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TenThousandToddlers

Autism Incarnate

May 27th, 2015
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  1. MGQG – Mason's Guild of Questionable Gallantry – The Autism Pastebin
  2.  
  3. >What is MGQG?
  4. We're an off-shoot of the Monster Girl Quest General on 4chan's /vg/ Board. One day someone asked what we would do if we were teleported to the world of Monster Girl Quest, and soon after several members of the community came forward to present ideas. After a day of discussing it, this pastebin was created to document their agreement. Since then it's been updated several times, and is still getting updates in the future.
  5.  
  6. >Why did you guys do this?
  7. Because it's fun to play make-believe. No, seriously, this is essentially a detailed fantasy on what we would do in our game world, but rather than a bunch of kids pretending to play kings and conquerors, we have a detailed and partitioned plan on how to preform a fascist takeover.
  8.  
  9. >That sounds pretty autistic.
  10. It's in the name.
  11.  
  12. >Can I join you guys?
  13. Sure! Anyone can be a part of the magic. Just head to the IRC (#MGQG on rizon) and start asking around about it. We're always happy to have new contributors.
  14.  
  15. >This is a lot of stuff...
  16. You cannot hope for success without preparing for it adequately.
  17.  
  18. >Can you give me TL:DR on this whole plan thing?
  19. We're going to associate ourselves with the existing Human Society through Economics and Noblility, then we're going to mass produce weapons to fight off the Monster Girls, and finally we're going to wage total war on every other government or political entity that won't submit to our dominion.
  20. We also have a Eugenics Program for breeding Monster Girls to fight alongside us.
  21.  
  22. >Why are there named people at the bottom?
  23. Those are some people's self-inserts / characters. A group of people in the original discussion that made it all happen came together to make this, and they've been recognized at the bottom.
  24.  
  25.  
  26. #############################################################################################################
  27. Notes of Brother Synicode
  28. #############################################################################################################
  29.  
  30. Our symbol, the Compass and Crescent is actually more fitting than we first believed.
  31. Our society is based around multi-departmental efforts towards a common goal. Likewise, our symbol is representative of that.
  32. At the top is the crescent – though few can lead, those who do must decide when to sow and when to reap, like the blade of a sickle.
  33. Beneath, the pillars which uphold the leadership – our research and development, ever reaching upward to the answers from our world that we have forgotten, and to the knowledge we have not yet acquired.
  34. In the center the scales – the tireless work of the economics, the cultural leaders, the proud nobility. Constantly embroiled in the ebb and flow of human society, they are the engine that drives us forward.
  35. At the base the Chevron – the foundation set by our agents active in the militia and Special Operations Group. We could not stand without them.
  36.  
  37. #############################################################################################################
  38. First Contact Missions
  39. #############################################################################################################
  40.  
  41. Objective – Reconnaissance, Observation, and potentially Elimination.
  42.  
  43. Personnel – SOG: Two Fireteams (6: 2 Sergeants, 4 Agents)
  44.  
  45. Equipment – If possible: Personal Arms and Armaments from the Previous World. If not, simple tools acquired from local environment.
  46.  
  47. Overview – Monsters are the most unpredictable Actor in the area of operations (AO). The objective of this mission is to ascertain a basic understanding of monster behavior, and if possible a gauge on the approximate strength and skill of the local population. Given that there are vastly different biospheres and environmental conditions, it would not be wise to assume the local population is representative of global monster populations. As such, First Contact Missions will continue to be carried out as we expand our AO into new locales.
  48.  
  49. Basic Operation – Locate Subject. Observe from a safe and secluded distance. Record behavior. If conditions appear favorable, initiate contact. If conditions do not appear favorable, consider elimination. If neither course of action appears favorable, perform recon and disperse.
  50.  
  51. Combat: Agents will be at the mercy of their own judgment and instincts on this one. We don't have the proper intelligence on Monster Behavior yet to make any educated guesses. Still, if combat is unavoidable the priority will not be elimination of the target but primarily reporting of information and secondarily recovery of all personnel.
  52. If pressed, attack in force and with numbers to overwhelm the target quickly. It is believed that most Monsters hunt alone, so it is likely they will have difficulty against a full two fireteams of six men. Recover and escape. Eliminate only if there is no other option and it is impossible to relay acquired information without death of the subject.
  53.  
  54. Potential Outcomes:
  55. (Note: These are impossible to confirm. Anything can happen in the field and it's better to be fluid and reactive than stilted and by-the-book. Consider this a set of guidelines but not a strict plan.)
  56.  
  57. – Consider for a moment the possibility that Subject is observed to be a docile, friendly monster. If an Agent is willing to volunteer (or if one is assigned by his superior), he may approach and initiate contact under the guise of a human from a nearby village who is lost in the wilderness. The monster may: 1. attempt to seduce or coerce the agent OR 2. assist the agent by attempting to locate his village. The remaining personnel will observe and intervene if the agents life appears to be in danger.
  58.  
  59. – It is likely the Subject will be hostile towards humans. If this is observed to be the case, do not reveal your presence. Simply observe and report.
  60.  
  61. – If any agent or the entire operation becomes compromised, you are advised to flee in the opposite direction of our base of operations and regroup at a previously agreed upon location. Under no circumstances are you to lead the Subject back to the Base of Operations. To do so would be a critical mission failure, and potentially compromise the security of the Base of Operations.
  62.  
  63. #############################################################################################################
  64. /mgqg/'s plan to take over the world of MGQ.
  65. #############################################################################################################
  66.  
  67. 1. Expand Operations through the Ilias Continent
  68. - As the lowest level area of MGQland, it would be the best place to train up our Agents, and the lack of any clear royal authority anywhere means we can act with impunity as an authority, provided we either defer to the church or keep the illusion that we are all of the faithful.
  69. -First, we must establish a safehouse. I propose we begin in Iliasberg. There is enough infrastructure there, and a sizable market. A perfect place to begin the non-combat operations.
  70. -Second, we must establish a training ground for our combat agents, as well as a safe place for our researchers to conduct their work. I propose we use the outskirts of Iliasvillage and the forest near Enrika, as lower population of humans and low level monsters would suffice. We must understand MGs behavior, territorial tactics, and the mechanics of Critical Ecstasy.
  71. -As we expand our operations, we need to have people working in the other cities, Ilias Port and Pornofu, the Slum, Midas Village, and all the other towns. We establish the network and we can springboard into later operations.
  72.  
  73. 2a. Build a strong centralized "capital" of our network, forces, and safe-houses in the Ilias Continent, and build our strength there before setting any of our resources to work on other regions.
  74. >2a is the most sensible answer given our numbers and allows us to devote our full resources to each area as we expand into it. It is also much slower.
  75. 2b. As soon as we have a network established, hand pick a few experienced personnel and resources and send them to the San Ilia region to create another cell from scratch. We will be working in collaboration towards a common goal but not through communication.
  76. >2b uses less resources but also maintains a lot less risk of discovery, as individual cells can operate independently even if one is discovered /destroyed. It also begins work on other regions quickly, though it may not be as far-reaching or in depth as the other approach.
  77.  
  78. 3. Once the network has been codified across all of Ilias continent and we reach Type 1 Resources (Of all the resources available in human society on Ilias continent, we have the access to each and every one of them. Type 2 is we have the majority of access and distribution but not a full monopoly. Type 3 is a full monopoly of everything related to resources, from production to refinement to distribution) we can begin to phase operations beyond the continent. First things first, we need to establish a "foot in the door" in port trade between Port Natalia and Iliasport.
  79. -This requires merchants on both sides of the channel.
  80. -Assuming Alma - Elma has already been driven off by Luka (Or that she hasn't started yet) we would be able to work to the point that we can guarantee shipping lanes, working towards Type 3 control over Shipping Cargo. If we are to have a centralized base on Ilias continent, it is vital to our operations in Sentora that we maintain Type 3 control over that.
  81.  
  82. 4. Expand network of Influence into San Ilia region
  83. -This would be a multidepartmental effort for the whole society. We need to ingrain ourselves with the royalty, whether by marriage, vassalization, assassination, or economics. We cannot hope to control the populace without Type 1 or 2 access to San Ilian royalty.
  84. -Ignore Chrome's manor, the forest of Spirits, and most other monster regions for this time period. We need to have our foot in the door before our combat units can begin working on these fronts. (Speaking of which, we would need to test their mettle against these stronger opponents through light hit-and-run skirmishes.
  85.  
  86. GOALS:
  87. 1. Set up Economic branch and begin secretly training Agents (Steel wins battles, Gold wins wars.)
  88. 2. Ingrain ourselves with Nobility and Key Cultural Leaders (muh royalty and propaganda)
  89. 3. R&D, production, Politicking.
  90. 4. Combat personnel ready, begin light excursions against MGs in low level areas. (Gotta grind to get top levels)
  91.  
  92. Economic Branch - Probably Tim.
  93. Goal 1: Obtain a steady source of income. A monopoly over certain goods would be beneficial.
  94. >Aribert Heim [Surgeon / Doctor]. Having exclusive knowledge will help immensely.
  95. >Drawfags. Average as they might be they have a knowledge of such things as perspective and emotion which will surely be welcome over medieval art.
  96. >Cooking Anons. Knowing how to use strange / rare ingredients is a huge plus.
  97. Goal 2 (Following Goal 1): Set up merchant relations. Introducing certain technologies can lead to reliance. Giving them, for example, Bessemer steel will slowly cause them to want nothing but Bessemer steel as opposed to inferior iron and steels, which can be sold for high prices due to a complete monopoly.
  98. Goal 3 (Roughly 1.5 years after Goal 2): Introduce Joint-Stock companies. This boosts the economy and more importantly allows us to make larger moves without spending money ourselves.
  99.  
  100. Extra Notes:
  101. In all seriousness, the bandits would be extremely useful to us. As shown in the game, Luka is able to get them to do pretty much anything by being nice to them, and I'm sure they'd be more than willing to breed with some of our more athletic party members. We could basically breed unlimited vampire and dragon soldiers that we could brainwash Nazi-style into doing our bidding. Basically, if we can capture mg's of races that could be of use to us, we could breed nearly infinite amounts of them. What's more, to prevent any inbreeding (there's only 150 or so of us, many less that are athletic), we could switch of races each generation (You mate with Papi, a new anon mates with her daughter, etc.
  102.  
  103. Eugenics Plan (Deathshead in charge)
  104.  
  105. 1. To ensure protection against critical ecstasy (a very real problem in this world), begin development of the drug
  106. 2. While his drug is being developed, try to collect young monster girls. It is imperative that they are young so that they have not yet developed any real thoughts. This makes them easier to control and influence into staying with us. To ensure their obedience, it would be important that they are kept as happy as possible.
  107. 3. Begin testing agents through physical tests such as obstacle courses to determine potential
  108. gene providers. The genetic cream of the crop would be selected to mate with monster girls.
  109. 4. Once the drug has finished development (as a safety measure), begin mating selected agents with the MG's.
  110. 5. After the first round of impregnated MG's give birth, have them mate with a different agent.
  111. 6. Once the offspring of these MG's have reached a point where they can produce offspring, have an agent that is not already part of their bloodline mate with them.
  112. 7. Repeat the last two steps until we have reached sufficient numbers of offspring. At this point the organization should be a quite sizeable group and we will start mating our less genetically viable members with human girls of the mgq world. Ideally, this will increase the genetic diversity of the group, add more members and give us more future agents to have mate with the MG's.
  113. 8. If we are feeling really daring and/or have the technology, we could begin doing (consensual) genetic experiments on our agents by injecting them with mg blood. Ideally, this research would yield non-sex crazed (or even pleasure resistant) supersoldiers with mg characteristics like fire breath or magic aptitude. At this point, our organization will have agents with strength on-tier with MG's and technology to back them up.
  114.  
  115. Naturally, each successive generation after the original 150 will have to be brainwashed somewhat in order to ensure complete loyalty to the corporation. Any dissenters, should the leading body's ethics views permit, will be used for non-voluntary participation in genetic experimentation. Especially the painful experiments. Knowing that this would be awaiting them I hopefully wouldn't have any takers (threat of reprimand), but if anyone still did decide to mate out of turn, they would become test subjects. As for the offspring (should one result) of agents mating without permission, they would probably be allowed to live and since they would be physically tested to see where they could be most helpful to the organization. What we lack most is manpower, so this would probably be the best answer.
  116.  
  117.  
  118.  
  119. #############################################################################################################
  120. Detailed Plans : First Thirty Days
  121. #############################################################################################################
  122. Detailed Plans : First Thirty Days
  123.  
  124. Summary:
  125.  
  126. >Priority Number One: Establish a functional base of operations.
  127. >Priority Number Two: Initiate communication with Local Population (Human)
  128. >Priority Number Three: Acquire Knowledge, Tactics, and Behavioral Understanding of Local Population (Monsters)
  129. >Other Priorities: Establish Economic Network. Establish Information Network. Acquire key positions in local church, governance, and if necessary military factions. Initiate Positive Relations with Local Populace (Monster) whether through Diplomacy or Military Action.
  130.  
  131. Long List:
  132.  
  133. Priority One: A fully functional base of Operations in contested territory requires serviceable land, personnel, and an established perimeter. The first actions of the society will require clear and distinct departments, separated by roles. Each will aid in the construction of the first Safe-house.
  134.  
  135. 1. 60/150 men, whether voluntary or conscripted, will constitute the Agents. 6 men will be chosen from among them to form the Leadership – the remaining 54 men will be placed into 18 Fireteam Squadrons of 3 each. 6 of the Fireteams will be selected for Special Operations Group (SOG) work, while the remaining 12 Fireteams will form the Militia. Each Fireteam will have a Sergeant – one man who leads, and two Ensigns. At Zero Hour, 25% (3 fireteams) of the Militia will be establishing a perimeter through constant patrols, 50% will be tasked with acquiring lumber from the nearby forests, and the remaining 25% will be in reserve. The SOG squadrons will assist the Militia, with the exception of two fireteams, which will be performing a First Contact Mission with the Local Populace of Monsters.
  136. 2. The remaining 90/150 men will be divided into the Faces, the Scales, and the R&D. These will be selected case by case, and it may take a long time (5-14 days) to adequately address everyone. As such, the other departments will defer to Militia leadership, assist in the construction of a fortified Safe-house, and prepare for their upcoming roles.
  137. -Scales will haul the available lumber and count it, as well as inspect the quality.
  138. -Faces will assist in the construction of the perimeter wall.
  139. -R&D's engineers are the overall supervisors of construction.
  140. 3. As soon as a serviceable amount of lumber has been acquired, 25% of the Lumber taskforce militia men will be reassigned to Meal Acquisition. This may include hunting and gathering. Some Scales will also be tasked with heading into the nearest human settlement and initiating trade with the local humans, if possible, for grain or other foodstuffs. The SOG may be able to assist at this time, depending on the success of their previous tasks.
  141. **(NOTE: The purpose behind a defensible base of operations is part privacy and part security. We have no knowledge of what the local Monster Population might do if we appeared a defenseless buffet of hundreds of males. Secondly, it is of paramount importance that our most private affairs remain private to outside eyes.)
  142.  
  143. Priority Two: An open line of communication to the local human population is fundamental. We must initiate contact as soon as possible. Depending upon their willingness to deal with us, we may begin trade and craftsmanship, or we may have to acquire our materials through less civil means.
  144.  
  145. 1a. A contingent of merchants and craftsmen will be sent to the local village upon its discovery. Their mission is to start up relations with the local farmers, merchants, and any kind of political or religious leader. It is likely this contingent will require an escort – One of the SOG fireteams will be tasked with their protection as well. In the following days, if relations are positive, we can begin trading and crafting for the local populace.
  146. 1b. If conditions are poor with the local populace, we may resort to forced acquisition of goods, whether by militia confiscation or some robbery, to be blunt. This path is not recommended, as it may severely hamper our potential relations with the local populace.
  147. 2. If conditions are well met in phase one me move to phase two: we must make our way into Iliasburg. This may be late in the first Thirty Days, or it may be within the first week. Either way, our Agents in the SOG will infiltrate the city in the interest of acquiring / establishing a safe-house, while our merchants, craftsmen, and Faces find their own place to begin acquiring coin and influence.
  148. (NOTE: We will likely be most influential throughout the early and middle stages through our advanced comprehension of economics. Once in a good position, it will be easy to manipulate the marketplace - however gaining a position of influence will still be difficult, much more so if the Local Populace is uncooperative or hostile with us. With no other alternative, we may turn to Military action.)
  149.  
  150. Priority Three: The most unpredictable faction will be the Monster Population. It is paramount that we observe and come to an empirical understand of Monster behaviors, lest we find ourselves their prey.
  151.  
  152. 1. At Zero Hour. After the formation of their unit two SOG fireteams will be deployed immediately to seek out and observe a specimen. The first team will perform reconnaissance while the second team awaits nearby on standby. If they are discovered, they will flee immediately in the opposite direction of our Base of Operations.
  153. 2. Once we have an adequate understanding of specimen A, we will initiate first contact. Depending on its behaviors this may be in the form of polite conversation or blitzkrieg. The biggest advantage we can muster against Specimen A will be numbers, as our previous data on monsters suggests the overwhelming majority of them hunt alone.
  154. 3. Phases 1 and 2 will continue with new specimen as we discover them. Following our First Contact missions, we will then decide whether to: A. Engage in mutually beneficial partnerships or B: Neutralize Specimen.
  155. (NOTE: There will likely be one or two monsters that come poking around our Base of Operations. Depending on the level of potential danger we may be able allow one of our 'volunteers' to copulate with them, in the presence of R&D for the purpose of understanding Critical Ecstasy, Monster Disposition, and the potential use of Monsters as 'comfort women' for our Agents and other field workers.)
  156.  
  157. #############################################################################################################
  158. Extra Notes
  159. #############################################################################################################
  160.  
  161. Nobility / Culture - the 'Faces'
  162. Goal 1: Ingrain into the society of the nobility. Try to marry a prominent noble, not the Queen or a Princess because that creates too many political rivals.
  163. Optional (ONLY if we can confirm how far before Luka we arrived): Save Sara, thusly becoming a possible spouse thusly becoming a claimant to the throne of Sabasa. Assassinating the Sabasa King is trivial with poisons such as Dimercury monoxide which kills 4 months after ingestion leaving a clean trail that cannot be traced.
  164. Goal 2 (Same time as Goal 1): Suck up to the Church - it gives us moral high ground and lets us get away with certain acts.
  165. Goal 3 (After Goal 2): Propaganda. Make the citizens trust the noble representative, respect him, and agree with his judgement. Some group psychology / political science expertise would be helpful.
  166. Goal 4 (Long-term): As a ruler, cause a succession crisis on purpose. Wait for the church to intervene and dismiss the church. Create an independent church a-la the Anglican Church.
  167.  
  168. Research and Development / Planning
  169.  
  170. Goal 1 (First) : Develop basic production processes such as Bessemer Steel and interchangable parts xbows like those from the Qin Dynasty. These can be sold rapidly and cause a dependence bubble for massive and near-unlimited money.
  171.  
  172. The next three have no particular order.
  173.  
  174. Goal 2: Develop firearms in secret. 'Secret' is critical: We cannot let someone beat us to the punch. Furthermore, it is imperative that any and all weapons can be destroyed / dismantled - anons ['agents'] using them must be taught how to take apart a simple matchlock. Artillery will have a detonation switch made from dynamite / napalm.
  175. Goal 3: Navies are apparently completely unheard of. Frigates aren't that hard to make, and we will be able to dominate sea trade.
  176. Goal 4: Create medicines. These are crucial to creating a sense of stability and comfort with the populace - a foreigner is rarely welcome but a foreigner who cures incurable diseases will always be welcome.
  177. Goal 5 : Reinvent things like the lightbulb.
  178. Goal 6: Magic is hard to use, but it is still bound by rules. In other words, certain magicks are usable as long as all the rules are understood. Understanding how to use magic will prove extremely helpful.
  179.  
  180. Trade and Supply - the Scales
  181.  
  182. Goals are noted above. They will be in charge of supplies.
  183.  
  184. Combat Notes
  185.  
  186. 1. Do not attack directly.
  187. 2. Once armed with firearms, kill one or two wanderers and bring back the corpses for analysis.
  188. 3. Caravan protection etc. This is crucial - why? Because it allows us to kills monsters en-masse without raising undue suspicion.
  189.  
  190.  
  191. Materials needed:
  192. Iron, as fast as possible.
  193. A source of sulphur. Gold region's volcano comes to mind but that's also risky. This is needed for a few poisons and gunpowder, but it can wait.
  194. Coal of some sort, for the Bessemer steel.
  195. Wood. This is easy.
  196. Food source. This is the crux of all engagements. Thusly it would be wise for any anons who are able to to bring large amounts of preserved food. Dried bread and pickled fruit and vegetables are the most crucial.
  197. Tools - I can bring a hatchet, but nothing else. We'll need more.
  198. Money. Bills will not be worth shit - but copper will. Gold and Silver are obviously still retaining their value in this world as well, so start hoarding.
  199. Stone. A shelter is necessary even if we wish to keep ourselves hidden.
  200. Weaponry. Americans are highly helpful. Bring your AK's.
  201. Leather - hunting a few animals will do the trick. A dozen cows can be made into acceptable armour for roughly 40 people.
  202.  
  203. Guidelines:
  204. Please don't dispose of your shit. Literally. Human waste is a fuckton of nitrogen which is extremely useful for making explosives and poisons.
  205. When facing a monster, run away while firing shots to scare them if there is even the slightest chance of losing.
  206. Fortify the outpost. Palisades, towers, ballistae. Harpies can be kept away by a wall-cover. Using terrain will be key - build it preferably into the side of a mountain roughly 70% of the way to the peak such that the way down is covered by either a river or rough terrain.
  207.  
  208.  
  209. R & D Notes:
  210. Estimated times for having a working model (after the materials have been acquired):
  211. Crossbow: Within 8 hours.
  212. Ballista: 2 days.
  213. Tension Catapult: 3 days, maybe more.
  214. Hwacha: 4 hours.
  215. Breech-loading rifle: A week, I don't actually remember the entire blueprint.
  216. Musket: 1 day.
  217. Bombards: Two weeks, casting bombards takes forever.
  218. Production times (assuming optimal quality and speed)
  219. Crossbow: 45 minutes each.
  220. Ballista: 2 days each.
  221. Tension catapult: 2 days each.
  222. Hwacha: 2 hours each.
  223. Breechloaders: A day each.
  224. Musket: A day each.
  225. Bombards: A week and a half each.
  226. Poison notes:
  227. Cyanide is nearly undetectable if you don't know what to look for. It's effective against most animals.
  228. Regal Water is a mix of Fuming Nitric and Hydrochloric acid, and is known for being one of the most corrosive mixtures in the world.
  229. Ozone has a peculiar smell. It is also easy to make from air.
  230. Chloroform, despite being known as a rape-drug, is actually highly toxic. Prolonged exposure will kill or cripple for life.
  231. Dichloroethyl Ether is not only a powerful toxin with a mustard gas-like effect, it is carcinogenic.
  232. Dimercury Monoxide is an assassin's dream - it only has a visible effect 4 months or so later, when it is far too late to save the victim.
  233.  
  234. Devious notes:
  235. There's no reason to believe that Zombie Mold isn't effective against Ant Girls as well as ants. It can exterminate the entire population within one cycle.
  236.  
  237. #############################################################################################################
  238. Members of [Mason's Guild of Questionable Gallantry] or /mgqg/ for short.
  239. #############################################################################################################
  240.  
  241. Roger Bigod - Leader of the Faces. He's of noble descent on the other side of the mirror as well, so he should be able to fit in well. A good writefag like Edgy might be able to craft a false backstory. Even though everyone knows that nobles are supposed to be sparkling shoujo leads with fabulous outfits, tons of money and a tragic tear-jerking backstory, Roger is bulky and built and big enough to blend in as an experienced knight. He somehow resembles Guts, although the uncivilized folk from MGQ could never appreciate an alpha MC like the old days of anime. Instead of fabulous rapiers, he prefers the two-handed crushing blade known as a zweihander. He does know how to ride a horse though, which redeems him as a noble in the eyes of the backwards and boring and uncivilized aristocracy of San Ilia. He might be shunned automatically for looking alpha and not like a little bitch but hey who knows. Besides being one of the political leaders, he's also a different type of leader: leader of the dealing of addictive drugs for infinite shekels.
  242.  
  243. Kushinda Mutenhime 九神田 無天姫 - Leader of Research and Development. She's really short, and for some reason appears in slutwear instead of her normal more conservative clothing. Because she played too much Age of Empires, Total War, and the like when she was little, she developed an interest in history and historical weapons and armor, which lead to her learning to fashion leather armor and know how to make many olden artillery pieces like trebuchet, torsion catapults and ballistae. Because she was good in school and had little to do, she started learning how to make powerful poisons online, although she never got a chance to make a few of the more dangerous or unique ones. Also, because she was autistic and liked Dyansty Warriors she signed herself up for Taijiquan classes and has been practicing for 9 or so years. This of course means you shouldn't pursue her, especially if she gets her hands on her favorite sparring weapon, a houtengeki. Unfortunately Deathshead is pursuing her in a different fashion and she fears for her chastity. Arakon was rebuffed after she ripped his balls off, but to the group's eternal horror they regenerated (although he still keeps distance). That being said, she is STILL a rather weak fighter when surrounded, and has lower growth potential due to being a girl and being naturally weak.
  244.  
  245. Aribert Heim - Leader of the medical team and one of the sub-heads of Research and Development. He's good enough to analyse anatomy, so he definitely isn't mentally impaired like someone else who sounds similar who also unfortunately got dragged along. He has a plague doctor outfit that looks scary, but maybe Shirome or Promestein will like it because it has a mysterious vibe, not to mention it matches Shirome's outfit which she thought was original and one of a kind - it looks cool too so that's all he wears...is what I'd like to say, but although it looks cool, he doesn't actually wear it that much because of how edgy it is. He's moderately tall and moderately built, has average glasses and average hair, wears an average labcoat and an average shirt and average pants with average contents, maybe. That's how I'd guess at least because of how average he is. A-at any rate, he's in charge of dissecting and making medicines.
  246.  
  247. DeathsHead Uchiha 'the Shadowmind' - true to his edgy name, he is the head of the edgy planning for the edgy eugenics plan. Nobody knows much about him, save for the fact that his eyes glow a burning crimson - nah fuck that he's just an edgy goy. Unfortunately he isn't a 0/10 guy, he's somewhere around 7/10 or 8/10. However, the fact that he believes himself to be 25/10 and have dashing good looks is a bit annoying. He might actually look better if he stopped being edgy, but he won't. He's shorter than Aribert but still above the King of Manlets tier, with short brown hair and glasses. To complete his edginess, he's working on a eugenics plan. He seems moderately competent though, which semi-invalidates his edginess because competent people are allowed to be edgy. Maybe he can finally redeem his clan, this time by NOT killing everyone and 'muh loneliness'. We don't know where he comes from though, since Salad isn't related to him and there shouldn't be any Uchiha left. He's probably a fake. He's a filthy lecher too, and he keeps trying to rape Mutenhime. ..・ヾ(。 ̄□ ̄)ツ
  248.  
  249. Brother Synicode - He's considered the shadow leader to a figurehead leader, or so he would like to style himself. Unfortunately the Emperor Tim Timsson is a strong leader in his own right, so he doesn't have complete control over the state of affairs. Nevertheless he IS good at planning so the central planning usually falls to him. Everything about the man is dark, from his voice to his eyes to his hair. For the most part he resembles a out-of-shape Kotomine Kirei considering his usual clothing is a priest's habit, although 'out-of-shape Kirei' is an oxymoron. He has a second persona, the LHD, who tends to be more cheerful and is a semi-talented artist. It's quite strange how a monk could find time to draw, but then again he isn't a REAL monk, he's just a faker.
  250.  
  251. Tim Timsson - Once known as the Edgywritefag. Although he obsesses over Kancolle girls, once we met him we can't figure out why, because he looks 50/10 and could probably ask a random bank teller for sex with a 50% success rate. Of course maybe it's because Hoppou and Reclass are more lovable than random bank tellers. He's good at just about everything, from persuasion to haggling to #sickburns to storytelling. He also sounds like a fedora tipper but we love him so he gets to be a fedora tipper without backlash. At any rate, he's the God-Emperor of Mankind but he doesn't get armor. He likes to bash on European Spain for some reason that I don't understand. Tim also seems to actively work to be forever alone so he rebuffs advances from both party members and other girls in MGQland as well. We hope that one day he will get married because otherwise the literal only person with name Timsson will die and the dynasty will disappear within a single generation and spark a Crusader Cucks II succession war.
  252.  
  253. Morgan Morgenstern - a trap with a unisex name, a girly face and body, and a twelve inch cock. He's not very useful at first glance in the actual management of things but is a fun guy to be around as long as you ignore the whole trap thing. Morgan is the butcher / 'recycler' for MGs who were captured or killed and is in charge of both analysis and extraction of materials from dead MGs.
  254.  
  255. Jon: There is nothing much to say about him, besides he is a big guy.
  256.  
  257. Albert - Somehow he got dragged along and got a buff to be immortal and timeless like another far more lovable reverse Lamia from MGQ. We can't even get rid of him.
  258.  
  259. Arakon - Good at everything and somehow bad at everything at the same time. We don't know what to do with him.
  260.  
  261. #############################################################################################################
  262. #############################################################################################################
  263. #############################################################################################################
  264.  
  265. Some greentext story(ies)
  266. http://pastebin.com/znbEVWxH
  267. Some actual stories (unorganized)
  268. http://pastebin.com/qqdJxjuA
  269. #Deathshead's short stories
  270. http://pastebin.com/y9CswPU5
  271. http://pastebin.com/jczZF1zn
  272. http://pastebin.com/fPm9fESK
  273. http://pastebin.com/TzFdaGNW
  274. http://pastebin.com/xPPnbGG1
  275. http://pastebin.com/pg7Rfnjp
  276. http://pastebin.com/HD6YvK0M
  277. http://pastebin.com/JbgG369P
  278.  
  279. #Kushinda's mirrored perspective of the same
  280. http://pastebin.com/AmQghwJE
  281. http://pastebin.com/C7TBSi7b
  282. http://pastebin.com/vEbdRDVX
  283.  
  284. #Ongoing story, someone made a series but there's no name to tie it to so far. This pastebin is up-to-date for June 24 4:44 Chinatime.
  285. http://pastebin.com/QDBqbWxK
  286. #Another ongoing story detailing from the viewpoint of a group. Roger Bigod wrote this one (I think), but Aribert has a PoV chapter so I'm no longer sure.
  287. #Actually it seems that Aribert and Roger both wrote one, and Aribert wrote his based on Roger's as a different PoV.
  288. Never mind, EDGY wrote the first one.
  289. Edgy: http://pastebin.com/59TDzG3x
  290. Sequel: http://pastebin.com/TRuu2MEV
  291. Aribert: http://pastebin.com/ev43kzFz
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