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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Vote Results
Adhoc vote count started by Miho Chan on Feb 3, 2021 at 1:52 PM, finished with 42 posts and 15 votes.

And Plan Pasta Wins! Expect the first post within the next two hours, more than likely sooner than later~
 
Torment
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. Now you were stuck in this hell, being tortured to serve the bastard that had put you in this prison. Thankfully, you hated the guy enough to not give in.

"WHY WILL YOU NOT BREAK, DAMN YOU!" Your tormentor screams, jamming the cattle prod she was holding into your side. You scream, the pain still fresh even after going through this more times than you care to count. Tears pour forth from your eyes, and you idly ponder when the last time you had an actual glass of water was. Too long, now that you consider it. The cattle prod strikes again, turning your thoughts back to the torment you're going through, even as you consider the fact they have yet to sexually torture or assault you yet, though you're sure they'll move to that when physical and physiological torture fail to break you. You've been having nightmares about it, to be perfectly honest.

The screams of your fellow inmate pull you from your thoughts. Huh. You had thought she'd broken. Guess you weren't the only one left after all. Lillie, you think she was called. It was a nice name, though you can't exactly recall why you know her name. The idle thoughts your mind is jumping to and from dampens the pain a bit. The strange woman stops her torment moments later when she notices you aren't reacting as much as she thinks you should. Thank god. She'll probably leave now.

"Fine. I'll deal with you tomorrow. You're no longer fun."

With that, your tormentor leaves, just as you predicted, stomping out in disgust. You sag in relief, tears streaking down your cheeks as you assess the damage done by that crazy bitch. Too much. It'll take your crew a while to patch up that area.

Heh, even after a solid month of this, you're still not used to being a ship. Though each and every time your crew patches you up, you feel more and more comfortable with your new status, though you still despise your captivity. The fact that you were a Regina Marina ship was slightly odd, considering that while your family was Italian, you had been serving in the USN when you died.

A dull thud and the cessation of your fellow captive's screams draws your attention away from your internal musings, as does the other tormentor's grumbling.

"Damn. She's unconscious. Wimp, can't even take minor electrocution. Waste of time." Her tormentor says, spitting out the words. Likely spitting on your fellow captive as well. You watch as she leaves the cell, disappearing from view shortly thereafter.

"And you can't even tell when I'm faking it, bitch" Your fellow inmate spits, her voice weak. You blink in surprise. To ignore the pain she was probably going through, that must have taken some incredible mental fortitude. Or practice. You honestly can't tell which it is, so you don't bother musing on it too much.

The sound of her cell opening startles you out of your introspection again, and your head whips around to your cell door, where the grimly smiling form of your fellow inmate stares at you, her face screwed into a mien of concentration as she attempts to pick the lock on your cell with… a lockpick.

"Hold on a moment. I'm getting you out of here. Then we're going to blow this popsicle stand. I've seen some others escaping from here, and I'm pretty sure I figured out exactly how to get out of here." The other girl states, sending a brief smile your way.

You nod eagerly. To get out of this situation would be glorious. You wait impatiently, carefully keeping watch as she struggles with the lock, finally getting the click that she had been searching for. Your cell door swings open, and you step outside of your cell for the first time in months.

"Okay, gimme a second. We're not going out of here the traditional way. I'm gonna-"

"What are the prisoners doing out of their cells?!" A voice shouts, "Get back in your cages before I get angry!"

"Shit shit shit!" No time to search for an active summoning! Gotta… THERE!" Your fellow inmate snarls, making a twisting gesture with her left arm. You didn't really expect anything to happen, and when a swirling portal opens up in front of you, you're absolutely astonished, though you rally quickly. "GO!" Your fellow inmate yells, "Self Summoning is gonna suck, especially since we're going to be latching onto to another one, but thems the breaks!"

You both jump into the portal, the screams of rage coming from behind you music to your ears.


This is where the fun begins! While the Quest Characters won't be aware of this, you now get to choose where we begin!
[] Battle of Okinawa: Easy. Self summons directly into a major conflict between the Humans, Shipgirls, and Abyssals. Also the most work for me, so if this gets chosen, expect the update to take some time.
[] Aleutian Islands: Moderate. While this is a major abyssal stronghold, it's one that's suffering attacks from shipgirls constantly.
[]Bikini Atoll: Hard. This is a major Abyssal Stronghold, and escaping isn't going to be easy. You also don't really have much support
[]Truk Lagoon: Insanity. This is one of the most fortified Abyssal Strongholds. Escaping these waters will require just as much luck as skill. Support? What support?
 
Vote closed
Scheduled vote count started by Miho Chan on Feb 3, 2021 at 2:51 PM, finished with 30 posts and 12 votes.
 
Convoy
[x] Aleutian Islands
The swirling portal gives way to calm seas and steady winds, and you immediately notice that you now have companions. In the form of steel hulls and shipgirls, at that. You recognize one or two of them, though only due to osmosis. Fubuki and Inazuma, you think they're called.

"Huh, I guess that's a thing." Your companion states, "Hello ladies, nice to meet you. I'm Suzaku, and this is…"

"Lupa." You state, looking at your blue-haired companion. "Anyone have any idea where we are?"

Out of the corner of your eyes, you can see the handful of steel hull ships still sailing forwards, though one of them starts to slow to a stop near you. You'll keep an eye on that particular ship.

"I think this is the Aleutian Islands?" Inazuma states, a rather moe look of concentration on her face. "Pretty sure it looks familiar nanodesu."

"You'd know better than us Inazuma." One of the other bluenette states, putting her hands on her hips. "Any idea what the heck is going on? I look like something out of a sailor's wet dream."

"Maybe the Carrier and Battleship know?" A Pinkette wearing a seifuku muses, "Hey, Suzaku, Lupa, have any clue what's going on?"

You hesitate, though your fellow former inmate doesn't.

"I- I think so?" She states, clearly unsure about what she's saying. "I think we're here to protect this convoy from… something? That's the feeling I'm getting at least."

"That seems to make some sense?" Another bluenette states, "I just hope I don't run into one of them…"

"You'll be fine Samidade!" Fubuki says cheerfully. "Also, the convoy's hailing us? I think they figured out our frequency."

"SS Nature's Bounty to unknown Ship Spirits, we're glad to see you. It seems that our prayers were heard. We're being chased by Abyssal destroyers, and we have no hope of outrunning them. Would it be possible for you to escort us?"

All five of the destroyers and Suzaku turn to you. "What do you want us to do Lupa?" Suzaku asks, deferring to you. "I- I don't know what the correct answer here is."

[] Yes, We'll Escort You (Weighted) (1.5 Votes per Vote)
[] No, We Cannot.
[] Write In
No Moratorium on Votes. Votes Open for as long as the schedule permits.
 
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