[><] Winning Vote: Swordsmanship, Offensive Wind Magic
This may or may not be the last chapter to use the current system, might switch WoF Quest over to using Fate as its base
You look over at the bokken you've been using for months to get your swordsmanship up to proper stuff. You were never
bad per se, but your "decent" at using a cavalry sabre was a peacetime version of "decent", not one suited to wartime. And certainly not suited to fighting the
Japanese military - with the Masquerade lifted, virtually every mage, witch, and whatever in the Empire is expected to know how to use a sword well enough to at least win local tournaments, if propaganda is to be believed. And well enough to do respectably well in them, if intel is to be believed.
The HQ has a trainer in "kendo" as it is now called. He's no Miyamoto Musashi, but he's certainly better than you - even now. Kenichi Matsuhito, the man reminds you of a cross between a bear and an English bartender, sounding more like the former than the latter when he does talk, which is almost never. What little you do know about him can fit into three sentences: He's 6th dan, he was born "in Hokkaido", and he left Japan because he was a republican.
Even with his lack of speech, he's been a good enough teacher, and managed to raise you up to 1st dan. In celebration of it, he managed to get you a katana - a mage-made one, which makes it orders of magnitude stronger than a regular one. Stronger even than your old cavalry sabre.
Trained Swordsman - All rolls involving using your sword have 1 less Difficulty
Item GET: Mage Katana - A standard-length katana with a typical cross-section. Strong as a cavalry sabre. Holds its edge well.
[><] Sheath decorations - A reversible wrap, stars & stripes on one side, pure black on the other.
Passing the training room on, you walk by another training room - this one for magic. Vaguely, it is similar to the other - well-lit, padded walls, padded flooring, and padded ceiling, too, just in case. However, this room is used for practicing magic, so besides being larger and with different equipment, the materials are also different. Moderately shockproof, relatively airproof, very waterproof, and very
very fireproof.
It's nice enough, you suppose, but as a wind specialist and a witch both you prefer a bit more room, so you never really used it. Weronika uses it all the time, though.
Now, for instance. She's in there, looking much more like a mad scientist than a witch in a white coat, goggles, and rubber gloves. You knock on the door, which also has a window - if protected by an almost excessive amount of runes, sigils, and rebar - and nod your head in the direction of the briefing room as you enter it yourself.
Disarm - Use wind magic to knock a target (or targets) weapon out of their hands. A crit smashes it into them hard enough to knock them flat, or pulls it into your own hands (player's choice)
On the surface, the briefing room is identical to the one at the office on Baker Street. Further details reveal themselves whenever the lights are still on - they both have the feel of the study of some turn-of-the-century gentleman, but - how to put it? The briefing room of Baker Street seems owned by some noble who spends his time engaged in intellectual pursuits and social gatherings, the one here in Calcutta seems owned by the sort to go to Africa (or India) and shoot a few elephants for a jolly bit of sport, then write wildly sensationalist books on his adventures there.
Subdued to a tasteful level, of course, but the might of Britain still feels more apparent here than in London itself.
The man at the front of the room couldn't have looked more fitting for the décor if he had been in a bright red dress uniform and wielding a Brown Bess. An older gentleman with blondeish hair, his mutton chops meet in a moustache that dares anyone in the room to claim that Victoria is not still Queen of the Empire. As it is, his tie
is red, and the cane he uses as a pointer
is made of walnut.
"The mission, or likely miss
ions, is simple enough, so I will get right to it," he says.
OPERATION SPRINGHEEL
"As you've no doubt heard by now, you will be heading to northwestern China, in Xinjiang province."
A map of the province is shown on the screen. It's not as detailed as the ones you're used to from Europe. But it does the job. An area along the southern part of the province is circled.
"Your team will likely be there for a while - some months, perhaps. There are some clandestine, supernatural Japanese units believed to be operating in or near Xinjaing, from both the Army and the Navy, but for the most part, they have done... little besides stay in place. That may change - is likely to change - but that is not the focus of Springheel itself."
Another slide. It shows the Kunlun mountains in greater detail, with a particular pass circled. A pass that most certainly was not visible on the previous slide.
"This valley was discovered by outsiders about forty years ago. Through various agreements between the covens and lodges of Europe, the Americas, and Asia, along with the governments of China, the Soviets, and the Mongols, as well as the religious leaders of Tibet, it has remained secret, both to the mundane and magical world. We even had a book published as fiction, with the wrong location and just enough red herrings to keep people coming to the wrong conclusions as to where to look. For a few decades, at least."
Another slide, this one a military map with military units.
"Japan, who was
not informed, has managed to determine its whereabouts. Or as good as do so - they're in the right area, and slowly but surely heading in the right direction."
"Your task is to link up with the inhabitants of the valley, if not then the general area, and ensure they never reach Shangri-La."
[ ] Questions