Reborn on the Moonless Seas

Reborn on the Moonless Seas
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You remember dying. You don't particularly remember the details, but you remember. The pain, the sheer despair you felt when your young life was cut short could never be surpassed. Or so you had thought.

A Kantai Collection quest where you the questor play as an SI, using a homebrew system.
Character Creation and Introduction

Miho Chan

One with too many ideas
Location
Hummelstown
Pronouns
She/Her
Hello, and welcome to my second attempt at running a quest, Reborn on the Moonless Seas. Within this quest, you'll be playing as a Kantai Musume, or, as they're commonly known, a Shipgirl. Your starting location and fleet have already been determined, though you'll be able to freely create your character (At least within the constraints of Kantai Collection). This quest will use a system of my own design, created with assistance from @Wobulator @CV12Hornet @Hydrokinesis and @Tale Swapper. Thank you guys for the help, and for keeping my ideas somewhat sane.

Now, this quest is marked by the Mature Tag and header for a reason. It does contain graphic descriptions of nudity, violence, and torture. If this upsets you, leave now. If not? Welcome aboard. Your character starts out in the depths of the Abyss, in the tender care of their wonderful master, being tortured into submission by one of their princesses or demons. Your goal at the start? Find the correct path to escaping the Abyss. Your fellow inmate, Suzaku, a character that will feature in an upcoming story that TaleSwapper and I are working on will know the way out, but she's not going to be able to break out on her own.

Now, without further ado, let's start building your character. Your biological sex is female, and that cannot be changed. Other than that? The sky's the limit! The rules of the System will be posted directly under this post, as will the Character Sheets. I recommend giving the system a good read over before you decide to vote on character creation!

Edit: A Special Thanks to my Patreons:
Omida, J Frost, and Adrian Tucker.


Names
[] Write in a Name
[] Write in a Hull Name that follows the naming conventions of your class
Ship Class
BB Section
[] Alsace
[] Lion Design 1938/39 Final
[] H-39
[] 16" Littorio
[] Sovetsky Soyuz
[] A-140F6
[] Iowa Preliminary (3x3 16" Guns, 28knots, up-armored)
CV Section
[] Graf Zepplin (Sister ship, not actually Graf)
[] G-15/Taiho Kai
[] Malta Class
[] Iowa Conversion
Heavy Cruiser Section
[] B-65 Design
[] Ibuki Class
[] Ansaldo 254mm
[] 12 Gun Baltimore/Buffalo
[] Saint Louis
[] Stalingrad
[] Movska (WoWS Design, not the Helicopter Destroyer)
[] P Class
Light Cruiser Section
[] Neptune
[] Enlarged Cleveland/Seattle
[] 3x3 6" Italian Cruiser (Similar to Amalfi from WoWS)
Destroyer Section
[] Akizuki Kai
[] Shimakaze Kai
[] Kleber (Historical, not WoWS)
[] Type 1945
[] Scheme V-B Destroyer Study USN 1941
Background
[] Civilian
[] Marines
[] Army
[] Airforce
[] Navy
[] Write In
 
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Character Sheets!
Lupa
You're Francesca Pensco, a former Ensign in the United States Navy. You're a trained Engineer, one that would have served with the Seabees if you hadn't passed away in your first combat deployment. You were unlucky, unfortunately. However, due to your engineering experience, you are better at damage control, and happen to (once you figure yourself out) know exactly what's wrong with yourself instinctively.
Core Stats
  • Class: 16" Littorio
  • HP: 4500 HP
  • Armor: Heavy
  • Range: Super Long
  • Speed: Fast (30 Knots)
  • Firepower:
    • Guns: 1236 FP (756 Main Battery, 480 Secondary)
Combat Values
  • Morale: High
  • Evasion:
    • Speed: +1
    • Class: -1
  • Accuracy:
    • Class: +1
  • Damage Control: No Bonus
  • Health Thresholds:
    • Loss of Combat Capability: 450
    • Loss of Half Engine Power: 1125
Equipment and Crew
  • Crew: Rookie
    • 10% Progress to Standard
  • Equipment
    • Air Radar
      • N/A
    • AA Fire Control Radar
      • N/A
    • Surface Search Radar
      • N/A
    • Main Battery Fire Control Radar
      • N/A
    • Sonar
      • N/A
    • *Main Battery
      • 3x3 16" (406cm)/45 Naval Guns +1 to Accuracy
    • *Secondary Battery
      • 10x2 135mm Naval Guns
    • Anti Air
      • 42 37mm Anti Air Guns +3 to Anti Air Evasion
    • Fire Control
      • Fire Control +1 to Accuracy
    • Fire Control Computer
      • N/A
    • Floatplanes
      • Ro.43 Naval Recon Planes +2 to Shelling Accuracy if Artillery Spotting
    • Shells (VT, Super Heavy, Star, Bombardment, ETC)
      • Star Shell (Secondary Battery) +1 to Nighttime Accuracy
    • Searchlights
      • 4 Searchlights (+4 to nighttime shelling accuracy)
    • Misc
      • Fleet Command Facilities (+1 to all fleet rolls if the crew is Standard and this ship is a flagship)
Total Bonuses
  • Accuracy:
    • Shelling: 4(6 if Ro.43 Is Arty Spotting)
  • Evasion:
    • Air: +4
    • Shelling: +1
  • Fleetwide:
    • N/A, Needs Standard Crew

Suzaku
Lillie is many things. She's been in the hell you've called home for a while longer than you have and seems to have picked up a few more tricks than you had as a result. She also seems to recognize the setting she's in, much like you do, though she seems to know a lot more about it than you. She's snarky, tired, and genuinely happy to be out of the Abyss. You might find a stalwart friend in her...
Core Stats
  • Class: Armored Carrier (Taihou Kai/G-15)
  • HP: 2250
  • Armor: Medium
  • Range: Short
  • Speed: Cruiser (33.3 Knots)
  • Firepower:
    • Guns: 160 FP (8 twin 3")
    • Aircraft: 16000 FP (25 800kg/1600lbs Bombs) OR 6000 FP (25 18" Aircraft Torpedoes)
Combat Values
  • Morale: High
  • Evasion:
    • Speed: +2
    • Class: N/A
  • Accuracy:
    • Class: +3 While not under fire to aircraft accuracy
  • Damage Control: No Bonus
  • Health Thresholds:
    • Loss of Combat Capability: 1687 HP
    • Loss of Half Engine Power: 562 HP
Equipment and Crew
  • Crew: Civilian (-3 to all rolls)
    • 0% Progress to Green
  • Equipment
    • Air Radar
      • Type 21 Air Radar (+2 to Evasion against Aircraft)
    • AA Fire Control Radar
      • N/A
    • Surface Search Radar
      • Type 22 Surface Search Radar (+1 to Shelling Accuracy)
    • Main Battery Fire Control Radar
      • N/A
    • Sonar
      • N/A
    • *Main Battery
      • N/A
    • *Secondary Battery
      • 8x Twin 10cm (3.1") DP Guns (+3 to Evasion against Aircraft)
    • Anti Air
      • 22x Triple 25cm Anti Air Gun (+2 to Evasion against Aircraft)
    • Fire Control
      • N/A
    • Fire Control Computer
      • N/A
    • Floatplanes
      • N/A
    • Carrier Aircraft
      • 24 A7M2 Reppu (Sam) Fighter-Bombers (+2 to Accuracy if attacking)
      • 25 B7A2 Ryuusei (Grace) Bombers (+2 to Accuracy if attacking)
      • 4 C6N1 Saiun (Myrt) Scout Aircraft (+2 to allied shelling accuracy if airborne)
    • Shells (VT, Super Heavy, Star, Bombardment, ETC)
      • N/A
    • Searchlights
      • 4 Searchlights (+4 to nighttime shelling accuracy)
    • Misc
      • Fleet Command Facilities (+1 to all fleet rolls if the crew is Standard and this ship is a flagship)
Total Bonuses
  • Accuracy:
    • Air: none if under fire, +3 if not under fire
    • Shelling: -2
  • Evasion:
    • Air: +5
    • Shelling: N/A
  • Fleetwide:
    • +2 to Shelling is at least one Saiun is airborne and artillery spotting.

Fubuki
Fubuki has an earnest and diligent personality. Though she lacks many personality quirks, she makes up for it with her diligence and genuine desire to help others. She's someone who will spend hours upon hours practicing something that won't gain her more than a marginal improvement but does it anyway.
Core Stats
  • Class: Destroyer (Fubuki Class)
  • HP: 250 HP
  • Armor: None
  • Range: Short
  • Speed: Destroyer (38 Knots)
  • Firepower:
    • Guns: 144 FP
    • Torpedoes: 6480 FP
Combat Values
  • Morale: Normal
  • Evasion:
    • Speed: +3
    • Class: + 1
  • Accuracy:
    • No innate bonus
  • Damage Control: No Bonus
  • Health Thresholds:
    • Loss of Combat Capability: 82
    • Loss of Half Engine Power: 62
Equipment and Crew
  • Crew: Standard (+1 to all rolls)
    • 33% Progress to Veteran
  • Equipment
    • Air Radar
      • N/A
    • AA Fire Control Radar
      • N/A
    • Surface Search Radar
      • N/A
    • Main Battery Fire Control Radar
      • N/A
    • Sonar
      • Hydrophones (Passive)
    • *Main Battery
      • 3x twin 12.7cm (5") guns
    • *Secondary Battery
      • 3x triple 610cm Torpedo Tubes
    • Anti Air
      • 22x 25cm Anti Air Gun (+1 to Evasion against Aircraft)
    • Fire Control
      • N/A
    • Fire Control Computer
      • N/A
    • Floatplanes
      • N/A
    • Carrier Aircraft
      • N/A
    • Shells (VT, Super Heavy, Star, Bombardment, ETC)
      • Star Shells (+1 to nighttime shelling accuracy)
    • Searchlights
      • 2 Searchlights (+2 to nighttime shelling accuracy)
    • Misc
      • Oxygen Torpedoes (Type 93) -1 to enemy evasion vs torpedos
Total Bonuses
  • Accuracy:
    • Torpedo: +1 to rolls, -1 to enemy rolls
    • Shelling: +1
  • Evasion:
    • Air: +2
    • Shelling: +5

Murakumo
Murakumo is, to be blunt, a tsundere. But, much like the stereotype, she truly does care about her fleet, even though she presents a tough front. Seems to not act like this around Fubuki, mostly because her older sister refuses to let her hide who she is.
Core Stats
  • Class: Destroyer (Fubuki Class)
  • HP: 250 HP
  • Armor: None
  • Range: Short
  • Speed: Destroyer (38 Knots)
  • Firepower:
    • Guns: 144 FP
    • Torpedoes: 6480 FP
Combat Values
  • Morale: Normal
  • Evasion:
    • Speed: +3
    • Class: + 1
  • Accuracy:
    • No innate bonus
  • Damage Control: No Bonus
  • Health Thresholds:
    • Loss of Combat Capability: 82
    • Loss of Half Engine Power: 62
Equipement and Crew
  • Crew: Standard (+1 to all rolls)
    • 25% Progress to Veteran
  • Equipment
    • Air Radar
      • N/A
    • AA Fire Control Radar
      • N/A
    • Surface Search Radar
      • N/A
    • Main Battery Fire Control Radar
      • N/A
    • Sonar
      • Hydrophones (Passive)
    • *Main Battery
      • 3x twin 12.7cm (5") guns
    • *Secondary Battery
      • 3x triple 610cm Torpedo Tubes
    • Anti Air
      • 22x 25cm Anti Air Gun (+1 to Evasion against Aircraft)
    • Fire Control
      • N/A
    • Fire Control Computer
      • N/A
    • Floatplanes
      • N/A
    • Carrier Aircraft
      • N/A
    • Shells (VT, Super Heavy, Star, Bombardment, ETC)
      • Star Shells (+1 to nighttime shelling accuracy)
    • Searchlights
      • 2 Searchlights (+2 to nighttime shelling accuracy)
    • Misc
      • Oxygen Torpedoes (Type 93) -1 to enemy evasion vs torpedos
Total Bonus
  • Accuracy:
    • Torpedo: +1 to rolls, -1 to enemy rolls
    • Shelling: +1
  • Evasion:
    • Air: +2
    • Shelling: +5

Sazanami
Sazanami is cheerful and energetic, and behaves like a stereotypical household maid, in which she addresses her admiral as "Master (goshujinsama)". Like some other shipgirls, she has a catchphrase, which in her case is "kitakore (ktkr)". Seems to enjoy memeing, and will be a nightmare once she discovers the internet.
Core Stats
  • Class: Destroyer (Fubuki Class)
  • HP: 250 HP
  • Armor: None
  • Range: Short
  • Speed: Destroyer (38 Knots)
  • Firepower:
    • Guns: 144 FP
    • Torpedoes: 6480 FP
Combat Values
  • Morale: Normal
  • Evasion:
    • Speed: +3
    • Class: + 1
  • Accuracy:
    • No innate bonus
  • Damage Control: No Bonus
  • Health Thresholds:
    • Loss of Combat Capability: 82
    • Loss of Half Engine Power: 62
Equipement and Crew
  • Crew: Standard (+1 to all rolls)
    • 33% Progress to Veteran
  • Equipment
    • Air Radar
      • N/A
    • AA Fire Control Radar
      • N/A
    • Surface Search Radar
      • N/A
    • Main Battery Fire Control Radar
      • N/A
    • Sonar
      • Hydrophones (Passive)
    • *Main Battery
      • 3x twin 12.7cm (5") guns
    • *Secondary Battery
      • 3x triple 610cm Torpedo Tubes
    • Anti Air
      • 22x 25cm Anti Air Gun (+1 to Evasion against Aircraft)
    • Fire Control
      • N/A
    • Fire Control Computer
      • N/A
    • Floatplanes
      • N/A
    • Carrier Aircraft
      • N/A
    • Shells (VT, Super Heavy, Star, Bombardment, ETC)
      • Star Shells (+1 to nighttime shelling accuracy)
    • Searchlights
      • 2 Searchlights (+2 to nighttime shelling accuracy)
    • Misc
      • Oxygen Torpedoes (Type 93) -1 to enemy evasion vs torpedos
Total Bonus
  • Accuracy:
    • Torpedo: +1 to rolls, -1 to enemy rolls
    • Shelling: +1
  • Evasion:
    • Air: +2
    • Shelling: +5

Inazuma
A pacifistic, timid girl with a core of steel. Inazuma hates fighting, hates war, but by god will she makes sure those she cares for come home safe, even if it means doing something she despises. Often seen in the company of Fubuki, drawing strength from the presence of her older sister. Ends sentences with Nanodesu at times.
Core Stats
  • Class: Destroyer (Fubuki Class)
  • HP: 250 HP
  • Armor: None
  • Range: Short
  • Speed: Destroyer (38 Knots)
  • Firepower:
    • Guns: 144 FP
    • Torpedoes: 6480 FP
Combat Values
  • Morale: Normal
  • Evasion:
    • Speed: +3
    • Class: + 1
  • Accuracy:
    • No innate bonus
  • Damage Control: No Bonus
  • Health Thresholds:
    • Loss of Combat Capability: 82
    • Loss of Half Engine Power: 62
Equipement and Crew
  • Crew: Veteran (+2 to all rolls)
    • 10% Progress to Skilled Veteran
  • Equipment
    • Air Radar
      • N/A
    • AA Fire Control Radar
      • N/A
    • Surface Search Radar
      • N/A
    • Main Battery Fire Control Radar
      • N/A
    • Sonar
      • Hydrophones (Passive)
    • *Main Battery
      • 3x twin 12.7cm (5") guns
    • *Secondary Battery
      • 3x triple 610cm Torpedo Tubes
    • Anti Air
      • 22x 25cm Anti Air Gun (+1 to Evasion against Aircraft)
    • Fire Control
      • N/A
    • Fire Control Computer
      • N/A
    • Floatplanes
      • N/A
    • Carrier Aircraft
      • N/A
    • Shells (VT, Super Heavy, Star, Bombardment, ETC)
      • Star Shells (+1 to nighttime shelling accuracy)
    • Searchlights
      • 2 Searchlights (+2 to nighttime shelling accuracy)
    • Misc
      • Oxygen Torpedoes (Type 93) -1 to enemy evasion vs torpedos
Total Bonus
  • Accuracy:
    • Torpedo: +2 to rolls, -1 to enemy rolls
    • Shelling: +2
  • Evasion:
    • Air: +3
    • Shelling: +6

Samidare
A kind and earnest girl who just happens to be a klutz at times. As the most modern destroyer in Suzaku's small fleet, she takes it upon herself to act as a radar picket at times. While she's a klutz outside of combat, a switch flips when she's in it, becoming a thing of deadly grace. Seems to enjoy spending time with Sazanami and Suzaku.
Core Stats
  • Class: Destroyer (Shiratsuyu Class)
  • HP: 250 HP
  • Armor: None
  • Range: Short
  • Speed: Cruiser (34 Knots)
  • Firepower:
    • Guns: 120 FP
    • Torpedoes: 5760 FP
Combat Values
  • Morale: Normal
  • Evasion:
    • Speed: +2
    • Class: + 1
  • Accuracy:
    • No innate bonus
  • Damage Control: No Bonus
  • Health Thresholds:
    • Loss of Combat Capability: 82
    • Loss of Half Engine Power: 62
Equipement and Crew
  • Crew: Veteran (+2 to all rolls)
    • 33% Progress to Skilled Veteran
  • Equipment
    • Air Radar
      • Type 13 Air Radar (+1 to AA rolls)
    • AA Fire Control Radar
      • N/A
    • Surface Search Radar
      • Type 22 Surface Search Radar (+1 to shelling rolls)
    • Main Battery Fire Control Radar
      • N/A
    • Sonar
      • Hydrophones (Passive)
    • *Main Battery
      • 2x twin 12.7cm (5") guns
      • 1x single 12.7cm (5") gun
    • *Secondary Battery
      • 2x quadruple 610cm Torpedo Tubes
    • Anti Air
      • 22x 25cm Anti Air Gun (+1 to Evasion against Aircraft)
    • Fire Control
      • N/A
    • Fire Control Computer
      • N/A
    • Floatplanes
      • N/A
    • Carrier Aircraft
      • N/A
    • Shells (VT, Super Heavy, Star, Bombardment, ETC)
      • Star Shells (+1 to nighttime shelling accuracy)
    • Searchlights
      • 2 Searchlights (+2 to nighttime shelling accuracy)
    • Misc
      • Oxygen Torpedoes (Type 93) -1 to enemy evasion vs torpedos
Total Bonus
  • Accuracy:
    • Torpedo: +2 to rolls, -1 to enemy rolls
    • Shelling: +2
  • Evasion:
    • Air: +3
    • Shelling: +6
 
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System!
Reborn on the Moonless Seas: System
This system was created with help from:
CV12Hornet: Number Crunching, Naval Advice, and Sanity
TaleSwapper: Ideas!
Wobulator: Sanity Check and Naval Advice
Hydrokinesis: Sanity Check

Thank you all for your assistance with both this quest and the yet unpublished fic!
Innate Values (These generally do not Change)

Health:
This is the amount of health a shipgirl has. Once it's gone, you sink! Deplete the Abyssal's health to 0 to win in combat.
  • Submarines: No Health, Hit to Kill
  • Destroyers: 200~400 Health
  • Light Cruiser: 500~1000 Health
  • Heavy Cruisers: 1000~1500 Health
  • Battleships: 4000~4500 Health
  • Superheavy Battleships: 5000+ Health
  • Light Carriers: 1000~1500
  • Carrier and Armored Carrier: 2000~2500

Armor:
The armor stat does not contain numerical values! Rather, they have word values. No Armor, Light Armor, Medium Armor, Heavy Armor, and Super Heavy Armor. For example, Suzaku would have Medium Armor, being an armored carrier.
  • Destroyers, Submarines, and Light Carriers have No Armor. No armor has no effect in combat, as you don't really have any.
  • Light Cruisers and Carriers have Light Armor. Light armor reduces damage from light guns (5") by ¼.
  • Heavy Cruisers, Battlecruisers, and Armored Carriers have Medium Armor. Medium armor reduces damage from light guns by ½ and damage from medium guns (6"~8") by ¼.
  • Battleships have Heavy Armor. Heavy armor NEGATES damage from light guns, reduces damage from medium guns by ½, and heavy guns (12"~16") by ¼.
  • Super Heavy Battleships have Super Heavy Armor. Super Heavy armor NEGATES light and medium guns, reduces damage from heavy guns by ⅓ and Super Heavy guns (18+") by ⅛.

Range:
Range dictates how far a shipgirl can engage a target. While ships have an ideal range, this is simply the maximum range they can engage targets at. This stat is ignored by carriers, who use aircraft to reach out and touch other ships. They do still have this stat, but it is short range or medium range, and simply dictates the range an enemy must close to to be hit by their dual-purpose guns.
  • Destroyer have Short Range, or, occasionally, Medium Range
  • Light Cruisers have Medium Range
  • Heavy Cruisers have Long Range
  • Battleships and Battlecruisers have either Long or Super Long Range
  • Carriers have Short or Medium Range while being able to engage an Enemy Fleet without being in Shelling Range.

Speed:
How fast a ship is! Having a fleet composed of ships with similar top speeds will award a +1 to all evasion rolls. Here is a list of speeds (All Values in Knots):
  • 35+ Is Destroyer
  • 31~34 is Cruiser
  • 27~30 is Fast
  • 26~24 is Medium
  • 23~20 is Slow

Firepower:
How much firepower a ship has. This stat is determined based on the items below. Firepower is listed, but you generally cannot bring it all to bear on one target. More often than not, I will say how much FP is available to be used or will be used.
  • 3 Inch: 10 PER GUN
  • 5 Inch: 24 FP PER GUN (Light)
  • 6 Inch: 32 FP PER GUN (Medium)
  • 8 Inch: 30 FP PER GUN (Medium)
  • 12 Inch: 40 FP PER GUN (Medium)
  • 14 Inch: 54 FP PER GUN (Heavy)
  • 15 Inch: 70 FP PER GUN (Heavy)
  • 16 Inch: 84 FP PER GUN (Heavy)
  • 18 Inch: 117 FP PER GUN (Super Heavy)
Torpedos (Unaffected by Armor)
  • 533mm: 480 FP Per Torpedo
  • 610mm: 720 FP Per Torpedo
Aircraft Bombs (UNAFFECTED BY ARMOR):
  • 250lbs: 120 FP Per Bomb
  • 500lbs: 240 FP Per Bomb
  • 1000lbs: 480 FP Per Bomb
  • 1600lbs: 640 FP Per Bomb
Rockets (Affected by Armor)
  • HVAR: 24 FP Per Rocket
  • Tiny Tim: 240 FP Per Rocket
Aircraft Torps
  • 18 Inch: 240 FP
  • 19 Inch: 480 FP
  • 22.4 Inch: 720 FP
Combat Values (These can change)

Morale:
This stat determines how happy a shipgirl is. High Morale at the start of a sortie increases the effectiveness of the girls in question, while Low Morale decreases it, as well as making the girls unhappy in general.
  • High Morale: +1 to all dice rolls
  • Low Morale: -1 to all dice rolls
  • Normal Morale: No Modifiers

Evasion:
Evasion is a dice roll vs the accuracy roll of an enemy ship. Obviously, this depends partially on your size and speed. The values listed below are the general values added when actively evading. There is no passive evasion. If you do not choose to evade, you are inviting the enemy's accuracy bonus to screw you. However, while evading actively, you suffer an accuracy bonus of -4, unless the girl is equipped with a fire control computer, in which case, the penalty is halved. When rolling for evasion, in case of a tie, you win. Carriers do not suffer an evasion demerit while attacking with aircraft. Evasion vs Aircraft ignores speed bonuses, but not class bonuses.
  • Speed Bonus:
    • Destroyer: Flat +4 to all evasion rolls
    • Cruiser: Flat +2 to all evasion rolls
    • Fast: No Bonus or Malus
    • Medium: -2 to all evasion rolls
    • Slow: -4 to all evasion rolls.
  • Class Bonus:
    • SS: (N/A)
    • Destroyer: +1 to all evasion rolls
    • Light Cruiser: +1 to all evasion rolls
    • Heavy Cruiser: No Modifier
    • Light Carrier: +1 to all evasion
    • Fleet Carrier: No modifier
    • Armored Carrier: No modifier
    • Battlecruiser: No modifier
    • Battleship: -1 to all rolls
    • Super Heavy Battleship: -2 to all rolls

Accuracy:
Accuracy is a dice roll vs the evasion roll of an enemy ship. Much like evasion, being of a certain class of vessel will give you bonuses, however, unlike Evasion, most of your accuracy comes from equipment modifiers! In the event of a tie, when rolling for accuracy, the enemy wins.
  • Class Bonuses:
    • BB: +1 to all rolls
    • Super Heavy Battleship: +2 to all rolls
    • Carrier: +3 to all rolls while not under fire. -3 to all rolls while under fire

Damage Control:
Damage Control. How much HP a ship can regenerate in the space of five turns, or, alternatively, a measure for how long it will take a ship outside of combat to recover combat capability or restore health. Determined by rolling a 2d20, with modifiers added by crew skill, equipment, and morale.
  • Roll 2d20 every five turns. Restore health based on that roll, with modifiers added by morale and crew skill, as well as some equipment. Cannot Regenerate once you hit percentage marks. Specifically, once you hit 50%, you cannot regenerate past 75%. Once you hit 25% you cannot regenerate past 50%. Shipgirls with certain equipment can bypass this requirement, or if they are assisted by an AR.

Health Thresholds
  • Carriers (All): Lose the Ability to Launch Planes at 70% HP. Lose Half-Speed at 25% HP
  • Destroyers: Lose Combat Capability at 33% HP. 25% HP halves speed
  • Cruisers: Lose Combat Ability at 25% HP, along with half speed
  • Battleships: Loses half-speed at 25% HP, loses combat capability at 10% HP
Crew and Equipment

Crew:
All shipgirls have a crew. This means that they too, modify how effective the girl is in combat. Crews have Different Levels of Training, each with their own bonuses!
  • Civilian: Never has seen combat or been trained for it. Training will help someone overcome this weakness, increasing them to rookie or green. Unique to Suzaku and civilians. -3 to all rolls
  • Green: Rapid Bootcamp. Marginally better than a Civilian. Extra training can increase this to Rookie. -2 to all rolls
  • Rookie: Bootcamp trained, then specialized training after. Drills can increase this to Standard. No change to rolls
  • Standard: The expectation. Cannot go past this point without being involved in live combat. +1 to all rolls
  • Veteran: Has survived many battles through skill. +2 to all rolls
  • Skilled Veteran: Has survived many battles, and learned greatly from them. +3 to all rolls
  • Ace: Peak of skill. Once in a lifetime crew. +4 to all rolls.

Equipment:
All shipgirls have equipment! Specifically, all shipgirls have "Slots" of equipment that they can modify! Isn't that great? The bad news? You have to have equipment available to change it, and getting equipment won't be easy for a good while.
Slots for Equipment:
  • Air Radar
  • AA Fire Control Radar
  • Surface Search Radar
  • Main Battery Fire Control Radar
  • Sonar
  • *Main Battery
  • *Secondary Battery
  • Anti Air
  • Fire Control
  • Fire Control Computer
  • Floatplanes
  • Carrier Aircraft
  • Shells (VT, Super Heavy, Star, Bombardment, ETC)
  • Searchlights
  • Misc

*Cannot be Replaced unless via a major remodel, AKA Kai and Kai Ni.
 
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Fair warning that any descriptions of graphic descriptions of nudity, violence, and torture may best be cleared with the mods.

also can you explain why there are two names?
 
Fair warning that any descriptions of graphic descriptions of nudity, violence, and torture may best be cleared with the mods.

also can you explain why there are two names?
I know. I intend to keep it light through the quest, and completely within rule 6 and rule 1. I'll pass the parts containing said info by them before actually posting it.

As for the Two Names:
One is your hull name. The name you'll get called by people who are Ships. The name that represents the Ship portion of yourself. The second name can either be your former name or private name.
 
One is your hull name. The name you'll get called by people who are Ships. The name that represents the Ship portion of yourself. The second name can either be your former name or private name.
Fair Enough.
[X] Plan Civilian Badass.
Hans
Gottfried "Götz" von Berlichingen
H-39
Civilian

Ok so we stay honest that since the Character is supposed to be an SI, we choose civilian as the occupation. We could also cheat and say that the SI was a woman before she got SIed but I want to be honest and since I am male, I chose a male mind to SI. Just to be clear, Hans is just a random name I picked from "Hans get the Flammenwerfer" joke.

Speed:30 knots (56 km/h)
Range:19,200 nautical miles (35,600 km) at 19 knots (35 km/h)
Complement:2,600 officers and enlisted men
Armament:
  • 8 × 40.6 cm (16.0 in) guns
  • 12 × 15 cm (5.9 in) guns
  • 16 × 10.5 cm (4.1 in) guns
  • 16 × 3.7 cm (1.5 in) guns
  • 12 × 2 cm (0.8 in) guns
  • 6 × 53.3 cm (21.0 in) torpedo tubes


Choosing H-39 is because it is the closest thing we are going to get to a Super-battleship and it comes with 16" guns and runs at 30 knts and can travel 20k nm at 19 knts. It will need work to upgrade to better guns.

But given the historical H-class goes up to 20" guns, we may get 8x20" guns for our upgrades. So that is a frightening main battery. Though given that there is no specks for it, even 8x18" would make it a monster.

It is also large enough that a ton of armor can be piled on it. Being civilian would also mean that we are going to have to train up the crew anyway so we get new equipment and not really have to worry about training them to use it. It also has 6 53.3 cm torpedo tubes and is built for close range combat.

Finally, since we start out captured, the large HP pool from being a BB will bail us out a lot.

The choice has the right mix speed, fire power, endurance and armor to make it and has good upgrade potential.
 
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[X] Plan In Soviet Russia Ship Become You
[X] Name: Voss
[X] Hull Name: Object 66
[X] Moskva
[X] KGB

Cause we need more Russian KC things. And Vodka. And Other things. I am not really look at min/maxing, but something that seems fun overall since Object ships are basically Soviet paper ships which means potential upgrades are in the dark of how it can go.
 
[X] Plan Pasta
[X] Francesca Penco
[X] Lupa
[X] 16" Littorio
[X] Navy

16" littorio is, honestly, one of the best designs here. Italian guns and armor were fantastic(and no, dispersion was not an issue- that's dramatically overblown), and we get to avoid a lot of the other issues that other ships face.
H-39 is german, with all the issues that come with that(I do enjoy having a sub-50% dud rate, personally), Alsace is stuck with 15" guns when those are kind of becoming obsolete, Lion is just slow and mediocrely armed, Sovetsky Soyuz is a godawful mess of a ship that we should not torture ourselves into playing, A-140F6 suffers from all the Japanese issues(TDS? Reasonable shell delays? Functional AA? Not in the Emperor's japan!), and the Iowa prelim is just slow.

Cruisers and DDs, of course, are for wimps.
 
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Edit:RIP Plan How does one carrier
[X] Plan Pasta




[] Plan How does one carrier
Name: Jessie
Hull Name: USS Illinois
Iowa Conversion
Navy (Submarine nuclear reactor operator)
 
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The reason I picked my vote is because carriers are superior, and American radar master race, and mid to late war the US had the best naval planes.
The reason I chose the background I did is because I wanted navy, but not applicable to carrier, and submarine nuclear reactor tech is as far as I could think of while also being (non-medical) navy.
 
[X] Plan Civilian Badass.

This actually seems to be roughly the most survivable even from the standpoint we have to escape the Abyss. Destroyers are tin cans, and subs are sardines so avoiding them for this point, cruisers are better destroyers with lights being forward scouts and heavies being scout in force. Carriers of any description are easy to injure, hard to sink, and if we lose our runway we become an oversized slow destroyer. Battleships are up front brawlers that are literally built to get the shit kicked out of them then limp home dragging the other guy. Battlecruisers are lightning bruisers who trade armor for speed but keep the staying power as far as guns go. The downside to that is you might wind up imitating poi note only bigger.
 
[X] Plan Civilian Badass.

This actually seems to be roughly the most survivable even from the standpoint we have to escape the Abyss. Destroyers are tin cans, and subs are sardines so avoiding them for this point, cruisers are better destroyers with lights being forward scouts and heavies being scout in force. Carriers of any description are easy to injure, hard to sink, and if we lose our runway we become an oversized slow destroyer. Battleships are up front brawlers that are literally built to get the shit kicked out of them then limp home dragging the other guy. Battlecruisers are lightning bruisers who trade armor for speed but keep the staying power as far as guns go. The downside to that is you might wind up imitating poi note only bigger.
Any reason for going against []Plan Pasta? Wobulator also suggested a Battleship. Discussion is good!
 
Kancolle and by extension this system does not take into account armor scheme and gun variation. The advantages of the H-39 is that it is MUCH faster than the Littorio, had absolutely insane endurance (as in it can run at 19 knts forever) and is a more heavy BB meaning it can swap out those 16" for potentially 20" later and get a better secondary guns.

Even otherwise the 16" German gun had a LONG rande, fired shells had a high velocity for better armor pen and had a rate of 2 rounds per min.

Assuming we can, we may also get the Iowa's 16" guns and can get 12 of them making us a mini montana whereas the Littorio would have only 9.

Just to be clear mechanically the Bismarck was not handicapped in any way in the game nor would it under this system. The only advantage the Littorio has is 1 extra gun but gives up speed and endurance for it. The Littorio also did not historically have/start with radar so there is that whereas the H-class did have the latest ones. The H-class has better upgrade options later on than the Littorio.
 
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Admittedly, most of the ship trivia will be lost on me, because i'd never had the chance to seriously dive into Kancolle back when i had first heard of it, and I lack a passion for real naval history. Still...

Yzarc's argument seems sound, but having a civilian crew in a life-or-death situation, with morale being a concern due to torture... for someone who knows very little about ships, it honestly seems as if the edge the H-39 apparently has would be counteracted by an inexperienced crew under duress?

I also can't say i'm super fond of 'Was formerly a guy before becoming Ship Waifu', either.
 
Kancolle and by extension this system does not take into account armor scheme and gun variation. The advantages of the H-39 is that it is MUCH faster than the Littorio, had absolutely insane endurance (as in it can run at 19 knts forever) and is a more heavy BB meaning it can swap out those 16" for potentially 20" later and get a better secondary guns.

Even otherwise the 16" German gun had a LONG rande, fired shells had a high velocity for better armor pen and had a rate of 2 rounds per min.

Assuming we can, we may also get the Iowa's 16" guns and can get 12 of them making us a mini montana whereas the Littorio would have only 9.

Just to be clear mechanically the Bismarck was not handicapped in any way in the game nor would it under this system. The only advantage the Littorio has is 1 extra gun but gives up speed and endurance for it. The Littorio also did not historically have/start with radar so there is that whereas the H-class did have the latest ones. The H-class has better upgrade options later on than the Littorio.
First off, 16" Littorio and H-39 are the exact same speed- 30kt. H-39 does have the range advantage, I'll give it that, but it suffers a great deal for that.
The potential for upgrades for both ships is nil, at least in terms of gun caliber- H-39's extra mass is more a mark against German shipbuilding than it is potential for future upgrades, especially with its much less efficient armor scheme. Their guns both fire at 2 RPM, but 16" Littorio would fire shells faster, assuming it inherits Littorio's muzzle velocity(by 40m/s). Additionally, high velocity is not the end-all be-all- shell weight matters quite a bit too, and German shells were quite light.

I'm not entirely sure how you're planning on sticking triple 16" guns into a dual 16" barbette, but I really doubt that it's going to happen any time soon.

16" Littorio is much better protected, has more firepower, has better guns, and best of all, was actually designed by a competent shipbuilding nation, unlike H-39. Also, no idiotic triple screw arrangement.
 
SI are supposed to be honest and I am male so I went with that as explained. You can make an alt vote of that ship if you like with a different gender and background.

Further each background has no listed advantage so it is all flavor mechanically. Since all of those ships are never made, I highly doubt it if we would get a better crew from a different background. Crew morale is also separate from ship morale so that will not be affected by our backgound.
I'm not entirely sure how you're planning on sticking triple 16" guns into a dual 16" barbette, but I really doubt that it's going to happen any time soon.

16" Littorio is much better protected, has more firepower, has better guns, and best of all, was actually designed by a competent shipbuilding nation, unlike H-39. Also, no idiotic triple screw arrangement.
Depends actually. In Kancolle you could put the Yamato 18" on Nagato. So I am assuming you can do so here too.

As for the 3 screw arrangement, keep in mind that the game never took all of that into account nor does this system. So mechanically those do not matter. Heck even the guns, other than being 16" do not matter, unless stated otherwise.

Though I will admit that this is all assumptions on my part, because otherwise the Lion is realistically the best of the lot. I picked H-class so we could go 8x12 guns either the Iowa or the Yamato (If allowed) or get 8x20" that Musashi got in the game.

So I will freely admit that if @Miho Chan can clarify if things like Armor and starting gun performance matter beyond firerate (Kancolle), I will change.
 
SI are supposed to be honest and I am male so I went with that as explained. You can make an alt vote of that ship if you like with a different gender and background.

Further each background has no listed advantage so it is all flavor mechanically. Since all of those ships are never made, I highly doubt it if we would get a better crew from a different background. Crew morale is also separate from ship morale so that will not be affected by our backgound.

Depends actually. In Kancolle you could put the Yamato 18" on Nagato. So I am assuming you can do so here too.

As for the 3 screw arrangement, keep in mind that the game never took all of that into account nor does this system. So mechanically those do not matter. Heck even the guns, other than being 16" do not matter, unless stated otherwise.

Though I will admit that this is all assumptions on my part, because otherwise the Lion is realistically the best of the lot. I picked H-class so we could go 8x12 guns either the Iowa or the Yamato (If allowed) or get 8x20" that Musashi got in the game.

So I will freely admit that if @Miho Chan can clarify if things like Armor and starting gun performance matter beyond firerate (Kancolle), I will change.
I'm not revealing all that much on Remodels, but don't go with assumptions on those.
 


In this case, 'self insert' is that of SV, not one particular person. SV contains both genders, so that's debunked. And while i could add another new plan to the list, what would be the point in spreading votes thinner?

As far as morale... if nothing else, consider. The skill of our crew affects our rolls as much as the shipgirl's morale does. Between an inexperienced crew, and morale penalties... a skilled crew will be more useful for our whole 'escape the abyss' issue while providing bonuses to counteract the morale penalty, including but not limited to the HP Regen rolls, making us even tankier.

As far as both of you, Yzarc, Wobulator, i'm thinking you're both going a bit too hard on opposite ends of the spectrum. Chances are, it's neither purely realistic nor purely Kancolle-like.
 
SI are supposed to be honest and I am male so I went with that as explained. You can make an alt vote of that ship if you like with a different gender and background.

Further each background has no listed advantage so it is all flavor mechanically. Since all of those ships are never made, I highly doubt it if we would get a better crew from a different background. Crew morale is also separate from ship morale so that will not be affected by our backgound.

Depends actually. In Kancolle you could put the Yamato 18" on Nagato. So I am assuming you can do so here too.

As for the 3 screw arrangement, keep in mind that the game never took all of that into account nor does this system. So mechanically those do not matter. Heck even the guns, other than being 16" do not matter, unless stated otherwise.

Though I will admit that this is all assumptions on my part, because otherwise the Lion is realistically the best of the lot. I picked H-class so we could go 8x12 guns either the Iowa or the Yamato (If allowed) or get 8x20" that Musashi got in the game.

So I will freely admit that if @Miho Chan can clarify if things like Armor and starting gun performance matter beyond firerate (Kancolle), I will change.
Alright, so I'm the senior ship consultant for this quest and one of the primary architects of the system, so unless Miho contradicts me you can take my word as gospel. As she's made her stance on discussing upgrades clear, we'll leave that alone. I can say that, mechanically, BB armor is BB armor and 16" guns are 16" guns - the system treats it all as the same value to simplify the mechanics. So quibbling over armor layouts and whose 16" guns are better belongs in the War and Peace forum.
 
In this case, 'self insert' is that of SV, not one particular person. SV contains both genders, so that's debunked. And while i could add another new plan to the list, what would be the point in spreading votes thinner?
Let me quote myself.
e could also cheat and say that the SI was a woman before she got SIed but I want to be honest and since I am male, I chose a male mind to SI.
So just to be clear, since I am male and made the vote, I defaulted to male. No offence to you as I did not mean that in that regard.
Alright, so I'm the senior ship consultant for this quest and one of the primary architects of the system, so unless Miho contradicts me you can take my word as gospel. As she's made her stance on discussing upgrades clear, we'll leave that alone. I can say that, mechanically, BB armor is BB armor and 16" guns are 16" guns - the system treats it all as the same value to simplify the mechanics. So quibbling over armor layouts and whose 16" guns are better belongs in the War and Peace forum.
Thanks for the clarification. It has been helpful.
 
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My point is that it's neither cheating nor dishonest to assume female as an option, because the gender of any specific person on SV, me and you included, has no bearing on what an SI based on SV would be, gender-wise. Basing your gender-vote solely on your own gender is both failing to consider SV as a whole, and to some degree, the medium in question (Kancolle)
 
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My point is that it's neither cheating nor dishonest to assume female as an option, because the gender of any specific person on SV, me and you included, has no bearing on what an SI based on SV would be, gender-wise.
I was referring to my self and poorly worded it. THAT is what I meant to say. Since I was male and since I was making that vote, since it was technically a SI, I defaulted to male. It was poorly worded and I recognize that and apologies as I did not mean it in the way you are taking it. I fully acknowledge that women post here and on SB and they write good SIs too.

Also @Miho Chan can we have some clarifications? Are there any mechanical advantages to pick one starting option over the other? I want some clarity if it is possible.
 
Umm, no, you're still kinda missing my point. I'm not saying you aren't acknowledging female presence on SV, i'm just saying it's awfully self-centered to assume that a plan you made for SV's Self-Insert should default to any specific gender solely because the person who made the plan happened to be that gender. I'd be debunking it even if it was a female who posted a plan that defaulted to female because the poster was female.
 
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