Higure
Witch of Faith
- Location
- The Golden Land
It is possible for Homura to learn Hamon.Oh shit.
It is possible for Homura to learn Hamon.
It is possible for Homura to obtain a Stand.
I will not answer this at this time.
It is possible for Homura to learn Hamon.Oh shit.
It is possible for Homura to learn Hamon.
It is possible for Homura to obtain a Stand.
Probably lonely, she most likely never died here after all.
Kamiko is just a new character outright. Same with Homura's father. Too big a game world to populate it only with known characters, and Homura's parents being expies would be excessively weird.Wow. Lots to absorb here all at once. First we get a bit more insight into Homura's mother. Always good to see more of where our heroine comes from. I can start to see why she has family problems. But I really have to ask, is Kamiko Akemi based on an actual character from somewhere? Or is she just sort of made up for the purposes of this Quest?
EMIYA'S unlimited blade works cannot record Homura's Progressive Knife....
EMIYA'S unlimited blade works cannot record Progressive Knife.
EMIYA'S unlimited blade works cannot record Heartstopper.
EMIYA'S unlimited blade works cannot record Higure's quest version of Lance of Longinus.
Cool MG weapons are as BS as EAEMIYA'S unlimited blade works cannot record Homura's Progressive Knife.
EMIYA'S unlimited blade works cannot record Heartstopper.
EMIYA'S unlimited blade works cannot record the Lance of Longinus created by Kyouko and Homura.
Can particularly clever blue truths contribute here, or only things that happen IC?Clues represent major steps towards solving a Mystery. They can be gained by reaching Breakthrough Numbers and sometimes through Discoveries.
Only IC information. That being said, you can use Blue Truths to guide your choices regarding Discovery Investigations (possibly finding Clues about a topic IC by doing so). You can also use them as a basis for starting a Clueless Mystery Investigation, in order to discover a new Mystery that a Truth has hinted at.This is pretty complicated and will probably take me a 'turn' or two to wrap my head around.
Can particularly clever blue truths contribute here, or only things that happen IC?
Studying physics would be Training Action.I like the new system!
Question: would Homura looking into relativity to come up with the spell ideas from this post IC be a training action or a research action?
Eh, I think you'll find it becomes easier once it's actually being put to use. 90% of it is fairly simple--just pick a target for an action from the list, and run with it. Crafting, Magic, and Research are more complicated, admittedly.I feel like this might be overcomplicated.
Also that we need/should be able to leverage our transcendent marksmanship much better than we do.
That blue question about Hamon also wasn't complete, if I remember correctly we started into nasuverse magic of all things with an omake. So we can learn it, but like... would we ever actually?
Cause I would kind of like to shoot sun-bullets, its actually about what we need to make guns not a joke in supernatural combat.
Old system rules still hold true in this regard. There's an updated Skill/Trait/Spell List that I'll be going over one more time before dropping that updates them for the rules, but the core premise won't change at all.I personally don't think either of the new turn or combat systems is too complex; Although it does raise one question.
@Higure , how will this incorporate the fact that (in the old system) Witches required either enchanted/magic weapons or other supernatural means to harm? Will that simply be true in the narrative, or will it be reflected by Homura still needing to enchant her ordinary military gear in some way to make it useful against Witches and other foes with similar levels of supernatural resilience?
This is mostly the same, save for Akemi Madness now working with the Bloodheat mechanic (explained above on this page) instead of outright costing sanity.Akemi Traits said:Akemi Madness - While active, gain a +10 bonus to Social Rolls. Increases Bloodheat.
Madness Of Clocks - Gain a +10 bonus to Mechanics Expertise Checks while Akemi Madness is active.
Madness Of Creation - Gain a +10 bonus to Development rolls while Akemi Madness is active.
I strongly suspect that Heart Taker is Homura's benefit of her literal maxed off Marksmanship (in the old rules). Combined with Headshot and Gun Specialist, she is still at her most deadly when using a gun with Ego Enhancement. And let's be honest here, being able to auto-hit as long as there exists an unobstructed path, and being able to roll to hit through barriers or along impossible routes? That's exactly what you'd expect from someone who had reached the apex of Marksmanship.Combat Traits said:Puella Magi Development - Can use Development to create Puella Magi Spells in the middle of combat or other stressful situations, rolling at a -10 penalty.
Heart Taker - Marksmanship Attacks with Guns never fail to hit, as long as an unobstructed path to the target exists. Shots which must pierce objects or follow impossible routes to hit must be rolled.
Gun Specialist - +20 to Melee/Marksmanship rolls when using a Gun.
Fight the Strong - Homura's attacks have +5 Power when used against Witches.
Headshot! - Homura unlocks the Snipe Action, which is used to situationally target weak points or equipment.
Good Footwork - Homura gains a +5 Bonus when performing the Dodge Reaction.
The Time We Trained Together - Homura uses a similar fighting style to Kyouko, when fighting in Melee. No mechanical effect.
Not much to say here; Never Again and Sleep Well and Deeply will both help Homura with staying more Sane, and combined with Golden Dreamer, leave us set up well to potentially awaken memories.Sanity Traits said:Golden Dreamer - At Homura's discretion, Sanity is spent to decrease Grief accumulation when unlocking Memories.
Never Again - Homura regains an additional 1 Sanity per Social Action.
Sleep Well and Deeply - Homura regains an additional 20 Sanity from the Sleep Action.
Not much to say here. A solid basis for developing more.Additional Traits said:True Magician - Additional +5 to Development rolls involving Parallel Worlds or Time Travel.
Back Alley Amateur - You've studied the works of Takemi Tae, and have found yourself with a unsafe amount of practical knowledge about medicine and biochemistry. +5 to Medical checks involving drug-based medicine, both modern and traditional.
Warship Novice - +5 to Engineering when working on ships.
Homura's greatest skill in combat lies in her Marksmanship, but she is more than proficient in melee and general battlefield analysis. Making Heartstopper a more normalized part of her combat style will take time if we choose to do so, but Homura does have a good basis for it in melee already.Combat Skills said:Core
Melee (36/100) - Used for engaging opponents at close range. Covers all forms of melee weaponry as well as footwork and basic applicable tactics.
Homura is significantly skilled in melee and can go toe-to-toe with trained combatants.Marksmanship (100/100) - Used for engaging opponents at long range. Covers all forms of ranged weaponry as well as basic applicable tactics.
Homura is the world's greatest markswoman, by far. With her weapons of choice, no shot is beyond her. With others, she is still a peerless sniper.Combat Analysis (30/100) - Used for analyzing the battlefield and assessing outcomes.
Homura is able to consistently recognize clear terrain advantages and effectively predict outcomes of conflicts between parties she knows the strength and capabilities of.
What's more notable here is what's missing. Specifically, Mechanics Expertise isn't listed as an option. What that suggests is that it falls under Specialty, and Higure probably just hasn't added it yet (or forgot to).Mental Skills said:Core
Investigation (30/100) - Used to gather information from the world around you and to analyze information to form conclusions. Primarily used for Investigative Actions.Specialty
Homura has spent a great amount of time taking part in hands-on investigation, and is reasonably skilled at it, in spite of lacking actual training.Research (7/100) - Used to perform scholarly research and experimentation.
Homura has only passing experience with conducting research.
Electronics Expertise (0/100) - Used to operate and maintain electronic devices. Can be used to Craft at a -30.
Homura can use basic, day-to-day electronic devices, but has no real expertise beyond these boundaries.Engineering (13/100) - Used to operate and maintain mechanical devices. Can be used to Craft at a -30.
Homura has worked with machinery in the past, notably weapons of war.Medical Expertise (26/100) - Used to heal wounds, perform surgery, develop medicine or drugs, and modify biology.
Homura has studied medicine quite a lot recently; although she has no chance of performing conventional surgery or doing most forms of medical work without the assistance of Magic, her ability to perform medical work using Magic is better than most Magical Girls without a Healing Specialty.