A Trip to the Docks? | Part 2
Higure
Witch of Faith
- Location
- The Golden Land
As you stare at one of Japan's most iconic ships, unable to comprehend how she found her way here, you quickly realize that, for all of her beauty, she is not in good shape--her body is in ruins, split in two and heavily rusted.
She is much as you would expect to find her, if you were at the bottom of the ocean and many miles southwest of Kyushu.
As you stroll around the great battleship, examining her scarred form, you notice some oddities, though.
Most obvious is the vast swathe of her hull which is in perfect condition--unrusted and unwounded. She's also far too clean, as if she had been recently washed, and...it almost looks like the point where she has broken in two is...you don't know how else to describe it except for healing. Steel that should be twisted, warped, or simply gone is clean and straight, and the two halves almost look like they might fuse together again, with time--except that, of course, perfectly mundane ships do not heal.
You're fairly certain she is perfectly mundane, too. You can sense magic, as a rule, and you do not sense even the faintest--
'No, wait, there is something; it's very faint, though.'
Deciding there's no time like the present, you leap up onto the deck, and begin exploring.
After all, Maria mentioned something, but also someone.
You begin walking the decks, again finding signs of activity--fabrics restored, railings repaired and polished, doors which open with ease. Simple things, which would make working on the ship easier, safer, and more comfortable. It's clear that someone is trying to repair Yamato for some reason.
You find it makes you happy, seeing her healed like this.
Finding no one on the outside of the ship, you open one of the doors, and begin exploring the inside. It is still mostly in ruins, but, again, you do find that the doors move with ease, and none of the ceilings or floors appear dangerous to walk on. More spot repairs.
You find the kitchens and pantry, and find them in far better condition than most of the ship, and also stocked with food; whoever is repairing Yamato must also be living here, or at least spending many hours on board.
You find the crew's quarters largely ruined, still, but one corner, including a cot, is in perfect condition. You imagine the rest will be repaired in time.
Eventually, as you roam the halls, you find yourself drawing near the machinery space--and that's when you hear something familiar. The sounds of metal tools upon machines.
It seems you've found Yamato's occupant.
As you approach, the sounds of work quiet, and you hear a young girl's voice.
"Found it! Something really nasty must have gotten in here, but I should be able to get it patched up. Think that'll help?"
You hear no response.
"It's no problem! Just tell me if anything starts hurting--wouldn't want ya to get worse because I did something wrong."
You hear the clank of tools again. Presumably, she's begun working again.
You quietly approach--you'd prefer to get a clear look at this girl, before she realizes you're there. You could use Time Stop, but it seems like overkill, and you don't have a surplus of Grief Seeds at the moment.
Eventually, you come to the entrance to the machinery space, and peek within.
There is a young girl inside, her upper body currently inside one of Yamato's steam turbines. You cannot see anyone she might have been talking to, but you're hardly in a position to judge.
The girl herself looks to be your age, you'd guess, if petite. She is also clearly a Puella Magus--you can sense her magic clearly. It's surprising she hasn't sensed you, actually, but she's probably new to this, if you haven't met her before--that kind of awareness comes with experience.
What you can see of her regalia (its lower half) is not what you'd expect; most Magi wear something dramatic, but hers is more practical, if still a bit on the ornate side. It consists of a pair of orange denim shorts, the legs trimmed along the edges with a black chain pattern, and pair of orange boots, again trimmed with the chain pattern. Both are worn over simple black tights.
The girl still doesn't seem to have noticed you.
Calendar
How do you approach her?
[ ] Write-In
She is much as you would expect to find her, if you were at the bottom of the ocean and many miles southwest of Kyushu.
As you stroll around the great battleship, examining her scarred form, you notice some oddities, though.
Most obvious is the vast swathe of her hull which is in perfect condition--unrusted and unwounded. She's also far too clean, as if she had been recently washed, and...it almost looks like the point where she has broken in two is...you don't know how else to describe it except for healing. Steel that should be twisted, warped, or simply gone is clean and straight, and the two halves almost look like they might fuse together again, with time--except that, of course, perfectly mundane ships do not heal.
You're fairly certain she is perfectly mundane, too. You can sense magic, as a rule, and you do not sense even the faintest--
'No, wait, there is something; it's very faint, though.'
Deciding there's no time like the present, you leap up onto the deck, and begin exploring.
After all, Maria mentioned something, but also someone.
You begin walking the decks, again finding signs of activity--fabrics restored, railings repaired and polished, doors which open with ease. Simple things, which would make working on the ship easier, safer, and more comfortable. It's clear that someone is trying to repair Yamato for some reason.
You find it makes you happy, seeing her healed like this.
Finding no one on the outside of the ship, you open one of the doors, and begin exploring the inside. It is still mostly in ruins, but, again, you do find that the doors move with ease, and none of the ceilings or floors appear dangerous to walk on. More spot repairs.
You find the kitchens and pantry, and find them in far better condition than most of the ship, and also stocked with food; whoever is repairing Yamato must also be living here, or at least spending many hours on board.
You find the crew's quarters largely ruined, still, but one corner, including a cot, is in perfect condition. You imagine the rest will be repaired in time.
Eventually, as you roam the halls, you find yourself drawing near the machinery space--and that's when you hear something familiar. The sounds of metal tools upon machines.
It seems you've found Yamato's occupant.
As you approach, the sounds of work quiet, and you hear a young girl's voice.
"Found it! Something really nasty must have gotten in here, but I should be able to get it patched up. Think that'll help?"
You hear no response.
"It's no problem! Just tell me if anything starts hurting--wouldn't want ya to get worse because I did something wrong."
You hear the clank of tools again. Presumably, she's begun working again.
You quietly approach--you'd prefer to get a clear look at this girl, before she realizes you're there. You could use Time Stop, but it seems like overkill, and you don't have a surplus of Grief Seeds at the moment.
Eventually, you come to the entrance to the machinery space, and peek within.
There is a young girl inside, her upper body currently inside one of Yamato's steam turbines. You cannot see anyone she might have been talking to, but you're hardly in a position to judge.
The girl herself looks to be your age, you'd guess, if petite. She is also clearly a Puella Magus--you can sense her magic clearly. It's surprising she hasn't sensed you, actually, but she's probably new to this, if you haven't met her before--that kind of awareness comes with experience.
What you can see of her regalia (its lower half) is not what you'd expect; most Magi wear something dramatic, but hers is more practical, if still a bit on the ornate side. It consists of a pair of orange denim shorts, the legs trimmed along the edges with a black chain pattern, and pair of orange boots, again trimmed with the chain pattern. Both are worn over simple black tights.
The girl still doesn't seem to have noticed you.
[CENTER OF THE MIND]
Calendar
-
- 1 Grief Seed of Sachiel (3 Charges)
-
- 31 Handguns [214 Clips]
- 21 Machine Guns [253 Clips]
- 5 Sniper Rifles [112 Clips]
- 2 Rocket Launchers [20 Rockets]
- 1 Mini-Gun [12000 Rounds]
- 16 Katana
- 30 Knives
- 12 Pipe Bombs
- 1 Umbrella
-
- Grandfather's Pocket Watch
- +1 Sanity/hour if kept close while sleeping.
- Laptop
- Contains various essential software and allows internet access. Contains nothing related to your life as a Magi.
- Monthly Planner
- Unlocks Calendar
- Heart Scans
- Homura receives a +5 Bonus to Medical Checks when treating her Heart Condition.
- Kyouko and Mami's Cake
- Gives Sanity when eaten. Gives more when eaten with friends.
- High-Quality Sake
- Payment for Yuuko's time.
- Yuuko's Business Card
- Gives instant access to Yuuko's shop.
- Grandfather's Pocket Watch
-
-
- 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
- Cost:
-
- 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
- Undodgeable
- 100 Power
- Low Damage
- Cost
- 20 EE/Second; Rounded Up
- Fairly easy to alter, with a little work.
- Fire an energy blast from your Shield.
-
- Fire a sphere of crystallized magic from your Shield.
- Charge Time: 3 Seconds
- Fast Attack
- 100% Accuracy
- 1000 Power
- Massive Damage
- Cost
- 300 Grief
- Fire a sphere of crystallized magic from your Shield.
-
- 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)
- Flying Sword/Knife: 30 EE
- Ego
- Enchantment allows you to apply your full Ego score to attacks with enchanted mundane weapons, just as if they were created through magic.
- Cost: 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: 3:04:01 P.M.
Grief: 417/1000
Sanity: 370/1000
Stability Multiplier: 0.9
Calendar
Active Effects:
[Enchantment: Increase Heart Performance. Cost: 5 Grief/Hour]
- Primary:
- 1 Grief Seed of Sachiel (3 Charges)
- Books:
- Medical:
- Cardiology Texts [Amateur | Medical] [3/3]
- +5 to Medical when Treating Heart Disease
- Intro to Medicine [Amateur | Medical] [5/5]
- Standard First Aid, CPR, and AED. 5th Ed. Jeff Rendall. [Amateur | Medical] [0/2]
- Home Biochemistry, Book 1. 1st Ed. Takemi Tae. [Amateur | Medical] [0/5]
- Home Biochemistry, Book 2. 1st Ed. Takemi Tae. [Skilled | Medical] [0/5]
- Cardiology Texts [Amateur | Medical] [3/3]
- Mechanical Expertise
- Beginning Watchmaking [Amateur | Mechanics Expertise] [0/5]
- The Glory of Clocks. 17th Ed. Helena Akemi. [Amateur | Mechanics Expertise] [0/17]
- Historical Weapons Design. 3rd Ed. Vern Engers. [Amateur | Mechanics Expertise] [0/3]
- Electronics Expertise
- Beginning Programming. 2nd Ed. Jim Rivens. [Amateur | Electronics Expertise] [0/4]
- Practical Electronics for the Home Inventor. 1st Edition. [Skilled | Electronics Expertise] [0/5]
- Research
- A Guide to Basic Research and Information Analysis. 1st Ed. Honya. [Amateur | Research] [0/7]
- Other:
- Untitled Book [???]
- Medical:
- Arsenal
- 31 Handguns [214 Clips]
- 21 Machine Guns [253 Clips]
- 5 Sniper Rifles [112 Clips]
- 2 Rocket Launchers [20 Rockets]
- 1 Mini-Gun [12000 Rounds]
- 16 Katana
- 30 Knives
- 12 Pipe Bombs
- 1 Umbrella
- Special
- Grandfather's Pocket Watch
- +1 Sanity/hour if kept close while sleeping.
- Laptop
- Contains various essential software and allows internet access. Contains nothing related to your life as a Magi.
- Monthly Planner
- Unlocks Calendar
- Heart Scans
- Homura receives a +5 Bonus to Medical Checks when treating her Heart Condition.
- Kyouko and Mami's Cake
- Gives Sanity when eaten. Gives more when eaten with friends.
- High-Quality Sake
- Payment for Yuuko's time.
- Yuuko's Business Card
- Gives instant access to Yuuko's shop.
- Grandfather's Pocket Watch
- Devices
- Shield Clock (Quality: +19) (Enchanted)
Time Stop:
- 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.
- Fire a sphere of crystallized magic from your Shield.
- Charge Time: 3 Seconds
- Fast Attack
- 100% Accuracy
- 1000 Power
- Massive Damage
- Cost
- 300 Grief
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)
- Flying Knife/Sword (30 EE)
- Ego
- Enchantment allows you to apply your full Ego score to attacks with enchanted mundane weapons, just as if they were created through magic.
- Cost: 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
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
- Primary:
How do you approach her?
[ ] Write-In
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