (1) COR (1) STR (1)

    Skills:

    Traits:

    Age

    The child starts the game at age 10. After four major yearly Events, the child will advance one year in age. Each age is placed into an Age Category. These categories are: Child (10 to 11), Juvenile (12 to 13), Young Adult (14 to 15), and Adult (16+). Barring catastrophic failure, the game will end when the child reaches 18 years of age.

    Reaching a new Age Category is an important part of a child’s life and affects their personality and demeanor. Younger children will be more obedient and seek your direct intervention and assistance in their day to day lives. At the same time, overprotectiveness could lead to the child becoming overly dependent on you as they grow older.

    However, as a child enters adolescence they will wish for more independence and may see direct interference in their daily affairs as an affront to their freedom regardless of how good your intentions are as a parent. Although every child is different in their own way, by the time they become teenagers it is generally best to give advice and act as a guiding figure rather than a direct protector or nurturer. However, use your own parental discretion as always allowing an adolescent complete freedom could lead to disastrous results.

    For example: Intervening in a fight between your child and bullies at the age of 10 may be advisable to keep them from getting injured. But a similar situation at the age of 14 might require a more hands off approach depending on your child’s personality. Even the short term negative consequences of a child’s actions (such as losing a fist fight to a bully) may have long term positive effects (learning how to fight better).

    Parental Background

    The parent's background and personal history will have an overall effect on the child's starting skills and attributes. For example, a wizard parent may cause their child to value intelligence and academics while a barbarian parent may cause their child to value strength and toughness. The parent's background is ultimately up to the player and will grant the child attribute bonuses and skills based on the parent's abilities, adventures, and exploits. A parent with a more epic and storied background will not necessarily increase their child’s stats more than a parent from a more humble background. The background of the parent should be no longer than a couple of paragraphs but should provide the GM with enough information to determine what sort of starting Attribute bonuses and Skill bonuses the child might start with. Note that for options A and C the +1 bonuses must be applied to different attributes or skills and cannot be applied twice to one attribute or skill.

    The three options that the GM has for allocating Attributes and Skills for Parental Background is as follows:

    A - +1 to two attributes

    B - +1 to one attribute and +1 to one skill

    C – +1 to two skills

    Example: The player presents the GM with a short background about a childless veteran knight that adopts an orphaned infant that he finds abandoned near a war torn battlefield. The knight soon retires to a small country estate and begins to raise child to be his successor as lord of the land. Based on this background, the GM might grant the child +1 Charm and the Etiquette skill to represent being groomed as the heir to a fiefdom.

    Another GM might instead grant the child the Swordsmanship and Horseback Riding skills to represent martial and equestrian training that the child of a knight might receive. The GM should be the final arbiter on the child’s starting attributes and skills but the player should be allowed input into the final decision.

    Patron Deity

    The child's patron deity has a similar effect on the child's starting attributes and skills as the Parental Background does. Deity’s can be created via collaboration between the player and the GM, or pulled from a list of preexisting deities depending on whatever setting the RPG is taking place in.

    Like the Parental Background, Patron Deities will grant a small starting bonus to the child. The GM has two options for this:

    A - +1 to one attribute

    B – +1 to one skill

    Example: The player and GM determine that the child’s patron deity is Athena, the Greek goddess of wisdom, courage, and strength. Based on this short description of Athena, the GM chooses to give the child +1 Faith to represent the courage aspect of Athena’s portfolio. However, another GM might choose to give the child +1 Fitness or the Wrestling skill to represent the strength portion of Athena’s portfolio.

    Attributes

    The child possesses six attributes: Fitness, Intellect, Faith, Charm, Affection and Corruption. Each of these attributes represent her physical, mental, spiritual, social, and moral well-being. They can be increased (and possibly decreased) during the RPG. Each is measured on a scale of 0 to 10. By default, all attributes start at 1 before being modified during character creation.

    The numerical number of these stats will be kept from the player, and instead the use of descriptive words by the GM will be used. The descriptions should be able to help the player gauge their child’s strengths and weakness somewhat accurately.

    Fitness represents their overall physical health which includes strength, agility, toughness, and physique. It is typically gained through physically demanding tasks and exercise. It can be lost either due to grievous injuries or lack of physical activity.

    0 Fitness = Invalid

    5 Fitness = Healthy

    10 Fitness = Herculean

    Intellect represents their mental acuity which includes knowledge, reasoning, and logical thinking. It is gained through traditional academic study or solving complex problems and puzzles. It can be lost through a severe injury (especially one involving the head or brain) or through lack of strenuous mental activity.

    0 Intellect = Imbecile

    5 Intellect = Able-minded

    10 Intellect = Genius



    Faith represents their spirituality, willpower, and conviction which is usually, but not always, represented by a deeply held belief in a religion or ideology. It can be gained through introspection, theological studies, and indoctrination. It can be lost through loss of confidence in a belief, a lack of resolve, or failure to remain committed to a cause.

    0 Faith = Existential Crisis

    5 Faith = Confident

    10 Faith = Zealot

    Charm represents their force of personality, social graces, and to a lesser degree, physical attractiveness. It can be gained through successful leadership, study of social protocol and observing proper etiquette in social situations. It can be lost through uncouthness, failure to conform to societal norms, or failure in leadership positions.

    0 Charm = Troglodyte

    5 Charm = Likeable

    10 Charm = Enchanting

    Affection represents their feelings towards her adoptive parent (you). It is gained through developing a loving and trusting bond between you and the child. It is lost through mistreating, upsetting, or angering the child. A child with high affection may be obedient and dutiful, but may rely more heavily on their parent for approval and lack independence. On the other hand, a child with low affection may be rebellious and willful, but they will more often think for themselves and forge their own path in life.

    0 Affection = Burning Hatred

    5 Affection = Sentimental

    10 Affection = Unconditional Love


    Corruption represents their inclinations towards unethical and immoral behavior. It is gained through allowing them to participate immoral and unethical activities. Especially, if said acts are encouraged or go unpunished. It can be lost through acts of discipline, genuine repentance, or altruistic behavior.

    A child with low corruption tends to have a good reputation and behaves ethically, but may be more naïve about the darker realities of the world. On the other hand, a child with high corruption may be disreputable and prone to vice, but less likely to fall for deception.

    0 Corruption = Saintly

    5 Corruption = Dishonest

    10 Corruption = Diabolical

    Stress represents the physical, mental, and emotional fatigue the child accumulates from too much work and too little play. Stress increases by +1 per four Routine Events and may also increase during Random Events at the GM’s discretion. Stress can be decreased by 1 per week of non-work, training, or education related activity. Stress reducing activities should not generate any income. If a child reaches 10 stress, then they will automatically run away from home for one week at the first available opportunity. This will result in -2 Affection and +2 Corruption but will reduce Stress to 0. High and low Stress should be role played by the GM.

    Skills

    Skills represent expertise that has acquired through training or education. There is not preset list of skills, and these skills can be range from anything as mundane as Cooking or Farming to as extraordinary as Magic or Demonology. Skills may be acquired from Parental Backgrounds as well as naturally through the actions of the child and their parent. For example, a parent wishing for the child to learn Archery may spend time with her teaching them that skill, or hire a tutor to do it for them if they are not proficient enough to teach that particular skill themselves. What the parent can and cannot teach her will ultimately be up to the GM.

    Skills can be brought into play to when it needs to be determined if a child can succeed at a certain task. Skills are measured on the same 0-10 scale as Attributes. If trained in a skill, then the child has at least a 1 in it. Skills are normally raised via Routine Events or during Random Events at the GM’s discretion.

    Example skills: Swordsmanship, Horseback Riding, Etiquette, Farming, Blacksmithing, Wizardry, Witchcraft, Demonology, Deception, Cooking, Archery

    Traits

    A single trait is rolled at random by the GM during character creation to add an extra quirk to the child that will further influence their development. Roll 1d6 apply it to the child’s character sheet. Traits have an effect on the child’s starting statistics, and should be brought into role play by the GM whenever possible. For players and GMs seeking a more exotic child, the Special Traits table may be rolled on instead of the Normal Traits table.

    Normal Traits

    1 Strong - +1 Fitness. Your child is naturally stronger and tougher than their peers.

    2 Bright - +1 Intellect. Your child has a sharper and larger mental capacity than most.

    3 Resolute – +1 Faith. Your child has stronger willpower and resolve than others.

    4 Loving – +1 Affection. Your child is particularly attached to you and rarely disobeys you.

    5 Gregarious - +1 Charm. Your child has a knack for social situations and enjoys speaking with others.

    6 Roll on the Special Traits table



    Special Traits

    1 Elf – +1 Intellect, +1 Charm. Your child is a member of the beautiful and magical Elf race. Additionally, they may face minor discrimination in human society but other elves and faeries will start with a more positive attitude towards them.

    2 Dwarf - +1 Fitness, +1 Faith. Your child is a member of the stout and headstrong Dwarf race. Additionally, they may face minor discrimination in human society but other dwarves and earth elementals will start with a more positive attitude towards them.

    3 Orc - +2 Fitness. Your child is a member of the powerful and fierce Orc race. Additionally, they may face moderate discrimination in human society but other orcs and goblins will start with a more positive attitude towards them.

    4 Alien - +2 Intellect. You found your child in a strange metal pod that fell from the sky. The child is not of this world and appears mostly human except for one or two obvious cosmetic traits chosen by the GM. For example, a third eye, blue skin, or antennae. Additionally, they may face moderate discrimination in human society.

    5 Messiah – Special: Gains twice as much Faith from acts or events that increase Faith. Your child is considered to be the chosen one or savior of a religion. Whether they choose to embrace their destiny or not, they will receive constant requests for advice, healing, and quests from religious organizations from near and far. Additionally, the child may gain followers that wish to advise and assist the child on their path to eternal salvation for all of mankind.

    6 Hellspawn – Special: Gains twice as much Corruption from acts or events that increase Corruption. Your child is considered to be an unholy abomination sent to Earth to sow the seeds of chaos and destruction. Whether they choose to embrace their destiny or not, they will be under constant scrutiny from religious figures and the local community. Holy warriors may travel from near and far to slay the child in their name of their religion or cause. Additionally, strange and maleficent people may appear, wishing to form a cult and assist the child fulfill their dark destiny.

    Events

    Time passes in the RPG on a monthly basis via two types of events: Routine Events and Random Events. There are twelve months a year, four weeks a month, and seven days per week. Routine Events are certain types of training or activities that are scheduled weekly that your daughter largely does apart from you. These include education, training, work, and even adventuring. Random Events present random issues that must be role played out between the GM and the player.

    Routine Events

    Routine Events are typically not role played out, but the GM may want to occasionally do so for plot/character development or even to introduce a Random Event. The player schedules four routine events per month. Routine Events should have a Skill or Attribute attached to them that it increases over time.

    Skills or Attributes should increase by +1 for working or training a number of weeks equal to Current Skill Level + 1 Weeks. For example, a child with 0 in Farming works on as a farmhand for one week and gains +1 to the Farming skill. To increase their Farmer to the next skill level, they will need to work two more weeks.

    At the GM’s discretion, certain levels of skill may be impossible to reach without the proper trainer or work environment. For example, training your Archery with the local hunter might limit you to Archery (5) as that’s as much as your master can teach you. Additionally, parents may personally train their children in certain skills that the GM determines are relevant. The GM is the final arbiter of how skilled the parent is in the skills they choose to teach their children.

    Routine Events should make sense for the locale in which the child and parent live. Examples of locales include rural villages, magical metropolises, and dwarf mining colony. Opportunities to learn certain skills may not be available in some locations and this should be taken into consideration. The GM should generate a list of as many Routine Events as they think is necessary. But generally speaking, the more options you offer the player the better.

    Example Routine Events for a Rural Village

    Farmhand – The child works at a local farm, learning the basics of farming and doing manual labor. Pays (Fitness + Farming) x 1 gold per week. Increases both Fitness and Farming per week worked.

    Hunter's assistant - The child assists a local hunter, learning about the forest and wild animals. Pays (Archery + Hunting) x 1 gold per week. Increases both Archery and Hunting per week worked.

    Innkeeper’s assistant – The child works for the local innkeeper by washing laundry, doing basic housework, and entertaining guests. Pays (Housework + Charm) x 1 gold per week. Increases both Charm and Housework per week worked.

    Apothecary’s assistant – The child works for the local apothecary, learning the basics of medicine, herb identification and assisting the apothecary with creating herbal remedies. Pays (Intellect + Medicine) x 2 gold per week. Increases both Intellect and Medicine per week worked. Child gains additional +1 Stress per week worked due to the rigorous and hazardous nature of this job.

    Lumberjack’s assistant - The child works for the local lumberjack, learning forestry, tree felling techniques and assisting with manual labor. Pays (Fitness + Axe) x 2 gold per week. Increases both Fitness and Axe per week worked. Child gains additional +1 Stress per week worked due to the rigorous and hazardous nature of this job.


    Random Events

    Select an event from the following table or the GM can generate their own once per month.

    1 Illness - Your child falls ill and requires healing before there are permanent consequences to their health.

    2 Rumormongering – Rumors about your child doing something immoral or illegal are beginning to spread and beginning to affect her reputation.

    3 Taxes – The kingdom suddenly levies a new tax that takes half of any income you generate this month.

    4 Epidemic – A mysterious epidemic has started spreading through the countryside, and someone your child is close to has become infected.

    5 Grand Feast – The local lord has invited you and your daughter to a grand feast.

    6 Wandering Swordsman – A wandering swordsman arrives and offers to train your daughter in the basics of the Swordsmanship skill for a fee, or accept a more permanent position as her personal instructor for a monthly salary.

    7 Swamp Witch – A witch living in a nearby swamp approaches you and offers to teach your child the Witchcraft skill in exchange for a favor she will come to collect at an undisclosed date.

    8 Rare Find – Your child stumbles upon a magical artifact hidden somewhere on your property. It may be worth its weight in gold, but if properly researched it could offer you some of its power.

    9 Protection Racket – Some local thugs corner your child in an alleyway and demand half of their income as a “protection fee”. Facing these thugs could be dangerous, but having your child teach them a lesson might be good training.

    10 Shoplifting – Your child has been accused of shoplifting a valuable item! The shopkeeper demands you pay for the item in full or they will get the city guard involved. You must pay up, negotiate with the shopkeeper, or prove your daughter’s innocence.

    11 Runaway – Your child encounters a runaway child on your property that claims they are hiding from abusive parents.

    12 Stray Puppy – Your child finds a stray puppy and asks you if they can keep it.

    13 Windfall – Your child comes home with double the amount of money she normally receives from her work. She claims it’s for a job well done, but you’re not so sure.

    14 Fight – Your child lost a fight to some local kids and comes home crying to you about it.

    15 Bully – Your child has been accused of bullying another kid and the bullied kid’s parent shows up at your doorstep demanding you punish your child.

    16 Wizard’s Apprentice – A local wizard has posted posters requesting a part-time assistant and apprentice. The child must spend one week a month working for the wizard for no pay, but in exchange the wizard promises to teach your child the Wizardry skill.

    17 True Friend – Your child makes a new friend who is a good influence on them and encourages them to be true to themselves.

    18 Bad Influence – Your child starts hanging around someone that’s having a bad influence on their character and is constantly getting them into trouble.

    19 Rivalry - Your child develops an intense rivalry with another kid, and it is starting to show signs of escalation. While it makes them more ambitious, it may cause them to go to any lengths to beat their rival.

    20 Love Interest - Your child has experienced their first crush and has fallen hard for one of the other local kids. Although this puppy love is cute, it may start to have an effect on your child’s training and education.

    On the 7th, the 14th, the 21st and the 28th of a month, children being raised receive a level in a skill which their previous actions pertain to. After every month, they increase in an attribute for which the most skills are tied to. If all skills are equal, then they will receive an increase of two attributes the next month and so forth.

    When calculating rolls from the stats of a child being raised, modifiers are calculated by how many multiples from 1 the stats are from 5. If it is below 5, the modifer is negative and if it above 5, the modifier is positive.
    Player Character Sheet
    Agent "Phoenix" Peacock (aliases: Lord South Pacific, A-008), LV4, Illuminatist Enlightened Lord

    Rank: Lord

    Attributes:
    {Enlightenment - 24, Strength - 24, Dexterity - 15, Constitution - 24, Intelligence - 23, Charisma - 19}

    Feats:

    LV 1 Affability (+1 mod to rolls involving politeness)
    LV 1 Diplomatically Threatening (+ 1 mod to CHA rolls for writing threatening diplomatic correspondence )

    Special Traits:
    LV1: Divine Logic (adds bonus equal to natural Enlightenment modifier when rolling for sanity checks or understanding Eldritch abominations)
    LV1: Extreme Leadership (adds bonus equal to natural charisma modifier when rolling for leadership checks)

    Dice roll exp: 6
    Madoka's education and ideological training

    • AESTHETICS AND FINE ARTS []
      • Ancient Art []
      • Medieval Art []
      • Neo-classicism []
      • Romanticism []
      • Realism []
      • Impressionism []
      • Modernism []
      • Post-Modernism []
    • EPISTEMOLOGY []
      • Empiricism []
      • Rationalism []
      • Idealism []
      • Constructivism []
    • ETHICS []
      • Killing []
      • Non-aggression principle []
      • Genocide []
      • Utilitarianism []
      • Deontological ethics []
    • ILLUMINATISM []
      • Before Bavaria []
      • Age of Enlightenment []
        • Classical economics []
        • Government by consent []
        • Science and philosophy []
        • French Revolution []
        • Social contract []
        • Secular humanism []
        • Enlightened despotism []
      • First Radicalisation of the Illuminati []
        • A certain German philosopher []
          • Materialist conception of history []
        • Russian Revolution []
          • Lord Labour []
      • Second Radicalisation of the Illuminati []
        • The secret Illuminatist state []
        • Lord Steel []
          • The Great Purge []
          • Illuminatist Dialectics []
            • Hard Determinism []
            • Historicism []
            • Dialectical Materialism []
              • Historical Materialism []
        • Lord Teuton []
          • Communities, contracting and unfortunate implications []
        • Steel-Teuton Schism []
        • Dead Sea Scrolls []
      • Late 20th century Illuminatism []
        • Fall of the USSR and setback []
        • Refinancing and consolidation []
        • Mitakihara Scenario []
        • The 16 []
      • Modern Illuminatism []
        • Schools of Illuminatism []
        • Ranks []
        • Equipment and logistics []
          • Satellite phones []
        • Illuminatist Arts []
          • Illuminatist Combat Arts []
            • Rifle and Bayonet []
            • First aid []
            • Manual driving []
          • Illuminatist Leadership Arts [LV 8]
            • Machiavellianism and patronage []
            • Manipulation [LV 1]
            • Financing and logistics []
            • Oratory []
            • Secret-keeping []
          • Illuminatist Stealth Arts []
            • Poisoning []
        • Rituals []
    • POLITICS []
      • Feudalism []
      • Liberalism and libertarianism []
        • Social democracy []
      • Fascism []
        • Power and Rejuvenation
        • The Lord Teuton Issue []
      • Socialism []
        • The Proletariat []
        • The Bourgeoisie []
      • Totalitarianism []
      • Authoritarianism []
    • PUELLA MAGI STUDIES []
      • Contracting and Effects []
      • Puella Magi psychology []
      • Puella Magi history []
        • The Incubators []
        • Himiko []
        • Cleopatra []
        • Joan of Arc []
        • Nearly-contracted women []
        • Socioeconomic contract prevention []
    • SOCIETY []
      • Democracy []
      • Justice []
      • Law []
        • Positivism []
        • Natural law []
      • Peace []
      • Revolution []
      • Rights []
    • WAR []
      • Morality and Ethics []
      • Logistics and Stategy []
        • Total war []
        • Limited war []
        • Guerrilla []
          • Clandestine cells []
          • Popular support []
          • Survivalism []
        • Attrition []
        • Nuclear war []
        • Supply and logistics []
      • Operations and Tactics []
        • Defence and offence []
        • Divide and conquer []
        • Concentration and cconomy of force []
        • Terrain and navigation []
        • Scorched earth []
        • Land warfare []
          • Artillery []
          • Armour []
          • Infantry []
        • Naval warfare []
          • Carriers []
          • Surface ships []
          • Submarines []
      • Military History []
        • Revolutionary Human-Incubator War []
          • Total Mobilization []
          • Propaganda and Agitation []
          • Speculative Interstellar Strategy []
        • Third World War []
          • Neo-Confederate Insurgency []
          • Australian Mutiny []
          • Broken Back Wars []
          • Pacific Skirmishes []
          • Nuclear Exchange []
          • Kriemhild Gretchen and Walpurgisnacht []
        • War on Terrorism []
          • Second IS Insurgency []
          • First ISIS Insurgency []
          • Iraq War []
          • Boko Haram Insurgency []
          • War in Afghanistan []
        • Cold War []
          • Soviet War in Afghanistan []
          • Vietnam War []
          • Korean War []
          • Chinese Civil War []
          • Greek Civil War []
        • World War II []
          • Eastern Front [X]
            • Battle of Stalingrad []
            • Battle of Kursk []
          • Western Front []
            • Battle of the Bulge []
          • Asia-Pacific Front []
            • Battle of Midway []
          • Home fronts []
        • World War I []
          • Western Front []
        • Franco-Prussian War []
        • Austro-Prussian War []
        • American Civil War []
        • Napoleonic Wars []
          • Battle of Austerlitz []
          • Battle of Borodino []
          • Battle of Waterloo []
        • Wars of the 18th Century []
          • American War of Independence []
          • Invasions of Poland []
          • Seven Years War []
          • War of the Austrian Succession []
          • War of the Spanish Succession []
        • Thirty Years War []
        • First Invasion of Korea []
        • Sengoku Jidai []
        • Hundred Years War []
        • Mongol Invasions []
        • Crusades []
        • Three Kingdoms Era []
        • Last War of the Roman Republic []
        • Punic Wars []
          • Battle of Cannae []
        • Wars of Alexander []
        • Greco-Persian Wars []
        • Elven Galactic Wars []
    Madoka's child-raising sheet
    Child’s Name: Madoka "Le Reidoka"

    Personality trend: (Savior) + Critical + Concerned + Perfectionist + Perfectionist + Thinking + Critical + Critical

    Personality summary: INTJ

    Age: 14

    Rank: Noviciate

    Guardian’s Name: Agent Peacock

    Guardian Background: Illuminatist of the School of Steel (+1 INT, +2 Leadership (authoritarian, + 1 COR) skill)

    Patron Deity: Vladimir Lenin, a.k.a Lord Labor (+3 Leadership, +1 Stress)

    Attributes: FIT (100) INT (2) ENG(1) CHA (4) AFF (5) COR (5) STS (2)

    Skills: LV 8 Leadership (authoritarian influence from Peacock + 1 COR), LV 1 Philosophy

    Traits:

    * Messiah (double ENG gains). Attracts Magical Girls and believers.

    * Vessel of Kriemhild Gretchen (double future COR gains). Attracts Gretchen cultists.

    * Amnesiac (-3 INT)

    * "I am getting stronger" (+ 90 FIT, -1 CHA, +3 COR, 2x raising stat gains)

    * Soul of the Ultimate Weapon (???)

    Stat Changes over time:

    9th of May, Year of the Third World War:
    + 1 LV Leadership from watching Peacock being an exceptionally good leader

    22nd of May, Year of the Third World War:
    +1 AFF for Madoka's stats from pitying you
    +2 STS for blaming herself and being worried.

    24th of May, Year of the Third World War:
    + 1 LV Philosophy from being present at Boston's and South Pacific's conversation.

    29th of May, 1 OF:
    +2 LV Leadership
    + "I am getting stronger"
    + 90 FIT, -1 CHA, + 3 COR, 2x raising stat gains
    Current and completed objectives
    URGENT OBJECTIVES
    • Attend the Cabinet Formation Meeting on the 31st []
    • Research the Law of Cycles []
    • Investigate the spooky circles that appeared off Gliese 682 []
    • Prepare to unveil the Illuminati (28th of May) [X]
    • Declare war on the Incubators [X]
    • Learn about Habangr's wish []
    • Investigate Madoka's twintails and read von Langenstein's report [P]

    LESS URGENT OBJECTIVES
    • Persuade Lord Boston to not go gentle into that good night. [X]
    • Create a squad of Puella Magi fighters under your control. [X]
    • Subvert Andrew Jones to promote anti-Incubator hatred. [X, delegated]
    • Co-operate with others to give Madoka a training mission. []
    • Find out more about Madoka's powers as the Ultimate Weapon. []
    • Decrypt Junko's disks by yourself. []
    • Get rid of the Incubator Depositor near Pluto Orbit.[]
    • Fund the ORIKLE project when the Orion Federation government has enough free resources []
    • Form a civilian volunteer force to collect and dispose of Incubator bodies. []
    • Check information from Avalon and Eastasia's Nightmare Vision Paranuclear Space Probe (NCPSP, 27th of May) [X]
    • Do damage control for the botnet. [X]

    OPTIONAL OBJECTIVES
    • Find out what's in Junko's floppy and USB. [1/? X]
    • Reform the School of Steel's ideology to be more friendly for Puella Magi. []
    • Look at the Illumichan post about "competing against Kyubey." []
    • Reflect over your life while looking at your birth certificate. []
    • Determine Madoka Kaname's Wish. [X]
    • Determine why KG failed. []
    • Find the contents of the Mitakihara Scenario as they were given to Junko Kaname. [X]
    Government policy

    FIRST ORDER OF BUSSINESS:
    [X] We must change the name. While the Illuminati will continue to exist, the name itself has many negative connotations, and thus we must not introduce it to the public. While this, specifically, will not change anything in regards to our organization, we are NOT going to announce to the public that "the Illuminati control the world." We shall introduce ourself by a more PR friendly name.
    DELEGATING OPTIONS {E PLURIBUS UNUM: Administrative regions will remain, Illuminati cells will remain but become formalised and all Lords and Ladies will change their names as they get a portfolio in a one world government cabinet.}
    [X] A federal council republic. Federal states and council seats will be delegated to Mage-rank Illuminatists.

    AFTER PICKING ONE CHOICE ABOVE, FILL IN BELOW
    ---

    -CONSTITUTION
    [X] We shall have a weak constituion. The Illuminati will do what it wants, how it wants for the good of humanity, but will enact certain rules and grant certain rights in order to calm the public.

    - DIVISION OF POWERS (PICK THESE AFTER CHOOSING EITHER CENTRALISED OR DELEGATING)
    -[X] Division of powers will remain, but only between the judiciary and the rest. The Illuminati will control the legislative and the executive, as well as the judiciary, but only at the top levels. The lower level judges, who simply judge whether or not someone stole something or preside over a muder case, do not need to be Illuminati.

    - PLURALITY
    [X] Other parties can exist, but they will be subservient to the Illuminati.
    -[X] Opposing parties will likely rise among the people at some point or another, even if they aren't sanctioned. The solution? Subvert them and secretly take over there leadership, just like the Illumanti have been doing for years. Trying to crush them will just breed discontent and rebellion, while driving them deeper underground. Maybe toss them a few hallow victories every now and then. We shall learn from history, and will not repeat the mistakes of the past.

    - LEGISLATURE
    [X] Unicameral, one Legislative Assembly - Consisting of elected at Illuminatists and desirables.

    - INTERNAL SECURITY AND FREEDOMS
    [X] Have the lower rank Illuminatists act as a world pervading secret police and spy network, this will tie in to the subversion of the Illuminati's enemies. Use "legal" measures to censor the press, but only if they are harmful to the Illumanti's goals. Create a special millitary unit within the police to handle crimes to big for the regular police (like contracting), but keep the regular police the same, accept controlled by the Illumanti.

    - DEATH PENALTY
    [X] Attempted contracting carries a mandatory "reeducation" policy regardless of age. Murder and other serious crimes against the person also mean a situational death sentence.


    - PROPERTY LAW
    [X] Private property is allowed.
    -[X] But with some regulation, and the government may take it with compesation.

    - FLAVOUR {ANSWERS MORE GENERAL THINGS}
    [X] Revolutionary and subvertive goverment willing to go to any and all extremes to protect humanity and destroy the Incubators. Always seek to control or gain things (including people) before destroying them, simply because the more assets we have, the better. Logical, and thus benevolent, if only because benevolence gains better results.

    MAGICAL GIRLS
    [X] Attemped capture if possible, kill if not. All are to be fitted with a killswitch/tracker (but will only be told about the tracker part, and not even the people putting it in her will know about the killswitch, knowledge of the killswitch will only be know to the high levels), in case they witch out or betray the Illuminati. They are to be given the choice between serving the Illumanti or death. If they choose to serve the Illumanti, every effort is to be put to making them loyal. They shall all go through psychological conditioning, they shall bond with a squad, and they shall be indoctrinated in the "truths" of the Illumanti and the truths of the Incubators, as well as that of the cycle. Their families will suddenly receive promotions and benifits, in order to further bind them to us. Utilize historical and present, successful examples of insuring loyalty without resentment and disent. If they choose death, then they shall be secretly executed, and as far as anyone knows, they just "disappeared" one day.
    Internal politics of the Illuminati
    [​IMG]
    • Steelists are the dominant majority of the Illuminati. Their school stretches back to the early 1910s when the conspiracy tried to seize Russia to establish a base of power. Steelists are absolutely fanatical, with extreme anti-Incubator views and a lack of self-preservation. They despise anything even remotely relevant to Magical Girls and the worst among them support sending all Magical Girls on a Uriah Gambit to die. They support absolute mobilisation of society towards an eternal way against the Incubators, which to them, must only end in the Incubators' destruction, no matter how long it takes or savage it gets.
    • Weishauptists are a significant minority. They are a big-tent gathering of various schools, but in general, they are much more moderate than the Steelists. They instigated the French Revolution and nominally support values common to Western nations before WWIII. Unfortunately, they've been on the decline ever since the Illuminati started radicalizing in the early 20th Century.
    • There are others that don't fall into ideological divisions.
    Map of Earth
    [​IMG]
    Welcome to the New World Order
    Map of the Universe
    [​IMG]
    Space travel formulas and constants
    in progress
    Side stories

    • I roll d20s to write flavour-only side stories. They will have no effect on the main game, they will not benefit nor will they negatively impact decision-making
    • Currently there is a moratorium on dark side stories. I will ignore all rolls under 10 for side stories and reroll should I roll any d20 of them under 10.
    World roll

    • There is an opportunity at the start of each day to activate the "World Roll", a series of worldbuilding rolls.
    • There is a roll for each Administrative Region and a roll for discovered planets.

    ############################################################################################################################
    If this quest could have an anime opening
    Story-Only Thread for latecomers:
    Legend of the Illuminatist Madoka - Story Only Thread
    ############################################################################################################################
     
    Last edited: Dec 19, 2015
    • Like Like x 6
    • Hugs Hugs x 1
  2. erlking

    erlking "Pose for me Deer."

    [X] Die Dramatically
     
    • Like Like x 1
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  3. Loktarogar

    Loktarogar Yandere Insane Kyubey

    Location:
    Brazil
    vote changed
     
    Last edited: Sep 8, 2015
  4. Actan

    Actan

    Location:
    No
    [X] Die by sacrificing yourself to save Madoka Kaname
     
  5. [X] Die to make her spend her wish on you.
     
  6. Loktarogar

    Loktarogar Yandere Insane Kyubey

    Location:
    Brazil
    [X] Die successfully
     
    Last edited: Sep 8, 2015
  7. Omegahugger

    Omegahugger Inattentive Idiot

    [X] Die successfully

    No way this can go wrong.
     
  8. cthulhu fartagn

    cthulhu fartagn Cthulhu in a suit. Bowties are cool.

    [x] Die with style. specifically, by jumping your car off a bridge, ramming a witch, and then shooting it with a shotgun. fail miserably, and die in one hit.
     
    • Funny Funny x 4
    • Like Like x 1
  9. Loktarogar

    Loktarogar Yandere Insane Kyubey

    Location:
    Brazil
    Pretty awesome death as far i understand our death will mark how our PC, will act or how our powers will work, there is even the possibility of it being the reason of how is going to be our wish
     
  10. cthulhu fartagn

    cthulhu fartagn Cthulhu in a suit. Bowties are cool.

    i was just about to change it to 'have an extreme allergic reaction to nachos', but I guess it's fine the way it is now.
     
    • Funny Funny x 2
  11. FlatlineAskari

    FlatlineAskari Node Compromised

    [∞] Transcendence is departure, and if the change is permanent – and how could it not be? – it can be indistinguishable from death, particularly to those left behind.
    [∴] Die.
     
  12. cthulhu fartagn

    cthulhu fartagn Cthulhu in a suit. Bowties are cool.

    ...what?

    edit: no, i flat out dont understand your post. how is that insightful?
     
    Last edited: Sep 8, 2015
    • Insightful Insightful x 1
  13. John Smith

    John Smith Temp Banned Suspended

    Location:
    Earth
    Clarification to the following:


    Madoka Kaname has already spent her wish. Walpurgisnacht has been killed by her. She is about to turn into Kriemhild Gretchen. Please vote again within 6 hours or your votes will disregarded.

    And yes, Junko's death will influence the PC.
     
  14. John Smith

    John Smith Temp Banned Suspended

    Location:
    Earth
    Impossible. Junko is in the shelter and is watching Gretchen be born.
     
  15. John Smith

    John Smith Temp Banned Suspended

    Location:
    Earth
    Impossible. Your daughter cannot be saved. Her death is part of the plan.
     
  16. John Smith

    John Smith Temp Banned Suspended

    Location:
    Earth
    Then the vote is to "die successfully". Writing will commence.
     
  17. Threadmark: Ch.1 - Junko's Ambition part 2
    John Smith

    John Smith Temp Banned Suspended

    Location:
    Earth
    What is a 'successful death'?

    For an organisation that depends so deeply on its members and their skills, there should be no such thing as a successful death. Death is the loss of a most useful asset can be used later to fight against the enemy again. The reason why soldiers retreat when confronted with too powerful a foe is that they know their death cannot support the cause of the war. Last stands are the provinces of fools and weaklings, trying to absolve themselves of the flaws that make them. Last stands have never won a war.

    Thus the only successful death is the death of the enemy or euthanasia of a friend. Victory is built on countless enemy bodies, all of which have been made to die, by our act of killing them. That is what a 'successful death' is, the successful causing of a death. In my case, it is the vanquishing of the last chain that holds my beloved daughter back. I am an anchor that must be disposed of.

    A person can serve in life and as well in death. I served my daughter by managing her upbringing.

    Just as an apple must one day be free of the tree which bore it, as the tree I must burn myself down for sunlight to reach her.

    Behind me, part of the shelter collapses, rubble falling behind me. As humans must always when they know terrible, large-scale death is imminent, I grieve in advance for Tomohisa and Tatsuya. If I could thank them for one think, it is the semblance of family life they have given me. Accepting my death as a necessarily and logical event in a long chain of causation, I can already feel the self-preservation in my heart unraveling.

    I can already see the JASDF deploying meaninglessly against her.

    My daughter grows, her hands reaching into the sky. Behold, Kriemhild Gretchen!

    Kyubey will be defeated!

    The last thing I see is a large column of steel heading its way to my face.

    End of Prologue

    ---

    Brisbane, Australia

    "Illuminati sleep agent, activate..."

    [] "...Agent ZERO!" (Jack-of-all-trades)
    [] "...Agent Magician!" (Drunk strategist)
    [] "... Agent Survivor!" (Blood-soaked crazy survivalist)
    [] "... Agent Guardian!" (Bodyguard)
    [] "... Agent O.B.E.R.S.T.E.I.N!" (Soulless bastard)
    [] write-in "...Agent ...."
     
    • Like Like x 8
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  18. erlking

    erlking "Pose for me Deer."

    [X] write-in "...Agent Peacock!" (Absolutely Fabulous)
     
    • Funny Funny x 1
  19. Loktarogar

    Loktarogar Yandere Insane Kyubey

    Location:
    Brazil
    [X] "...Agent Magician!" (Drunk strategist)
     
  20. AZATHOTHoth

    AZATHOTHoth ༼つ ◕_◕ ༽つ

    [X] "... Agent O.B.E.R.S.T.E.I.N!" (Soulless bastard)
     
  21. [X] write-in "...Agent Peacock!" (Absolutely Fabulous)
     
    • Like Like x 1
  22. Threadmark: Ch.2 - Agent Peacock part 1
    John Smith

    John Smith Temp Banned Suspended

    Location:
    Earth
    Hello there, Griffith. (jks)

    "Illuminati sleeper agent, activate Agent Peacock! Illuminati sleeper agent, activate Agent Peacock! Illuminati sleeper agent, activate Agent Peacock!"

    You are roused by the chanting of that one phrase, which penetrated through your dreams of a perfect utopian world with pain and suffering. In the end, all dreams end when sleep is finished. Sleep, like any other physiological process, is but a tool to help achieve that utopia dreamed of, or rather, reminisced of since the beginning of humanity. It is akin to looking back at the other side of a burning bridge to remember the purpose with which one marches. In the end, dreams must give way to waking reality. Attempts to force that dream onto the waking world invariably lead to the shedding of tears. The Soviet Union's ambition of classless utopia was in a way, humanity's desperate attempts to bring back the peace and happiness that existed in such abundance before agricultural state coercion. Necessarily, it ended in tragedy.

    Time and time again, you enlightened constantly say "But this time we will prevail...". It has been so oft-repeated, that whenever it is said, you enlightened cannot help but to doubt your own abilities. Time and time again, your attempts to centralise all of the world's governments into one power have failed, due to the set of circumstances both in and out of your control, as if some invisible hand strikes you when wyou e are about to succeed.

    Even with knowledge about the tragedy and renewal that will happen this day, you cannot help but doubt your chances at success in the world that is about to come. Even with a strong understanding of geopolitics and geostrategy, you must continue to doubt as doubt has always allowed you to survive.

    These are our predictions:

    • Kriemhild Gretchen, your prophesied Lady and Saviour, will consume Mitakihara.
    • Since the JASDF cannot take her down, the United States will unilaterally launch their nuclear arsenal at Japan to try and exterminate it.
    • This will trigger the nuclear warning systems of China and Russia, causing them to launch what they think is a second strike at the United States and its allies, including fellow nuclear armed France and the UK.
    • The United States will in turn, retaliate against China and its allies, including Pakistan.
    • Pakistan will launch nuclear weapons at US allies and some terrorists will obtain control of them and attack India.
    • India will retaliate, in the end attacking China and India.
    • The United States will focus its remaining arsenal on Asia as their planners will think that the consumption of people empowers Gretchen.
    • From Brisbane, one of the few surviving cities in the Southern Hemisphere, you will execute your task of controlling the remains of South Easterm Asia while your comrades across the world secure Europe, the Americas, Africa and the rest of Asia to herald in the New World Order.
    This is scheduled to happen within 15 minutes. The mother of all Happenings will occur as you start having breakfast.

    You go to the bathroom and gently start washing your face in somewhat warm water. Warm water will be a luxury in the following months to come. You hope your fellow enlightened economists and central planners have addressed that problem beforehand.

    You look in the mirror and your eyes glance across your long platinum hair. You're looking pretty as an elf, as usual.

    You make your way to your vanity and apply foundation and other make-up to your face. You carefully clean so you don't look like a troll trying to look like a fairy.

    The first task for a 'baby-eating Satanist' is of course, breakfast.

    [] Simple, eggs and coffee.
    [] Go buy McMuffins.
    [] 'Babies'.
    [] Write-in
     
    • Like Like x 4
    • Informative Informative x 1
  23. Loktarogar

    Loktarogar Yandere Insane Kyubey

    Location:
    Brazil
    [X] Salad after all you need to keep your beauty
     
  24. AuraTwilight

    AuraTwilight The Sorcerer of Smiles

    Location:
    The Silver City
    [x] Babies.
     
  25. Dark Lord Bob

    Dark Lord Bob Ambition

    [x] Babies.
     
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