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[IC]TotMG:V2 - Hyperdimension: Return of the Four Felons


StormLord

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"6,5,4,3,2,1 Charging complete fire when ready my lady." Mornings Arrow said as the gathering of energy slowed down "Right now Descend Valkyrie Breaaakker!!!" as she swung her device into the gathered energy launching it towards Judge.

 

Bridgett uses Valkyrie Breaker on Judge dealing 2[WD}(3d4)+5d12(from turns passed)maximized+50%

Spoiler

Valkyrie Breaker: A wide area bombardment spell that deals 2[WD] damage to 4 targets. Requires 1 turn of charge before firing. Each turn passed adds 1d12 to the total roll. has a cooldown of 3 turns. Can use 4 cartridges to ignore the turn of charge.

-Level 1: deals 2[WD] damage to 4 targets. Requires 1 turn of charge before firing. Each turn passed adds 1d8 to the total roll. has a cooldown of 3 turns. Can use 4 cartridges to ignore the turn of charge.

-Level 2: dice from turns passed upgrade to d12's 

 

Einherjar Mode: A experimental mode that grants Bridgett's spells more power as she releases its restraints, but due to its experimental nature it causes extreme strain on her body. Can be activated and deactivated as a free action. each level increase is also a free action on a separate turn after initial activation.  Each level carries the effect of the previous levels with it. initial Activation cost 20% of Bridgett's max hp and cost another 20% at the end of each turn after. The cost increase with each level increase. 

 

Level 1: Increase damage dealt by her attacks by 25%. Costs 20% of max Hp each turn after activation.
Level 2: Increase damage dealt by her attacks by a further 25% (additive). Hp Cost increased to 25% of Max Hp each turn.
Level 3: Dice rolls on all spells are maximized. Hp cost increased to 30% of Max hp each turn. Deactivation at this level causes Bridgett to lose her next turn.

 

Bridgett stuff to remember

Spoiler

Strength: 3
Dexterity: 6
Intelligence: 3
Constitution: 7
Synergy: 12

 

Barrier Jacket: Grants a pool of 24 HP. For every hit, 4 points of net damage will be subtracted from this pool instead of the wearer. 3 Turns after being reduced to 0 HP, the pool will fully replenish. Bridgett's barrier jacket, a light blue dress with silver gauntlets, and boots. It has a short white coat over her shoulders that go to about the middle of her back.

Free Action: Heal the user for the HP of the pool, and reduce the pool's HP to 0. Bridgett reworks the wards of her Barrier Jacket, recovering her health.

Passive: Once per encounter, when an attack would otherwise reduce the wearer to 0 HP, negate that attack, and reduce the pool's HP to 0. All benefits of this item are lost until the pool replenishes. Bridgett purges her Barrier Jacket, negating an incoming attack.

 

-Base Form: Grants a pool of 20 HP. For every hit, 4 points of net damage will be subtracted from this pool instead of the wearer. 3 Turns after being reduced to 0 HP, the pool will fully replenish.

-Craft Upgrade: Adds the following Free Action: "Heal the user for the HP of the pool, and reduce the pool's HP to 0."

-Craft Upgrade (Reactor Purge): Adds the following Passive: "Once per encounter, when an attack would otherwise reduce the wearer to 0 HP, negate that attack, and reduce the pool's HP to 0. All benefits of this item are lost until the pool replenishes."

-Craft Upgrade: Increase pool to 24 HP (20 -> 24)

 

 

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Stats at a Glance

 

Atton

HP: 93/93
Constitution: 9
Dexterity: 8
Intelligence: 15 (8+7)
Strength: 3
Synergy: 2

Perks:

M9 Half-track:
Atton enters combat with a Half-track that has HP equal to [Int*LVL]/2, it comes crewed as needed, and has half as many (rounded up) action slots as Atton.  The Half-track can be loaded with actions or equipment from Atton or his allies(where applicable). Atton may spend his turn acting or commanding the Half-track, if the Half-track doesn’t receive orders it automatically takes the “Defend” action.  
The Half-track shares the same Init as Atton, effects that modify its Init instead modify Atton’s. Actions and equipment being used by the Half-track are inaccessible until the end of combat if the Half-track is destroyed. The Half-track’s base stats are equal to Atton’s level across the board, plus any bonuses from equipment it might be using.  The Half-track reappears fully repaired any time the party would get a full HP restore.

The Endless pursuit of Perfection: +1 Int per level. 

Inspirational Speechwork: Richard is able to use the action “Never Give up!”

Proper Goddamn Food: The standard C and K Rations that Atton’s crew have had the displeasure of consuming for most of their military career are so fucking terrible, that the mere prospect of being able to survive long enough to return to base and eat a proper meal is enough to drive Atton and his crew to new heights. Atton's Level is considered 1.3x its normal value for the purpose of calculating everything but his AP and CT pools.

(Flaw) No Plan survives first contact with the enemy: Richard is unwilling (or more likely unable) to use any support actions in the first round of combat, this includes using his basic defense, or any action that does not involve attacking and the first support action used has an additional round of cooldown.

 Half-track:
HP: 52/52

Sats: 7
Actions: Gunner, Combat Engineer, Armor Plating, .50 cal.
5 DR vs Piercing, Slashing, & Bludgeoning damage.

Loadout

 

Atton's Actions:
(Perk Backed) Never Give Up!: “Richard stands upon the highest platform he could find, and raises his silver sword in such a way that catches the light, golden wings appear and Richard appears to be wearing a golden horned helmet for just a few moments, this causes anyone watching to suddenly feel inspired”

Current: Heals 1d4+[Int]+[LVL] health to the entire group and removes one ailment, three round cooldown
Level 1: Heals [Int]+[LVL] health to the entire group, four round cooldown
Level 2: Healing increased to 1d4+[Int]+[LVL].
Level 3: This ability now has a three round cooldown.
Level 4: Now also removes one ailment from each ally.

Battle Plans: “Richard analyzes the current situation and formulates a cunning plan, one that is so cunning that it has recently managed to become the professor of cunning studies in Harvard”
Current: Boost the stat of choice of two targets by [LVL] for two rounds and reduces a cooldown of the targets’ choices by one, two round cooldown.
Level 1: Boost the stat of choice of one target by [LVL] for two rounds, two round cooldown.
Level 2: Increases the amount of targets by one
Level 3: Now also reduces a cooldown of the target’s choice by one.

Entrenchment: Atton orders some of his squad to quickly dig an entrenched position...complete with a bunch of sandbags to form a chest high wall.
Current: Create a trench large enough for two allies.
Level 1: An ally can choose to enter this trench as a free action, causing them to gain a 30% damage reduction against ranged attacks until they perform a non ranged action.
Level 2: The entrenchment is now large enough for two allies.
(Alternatively just a 30% damage reduction against ranged attacks that lasts until the target use a non ranged action.)
 
Forward March!: “Richard attempts to convince a friendly target that they can, and will move faster than they usually would by using a short speech”
Current: Increase the Init of two targets by [Int]/2.
Level 1: Increase the Init of one target by [Int]/2.
Level 2: Increase the number of affected targets by one.

That, is naught but a flesh wound: “Richard converses at length about how the friendly target can power through an injury that is affecting them”
Current: Restore 1d4+[Int] HP to one target and cure one ailment.
Level 1: Restore 1d4+[Int] HP to one target.
Level 2: Now also cures one ailment.
Level 3: Increase the number of affected targets by one.
 
Banner of the 10th Regiment: A rather minimalistic banner depicting a symbol of a golden winged white cross and the words ‘10th Regiment’ written in stark white placed on a dark blue background that is held aloft on a sturdy metal pole. The sight of the banner flying freely (and a constant stream of motivational sayings) motivates Atton and his crew to move and act even faster.
Current: +6 Init
Level 1: Boost Init by 3 points.
Level 2: Init boost improved to +6.
Level 3: A megaphone attached to the top of the banner grants Atton an additional +3 boost to initiative....if he spends a turn to activate it that is, as he decided to place the mouthpiece at the top of the banner for some inexplicable reason.

Symbol of Lumabella x1 - A holy item in the shape of a stylized bow in a beam of sunlight. Can be activated as a free action once per battle to cause the user's ally-targeting actions to remove a single debuff from allies for the round. If said action already removes debuffs, it will instead heal them by user SYN/2.

Half-Track's actions:
.50 Cal: Atton orders the squad’s gunner to man the M2 Browning and open fire on the enemy’s position.
Level 1: Deals 2d6+[Dex] damage to one target or 1d6+[Dex]/2 to three targets, only usable when equipped by the Half-track or Atton is in a stationary defensive position (Such as the one created by his Entrenchment action), one round cooldown.

Armor Plating:
Current: +5 DR vs Piercing, Slashing, & Bludgeoning damage.
Level 1: Reduce incoming Piercing, Slashing, and Bludgeoning damage by 3 points, reduce user’s Init by 7-[Str], only usable by vehicles.
Level 2: Increase damage reduction by one point.
Craft Level 3: Synthetic adamantium has been alloyed with the pot metal armor of the Half track, allowing it to absorb kinetic energy and convert it to heat. Increases damage reduction and initiative reduction by 1.

Combat Engineer: Specialist James Doherty is an almost constantly overworked Scottish man who prides himself in his ability to allow the squad’s M9 Half Track take a bigger load of punishment than it is used to without falling apart.
Current: 4 points of repair regen each round.
Level 1: Grants 3 repair healing to the user at the start of each round while equipped.
Level 2: +1 Regen each round.

Gunner: Private Jesus Kaltenbrunner is a textbook example of how not all Germans who fought in world war 2 were evil, or misled by patriotism and promises of racial superiority into fighting for the Axis forces, as some of them were Jewish, German expatriates, immigrants, or just decided that the Axis forces could go stuff themselves. Rather unfortunately he is also a terrible shot with any non fully automatic weapon...but he is improving somewhat.
Level 1: Increase damage dealt with ranged weapons by 3.

Atton couldn't help but roll his eyes as his half track drove by the perpetually screaming Punch, quickly countering by responsibly and sanely clambering onto the roof of his vehicle and hanging onto the banner for support as he took the mouthpiece in his hands and shouted out, "This is no time to be admiring the size of our enemy's hammer men! Not when he swings like a drunkard! And especially not when we're this close to knocking him out for the count!, So get on your feet get on your feet Iowa! Shrug off those wounds! And lead us on a forward march to victory!," in an attempt to be inspiring.

 

Atton uses That is Naught but a Flesh Wound to heal himself and Iowa for 1d4+15 health, and healing off Iowa's stunned condition since he moves before her.

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Mira

 

It wasn't a full recovery, but it was about time to end this, wounds be damned. So, her free hand finally leaving her wounded side, Mira began advancing back towards Judge, dragging her sword across the ground as she did so. Then, slowly but surely, she began picking up her pace, until she was practically sprinting towards the behemoth. Once she did get near to him, she slashed upwards. Shield or no shield, he wouldn't survive.

 

Mira attacks Judge for 6d8+11 damage.

 

Magra: 3/8

Mira generates an extra bit of Magra! Her next extra Magra will come in 1 turns.

 

Mira's armor reduces slashing/piercing damage by 4. In addition, all damage, including slashing/piercing damage, is reduced by 1.

 

Mira takes 50% more damage from magic attacks.

 

Spoiler

HP: 67/90

 

Perks

Magra
Mira specializes in using an energy she creates inside of her called Magra, which she specifically uses for attacks. She always starts with at least 1 Magra unless specified otherwise, but can carry over Magra from a previous fight if it was higher than 1, and can have a maximum of 8 Magra. At the end of each turn, Mira gains 1 Magra.


Full Moon Arts
Mira’s personal style, the Full Moon style, specializes in using Magra for extra powerful attacks for varying situations. Specifically, this perk gives Mira access to the action “Shattered Moon: Eclipse”.

 

Growing Power

While Mira's prototype generator is flawed and not as powerful and others, it is still something that is growing in efficiency. Mira gains +1 SYN every level.

 

Rending Combination
Due to years of training and mastering of her own internal power, Mira both knows and is capable of using her talents in quick succession. Mira can use up to two separate Magra costing actions per turn, although it costs twice as much Magra if she does so.

 

Unstable (Flaw)
Mira is the carrier of the prototype Magra generator, which can become unstable if met with other instances of magic. Any magic attack that connects with Mira deals 50% more damage.

 

Actions: (8/10)

Magra Generator: Mira’s heart is a generator, one that creates energy known as Magra, which is something Mira can use as an offensive tool. Every three turns, Mira gains 1 extra Magra.
- Level 1: Every four turns, Mira gains one extra Magra.
- Level 2: Decreased to one Magra every three turns.

 

 Cell Repair: Mira uses some of her Magra to accelerate her healing process than what is considered normal. Heals herself for 3d6+Syn outright, and can use one Magra to add 1d6 to the heal.
- Requires 1 Magra minimum
- Level 1: Mira heals herself for (1d6+SYN) health. She is capable of using more Magra for healing, which adds another 1d6 for each Magra used.
- Level 2: Healing increased by 1d6.
- Level 3: Healing increased by 1d6.

 

 Lunar Stance: Mira readies for an enemy’s attack, preparing to counter the second they try to strike her. Cancels the first attack made against her in the turn, and deals (Equipment Damage+2d6) damage to the attacker.
- Requires 2 Magra
- Level 1: If Mira is attacked during the round Lunar Stance is used, she automatically cancels any damage from a single enemy and attacks them for (Equipment Damage+1d6). If Mira is not attacked, she still uses the Magra for this action.
- Level 2: Damage increased by 1d6.

 

 Half Moon: Crescent Slash: Mira drags her weapon through the ground, then slashes upwards, sending both parts of the ground and a wave of Magra out towards the enemy. Deals (Equipment Damage+4d6) damage to a single target.
- Requires 4 Magra
- Level 1: Mira deals (Equipment Damage+3d6) damage to a single target.
- Level 2: Extra damage increased by 1d6/


 Full Moon: Restriction Release: Mira puts her Magra generator into overdrive. When activated, this action gives Mira unlimited Magra for 4 turns, but locks up Shattered Moon: Eclipse. After 4 turns, the effect wears off and Mira is unable to generate Magra for two turns.
- Requires 8 Magra
- Level 1: After activation, Mira is capable of using Magra indefinitely for 4 turns. However, during this time, Shattered Moon: Eclipse is completely locked. After 4 turns, Mira is incapable of generating Magra for 2 turns, but immediately regenerates Magra at the end of the 2nd turn cooldown. If the battle ends before Full Moon: Restriction Release is finished, Mira will start the next battle with only one Magra.
- If Cell Repair is used during Full Moon: Restriction Release, it is treated as if Mira had only four Magra available.


(Perk Backed) Shattered Moon: Eclipse: Focusing all of her currently generated Magra and then some, Mira punches the ground and forces all of her Magra into it, causing a massive explosion of darkness to erupt from her. With this action, she can deal either 8d8+Syn damage to 4 targets, or 14d8+Syn to a single target. However, after it is used, Mira is unable to generate Magra for the remainder of the battle.
- Requires 8 Magra
- Level 1: Mira deals (6d8+SYN) damage to up to 4 separate enemies. However, after this action is used, Mira is unable to regenerate Magra for the remainder of the battle, effectively becoming locked out of most of her actions.
- Level 2: Shattered Moon: Eclipse can now target one enemy, dealing 12d8+SYN damage to them with the same negatives as normal.
Level 3: Now deals 8d8+Syn damage to 4 seperate enemies, and 14d8+SYN to a single target.


(Equipment) Black Heart (10 Weight): Mira’s personal sword, a rather long, one handed blade made out of black metal. Deals 6d8+Strength damage.
- Level 1: Deals 3d8+Strength damage to a single target.
- Level 2: Damage increased by 1d8
-Level 3: Damage increased by 1d8

- (Craft) Level 4: Damage increased by 1d8. Bonus towards Magra infusion on this weapon.

 

(Equipment) Mira’s Armor: The armor of the “Dark One”, Mira. Rusted, old, and cracked, yet durable enough to continue protecting its user from harm. Gives +4 Damage Reduction against Piercing/slashing attacks, and gives a +1 Damage Reduction against all physical attacks, but lowers initiative by 4-Strength (to a minimum of 0).
- Level 1: +1 Damage Reduction against piercing/slashing attacks, but lowers Initiative by 4-Strength (to a minimum of 0)
- Level 2: Damage Reduction increased by +1
- Level 3: Damage Reduction increased by +1
- Level 4: Damage Reduction increased by +1

- (Craft) Level 5: Damage Reduction +1 against all types of physical attacks.

 

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Perlita exhaled -- she knew that if she didn't have her Persona boosting her stamina, she would be quite exhausted by now... and she was probably going to be fairly tired after this anyhow. She had been slinging high-powered healing magic left and right without pause, after all, and that took a lot of energy. Still, it wasn't like she could stop -- there were people fighting alongside her (and protecting her) who needed her help, so she was going to give it until the fight ended or she outright dropped unconscious. She... hoped the latter wouldn't happen, and at least the giant hammer-wielding guy hadn't swung at her yet. "Ah, Miss... Iowa, hold on for a moment and I'll help you!"

 

Perlita uses Diarama on Iowa, healing her for 6d4+SYN (12)+SYN (12) health!

Spoiler

Level: 5
HP: 70
Init: 1d20+9

Stats:
Constitution: 8
Dexterity: 9
Intelligence: 4
Strength: 2
Synergy: 12

 

Flaw: Psi Weakness: Most every Persona has a weakness, and Crawford is no exception, being weak to attacks of the Psi element -- or attacks that are close enough, thanks to a crippling fear of judgement reflecting itself within her Persona. Perlita takes double damage from mental attacks.

 

Actions:

Hama: Perlita summons Crawford and performs a more esoteric attack. She envelops the opponent in a glaring sphere of light containing words inscripted upon the inside, which remains for a couple of seconds, at which point the ability’s unreliable magic kicks in, either doing a great amount or not much at all. Does SYN damage, but with a 30% *2 crit chance.

Diarama (Level 6): With a flash of her glitzy Persona, Perlita casts one of her two direct healing spells, sending a burst of potent and focused healing energy to diffuse through someone’s being, which mostly just presents itself as a pink glow. Perlita heals 6d4+SYN health for a single target.
Level 2: Upgraded from 1d4+SYN to 2d4+SYN.
Level 3: Upgraded from 2d4+SYN to 3d4+SYN.
Level 4: Upgraded from 3d4+SYN to 4d4+SYN.
Level 5: Upgraded from 4d4+SYN to 5d4+SYN

Level 6: Upgraded from 5d4+SYN to 6d4+SYN

Media (Level 3): Perlita casts her other direct healing spell, which is less potent and more taxing, but heals multiple of her allies. In a lot of ways it looks similar to her other healing spell, simply causing a fainter pink glow of healing energy to surround more people, but it requires a longer exposure of her Persona and is harder to channel — she’s splitting her efforts, after all. Perlita heals SYN damage for four targets. 1 turn cooldown.
Level 2: Upgraded from two targets to three targets.
Level 3: Upgraded from three targets to four targets.
Patra (Level 2): Perlita summons Crawford and casts a spell which showers the target in bright sparkles of a turquoise color. These sparkles are the visual signs of a spell that can soothe burns, purge illnesses, and calm down unnaturally troubled minds... or maybe multiple at once.”  Perlita heals all of a target’s ailments.
Level 2: Upgraded from removing one ailment from the target to removing all ailments from them.

Circulation Sash: A light blue colored sash that is worn under Perlita’s dress and as such isn’t really visible. It keeps Perlita’s circulation and movement clear and uninhibited, but only insomuch as preventing a severe shock every one in a while, after which it takes a while to realign itself. Once per plot, can be used to break a stun on Perlita.

Effort Choker: A little black and white choker which embodies focus and pushing oneself hard, letting an occasional spell be strengthened but taking some serious effort in the process. Once a plot, Perlita can add [SYN] to a single target heal or attack, but at the cost of adding 2 turns of cooldown to it.

Through the Bonds of Camaraderie (Trick): As a member of a specific group of people in Roswell with Personas, Perlita shares a unique bond with them, and pulls on ephemeral threads representing these bonds visible only to Persona-users to invoke Crawford. Turns out she can send something across this thread, too. Perlita can choose to have “once per plot” beneficial items affect Gabriel instead of herself.

 

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"Come on, big guy! I can keep going!"

Freila on the Judge. Again. Sun Arcana activates. Beat of My Blood activates.

Gabriel has a 20% chance to resist radiation ailments and 40% to resist heat due to Blue Jacket. 

All ailments on Gabriel have halved duration due to Optimism.


Freila: Utilising Oppenheimer, Gabriel blasts an opponent with the power of nuclear radiation, unleashing a miniature nuclear blast onto them. Gabriel does 5d6+SYN (12) damage to a single target.
Sun Arcana: Nuclear and fire attacks used by Gabriel inflict a burn on the opponent, dealing SYN/2 piercing damage for three turns, each subsequent nuclear or fire attack adding an extra stack of burn. Enemies who resist radiation and fire cannot be affected by Sun Arcana's effect.

Beat of My Blood: Any Frei-line skills used upon enemies with Burn, Shock or Frozen statuses (or any analogues) deal x1.3 damage. Sun Arcana's effects qualify as Burns for Beat of My Blood.

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"-AAAAAHHHHH"

Punch finaly ceases her screaming and looks at judge. Its not the most power shes gathered, but considering the size of the group and the wounds already present, it should do. The air around her is visibly charged and her hair has begun to float a bit as the sheer amount of mana in her body and the air around her begins to negate its weight.

"This is it! Charging complete! Now prepare yourself for my Greatest Technique!"

She forms a sign in each hand before slamming her hands togther so that they cross, then preforms many other signs in sequence. Each sign causes a ripple in the energy around her as more spills from her fingers. Each sign accompanied by the sound of a small shockwave.

It's a shame she didn't have time to charge it more. It was a much more impressive crash once she had spent a few minuets building up power, but at this rate she wouldn't get a chance to fire it.

"This technique was patterned after the glory and strength of a great dragon who resided in a frozen mountain and turned the frozen stones into stars! Holding its most precious, shining jewel deep withen its own heart! Tremble and fall part in the face of its unforgiving cold!"

Forming one final sign, a ball of roiling blue energy and swirling snow forms

 "Roaring White dragonnn'sssss….."

She spins, striking the ball with an open palm, sending it hurtling forward

"HIDDEN GEM!"

 By the time the orb has struck shes already moved into the attacks second phase
Similar to when she charged she struck a pose and screamed at the sky.

"HAAAAAAAAAHHHHHHHHHH!"

This lasted for a much shorter time, as a silhouette of sorts, made of blue energy leapt up from her feet and spread its wings. One of its own clawed, translucent arms wrapping around one of hers.

She moved to rush forward, running in for a punch. The image collapsing in on itself, into a chaotic blue stream from her arm, throwing off lines and tendrils and waves of blue behind her, and tipped with claws over her fist. 

"SHATTER TO PIECES!"
 
Despite its rather grandiose inspirations and delivery, The idea behind the attack was rather simple. Freeze a target as much as possible with the first strike, the outside, the inside. Freeze them as far to the core as you can. Then execute them with the second strike. A vicious icy punch of great force, to shatter the body of a target. If one struck just right, they could even aim the explosion. Sending the shards off in the direction of secondary targets. 

Of course to get the fullest effect, it usualy requires a large amount of energy. Hence the charging. Kind of comes with the territory of 'Freeze a target to its core, from the outside'

 

Spoiler

Having charged for two turns, Punch now has a STR value of 18. 

She uses Roaring White Dragon's Hidden Gem on Judge.
 

Spoiler

Roaring White Dragon’s Hidden Gem: The user unleashes a powerful special technique. Creating a large explosive orb of icy energy, and launching it at a target, before following up powerful strike of spectral claws.

Deals 4d6+strength Ice damage. If double the damage Dealt would kill the target, the damage is doubled. Once per battle

 

Level 2: When a target is killed by this attack an icy shard is created, which strikes a random foe for 1d6+[Str/2]


Of course the Level two effect is meaningless here, as, aside from the trees there are no secondary targets.
At the END of this turn, Punch's STR will drop by three.



 

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Up on Iowa's bridge, unseen to those outside, her command crew reels in shock, splinters of wood and metal having scythed across her conning tower and reaping a grim harvest of men and equipment.  Dazed, dizzy, a young lieutenant's stupor is penetrated by the sound of vigorous yelling from outside.  Instincts fresh from West Point drag him to his feet before he even really knows what's going on, at which point he realizes that the ship has taken a hit directly to the tower.  Without central control and fire control, she'll be helpless.  And the enemy is not one they can afford to go easy on.  Staggering towards the speaking tubes, he roughly shoves the concussed Captain out of the way and pops the covers off with a shaky hand.  "Fire the main batteries!"  He shouts into them, praying they've not been severed, "Fire everything!  Now!"

 

And even as Iowa herself staggers, falling to one knee under the force of the blow, eyes unfocused and arms hanging limp, her crew swings her main battery around with a slow, heavy finality.  Breech-blocks are locked, charges and shot loaded with the help of what can only be described as the grace of God, and even with primary rangefinders offline, at these distances they could hardly miss.

 

Iowa fires her 12 Inch Guns at the Judge, with AP loaded, dealing 4d8 + 10 damage.  If at least 5 of this damage is prevented, the AP will arm, dealing an additional 5d8 damage that cannot be reduced.  Either way, the target is afflicted by Concussion, reducing their damage output by 10 for 2 rounds.  Iowa will bleed off speed at the end of this round, losing 2 initiative.

 

Spoiler

Relevant Stuff

Level:  5

HP:  126

Init:  +1

 

Stats:

Str:  10

Dex:  1

Int:  1

Con:  12

Syn:  6

 

Perks:

Concussion:  The 12 inch and 8 inch guns in Iowa’s primary and secondary batteries have devastating consequences for anyone in the general area of whoever she happens to be aiming at.  Even if she hasn’t scored a direct hit on them, anyone damaged by Iowa’s artillery suffers from the debuff Concussion for 2 rounds.  Concussion reduces damage dealt by Iowa’s unmodified strength, and does not stack with itself.  Concussion cannot be applied to enemies already suffering from it.  Any attack with a cooldown Iowa makes can apply Concussion (if a ship makes a melee attack, it's still going to hit hard enough for this).

 

 

Citadel Penetration (Flaw):  Critical hits bypass Iowa’s armor, wreaking havoc on her machine rooms and crew.  Damage from critical hits is not reduced by any effects on Iowa, and being struck by a critical hit stuns her for one round as her crew makes emergency repairs.

 

Actions:

Basic Block:  Iowa blocks incoming fire with non-vital portions of her body, like her bow, stern, and superstructure, reducing incoming damage by 50% this round.

 

12 Inch Guns (Perk-Backed):  Iowa deploys her primary weapons, four 12 inch guns, to blast away at her enemies.  These weapons can fire armor piercing shells to inflict devastating damage upon extremely tough enemies, or blow away large groups of light enemies with high explosive shot.  These weapons are extremely potent, but neither subtle nor especially dexterous.  They have a maximum range of six miles, but Iowa can’t accurately hit targets more than a mile away without the assistance of a spotter.  She could as a ship, but being a woman has reduced the height and thus field of view of her fighting top and rangefinders immensely.

-Level 1:  When an encounter begins or this action is used, Iowa chooses to load armor piercing or high explosive shells and this action goes on cooldown.  If this action has not been used yet, the cooldown is halved, rounded up.  When Iowa fires, this action deals 2d8 + strength + synergy damage to target enemy.  Then, if armor piercing shells were loaded and the initial damage is reduced by at least Iowa’s level, the shell explodes inside them instead of overpenetrating, dealing an additional [level]d8 damage that bypasses damage reduction but no other defensive effects.  If high explosive shells were loaded, all enemies that act after Iowa take half the damage the initial target did as the shells explode on impact, dealing damage over a wider area.  5 round cooldown.

-Level 2:  The base damage increases to 3d8 + strength.

-Level 3:  The base damage increases to 4d8 + strength.

-Level 4:  The cooldown is reduced to 4 rounds.

 

Ahead Full (Perk-Backed):  Iowa sends orders to her engine room to disregard fuel conservation, wear, and boiler test pressure, building up steam and increasing her engine power.  When not focusing on acceleration, this speed will slowly decay.

-Level 1:  Iowa gains [level x2] initiative.  She loses [level/2] of this bonus initiative whenever she ends a round in which this action was not used.

-Level 2:  Until her next turn, Iowa gains a stack of the status condition Evasive Maneuvers.  Should she be damaged while she has an Evasive Maneuver, she loses one stack of it and reduces the damage by 20% before other modifiers apply.

-Level 3:  Iowa now gains two stacks of Evasive Maneuvers from this action.

 

Damage Control Team (2/2):  Iowa lights herself a new cigarette while her damage control teams get to work curing status ailments.  She can also take a slug of moonshine, motivating her crew and repairing some damage received.

-Level 1:  Iowa becomes immune to status ailments until the end of the round.  Status ailments currently afflicting her are removed by this effect.  This action comes with two Repair Party charges, which are refreshed whenever an encounter begins.  When it is used, Iowa can spend a charge to give herself the non-stacking buff Repair Party.  Repair Party lasts two rounds and heals her for synergy HP per round.  If Iowa has a higher-quality drink equipped as a consumable, she can expend that along with her Repair Party charge to gain additional benefits at the GM’s discretion.  4 round cooldown.

-Level 2:  Repair Party now restores 1d4 + synergy HP per round.

-Level 3:  Repair Party now restores 2d4 + synergy HP each round.

 

Lead like Roosevelt:  Iowa prepares herself to act.  Then, if an enemy would down an ally who moves after her, she steps in and blocks the attack with her chest, just like (she firmly believes) Teddy Roosevelt would.

-Level 1:  Grants Iowa the non-stacking buff Bull Moose.  If Iowa has Bull Moose and an ally who moves after her would be downed by an enemy’s attack, Iowa steps in and body blocks the attack, taking it instead.  The ally who first moves after her is given priority if multiple allies would be downed by a single attack.  Then this action goes on cooldown for 3 rounds.

-Level 2:  The ally protected by this action is inspired both by Iowa’s courage and the chance for vengeance.  While this action is on cooldown, they gain a +[level] attack damage buff against the enemy that would have downed them.

 

Bituminous Blast:  Iowa takes a deep drag from her cigarette, burns target enemy with it, and then exhales a choking cloud of coal smoke over them, obscuring vision and possibly inducing a coughing fit.

-Level 1:  Iowa burns target enemy for 1 fire damage, and then smokes them, reducing the damage of their next attack by her synergy as the dark coal smoke makes it hard to see and aim.  If that enemy acts after Iowa and needs to breathe, a coughing fit is induced, reducing the damage of their next two attacks instead.  Multiple clouds don’t stack with themselves.

-Level 2:  The first enemy to act after the targeted enemy, if any, is also hit by the smoke.

 

Gunboat Diplomacy:  If a battleship is getting in your face, it’s hard to focus on anything else.

-Level 1:  Remove all taunts applied with this action.  Then, the enemies that act closest to Iowa this round are taunted until her next turn.  Both the enemy that acts soonest before Iowa and the enemy that acts soonest after are taunted.  If they attack during this time, they must attack Iowa.  They are not forced to attack, though.  0 round cooldown (this is important).

-Level 2:  Iowa may use Gunboat Diplomacy as a free action if she gained initiative this turn.  Using this action as a free action increases the cooldown by 4 rounds.

-Level 3:  The cooldown is reduced to 3 rounds.

 

8 Inch Guns (Gear):  Iowa’s secondary battery of eight 8 inch guns is designed for delivering precision damage with a good rate of fire… for naval artillery.  Half of a salvo landing is considered excellent accuracy, and a volley every other round rapid firing.  These guns have a maximum range of 9 miles, but Iowa can’t accurately hit targets more than a mile away without the assistance of a spotter (very short range).  She could as a ship, but being a woman has reduced the height and thus field of view of her fighting top and rangefinders.  Reduces initiative by 5 – strength.

-Level 1:  Iowa fires a salvo of shots, 1d4 of which hit.  Each hit deals [level] damage.  This action always hits the enemy that acts soonest after Iowa.  If no enemy acts after Iowa, she can hit the one that acts soonest before her instead.  1 round cooldown.

-Level 2:  2d4 shots now hit per salvo.

-Level 3:  3d4 shots now hit per salvo.  The initiative reduction is increased to 10 – strength.

 

Armor Angling (Trick):  By presenting her armored belt to enemies at an angle, Iowa reduces incoming damage.  This trick only works if she can outmaneuver her foes.

-Level 1:  Grants +2 damage reduction, but only against enemies who act after Iowa.

-Level 2:  Grants +4 damage reduction, but only against enemies who act after Iowa.

-Level 3:  Grants +6 damage reduction, but only against enemies who act after Iowa.

 

Fire Suppression System (Trick):  Iowa employs her fire suppression systems to mitigate damage from being set ablaze.

-Level 1:  Reduces damage from fires by 17%.

-Level 2:  Reduces damage from fires by 20%.

 

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Uni uses a Healing Circle on herself, Nepgear, Iowa, and Mira healing them all for 10 HP each.

 

Atton heals himself and Iowa once more for 18 HP and removing Iowa’s stun.

 

Iowa’s main guns come to bare.  Fire rains down on Judge for 22 damage and secondary explosions deal another 22.  Judge is Concussed.

 

Bridgett floods the battlefield with excessive burning energy that deals 139 damage to Judge and the surrounding trees, leaving smoldering ruins all round.

 

Judge heaves as he falls to the ground in burning armor.

“IMPOSSIBLE, YOU CAN’T KILL ME.

He looks up to the sky over the forest with fear.

“Wait no- we had a deal!  WE HAD A DEAL!”

The party feels a sinister presence as Judge’s Trespasser infected arm quickly overtakes and devours the rest of his body, leaving only a glowing point of interest where he once was.

 

Final Status:

Spoiler

CFW Judge: -14/800,  Sun Arcana for one round, +10% damage taken for two rounds, Concussed,

 

Nepgear: 81/100,

 

Uni: 72/72,

 

Mira: 77/90, Lunar Stance,

6D: 85/85, Deflection(x1), +7 Str and 7 DR for one round,

Bridgett: 55/65, Einherjar level 3, Interception,

Atton: 68/93,

-Half Track: 52/52,

Perlita: 70/70,

Gabriel: 74/75,

Iowa: 62/126, +7 Str and 7 DR for one round,

Punch: 55/55,

 

Loot:

Spoiler

Helmet of the Judge: A black skull shaped helmet adorned with two bat wings over the ears and a single horn over the forehead.

Once per combat as a free action Libra one target revealing their HP and a small blurb of information if able.

Level 3.

 

 

Remake Plan:  Combine [Strange Metal] and [High-tech Gadgets] with one crafting token to create:

"Armor of the Judge: Black and teal plate armor with a skeletal motif."

Single Use.

 

Uni and Nepgear breathed a sigh of relief as Judge fall to the ground, they both quickly changed in flashes of light.  Uni's hair turns from white to black and they both appear in much more "normal" short dresses, they also both look far more exhausted than before.

 

"Oh dear I don't think that's going to be good at all."

 

"Yeah, what was up with him?"

 

"Anyway thank you all for your help but, who are you?"

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Mira

 

Just before she had struck, Mira had taken notice of Bridgett's... Inferno, for lack of a better term. Not wanting to get caught up in it, ally be damned, Mira dug her heels into the earth, then pushed herself back, just narrowly avoiding the blast of burning energy as it struck Judge. The resulting force from said collision was enough for her to lose her balance, falling to the ground as Judge did the same. And, as Mira began to get back to her feet, she got a front row view of Judge's arm quickly devouring the rest of the body.

 

"... Well then" was all Mira could say after the sight, before forcing herself back to her feet, dusting off the dirt from her armor, turning to Uni and Nepgear, "We're the ones who were sent by that 'Histoire' to deal with this Judge, along with whoever he was working with" she replied, sheathing her sword as her 'casual' markings came back. Mainly, the shadowy cloak, burning red eyes, and slight increase in height.

 

"And who are you?"

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"High energy detected. Dodging recommended." The pod said in a monotone - 6D was already on it, leaping away from the Judge to give a clear shot. And, well, the battle was just over then. She paused for a few moments as the Judge dropped, still in a combat stance. When it became clear that he wasn't going to pop up in a new form or turn out to not be dead after all, she relaxed, her sword flashing out of her hand and back onto her back. 

 

"That wasn't that bad, honestly." she said - systems reported no damage worth noting, and the superficial stuff was already being repaired. "What Mira said! We're here to help. Do you know anything about what happened to them? Any hint at why he went for you or who he's working for?" she paused for a moment then added on something else. "Oh, and are you both ok?"

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"That might have been the fairest fight I've ever been in," Iowa groans, slumping against a nearby tree and sucking down a canteen of her moonshine, "I think I'd like to go back to bullying sailing ships now.  Ow."

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Gabriel breathes heavily as he dismisses Oppenheimer, leaning against....well, anywhere convenient, really. That fight had taken a lot out of him that he hadn't felt since Roswell. He raises his hand at Uni and Nepgear.
"Just your friendly neighborhood heroes, passing through. No need to thank us, though, uh....pointing us in the direction of somewhere safe to hide for the moment might be nice."

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As judge dies Punch's ball of ice careens into a nearby generic tree.  Impacting and freezing most of it incredibly well. Having already started her charge, punch slams into said tree fist first.

The Tree promptly EXPLODES. Sending shards of frozen tree everywhere

She exhales as her power level starts to ramp down, before sighing and putting on a pouty face.
"Awww, I was hopeing to show him my most powerful attack. Oh well."

Punch proceeds to move over back to the group 
"Im punch! A wandering martial artist!" 
 
 

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Atton let out a stream of boisterous laughter as the 'eretic breaved his last, and the large and ponderous half track did a celebratory victory lap and sweep of the area while the general yelled something hopefully inspirational sounding about vanquishing the inglorious Trespasser beast, and revealing that the one who calls himself judge was unworthy to even stand before those blessed by the only true judge of the world.

 

Pretty standard speech all things considered, and a few choice moments passed before Atton realized that he was still the one driving, and the half track slowly came to a stop before the remains of the judged. "Mira's got it in one,," the half track said, before the track's engine was shut off and Atton climbed out of it with his men in tow, "We have been sent here by a fiery woman as part of our crusade against the trespascyng forces of evil! And it is our duty to ensure that this world is secured from any malevolent beings that seek to hasten your world's demise.

Atton took a deep breath as his crew members look awkwardly at each other, before they walk off to claim the Judge's helmet as a bit of a trophy as the general adjusts his cloak a little, and says, "Are the two of you still bearing any injuries from that battle? If needed I believe that we can offer some medical attention."

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"Oh Histoire sent you?  You must be the outside help she mentioned before we left.  I'm Nepgear and she's Uni, we're the Goddess Candidates for Planeptune and Lastation."

 

"Judge was part of a group called the Arfoire Syndicate for International Crime.  They tried to take over the world by killing the Goddesses and muscling into our nations and then use their power to summon the apocalypse and Deity of Sin."

 

"We stopped them before, but I think we've lost some levels since then, and did you see his arm?  What was up with that?"

 

"Yeah, I have to admit one time I did nothing but paperwork and press interviews for a week and lost at least thirty levels."

 

"The Deity of Sin was the one who revived Judge, Trick, Brave, and Magic last time they came back, but we sealed her away.  I can't think of anyone else powerful enough to bring them back at full power."

 

Nepgear shivered at the thought before taking notice of the several offers of healing.  She glanced down and assessed her own wounds, and then look over to Uni.

 

"Thank you for the offer, but this is far from the worst off we've been after a battle.  We'll take some rest once we return to the Basilicom."

 

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

 

Lyra makes a standard run-of-the-mill teleport over to- oh that's new, that's definitely never happened before.  Lyra finds herself trapped between teleports for an unusually long time unable to actually do anything about it.

 

Eventually she finds herself appearing in a mostly empty white room, a single plastic folding chair and small tv-tray are the only furnishings.  A small projector sits on the tray pointed at one wall.  Whether Lyra decides to sit or not the projector starts and plays back a recording of a woman going on to explain some mighty strange things.  Something about world-eating monsters, multiple universes, and most importantly you having been recruited to help a group fight off these creatures.  Once the recording is finished before Lyra has much time to actually sit and mull over her options the room suddenly dissolves into nothing and Lyra starts falling.

 

Falling.  Falling.  A pale blue sky is starting to come into view, soft fluffy clouds and the smell of burnt wood, sulfur, and ozone in the air.  More falling, the wind is really deafening now.  For a split second Lyra manages to catch and glimpse of green and grey before impacting with the "ground".

 

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

 

Mira is minding her own business brooding, looking scary, and considering her next words when all of a sudden she finds herself in a familiar position from less than two hours ago.  A woman unknown to her falls many many feet and lands directly on top of her, knocking her to the ground and generally making life difficult.  Yet again neither party seems to have been hurt by the event.

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Her objective had been Anthony Sanchez. She'd been trying to glitch into a pair of guards so she could knock them out. The procedure would've been simple. Sidewinder, swing wrench, throw wrench, loot key, done. Rinse and repeat until the ship was clear and she could bring in the prisoner. That was the plan. Until... this happened.

 

As she found herself in the blank room, she briefly wondered if her device had simply failed to reproduce her body and that she was now dead. At least she didn't feel a thing. But as the presentation started, it seemed less like an outright failure of the glitcher so much as... interference. The kind that happens when one tries to glitch into a Jammer field - the destination disrupted, and the person attempting to glitch usually finding themselves outside of the ship.

 

And someone had interfered so that someone could send her here. Into a room with a screen and a chair and a presentation about... "Trespassers".

 

The mention of world-eating monsters made Lyra freeze. Capturing, devouring, destroying all the worlds that they could reach... She'd been victim to something not so different. Had been trying to forget about it. Just her luck that she had to be given a reminder. And, as if knowing what she wanted most of all, she was told she'd have a chance to fight them. If not to avenge her own family... maybe to save someone else's. A chance for a loose end, drifting through space, to do some good before the end came.

 

Lyra briefly considered the possibility that this was all a trap. That this was, perhaps, some machination of the Voidmother, intent on claiming the final Concept that had slipped her grasp barely five years ago. But before she could make any kind of decision... she found herself falling from the sky.

 

Lyra wasn't much for planetside work. While her suit could protect her from the harsh vacuum of space, the meager oxygen supply meant she could either weigh herself down with O2 tanks (too large to fit into any of her pouches) or leave herself gasping for breath as guards took the opportunity to charge her position. The fact that she could freely breathe in this new environment was... strange.

 

The sensation of falling in a world with an atmosphere was even more alien a feeling. When guards tossed her out airlocks or she leaped through a hole in a window, there was only silence. Here, there was the wind rushing past, the sight of clouds, and...

 

The ground rapidly rushing up to meet her.

 

This was... bad.

 

It was very bad. Lyra tried to think about how she could escape this situation, but a brief check of her pockets revealed many of her tools were missing. Even if the Emergency Shield she carried could stop an impact as hard as the one she was going to make, her device was smoking and visibly cracked in multiple places. Lyra briefly wondered if this was punishment, somehow, for doubting the offer that she'd received. If this was the final part of the Voidmother's trick, dangling an opportunity she'd never had before snatching it away and killing her.

 

Just before she squeezed her eyes shut, Lyra noticed that she was going to hit one of the many people who were on the ground...

 

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

 

Lyra climbed off of the body of the woman she'd landed on, glancing around at the other members of the group uneasily. Somehow she doubted they'd appreciate her landing on their colleague.

Well, if nothing else, her Swapper, buggy from the interference as it was, meant she could at least make one of their number regret any attempts to attack her. Assuming it didn't fail in some fashion that meant zero, or half or two Lyras. It looked like none of them were prepared to attack her, so at least that was a good sign.

 

So. An uneasy situation created by being unexpectedly thrust into a world with gravity, an atmosphere... and some extremely impractical-looking outfits.

 

Strange dress or not, Lyra knew fighting them was not an option. With this in mind, Lyra did her best to come up with a proper apology and introduction, given the circumstances. At least none of them could see her face to know that she was trying to make something up on the fly - though the skull she'd painted on the front of her helmet probably wasn't doing her any favors.

 

"Sorry for landing on your friend there. I'm Lyra Concept, and I'm not going to harm you."

 

She just hoped they believed her, or this could be a very short conversation.

 

Lyra Concept has arrived.

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After Unleashing her breaker Mornings Arrow released a large amount of steam from itself as Bridgett slowly descended from the sky. She would of said something to the two girls they helped but when she tried to move to get closer she couldn't get her body to move. Knowing that it was most likely a side effect of using Einherjar Mode at its full level so not wanting to make a scene she moved her device just slightly enough so it would support her and prevent her form falling face first onto the ground. When another new person arrived from once more falling onto Mira (the world must really not like her) Bridgett let out a small chuckle causing her a bit of pain and causing her to cough up a bit blood from the damage she inflected upon herself  something she quickly tired to hide from the others so it wouldn't cause any problems.

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Mira

 

"I see" Mira responded, noting down Uni and Nepgear's name for later in her head before continuing on, unfazed, "So if the rest of his friends are back as well, that gives three more targets to eliminate. Do you have any idea where they could be? Or would Histoire be able to find-" she began... Only to get interrupted with a grunt of surprise as yet another woman landed on top of her, sending her crashing into the ground.

 

Like before, it wasn't enough to seriously harm her, but it was enough to annoy her leaving her face down in the dirt for a few seconds as 'Lyra' introduced herself, which was her cue to push herself off of the ground, "I swear, I'll kill the next person to land on top of me" she grumbled to herself, brushing off the dirt on her armor as she glared at Lyra, "Couldn't have given a warning?" 

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Well, she'd said her line and no-one had drawn their weapon yet. That was a good enough start.
 

"I'm sorry for landing on you. When I discovered I was falling from the sky, I panicked..." It wasn't the best way to introduce herself, that was certain, but it was better than faking confidence or attempting to shift blame. Again, Lyra hoped to hell that the woman she'd fallen on believed her, or things could get unpleasant fast.

 

As she nervously waited for a reply from the rest of the group, she gave them a quick once-over. This time she was thankful for her skull-mask helmet - while its appearance likely wouldn't do much to convince the people present that she wasn't her enemy, it at least allowed her to examine the people without making her observations too obvious.
 

Spoiler

The woman(?) she'd landed on was wearing what looked to be heavy plate of some kind - and Lyra could almost see the resemblance between it and the bright orange armor that was such a common sight in the Drift. It looked to be the worse for wear and, with the addition of the cape, Lyra could almost see her as some kind of dark lord - the kind from movies and video games. Even the voice matched the archetype. All in all, the appearance was difficult for Lyra to take seriously - especially since such characters were usually defeated by the end of the works they appeared in.

 

The girl who had chuckled at the accident was dressed in far less ornate gear than the... dark lord, for lack of a more fitting term. Her clothing looked much more like the kind people would wear when station management refused to raise the temperature control - certainly not the kind of clothing to wear to a fight. The fact the girl's chuckle had caused her to cough into her sleeve wasn't exactly giving Lyra the impression of a proud and mighty warrior, in any case.

 

Despite the blindfold and dress, the white-haired lady seemed much more of a fighter than the other two. It was likely the weapons that seemed to be bound to her... somehow.

 

Again, the man with the strange truck and the soldiers accompanying him looked like they'd stepped out of the screen of a film - a different kind from the one the dark lord was from, naturally - but it was obvious that these people had seen combat before. Lyra wasn't particularly familiar with planetside vehicles, however - so whether their ride was good for anything more than the gun that had been mounted atop wasn't something she could guess.

 

Lyra again wondered what the other four teenagers with, again, civilian clothing, were doing alongside military personnel and strange characters...

 

And the last two members of the group were... confusing, to say the least. Fox-like tails, a long, trailing belt... And the other woman... Were those cannons attached to her back?

Lyra had been entertaining the notion that the group was intentionally trying to look harmless, but that idea was already under question courtesy of the dark lord, and it collapsed beneath the presence of the... fox woman and lady who had guns mounted to her. Again, Lyra was thankful for her helmet for concealing her face. She could not, however, conceal her curiosity.

 

"Who... are you?"

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Perlita, once again, nearly jumped out of her skin when something else came falling out of the sky -- this time, another person, with some sort of pouch-ridden gear and a frankly somewhat intimidating skull helmet. "AH!" Perlita put a hand to her chest for a moment, taking a breath to un-startle herself. Man oh man was she getting tired of things suddenly falling from the sky without any warning. This was, like, the third time it had happened when she'd been in the group, and she hadn't been in the larger group for very long at all. Eventually, she let that breath out, long and quiet, and looked at Lyra. "Uh... we're, like, a group of people who fight these other-dimensional creatures which are trying to eat the entire multiverse... which probably sounds insane, but... I guess just stick with us and it'll make sense. We can answer further questions about that, probably. Uh... right now we're here to help this world with some people with these people who are criminals and trying to mess it up. Like, uh, the giant guy with the big hammer we just beat." Perlita reflected that her rambling probably sounded random and dumb, but... whatever.

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The white-dressed girl's stumbling, vague explanation only further confirmed Lyra's suspicions - this was not a team of professionals. But, again, it was at least a team of non-professionals who weren't shooting at her.

"I'd already been told some of that before from... someone. I'm not sure who it was. And can you please tell me more about these criminals? I seem to have missed the fight with the 'giant guy with the big hammer'..."

The lack of a corpse or tied up individual made Lyra somewhat doubtful of the girl's claim... Though, truthful or not, Lyra supposed she was forgetting one thing...

"I... suppose immediately asking you questions like that isn't the best way to get acquainted with you. What's your name?"

Edited by AzyWng
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"Why does everything fly?" Iowa grumbles unhappily.  Things should stay on the ground.  It's just natural.  And she doesn't have any anti-aircraft guns...  The incarnate battleship prods at the rents in her rigging with trepidation, wincing at the touch.  "That's a lot of superstructure damage.  He didn't get through my belt, but...  I think I could use some time in port for repairs.  Or...  Whatever humans use instead?  That might work on me.  Maybe.  God, this is confusing.

 

"A pleasure to make your acquaintance, miss Lyra.  I'm also new; I only joined this group hours before they arrived on this world.  That woman... fox... punching... thing is as well; landed on poor Mira just like you did.  I am USS Iowa.  Or Iowa, if you prefer."

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Mira

 

Had it not been for her helmet, Mira's eye roll would be incredibly noticeable. As it stood, the glowing red eyes underneath her helmet only seemed to shift a bit as she folded her arms, "Whatever..." she muttered to herself. Iowa had already done the job of introducing her, mostly by saying her name. It wasn't her job to get new arrivals in with the program. 

 

Speaking of her job, she looked back at Uni and Nepgear, "... As I was saying, is there a way we can locate Judge's allies?"

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Atton tipped his hat at the two warrior women before he replied with, "It is a pleasure to finally meet the both of you Miss Neptune and Uni, and I hope and pray that the two of you will have a nice and safe trip back home, people were looking all over for the two of you back there, evidently they weren't looking hard enough."

 

He extended his right hand to offer them the sign of peace as he continued with, "But before you go, what else can you tell me about the other members of this 'Arfoire Syndicate', Trick, Brave, and Magic was what you called them I believe? More specifically what their capabilities are? Of course anything you can tell us about them would be a great help to ou-," it was at this moment that a woman landed rather roughly on Mira, knocking her back down on the ground, causing Atton to chuckle a little just before he abruptly segued into, "And there goes another one, excuse me for one moment."

 

Atton turns to face the newcomer before he states, "I am Richard Atton, currently of the UCAS army, serving alongside these fine young men over here," he gestured at the rest of his small squad, who at this point was quietly bickering over who gets to try and put on the helmet first, "And are the two of you quite alright? I've spoken with paratroopers before, and correct me if I'm wrong here since I'm just repeating what somebody else said to me, but falling from great heights onto a hard surface is apparently very painful indeed, and we've still got quite a bit of travelling to do, and we wouldn't want anyone to fall behind because they sprained their ankle and didn't tell anyone after all."

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Lyra waved away Atton's concerns. "I don't seem to have broken or twisted anything - though some of my gear doesn't seem to be in very good shape..." At this, she pulled out some of her equipment and looked it over, making sure to do so slowly. Wouldn't do to make the group - her colleagues, she supposed - think she was going to suddenly attack them.

 

Her gun and wrench didn't seem to have sustained any obvious damage - which was, even after a great fall, something to be expected. They were built to last, and there wasn't very much in either tool that could break - though there was no indication if part of the firing mechanism in the gun had been damaged, which was no news and not good news. If Lyra's gun suddenly failed to fire during a fight, she'd be in trouble.

 

The Sidewinder Lyra had used to reach... wherever this was had gone missing - whether it was lost during the glitch itself or the fall that had followed it wasn't something she was sure of. The same went for the Glitch Trap and backup Swapper that she'd been carrying - and the Swapper she'd retained looked like it'd been cracked in a few places. Whether it'd even function at all wasn't something Lyra was the most eager to test. Last of all, the Emergency Shield. These things would normally cause shots to bounce right off, but the obvious cracks and smoke suggested it'd probably crumple under the first few shots that even implied they were flying its way.

 

And, most noticeably, her helmet. No cracks or scratches as far as she could see. No heads-up-display either. That meant no radar, no maps or markers, and no heat signature tracking. Lyra would have to rely on her own two eyes to spot dangers.

 

In other words, she was, for the most part, back to what she'd started her career with. A wrench and a gun.

 

Wonderful.

 

The state of her weapons and tools wasn't the only concern she was holding, however - the cannon-carrying lady, "USS Iowa", had mentioned that other people were being transported here and that she herself had arrived here recently - which meant that, from what little she could gather, the 11 (or perhaps nine, seeing as how "Miss Neptune" and "Uni" were being spoken to as though they were about to separate from the others) people - at least three of whom had never been on a contract with the group before - were, judging by the statements Atton was saying, supposed to work together to take down a criminal trio that may or may not have special capabilities. Lyra herself was unaccustomed to fighting among teammates - while several of them already looked like they could be useful, she was... more than a little unsettled by the fact there were youths among the team.

 

At least "USS Iowa" seemed to share her concerns about the "woman... fox... punching... thing".

 

USS Iowa...


USS...

 

Lyra thought that sounded familiar somehow. She was more one for breaching and clearing than piloting, but she did recall that most corporate ships would have some kind of prefix to identify its allegiance or other association - a prefix of three letters abbreviating the ship's allegiance or role. It couldn't be...

 

Well, the only way to know for sure was to ask.

 

"Iowa, what does the 'USS' in your name stand for?"

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