Renascence: A Homura Quest

Honorifics or Western-style Titles? I've used both before, which is bothersomely inconsistent

  • Japanese Honorifics (-san, -sama, -dono, -chan, -kun, -senpai, etcetera)

    Votes: 12 33.3%
  • Western Titles (Mister, Miss, job titles, Lord, Lady, etcetera)

    Votes: 0 0.0%
  • Use whichever works better for a given sentence.

    Votes: 24 66.7%

  • Total voters
    36
  • Poll closed .
Homura has encountered a witch that was the entire interior of it's barrier rather then it's generator
This is inspired by earth bound, and how the final boss behaves.
 
Ahh so much to do, so little time.

And the time dilatation effect too.

So, we finish explaining things to mumi and nanoha and then...was tehre anything else to do? we could take care of the liquor and the army base in the meanwhile.

Maybe with Kyoko...ahh but then blueberry might feel left out...but she`s lawful so she might frown on that....hmmm
 
~Bloody Red lies, Golden glory defies
~The Murderer lives, The Savior dies
~Sea of Kind Darkness, Denying Flame's Light
~Slayer of Serpents, Witch's Delight
~Rising from Tides, Mystery Denied
~Tool of the Traitor, Hope Undefined
~Hate Born of Fear, Bolstered by Courage
~Heroes of Devils, Hope Misaligned
~Name Not the Unknown, For Fear denies Hope

???

Not directly related to the quest...just my untrained attempt at poetry.

Vote Tally : Renascence: A Homura Quest | Page 272 | Sufficient Velocity
### NetTally 1.1.10
[x] Answer Mami's question, providing context for the shift in terminology over time.
-[x] If they want to delve deeply into the history of magical girls in broader human culture (as interesting a topic as it may be), that's really more of a topic for the 'documentary' version of this discussion.
No. of Votes: 9
Kinematics
AnonymousRabbit
Datakim
FelSpite
Hyp3rB14d3
MrLZRS
Skarmory
TheEyes
Vauron


[x]Share Incubator History
-[x]History with Humans
-[x]Long Term Goal (Overcome Entropy)
No. of Votes: 3
krahe
JarringToaster
veekie
[X] Don't share. They don't need to know, for the moment, and you might never even need to tell them this loop.
No. of Votes: 1
Entropy Judge

Total No. of Voters: 13



Votes Locked. Writing.
 
Red Lobster | Incubators, Magi, and Parents, oh my!
You sigh...no need to explain everything, but you might as well explain a little, "There's a good reason for that...more than one, actually. I don't know everything that happened back then...I definitely can't tell how we, Magical Girls, came to be...but I can tell you a little."

Everyone looks at you, slightly wide-eyed. Mami blinks, "...how do you...?"

You grimace, cutting her off, "How do I know? Incubators don't forget...not normally, at least. I was told, a long time ago...well, depending on your perspective. What matters is that we, Humanity, have been living with the Incubators since...well, not quite the beginning, but since we were still cave-dwellers. The Soul...humans have the potential to perform Magic, and the Incubators need that power, so...they gave us what we needed to progress. Knowledge, Wishes...I don't know how they did it, but we would not be where we are today, without them. Magical Girls...they were always there. Not like this, though...maybe they were the female spirits of legend, the Fair Folk, the legendary heroes...certainly, Joan D'Arc was a Magus, to the best of my knowledge. No one remembers that, though...the Incubators don't want the world to know about us...understandable, really, considering how humanity would respond to our lifestyles...and our power. I don't know if we'd become tragic victims to be sheltered, coveted bioweapons to be controlled, or both...but I do know that none of us want that. So people...forget."

You look them in the eye, one by one, to make sure they understand exactly what you mean. Only Nanoha fails to flinch, although Mami nods, "I know that...Incubators don't want anyone remembering the exact identity of a Magical Girl, or knowing about Magic with any certainty, so any mass exposure..."

You shake you head sharply, "Any exposure at all. Magical girls are often forgotten altogether, once they die...maybe recalled as a tragic victim in an accident, or, if they don't have a family, simply erased from the world. Even while we live, no one recalls us for long...perhaps Kyubey might be pressed to make an exception for family, or some such, but certainly no one else remembers us...perhaps, some vague impression remains, leading to myths and stories, but any conscious memory is annihilated. Some, perhaps, are simply edited...Joan D'Arc, for example, is remembered for her human traits, but whatever devastation she wrought on the battlefield is long forgotten."


Mami frowns, "I didn't know he went that far, but still...it makes sense, I mean...I don't think the world would know what to do with us."

You nod at her comment, "Indeed. While I find their methods, and their...thoroughness, let's say...discomfiting, they have probably helped us quite a lot by doing so. Well, they've helped us do our jobs...they've also prevented anyone else interfering with their recruiting. The lesser of two evils, from my own perspective...I'm not sure those who find themselves denied the support of their families would agree."

Kyouko blinks, "Ah shit...wait, why didn't he, you know, erase my fath-"

She blanches, her eyes widening in terrified comprehension, "...no. No. No. He..."

Tears appear in her eyes as she looks from person to person, before running off for the bathroom. You start to follow, but Mami shakes her head at you, eyes soft, "No, I'll go. I've known her longer...and I know what she's talking about. I'll be back in a minute."

She starts to walk off, and panic surges through you, 'If Kyouko says anything about Witches...she's not in any condition to control herself, and Mami...'

You have no clue what to do.



[CENTER OF THE MIND]





--Calendar


      • Durability: 300
      • Maximum Number: 1
      • Attack Types:
        • Slash: Effective Power = Power * 1.2, Standard Damage
        • Stab: Effective Power = Power * 1.5, Moderate decrease in Damage
      • Special Ability:
        • Progressive: If contact is maintained with the target, the attack's effective Power increases by 10 for each second of sustained contact, assuming pressure is maintained, to a maximum of +100 Power

      • Durability: Infinite
      • Maximum Number: 1
      • Special Abilities
        • Focus for Shield of Protection
        • Focus for Time Stop
        • Required for Time Reversal



      • Durability: 50
      • Special Abilties
        • Multiplies Speed and Strength by 10



      • Durability: 15
      • Special Abilities
        • Contains your Soul



      • Cost:
        • 1 EE/Second; Rounded Up
        • 10 Sanity/30 Minutes; Rounded Down; Totaled Daily

      • Negates a single attack entirely.
      • Cost
        • X EE
        • X is equal to the Power of the attack negated.

      • Fire an energy blast from your Shield.
        • Instant Attack
        • 100% Accuracy
        • 100 Power
        • Low Damage
      • Cost
        • 20 EE/Second; Rounded Up
      • Fairly easy to alter, with a little work.

      • Adds to or alters the abilities of an object. Different effect have different costs, and must be discovered and studied in order to determine what works and what doesn't. As always, proximity to your natural magical talents lowers Cost and Difficulty.
      • The costs listed below are the costs to enchant a handheld item. Vehicles cost 5 times this amount to enchant, and larger objects (buildings, warships, etc.) cost 5 times as much as a vehicle (25x the listed cost). All Enchantment Costs are rounded up.
        • Automation: The object or device will act on its own according to your will. (Cost: 5 EE/Hour)
        • Increase Power (1 EE/Power point. Max 20.)
        • Increase Speed (10 EE to double speed. Max 4x Speed.)
        • Increase Durability (1 EE/Durability point. Max 20.)
        • Increase Damage (30 EE to increase Damage scale by 1 step. Max 1.)
        • Enhance Other Ability: Examples include allowing plane to fly freely in hurricane, improving the sight enhancement from glasses, and making medicine more effective. Extremely exotic effects may be achieved through study, experimentation, and practice.(Cost: Varies).
        • Grant Supernatural Ability: Allow an object to do something that it normally can't. The stronger the relationship between the object and the effect, the lower the Cost and Difficulty will be (Homing Bullets and Auto Reload are relatively cheap. A Homing Cello, on the other hand...)
          • Homing Projectiles (1 EE/Projectile)
          • Auto Reload (5 EE)

      • Use Magic to distort the past slightly, averting a single disaster before it occurred. Very powerful, but has limits.
      • Cost
        • 500 Sanity
        • 500 EE


Mobile Version

[CENTER OF THE MIND]​

Time: 6:07:42 PM
Grief: 680/1000
Sanity: 230/1000
Stability Multiplier: 0.83​

Calendar

Active Effects:
[Enchantment: Increase Heart Performance. Cost: 5 Grief/Hour]
[Akemi Madness. Cost: 5 Sanity/Minute]

Time Stop:
  • Cost:
    • 1 EE/Second; Rounded Up
    • 10 Sanity/30 Minutes; Rounded Down; Totaled Daily
Shield of Protection:
  • Negates a single attack entirely.
  • Cost
    • X EE
    • X is equal to the Power of the attack negated.
Magic Blast:
  • Fire an energy blast from your Shield.
    • Instant Attack
    • 100% Accuracy
    • 100 Power
    • Low Damage
  • Cost
    • 20 EE/Second; Rounded Up
  • Fairly easy to alter, with a little work.

Enchant:
  • Adds to or alters the abilities of an object. Different effect have different costs, and must be discovered and studied in order to determine what works and what doesn't. As always, proximity to your natural magical talents lowers Cost and Difficulty.
  • The costs listed below are the costs to enchant a handheld item. Vehicles cost 5 times this amount to enchant, and larger objects (buildings, warships, etc.) cost 5 times as much as a vehicle (25x the listed cost). All Enchantment Costs are rounded up.
    • Automation: The object or device will act on its own according to your will. (Cost: 5 EE/Hour)
    • Increase Power (1 EE/Power point. Max 20.)
    • Increase Speed (10 EE to double speed. Max 4x Speed.)
    • Increase Durability (1 EE/Durability point. Max 20.)
    • Increase Damage (30 EE to increase Damage scale by 1 step. Max 1.)
    • Enhance Other Ability: Examples include allowing plane to fly freely in hurricane, improving the sight enhancement from glasses, and making medicine more effective. Extremely exotic effects may be achieved through study, experimentation, and practice.(Cost: Varies).
    • Grant Supernatural Ability: Allow an object to do something that it normally can't. The stronger the relationship between the object and the effect, the lower the Cost and Difficulty will be (Homing Bullets and Auto Reload are relatively cheap. A Homing Cello, on the other hand...)
      • Homing Projectiles (1 EE/Projectile)
      • Auto Reload (5 EE)
Bargaining:
  • Use Magic to distort the past slightly, averting a single disaster before it occurred. Very powerful, but has limits.
  • Cost
    • 500 Sanity
    • 500 EE

Weapons:
  • Durability: 300
  • Maximum Number: 1
  • Attack Types:
    • Slash: Effective Power = Power * 1.2, Standard Damage
    • Stab: Effective Power = Power * 1.5, Moderate decrease in Damage
  • Special Ability:
    • Progressive: If contact is maintained with the target, the attack's effective Power increases by 10 for each second of sustained contact, assuming pressure is maintained, to a maximum of +100 Power
  • Durability: Infinite
  • Maximum Number: 1
  • Special Abilities
    • Focus for Shield of Protection}
    • Focus for Time Stop
    • Required for Time Reversal

Armor:
  • Durability: 50
  • Special Abilties
    • Multiplies Speed and Strength by 10

Accessories:

  • Durability: 15
  • Special Abilities
    • Contains your Soul

Options:


[]Stop Mami
-[]Say what?
[]Go along
-[]Say what to Mami?
-[]Do what?
[]Stay where you are.
[]Write-In
 
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This has something to do with Dark Souls.
Among other things. Dark Souls has some very interesting things to say, if you contemplate it deeply...that said, it's not the primary source of wisdom for that line.

This has some sort of relation to Jason and the Argonauts.
It could, depending on the reader, but it wasn't a purposeful reference.

Repurposing them huh witch? kek.

They`re good, much better than my attempts at poetry.

Though I have to comment "directly" huh?

Edit: Sent mussings on poetry on PM.
Actually just felt the compulsion to throw something together...posting it with the vote tally seemed like as good a way to share it as any, and it offers some insight into my mentality...which is, indirectly, pertinent to the quest.
 
@Higure - Threadmark reminder.


Hmm. I really don't want to interfere, there. Kyouko was trying to reconcile with Mami, and this is certainly a touchstone for the two of them. At the same time, Mami + Witch = Bad End.

Of course, given what we know about Kyouko's situation, it's very easy to see her being upset on the normal side that Mami would recognize, without even needing to drag in the witch side of things. Heck, it's not impossible that that is what she is upset about.

[x] Stay where you are.
-[x] Telepathy to Kyouko: Your time with Mami is personal; I'll leave you two alone. But please, for the time being, forget our conversation from earlier today.


If she is upset about the deliberate witch potential, this will at least warn her. If she's not, it just makes it a topic she doesn't try to broach with Mami. Mostly, I just want to trust Kyouko, and not try to handhold everyone all the way through this.
 
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[x] Stay where you are.
-[x] Telepathy to Kyouko: Your time with Mami is personal; I'll leave you two alone. But please, for the time being, forget our conversation from earlier today.
 
[x] Stay where you are.
-[x] Telepathy to Kyouko: Your time with Mami is personal; I'll leave you two alone. But please, for the time being, forget our conversation from earlier today.
 
Hey @Higure, I have an interesting quest mechanic idea.(likely not suited for this one, but interesting nonetheless)
If you manage to get the best possible roll for an attack(meaning a critical strike), then you roll another dice that is labeled SMACK!, however, in order to earn a smack attack, the next roll must also have a critical strike, but doing so successfully give a massive benefit to the hit, allowing it to deal 3x damage, and completely ignore amour when it lands successfully. So, does this sound at least moderately interesting to you?
And why share this here?
Actually just felt the compulsion to throw something together...posting it with the vote tally seemed like as good a way to share it as any, and it offers some insight into my mentality...which is, indirectly, pertinent to the quest.
Which is good, and they are still very relevant in the quest.
[X] Stay where you are.
-[X] Telepathy to Kyouko: Your time with Mami is personal; I'll leave you two alone. But please, for the time being, forget our conversation from earlier today.
 
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Hey @Higure, I have an interesting quest mechanic idea.(likely not suited for this one, but interesting nonetheless)
If you manage to get the best possible roll for an attack(meaning a critical strike), then you roll another dice that is labeled SMACK!, however, in order to earn a smack attack, the next roll must also have a critical strike, but doing so successfully give a massive benefit to the hit, allowing it to deal 3x damage, and completely ignore amour when it lands successfully. So, does this sound at least moderately interesting to you?
Ah, sorry. I've considered something similar, but it doesn't really fit the setting. Critical damage is a thing, but that's not how it works, I'm afraid...
 
[X] Stay where you are.
-[X] Telepathy to Kyouko: Your time with Mami is personal; I'll leave you two alone. But please, for the time being, forget our conversation from earlier today.
 
[X] Stay where you are.
-[X] Telepathy to Kyouko: Your time with Mami is personal; I'll leave you two alone. But please, for the time being, forget our conversation from earlier today.
 
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