Word of Kansen
Word of Kansen
In our language, countries and ships are both referred to as women. This is because to the
sailor, the ship is more than just a vehicle. She is a home, a sanctuary, a key to freedom and
accomplishment, and an object of devotion and even love - just the thing to fill the sailor's
heart, in a life where the comforts of home, hearth, and wife are impossible. The Word of
Kansen transforms this figure of speech into reality; those who bear it are at once the mighty
warship on which the sailors place their dreams, and the spirit-nixie those dreams create.
As a warship, you are able to float and travel on water and underwater at twice your
movement speed, as well as breath underwater. In addition, You can set your charisma at 16
or 18 if it is already at 16 or more, as both your appearance and personality are
conventionally considered attractive. You also gain a seemingly unlimited wardrobe
enhancing your attractiveness.
Lesser gifts
Loaded with lead and love
Action
Commit effort for the scene. Fire your main gun to deal 1d6 damages per two character level
in a 30 foot radius. At the end of the scene, all lesser foes who witnessed you defeat any
foes will see you in a friendly way.
Dazzling dawn
Action
Commit effort for the day. Until the end of the scene, your charisma is raised to 19, granting
you a +4 Charisma modifiers. A glimpse of you is dazzling for up to all lesser foes present,
and you will inspire them to produce art pieces of this glimpse. They will also be restless until
they can perfect their art.
Armored Hull
Constant
You have an unreasonably thick armor, granting you an AC of 3. You are immune to
non-magical, non-anti-vehicle weapon.
Commit effort. You can seize control of a ship in sight. While the Effort remains committed,
the vessel will function exactly as if it were being driven or piloted by you. Each new directive
requires an action, and worthy foes can save versus Spirit to negate the gift for items they’re
using.
Siren Killer
on-turn
Commit effort to summon your rigging as a 1d10 magical weapon with a 1500 feet range as
long the effort remains committed. All hits roll against sea monsters, aquatic beings, naval
vessels and seamen are rolled straight.
Greater Gifts
Blue-water navy
Constant
Your presence will be considered legitimate and you will be welcome at every dock and
every sea vessel. The occupant will unconsciously treat you as any role you wish, including
captain. You will be treated or obeyed as if you were the equal of any chosen role. Even
worthy foes will treat you as on par with the existing captain, though be warned, mutinies can
happen. This gift is extremely subtle, and cuts through Empyrean and Mundus Wards.
Occupants who leave the ship or dock can make a spirit save to cast off the deference.
Commit effort for the day while you are standing on a body of water. You become a large
ship able to carry up to 1000 persons in relative comfort, can provide them with food and
water, become impervious to nonmagical weapon and sail any terrain at 20 miles per hour
and fly if needed, ignoring all hazards but ambushes and ill weather empowered by a gift.
While in this form you don’t need to eat, drink and sleep. You can turn back into human form
as an On-Turn action.
Secretary duty
Action
Commit effort for the day and choose a target in sight. For 24 hours, this person will
acknowledge you as their secretary. They will trust you with secrets and responsibility they will
entrust to a close aid, they will also consider your presence in their vicinity ordinary and listen
any of your advice as long it does not directly harm them and allow you to rummage through their
belongings. Worthy foes may do a Spirit Save to resist this effect.
Notes
I did not know that the idea could entertain me before. As the Concept itself would involve :
Bow (for the battery), sea (for walking on water, but the word itself is more suitable for a
submarine), journeying (to be able to travel safely), artifice (I don’t know why to be fair), or
desire (to be able to capture the heart of shikikan).
My main focus is to emulate an Azur Lane Shipgirl, and it is why some gifts are weird in
context.
● The ability to float and “walk on water”, they are boats after all
● A Charisma of 16 or 18. Azur Lane is primarily a waifu collecting game. So, the focus
is put on their appearance and personality. Those boats can capture the heart of the
average weeb, and it is the intent. Just take a look here to understand :
https://www.reddit.com/r/AzureLane/
● A virtually limitless wardrobe. This is because of the variety of skin available (and the
main premium currency sink)
Blue-Water Navy
Armored hull
The AC boosting gift. I am hesitant to rename this gift Armoured Hangar and fuse it with Up
your sleeve.
Big seven
The Seven Big Battleships, Nickname for the seven dreadnought-type vessels of the United
States Navy, Imperial Japanese Navy and Royal Navy which mounted 16-inch guns prior to
1937. and Japan Only slang. (cf wikipedia). I needed a better name for the weapon boosting
gift.
Up your sleeve
They are ship, so they should have a hangar/hold to stoke things.
Siren killer
This is just a slightly remodeled Sunstrike (sun word). As most events in azur lane focus on
fighting overworldy being named Sirens it is appropriate. The gift is named after a skill
exclusive to ship from a collaboration with world of warships, here an example :
https://azurlane.koumakan.jp/HMS_Neptune
Secretary duty
This gift is weird, as it does not fit the average person idea of a warship girl. In Azur Lane,
the secretary is a ship who usually greet you when you log in, come back from in game
battles, notify you when a fleet come back from a sortie or when you receive mail. Plus you
can interact with them.