recursal/Fanatic-Fandom huggingface dataset:
Corrupted Bombauble

**Corrupted Bombauble** is Bombauble's Corruption form.

## Appearance

Corrupted Bombauble remains similar to his original counterpart, but his leaves are brown due to the Poison infusion making them wilt, and he has Corruption veins all over the top of his head. His baubles become dark magenta rather than red, signifying them being filled with poison. His sclerae are black and he has glowing red irises. His large teeth are replaced by lots of small incisors, with his star gaining a mouth complete with these same incisors. His bark turns a dark purple color.

## Corruption abilities

Corrupted Bombauble's baubles do not burst with explosive energy, but rather they explode into puddles of Corruption fluid, which can be utilised like paintballs. His new incisors are capable of chewing through flesh, and his saliva contains the Corruption virus as well. The teeth on his star have the same properties, but the star is capable of vomiting Corruption fluid all over the ground.

## Personality

Bombauble becomes more bestial and wild in personality from the Corruption, and starts to throw his baubles all over the place without caring for what or who he hits, not even other Corruptions. The mouthed star on his head seems to be quite unpredictable in behavior. Psychic scans show that Corrupted Bombauble's star is not able to think for itself and is not controlled by him, instead its behaviors are caused by reflexes due to it still having a neural system. Corrupted Bombauble tends to hate his mouthed star sometimes due to how uncontrollable it is, therefore causing him a lot of embarassment in several occasions.

## Trivia

* Corrupted Bombauble is the first Corruption of a Christmas-themed Cartoonian.
Anomalycaris

> "Tetetete... I seek to rewrite historyyyyyy..."
>
>

> Anomalycaris
>
>

**Anomalycaris** is a strange Cartoonian hailing from another dimension. He is an anomalocaris who is capable of exhibiting strange powers. He is in the notoriously infamous group; the Time Brigadiers.

## Appearance

Anomalycaris has an orange shell with a tan gradient above it. His underbelly is a radioactive green. He has six red insectoid legs with green tips. His head is composed of a giant vertical mouth with tan shells taking place of lips and four teeth on each shell. He has brown eye sockets and green eyeballs. The same brown and green can be seen on his antennae and claws. His tongue is pinkish orange.

## Abilities

Anomalycaris is capable of creating short-lived time portals with a slash of his claws. He has the ability to hop through timelines and (being a Time-element) retcon time, though his ability to retcon is very basic. He is known to crawl through this very wiki and edit other characters' profiles. However, it is up to the more powerful Time Cartoonians who can make these edits into reality.

## Personality

Anomalycaris is a mischievous Cartoonian, using his abilities to cause trouble. He can even use them to summon prehistoric Cartoonians into other timelines! However, he hates the thought of evil and refuses to cause havoc-filled timelines. Still, the Time Brigadiers are NOT evil, only playful...and too rough.

## Trivia

* Anomalycaris is the representation of a user who vandalised one of the wiki's articles. The user now manifests in the Cartoonian Multiverse as Anomalycaris. The gods turned him into this form as a punishment for vandalism.
* Anomalycaris tends to stutter and tic sometimes. These noises are comparable to a Geiger counter.
* Anomalycaris has a gland in his body which generates quantum powers. This lets him rip holes in time and space.
* Currently, he has removed at least ten characters from existence. They are hardly mentioned on the wiki because none of the Cartoonians can remember who they were. However, some Cartoonians are aware of them.
* He is the same size as an actual anomalocaris, only his jaw is two times bigger.
Chickute

> *"Someday, I'll be as strong as my chicken parents and be awesome!"* ~ Chickute
>
>

**Chickute** is a chick Cartoonian and the daughter of Roostack and Hardhen. She is a cute chick who wants to be awesome.

## Appearance

Chickute is a young chick with a vivid yellow body. Her beak and feet are a vivid shade of orange, more lush compared to the adult chickens' pale beak colours. She usually has groups of three feathers all over her (most notably her head feathers, wings and tail). She has pink blush stickers on her cheeks which have been inherited from her parents. (They had pink cheeks when they were chicks as well.) Chickute also has small beady eyes which are black in colour.

## Personality

Chickute behaves young and innocent, but aspires to be as good as a cockfighter as her parents are. Due to this, she tends to go around beating stuff up and getting hurt. Others feel concern towards her safety, but Chickute has her father's persistence and her mother's reluctance to quit. Also, she is a huge fan of the "Heroic Chicken Duo", Bantamuscle and Hentress. She has a small crush on their son Chickombat, but she hardly admits it to anyone.

## Trivia

* Chickute debuted in this Scratch project alongside several other chicken OCs.
	+ In the project, Chickute had the highest singing voice out of everyone else (due to being pitched up to *cuteness* levels) to sound like an actual youngster.
* When Chickute speaks, her voice sounds like a human little girl.
* Chickute is the first character Justin made who has black dots for eyes in comparison to eyes with sclerae or even coloured dot eyes.
	+ However, her teenage and adult forms have olive green eyes.
Jinxummy

> *"\*sigh\* Here we go again."* ~ Jinxummy
>
>

**Jinxummy** is a mummy Cartoonian who has the Undead and Ground elements. He carries an unluckiness aura wherever he goes and claims that he's "cursed with this burden for eternity". (Yep, that's what he said.)

## Appearance

Jinxummy is an Egyptian-style mummy whose bandages are faded and covered in dirt and dust. He has beige sclerae with really small, green irises. Upon removal of the bandages (or by seeing Jinxummy's face), his skin appears to have rotted into a brown colour. He also has a permanent black eye on the left. It does not heal, unlike any other bodily wounds, which heal after a minimum of 10 seconds.

## Personality

Jinxummy is always feeling depressed and believes that he's being ostracised no matter how nice people are to him. This is due to his unluckiness aura, which causes everyone around him (including himself) to be very unlucky. However, he is looking for ways to control it. Yet when he is near the Corruption Virus, the Corruption seems to move away from him due to their fears that something bad will happen, so he feels pretty grateful for that. This is why his corrupted form is able to fight back easily.

## Trivia

* Jinxummy was the 13th Cartoonian to appear on the wiki. (No, the main page doesn't count.)
	+ This is because 13 is said to be an unlucky number, and you pretty much get the whole unluckiness thing.
* When one of Jinxummy's body parts fall off, they will automatically try to find their torso and assemble back together.
* This means Jinxummy is practically immortal and cannot die. EVER.
Orchantis

> *"Don't I look marvellous?"* ~ Orchantis
>
>

**Orchantis** is a Grass and Insect Cartoonian. She is an orchid mantis who is very narcissistic.

## Appearance

Orchantis is an anthropomorphic orchid mantis. She has fuschia skin with yellow on her antennae, eyelids, and abdomen. Orchantis has 4 beige legs with a single toe each. Her arms are a darker shade of fuschia, with her forearms having the same fuschia as her head. Her forearms and tail have light red petals on them. She usually wears her cheerleading dress.

## Personality

Orchantis can be a bit vain sometimes, and often thinks about herself a lot. Still, she often likes to encourage others. Orchantis' favourite colour is pink (since all orchid mantises like it), so her casual clothes are usually shades of pink.

## Trivia

* Despite looking like fingers Orchantis' petals are NOT her actual fingers. Mantises don't even *have* fingers.
* Orchantis was the first Cartoonian to get a revamped image.
Vampsqueed

> *"IHTYUSMUCCH. IWNTYUTGGTOWT."* ~ Vampsqueed
>
>

**Vampsqueed** is a sapient vampire squid. He is a grump who doesn't care about the wellbeing of other Cartoonians.

## Appearance

Vampsqueed is a vampire squid who has a primarily red colour scheme. His head is dark red with three purple spots. The spots have the ability to flash blinding and disorienting lights, like a real vampire squid. He also has clawed hands. Due to Vampsqueed's non-humanoid appearance, he does not wear clothes in public.

## Personality

> *"TTSNTMFOLTTHTISPRRTBLDFRMMTTH!!!"* ~ Vampsqueed
>
>

Vampsqueed acts like a jerk all the time, sometimes even sucking people's blood. (He says he does this because nobody can understand what he's saying.) He tends to pick on people, and whenever he does, he says insults and death threats, but nobody cares due to his unintelligibility. However, if one listens closely, they can see that he is speaking actual English. Psychic Cartoonians tend to get along quite well with Vampsqueed, mainly because they can use their mind-reading to know what he's saying.

## Trivia

* Vampsqueed speaks gibberish because he is constantly spluttering blood and mucus out of his mouth. It is located in the hole in the middle of his tentacles.
Dollcifer

> *"I am the chariot to your DOOM!"* ~ Dollcifer
>
>

**Dollcifer** is a Doll, Demon and Fire Cartoonian. He is a Dollperson possessed by a powerful demon.

In the Council of High Demons, he is the Envy representative, due to his desire to go back to his powerful state and his clingy tendencies. (Technically, his namesake is the demon of pride, which Dollcifer reflects on his egotistical personality.)

## Appearance

Dollcifer is a Dollperson who, due to his demonic possession, has mutated to look more demonic. His colour scheme consists of vermillion and black, with red horns. (The left half is black, the right half is vermillion.) Dollcifer's body has been ripped in half, so he moves by levitation. (His demon wings make it faster.) He has buttons for eyes, yet when removed, they show glowing green flames within his eye sockets.

## Backstory

Dollcifer was once a really powerful demon, who was able to destroy entire cities just by one fireball shot. However, a guild of heroic priests fought him and ended up killing him with their holy magic. They sealed his fleeing soul in a ragdoll. However, that was Dollperson thread, making him turn into one of them. However, despite his size and appearance, he proves to be just as powerful as he was before.

## Personality

Dollcifer is a spitfire, often getting irritated a lot. He wants everyone to see him as a powerful and monipotent demon, and yet when they don't, he gets upset and throws tantrums. Dollcifer feels annoyed when he sees others claiming that they're powerful, because he thinks that he is the most powerful out of all of the Cartoonian population. His tactics while fighting seem to involve draining vitality and inconveniencing his opponents by slowing them down.

## Trivia

* Whenever Dollcifer actually speaks, he speaks in a booming, echoing voice.
D. Connor

> "Man, I wish I had my pals here" -D. Connor
>
>

D. Connor is a humanoid Cartoonian.

## Appearance

D. Connor, as you might have read, is one of the more humanoid Cartoonians. She has dark grey boots, grey striped pants, a pale red shirt with a grey vest, and a grey skirt with yellow around the bottom. Her hair is purple with a pinkish stripe. She has green eyes, a skull tattoo on her face, and plants in her hair. However, she isn't completely human. The reason will be added soon.

## Personality

She's kind to everyone but her haters/enemies and Corruptions. They are enemies to anyone who tries to take her scarf.
Sailobster

> *"Get your hands off that! It's real dangerous!'* ~ Sailobster
>
>

Sailobster is a Water Cartoonian. He is an aged lobster. He has a daughter named Tsundacean (which he sometimes bickers with).

## Appearance

Sailobster is a red lobster with beige antennae and a darker colour to his daughter Tsundacean. He also has a moustache and goatee.

## Personality

Sailobster is a brash sailor who takes his job quite seriously. He tends to argue with his daughter Tsundacean quite a lot because she's steering incorrectly or doing it all wrong. However, he really trusts her and rarely expresses it to her with a big hug. *(Warning: Lobster hugs are really painful to non-crustaceans.)*

## Trivia

* Sailobster's house has been customised to act as a ship. Because of this, it is usually in the water.
* Sailobster & Tsundacean were inspired by this video which is a song about a girl arguing with her father. *(Wait, is it?) ~ JustinMasterMine*
* Sailobster is lactose intolerant, and it appears that the gene has spread to Tsundacean as well.
* Sailobster's voice sounds like Eugene Krabs from *SpongeBob SquarePants* (mixed with the aforementioned video)*.*
Dovewing

Dovewing is a pale, smoky-gray, she-cat with brilliant, blue eyes.

*Kit* Dovekit

*Apprentice* Dovepaw

*Warrior* Dovewing

Basic Information
Dovewing is the daughter of Whitewing and Birchfall, and the sister of Ivypool.

Dovewing is one of the prophesied cats in the *three of your kin* prophecy. Her power is to hear things that are far away, and things that another cat would not hear.

Mentor
Dovewing's mentor was Lionblaze. Lionblaze trained her to be a warrior, and she eventually got the name of Dovewing, under the leadership of Firestar.

Kin

Mother
Whitewing, Alive

Father
Birchfall, Alive

Sister
Ivypool, Alive

Grandmother
Brightheart, Alive

Grandfather
Cloudtail, Alive

Aunt
Ambermoon, Alive

Great-Aunt
Nami, prescence unknown
Livy, prescene unknown

Uncle
Dewnose, Alive
Snowbush, Alive

Great-Great-Uncle
Firestar, deceased, Resides in StarClan
Kongou

*A fast super-dreadnought Battleship equipped with powerful guns. She was born in Britain before returning to Japan, and she always keeps the fleet in good spirits. You can her cheerful voice on a daily basis. “Admiral! It's almost tea time!”*

## Stats

### Starting Traits:

#### *Merits*

* Lived Abroad
* Romance
* Assault

#### *Defects*

* Free
* Free

#### **Specializations:**

* Offensive

* Development

Reaction Table
 2
 3
 4
 5
 6

### Inherent Ability:

Kongou-Class Battleships have a choice between 2 Inherent Abilities:

#### ***Burning Love!!***

Activation: Sub

Effect: You may use this ability whenever your Relationship Score to someone increases. You may pay 1d6 Energy to increase the Relationship Score by 1 additional point.

#### ***The Returnee***

Activation: Sub

Effect: You may use this ability before you make an Action Check. Pay 1d6 Energy to make the Check using the Lived Abroad Trait. However, you suffer a Fumble on a roll of 3 or less.

### Personal Mission:

*Tea Party!*

This mission is completed if the Admiral’s Relationship Score toward Kongou increases by a total of 2. For as long as this mission is active, the Admiral and Kongou may be chosen to participate in a Social Scenes during the Naval Base Phase.

Reward: 40 experience
Cloudtail

Cloudtail is a heavy, fluffy, thick, and long-furred, snowy- white tom with blue eyes.

"Whatever else he might do, Cloudpaw always keeps his word."- Ashpaw about Cloudpaw

## Basic Information

Cloudtail is the son of Princess and Oliver, and the father of Whitewing, Dewnose, Snowbush, and Ambermoon.

He used to be a kittypet, but was taken in to ThunderClan by Fireheart. He was bossy but determined, and didn't know about his kittypet ancestry.

## History and Livebooks

Cloudtail is alive in: Fire and Ice, Forest of Secrets, Rising Storm, A Dangerous Path, The Darkest Hour, Midnight, Moonrise, Dawn, Starlight, Twilight, Sunset, The Sight, Dark River, Outcast, Eclipse, Long Shadows, Sunrise, The Fourth Apprentice, Fading Echoes, Night Whispers, Sign of the Moon, The Forgotten Warrior, The Last Hope, The Apprentice's Quest, Thunder and Shadow, Firestar's Quest, Leafpool's Wish,

## References

1. ↑ Battle of the Clans, page 126
2. ↑ Forest of Secrets, page 83
3. ↑ Dawn, page 30
4. ↑ Rising Storm, allegiances
5. ↑ Forest of Secrets, page 266
6. ↑ Forest of Secrets, page 61
7. ↑ Fire and Ice, page 295
Yamashiro Kai

* Defensive

Activation: Auto

Effect: Make a note of the number of times you roll on the Accident Table during this session. Once this session, you may add this number to the result of a check. If the result becomes 13 or higher, the check becomes a Special.

#### *I Will Return*

Trait: None

Activation: Auto

Effect: If you are Sunk at the end of the Decisive Battle Phase, you are allowed to attempt a Recovery Check to recover yourself (This check does not automatically fail and penalties do not apply due to you being Inoperative).

### **Personal Mission:**

#### *Together Until the End*

This mission is completed if Yamashiro and Fusou participate in four successfully completed Strategy Scenes during the Naval Base Phase. For as long as this mission is active, Yamashiro and Fusou may both be chosen to participate in Strategy Scenes during the Naval Base Phase.

Reward: 40 experience
Training Scenes

These scenes show the Shipgirls training. Many of the events allow you to increase your firepower among other stat bonuses.

Result
In the middle of training a fight breaks out over [keyword]. Pick a trait related to [keyword] and make a check. If you can't think of anything use "Competitive" (personality 6).
**Success:** Each PC clears all their support boxes. Change one part of the fleet name to [keyword].
 3
You throw yourself into torpedo practice in preparation for real battle. Make a "Torpedo" (Warfare 10) check.
**Success:** The scene player increases the level of the torpedo capability by one on any gear that has it for the rest of the session (non-cumulative).
 4
Today you have a special lecture on [keyword]. But you're kind of tired. Make a check with a trait related to [keyword]. If you can't think of anything use "Serious" (Personality 5).
**Success:** For the rest of the session, when the scene player makes a check related to [keyword] they may spend 1 point to increase the result by 1 *before* rolling dice.
 5
Swift like the breeze. You go all out training at high speed. Make a "Manoeuvring" (Naval 8) check.
**Success:** The scene player increases evasion by 1 for the rest of the session.
 6
The main point of these exercises is to aid and protect your allies. Make a "Support" (Warfare 9) check.
**Success:** Gain 10 EXP
 7
Its time for target practice using [Keyword]. Make a check related to [keyword]. If you cannot think of anything, use "Artillery" (Warfare 7) as the trait.
**Success:** The scene player increases accuracy by 1 for the rest of the session.
 8
You are performing large scale training with another naval base. Make a "Flashy" (Charm 12) check.
**Success:** The scene player increases accuracy by 1 for the rest of the session. (not cumulative)
 9
Ships are brought in to dock from across the entire fleet in order to perform large-scale maintenance. Make a "Maintenance" (Naval 10) check
**Success:** The scene player increases armor by 1 for the rest of the session. (not cumulative)
 10
You gear up to practice fighting in the darkness. Maybe [keyword] will help? Pick a trait related to [keyword] and make a check. If you can't think of anything use "Night Battle" (Warfare 12).
**Success:** The Scene player increases their accuracy and firepower during night battles by 1 point each for the rest of the session. (non-cumulative)
 11
Let's spend some time in the workshop doing refits. We'll be stronger than ever! Make a "Secret Weapon" (Background 9) check.
**Success:** The scene player increases their equipment combat rating by 1 point for the rest of the session.
 12
[Keyword] starts falling from the sky. Lucky! You can use it to get AA practice. Pick a trait related to [keyword] and make a check. If you can't think of anything use "Anti-Aircraft (Warfare 3).
**Success:** The scene player increases the level of "Anti-Aircraft" and "Extended Anti-Aircraft" capabilities by 1 point on any of their equipment that has that trait
**Failure:** You lose 1D6 gunpowder and 1D6 fuel.
Akagi

*Capable of carrying a large number of planes, she forms the core of naval task forces. While she takes her position as the pride of the 1st Carrier Division seriously, she has also made a name for herself as a glutton who wreaks havoc on the base's resource reserves.*

## Stats

### Starting Traits:

#### *Merits*

* Enemy Awareness
* Aerial Combat
* Free

#### *Defects*

* Sleeping
* Food

#### **Specializations:**

* Air Superiority

* Defensive

Reaction Table
 2
 3
 4
 5
 6

### Inherent Ability:

Akagi-Class Standard Carriers have a choice between 2 Inherent Abilities:

#### ***Pride of the 1st* *Carrier Division***

Activation: Auto

Effect: You may ignore penalties to Accuracy as a result of The Condition Monitor. Additionally, your Accuracy increases by 1 for each Hit you are suffering.

#### ***Akagi of the 1st Carrier Division***

Activation: Sub

Effect: You may use this ability after rolling to calculate damage. Pay 2 Energy to choose any number of dice displaying a 1 and reroll them.

### Personal Mission:

*Can't Fight on an Empty Stomach*

This mission is completed if the fleet regains a total of 50 Energy by resupplying during the Naval Base Phase. Energy regained by means other than resupplying does not count.

Reward: 30 experience
Kasarogue

> *'Why does everyone keep misusing me?!'* ~ Kasarogue
>
>

Kasarogue is a kasa-obake who manifests as a yellow umbrella. He is a sensitive fellow and should not be misused.

## Appearance

Kasarogue is a *kasa-obake* (umbrella yokai) that manifests as a cycloptic yellow umbrella. He has 6 teeth, made from actual enamel. He has a long pink tongue that constantly slobbers rainwater. Sometimes, he tends to form a tulip-like shape to absorb liquids.

## Personality

Kasarogue is very irritable and grumpy. Sometimes, he is often picked up and treated like a regular, inanimate umbrella. Kasarogue hates it, however. He sometimes tends to wriggle out of the holder's hands or drench them with fluids that he has absorbed.

## Trivia

* Kasarogue debuted in one of Justin's Scratch projects alongside Orchantis, Kumishonen, Neunderthal, Kirilaser & Futatwo.
* Kasarogue wishes to have arms so that he can finally dab like all the other teenagers.
* He speaks with a Brooklyn accent when he talks.
Standard Carrier

These aircraft carriers specialize in making long-range attacks using their aircraft. However, they are every expensive to repair.

###  Starting Traits

A Standard Carrier Shipgirl begins play with 5 Ship Traits.

### Supply Affinity

Supply affinity describes the relationship between a Shipgirl and the different resource types. By using the naval base's stocks to resupply themselves, the Shipgirls can restore their spent energy.

Standard Carriers have the following Supply Affinities:

Supply Affinity

*The given number is the required amount of the Supply needed for the Shipgirl to regain 1 point of Energy. An "X" indicates that the Shipgirl cannot regain Energy with the given Supply.*
Events and Scenes

## Naval Base Phase Scenes

During the Naval Base Phase, there are 6 scene types that are ordinarily available.

Everyday scenes, which are scenes that show normal, everyday life in the naval base.

Social scenes, which are scenes that show the Shipgirls' interactions with each other.

Recreation scenes, which are scenes that show how the Shipgirls relax and have fun.

Training scenes, which are scenes that show the Shipgirls training.

Expedition scenes, which are scenes that show the various tasks that the Shipgirls are assigned.

Strategy scenes, which are scenes that show the Shipgirls planning and gathering intelligence.

## Extra Scenes

However, if the Admiral desires so, they may choose also make available some other scene types but the number of available scene types may not surpass 6.

Heartwarming scenes, which are scenes that show everyday life of Shipgirls.

Voyage scenes, which are scenes that show the Shipgirls on a long voyage.

Trip scenes, which are scenes that show the Shipgirls leave the Naval Base.

Fierce Battle scenes, which are scenes that show the Shipgirls in a fierce battle Scene.

Assignment scenes, which are scenes where you help the Admiral at the Naval Base.

Scary scenes, which are scenes where the Shipgirls are haunted by a paranormal phenomenon.
Official Books

## Official TRPG Books

These are all the Official Books that have been published so far.

There are a few Fan translations which we have collected over atTranslated Rulebooks, if you use them to play the game you should really purchase the original books to support the developers.

## KanColle TRPG: Introductory Book

   **Original Title:** 艦隊これくしょん -艦これ- 艦これRPG 着任ノ書 (*Kantai Collection -KanColle - KanColle RPG chakunin no sho*)

* Author: Kawashima Tōichirō *Adventure Planning Bureau*
* Illustrations: Hirai Yukio
* Publisher: Fujimi Shobo
* Release: March 17, 2014

### Purchase At:

* Amazon.jp
* CDJapan
* YesAsia
* Play-Asia

## KanColle TRPG: Construction Book 1

**Original Title:** 艦隊これくしょん -艦これ- 艦これRPG 建造ノ書 (*Kantai Collection - KanColle - KanColle RPG kenzō no '**sho*****)**

* Authors: Kawashima Tōichirō *Adventure Planning Bureau*
* Illustrations: Hirai Yukio
* Publisher: Fujimi Shobo
* Release: April 16, 2014

## KanColle TRPG: Construction Book 2

   **Original Title:** 艦隊これくしょん -艦これ- 艦これRPG 建造ノ書 2 (*Kantai Collection - KanColle - KanColle RPG Shutsugeki no Sho 2*)

* Authors: Kawashima Tōichirō *Adventure Planning Bureau*
* Illustrations: Hirai Yukio
* Publisher: Fujimi Shobo
* Release: June 17, 2014

## KanColle TRPG: Sortie Book

**Original Title:**艦隊これくしょん　‐艦これ‐ 艦これRPG 出撃ノ書 (*Kantai Collection - KanColle - KanColle RPG Shutsugeki no Sho*)

* Authors: Kawashima Tōichirō *Adventure Planning Bureau*
* Illustrations: Hirai Yukio
* Publisher: Fujimi Shobo
* Release: October 18, 2014

## KanColle TRPG: Players Book

    **Original Title:** 艦隊これくしょん ‐艦これ‐ 艦これRPG プレイヤーズブック 抜錨ノ書 (*Kantai Collection - KanColle - KanColle RPG P*ureiyāzubukku *Batsubyou no Sho*)

* Authors: Kawashima Tōichirō *Adventure Planning Bureau*
* Illustrations: Hirai Yukio
* Publisher: Fujimi Shobo
* Release: March 19, 2015
Bluestar

Bluestar is a broad-shouldered, large, lithe, hard-muscled, pale grayish-bluish she-cat, with soft, thick, long fur, a broad face and head, silver hair tinged around her muzzle, and tail, a torn ear, a scar that's parts the fur on her shoulders, a long, sleek tail, and luminous, Ice blue eyes.

### Apprentices

Bluestar expected to get Whitestorm as an apprentice, but instead got Frostfur. Not much is known about the apprenticeship, as there was a time skip. She trained Frostpaw to become a warrior, and she eventually got her warrior name, Frostfur.

She later gets Firepaw as an apprentice. She forms a good friendship with him, but hard at the same time. She trains Firepaw and he got his warrior name, Fireheart.

### Basic Information

Bluestar was the leader of ThunderClan before Firestar and after Sunstar. She is the daughter of Moonflower and Stormtail, and the mother of Mosskit, Stonefur, and Mistystar. She suffered many deaths. Her mother, Moonflower, died because of Hawkheart killing her. Her sister, Snowfur, died because of a monster running over her. She had to have a different mentor which she didn't like for quite some time, and she had to give away her kits to RiverClan so instead of Thistleclaw becoming deputy, she would. She pulled through though, but got some sort of depression at the end of her life as her great deputy, Tigerclaw, had betrayed her beloved Clan.
Souryuu

## Stats

### **Starting Traits:**

#### *Merit*

* Figure
* Honest
* Invigorating

#### *Defect*

* Command
* Food

### **Specializations:**

* Air Superiority

* Development

### **Abilities:**

 Equipment
 Skill

### **Inherent Skill:**

Souryuu class ships have a choice between 2 inherent skills.

#### *Aim for the Big Ones*

Trait: None

Activation: Sub

Effect: You may use this ability after you have determined the targets of
your Aerial Attack Equipment Capabilities. If any target has an
Energy value of 20 or more, you may pay 1D6 Energy to increase
the damage of the Aerial Attack against those targets by 2D6.

#### *It'll Fall Out*

Trait: None

Activation: Sub

Effect: You may use this ability any time during the Fleet Battle Phase.
Pay 1 Energy to substitute any one of your Equipment for a
Carrier-based Bomber for the duration of the battle. You cannot use
this ability more than once per battle.

### **Personal Mission:**

#### *Carrier Exercise*

This mission is completed if Souryuu participates in two successfully completed
Training Scenes during the Naval Base Phase.

Reward: 20 experience
Akatsuki

*The final iteration of the “Special Type” Destroyers, with increased maneuverability and a larger operational range. She is more serious than the other girls, and despite her small size she is every bit a lady. You should acknowledge her accomplishments properly. How distinguished indeed!*

## Stats

### Starting Traits:

#### *Merits*

* Refined
* Maneuvering

#### **Specializations:**

* Deployment
* Strategy
* Offensive

Reaction Table
 2
 3
 4
 5
 6

### Inherent Ability:

Akatsuki-Class Destroyers have a choice between 2 Inherent Abilities:

#### ***Lady***

Activation: Sub

Effect: You may use this ability whenever one of your Relationship Scores increases. If you spend 1d6 points of Energy, the character towards whom your Relationship Score increased also increases their Relationship Score towards you by 1 point.

#### ***O... Of Course!***

Activation: Sub

Effect: You may use this ability when you fail an Action Check but roll a number 1 less than the value required to succeed. Pay 1d6 Energy to add 1 to the result of the roll for that Action Check.

### Personnel Mission:

*Form the Sixth Destroyer Division*

For as long as this mission is active, during the End Phase, you bring one of either Hibiki, Ikazuchi, or Inazuma, who is not already present at the Naval Base, to the Naval Base as a non-player character. Once Akatsuki, Hibiki or Verniy, Ikazuchi, and Inazuma are present at the Naval Base, whether they are player or non-player characters, the mission is completed.

Reward: 40 experience
Murakumo

*The 5th ship of the Fubuki-Class, she has won countless commendations. She's brave and intrepid, willing to throw herself at the enemy in order to protect her friends. A haughty and arrogant but still loving Shipgirl, she cuts through the water with her one-piece sailor uniform fluttering behind her*

## Stats

### Starting Traits:

#### *Merits*

* Competitive
* Support

#### **Specializations:**

* Deployment
* Offensive
* Defensive

Reaction Table
 2
 3
 4
 5
 6

### Inherent Ability:

Fubuki-Class Destroyers have a choice between 2 Inherent Abilities:

#### ***Sink!***

Activation: Sub

Effect: You may use this ability whenever you inflict a Hit on someone. You may recover 1d6 points of Energy.

#### ***Cool Lone Wolf***

Activation: Auto

Effect: If there are no allies in the same position in the Cruising Formation as yourself, all damage you deal is increased by the sum total of your Relationship Scores towards other characters.

### Personnel Mission:

*Eat This Torpedo!*

This mission is completed when a Torpedo is created through Development.

Reward: 40 experience
Kitakami base

* Offensive

* Utility

Activation: Sub

Effect: You may use this ability when someone uses Support on you. Choose a character using support on you; that character regains 2 energy

#### *Wabi-Sabi*

Trait: None

Activation: Sub

Effect: You may use this ability after making an Action Check requiring a Trait from the Background column of the Trait List. Pay 1D6 Energy to add the value of your firepower to the result of that action check.

### **Personal Mission:**

#### *My Armour's Like Paper*

This mission is completed if Kitakami acquires 6 units each of Fuel, Ammo, and Steel. The Supply is lost with no additional effect.

Reward: 40 experience
Junyou

*An unusual Light Carrier who began her life as the luxury liner “Kashiwara Maru” before she was redesigned. She has an excellent handle on her aircraft. Despite her classy upbringing, she is also very intense, though that too is part of her charm. Don't let her frequent outbursts fool you into thinking that she's been drinking on the job.*

## Stats

### Starting Traits:

#### *Merits*

* Free-Spirited
* Shopping
* Aerial Combat

#### **Specializations:**

* Air Superiority

* Utility

Reaction Table
 2
 3
 4
 5
 6

### Inherent Ability:

Hiyou-Class Light Carriers have the following Inherent Ability:

#### ***Hyahaah!***

Activation: Auto

Effect: Whenever you succeed at a check for a Social or Recreation Event, each PC that is not Docked recovers 1 point of Energy.
Yuubari

*This experimental Light Cruiser's small body is packed to the gills with equipment. Because she's always swapping out different heavy weapons, she can't help it if she's a little slow. She's earnest, brave, and deeply reliable.*

## Stats

### Starting Traits:

#### *Merits*

* Secret Weapon
* Serious

#### **Specializations:**

* Strategy
* Offensive
* Utility

Reaction Table
 2
 3
 4
 5
 6

### Inherent Ability:

Yuubari-Class Light Cruisers have the following Inherent Ability:

#### ***Weapon Testing Platform***

Activation: Auto

Effect: When defaulting to another Ship Trait, treat the “Background” and “Warfare” columns as if they were connected.
Nachi

*An experienced flagship who is well-versed in a wealth of tactics. There are many Shipgirls who you have heard would like to be commanded by such a cool and handsome ship. Though she seems detached, she can often be seen casually raising a glass after battle.*

## Stats

### Starting Traits:

#### *Merits*

* Cool
* Command
* Free

#### **Specializations:**

* Strategy
* Offensive
* Defensive

Reaction Table
 2
 3
 4
 5
 6

### Inherent Ability:

Myoukou-Class Heavy Cruisers have the following Inherent Ability:

#### ***Team Nachi***

Activation: Auto

Effect: During battle, increase the Firepower rating of all allied ships in the same position as you (Other than yourself) by 1 point.
Samidare

## **Abilities:**

 Equipment
 Skill

**Specialization:***Development, Strategy, Defensive*

## **Inherent Ability:**

*Whenever you make an Action Check using a Defect, you receive a +2 bonus to the result of that check.*

*You may use this ability when you suffer a Hit or lose Energy as a result of a roll on the Accident Table. Choose an ally with a Relationship Score of 1 or greater towards you and with their support unchecked; that ally checks their support toward you to prevent the effect of that Accident.*

### **Personal Mission:**

#### *I Won’t Let Them Call Me a Klutz*

This mission is completed if Samidare participates in a successfully completed Everyday Scene during the Naval Base Phase. For as long as this mission is active, Samidare may be chosen to participate in Everyday Scenes during the Naval Base Phase.

Reward: 20 experience
Battra (Gigantis)

## Abilities/Aspects (Larva)

* Can create and launch energy spheres from his horn
* His body can generate energy that he can discharge into opponents through touch or to burrow underground
* Adept swimmer
* Armored hide is resilient to all forms of conventional weaponry
* Able to shoot Prism Beams from eyes
* Each incarnation of Battra possesses the memories and knowledge of the incarnation that came before him

## Abilities/Aspects (Imago)

* Flight at mach 3
* Hurricane winds from wings
* Able to shoot Prism Beams from his eyes
* Body can generate energy that he can discharge into opponents through touch
* Shoots a cluster of stingers from his thorax
* Able to release red lightning from his wings
* Each incarnation of Battra possesses the memories and knowledge of the incarnation that came before him
Whitestorm

Whitestorm is a big, thick furred, long-bodied, muscular, snowy, white tom, with yellow eyes, tufted ears, and one has a scar behind one of them.

As ThunderClan Deputy:

Preceded by: Fireheart

Succeeded by: Graystripe

## Basic Information

Whitestorm is the son of Snowfur and Thistleclaw, and the father to Sorreltail, Ferncloud, Elderkit, Tulipkit, Sootfur, Rainwhisker, and Ashfur.

His mother died when a monster ran over her, and Thistleclaw was an evil cat. Besides that, his days were good and he even later became the deputy of ThunderClan, under the leadership of Firestar.

## Mentor

Whitestorm's mentor was Patchpelt. He trained under the leadership of Sunstar.

## Apprentices

Whitestorm had an apprentice named Sandpaw, which was his first apprentice. He trained her to be a warrior, and she later got her warrior name of Sandstorm, under the leadership of Bluestar.

He later got another apprentice named Brightpaw, and trained her to be a warrior. Although, when her eye was wiped off her face, she got the name of Lostface, but was still somehow an apprentice. She later gets a different warrior name, however, and she is named Brightheart.
The End Phase

The End Phase takes place after the Decisive Battle has ended and is resolved through a series of steps.

## The Epilogue

The Admiral describes the outcome of the session with each PC getting their own epilogue.

## Character Advancement

Depending on what happened during the session, they receive varying amounts of experience points. Experience goes towards a character's level with each level providing different bonuses.

 Classification
 Flagship
 MVP
 Quests

### Resetting Data

After Experience has been awarded, the following are reset:

* All items acquired during the session are lost
* All hits suffered during the session are recovered
* Energy is restored to it's maximum
* All effects produced as a result of abilities or tables are negated

### Adjusting Traits

After Experience has been awarded, PCs may adjust their total number of traits. PCs may lose as many traits as they wish but may not go below their starting amount.

### Adjusting Relationship Scores

If a PC's Relationship Scores have a total of [PC's Level + 5], they must be reduced so as to fall within that range.

### Adjusting Abilities

PC's may freely change their combat abilities. If the PC has leveled up and increased their maximum number of abilities, they may also pick another.

PCs may only acquire abilities from which their character has Specializations in.

#### Learning Allies' Inherent Abilities

If a PC has a Relationship Score of 5 or greater towards an NPC or Shipgirl, they may change one of their combat abilities to their Inherent ability. This ability can also be changed later on for another if the PC wishes.

## Naval Base Advancement

After the PCs have adjusted their characters, the Admiral increases the Naval Base's level by 1 as it increases automatically.

### Equipment

The number of equipment in the Naval Base that may be carried over between sessions is equal to [Naval Base Level x 2]. If there is excess, they must be discarded until they fall within that range.

### Resources

The amount of each resource in the Naval Base that may be carried over between sessions is equal to [Naval Base Level + 20]. If there is excess, they must be discarded until they fall within that range.

### NPC Shipgirl Relationship Scores

If the total of all NPC Shipgirl relationship scores is greater than [Naval Base Level + 5], you must reduce their relationship scores until it falls within that range.

### Furniture

When the Naval Base's level increases, furniture coins are received. Furniture coins may be used to buy furniture that can strengthen the Naval Base.
Everyday Scenes

These scenes show normal, everyday life in the naval base. They usually allow you to recover energy.

Outside of [keyword] nothing seems to change. Waiting is part of your job though. Make a check using a trait related to [keyword]. If you cannot think of anything use "Standby" (Naval 7) as the trait.
**Success:** The scene player regains all their energy. If they are at max, increase the max by 2 for the session and then regain all energy.
 3
It's time for tea time. Let's pass the time with quiet grace. Make a "Lived Abroad" (Background 12) check.
**Success:** The scene player gains 6 energy and all other PCs gains 2 energy.
 4
Grab your tackle and set your lines. Wait, what happened? You managed to land a [keyword]. Make a check using a trait related to [keyword]. If you can't think of one use "Composed" (Personality 3) as a trait.
**Success:** The scene player receives a "Memento" related to [keyword].
 5
You're going to get some rest in the sun. Being well rested is important in battle! Make a "Sleeping" (Interests 2) check.
**Success:** Each PC recovers 1 hit.
 6
Things are messier than you thought. We need to clean! Maybe we'll find something we lost. Make a "Hygiene" (Naval 11) check.
**Success:** The scene player gets a random item
 7
You take over the galley to make lunch together. Today's menu: [keyword] curry. Spicy obviously. Make a check using a trait related to [keyword]. If you cannot think of anything use "Food" (Interests 6) as a trait.
**Success:** Each PC recovers 1D6 energy.
 8
A "silver fly" is navy slang for someone who's been swiping food. If you don't stop them, you'll all be disciplined. Make a "Protocol" (Naval 5) check.
**Success:** The scene player increases their max energy by two, then recovers up to their max energy.
 9
You devote yourself to your daily training. Make an "Earnest" (Charm 2) check.
**Success:** The scene player gains 10 experience and one PC chosen at random increases their relationship score by 1 point.
 10
The newspaper has come to report on the recent [keyword] instance. Make a check with a trait related to [keyword]. If you can't think of anything use "Famous" (Background 3) as a trait.
**Success:** Each PC with a positive relationship score with the scene player adds 1 to that score.
 11
The beautiful calm blue ocean. Without thinking you decide to dive right in. Make an “Assault" (Warfare 6) check.
**Success:** Each PC gains 2 energy. The scene player receives 1 random item.
 12
You don't stand out enough! You'll become known for [keyword]. Make a check with a trait related to [keyword]. If you can't think of anything, use "Catchphrase" (Background 6) as the trait.
**Success:** For the rest of the session, the scene player regains energy whenever they roleplay anything involving [keyword] or append [keyword] to the end of their sentences. This may only be used once per cycle/round.
**Failure:** Each PC decreases their relation to the scene player by 1.
Yamashiro

* Utility

Activation: Sub

Effect: You may use this ability when you attempt to make an Action Check with a target number of 10 or more. If the roll is a success, it becomes a Special; if it fails, it becomes a Fumble.

#### *It's Just the Admiral*

Trait: None

Activation: Sub

Effect: You may use this ability when you fail the Action Check of an Event during the Naval Base Phase. The effects of failure are cancelled. You may only use this ability once per session.

### **Personal Mission:**

#### *Together with Big Sis Fusou*

If the fleet successfully complete two Expedition Scenes, you bring Fusou to the Naval Base as a non-player character. Once Fusou arrives at the Naval Base, the mission is completed. The mission is instantly completed if a player character or non-player character is Fusou.

Reward: 20 experience
The Introduction Phase

This phase is where the characters are introduced to the setting and the conflict. There are various introductions to be made during this phase that need to be done in order.

## Introducing the Naval Base

The Admiral is to give a general description of the Naval Base's atmosphere and what it's like. The Admiral and the players may flesh out the details as the session progresses.

### **Choosing a Naval Base Name**

If this is the first session, the Admiral needs to choose a name for the Naval Base. If they have trouble coming up with one, they may choose to roll on the "Naval Base Name Table" to make one at random.

3 players are selected to roll on the table in order to come up with a provisional name. If any of the other players dislike the name, they may also roll on the table to provide an alternative result.

The other Name Tables can be found here

### **The Naval Base Record Sheet**

The Admiral should give the players a copy of the Naval Base Record Sheet. If it is the first session the sheet will start with this:

 Supplies
 Equipment
 NPC Shipgirls

While starting with no equipment is what's listed, the Admiral may instead choose to start with some of his choosing.

If you would like a copy of the Naval Base Record Sheet, there is a copy here.

## Introducing the Shipgirls

After the Naval Base has been introduced, the players may introduce their Shipgirls.

As each player introduces their character, the others should record their names in the "Characters" section of their Character Sheet. Likewise, the Admiral should also be recording the PC's name in the Record Sheet.

Once all the players have been introduced, they must decide among themselves who the Flagship for the session will be. Any time there is a group decision, the Flagship gets the final say. Choose a new Flagship every session!

### **Choosing a Fleet Name**

If this is the first session, the players should discuss among themselves the name of their fleet. If they are having trouble, they may consult the Fleet Name Table to decide one at random. Use this table in the same manner as you had for the Naval Base's.

## Mission Briefing

Once all the introductions have finished, the Admiral describes the quest that the characters need to achieve. The explanation should include an overview of the quest, what relation it has to the PCs, relevant NPCs and other incidents occurring in the area (among other things).

If the PCs succeed in their quest, they gain experience. If the Mission Briefing includes an NPC, the players should also include their name in the "Characters" section of their Character Sheet.

## Increase Relationship Scores

After the Mission Briefing is complete, each player chooses one character other than their own
and increases their PC's relationship score towards that character by 1 point. Once all of the players have increased their relationship scores, the Introduction phase is over, and the Naval Base phase can begin.
Heavy Cruiser

These larger cruisers possess high stats across the board and are effective in a wide variety of situations.

###  Starting Traits

A Heavy Cruiser Shipgirl begins play with 4 Ship Traits.

### Supply Affinity

Supply affinity describes the relationship between a Shipgirl and the different resource types. By using the naval base's stocks to resupply themselves, the Shipgirls can restore their spent energy.

Heavy Cruisers have the following Supply Affinities:

Supply Affinity

*The given number is the required amount of the Supply needed for the Shipgirl to regain 1 point of Energy. An "X" indicates that the Shipgirl cannot regain Energy with the given Supply.*
Tatsuta

*One of the longest serving Light Cruisers, along with her sister Tenryuu. Her touching features are topped off by an angelic halo. Alluring, with a calm voice, she's actually a terrifying and violent sadist. Don't lose your temper around her, if you value your life.*

## Stats

### Starting Traits:

#### *Merits*

* Gentle
* Cruel

#### **Specializations:**

* Deployment
* Strategy
* Offensive

Reaction Table
 2
 3
 4
 5
 6

### Inherent Ability:

Tenryuu-Class Light Cruisers have the following Inherent Ability:

#### ***Cut to the Bone***

Activation: Auto

Effect: Increase your Firepower by 2 points whenever you have taken 2 or more Hits.