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"Once, Goddesses ruled the world. What will you do now?"

"I'm going to save it."
Erina and...
Prologue-1: The Beginning of the End

Swordomatic

Moderates Moderately Mondays
Location
Singapore
"Once, Goddesses ruled the world. What will you do now?"

"I'm going to save it."

Erina and Neptune, Apocalypse Shelter 000-001, 'The Executive Suite'

----

Current: Arc 2 - HERO

----

Three hundred years ago, the world experienced a golden age that has never been seen before or since. It was peaceful, prosperous, and powerful.

Then it ended, all at once. Nobody know how, or why. But all that remains now is a world of ruins and regrets.

Nobody knows what happened in its entirety. Very little of what actually happened was ever written down. What little is know was passed down through word of mouth, easily distorted by time and retelling. But the truth behind the world's end is different, and unthinkable: A Goddess, fallen to evil, brought existence to a crashing halt.

Over two hundred years have passed since. The shadow of the Fallen Goddess has long passed. Gamindustri is an ashen wasteland, the ruins of society crawling with the remnants of nations and monstrosities new and old.

But the darkness will soon be dispelled.

For the Goddesses have returned.

----

Downloading Game Build 2.0...
Installing Updated Game Build...
Starting Game...

HYPERDIMENSION RISING: RE;BIRTH

Save File Detected. Load?
>Start New Game Plus

Starting New Game…


Starting Location:
[x] Eopra, Land of Golden Industry

Player Goddess:
[x] Neptune, CPU Purple Heart: The Main Hero

Note: The Tutorial has been Changed
Play Tutorial?
>Yes

>Loading Tutorial...

----

Welcome, to…

HYPERDIMENSION RISING
RE;BIRTH

PROLOGUE: THE FALLEN SUN


That morning, Luteus Kyrain woke up with a pounding headache, whereupon she deduced three things:

One: This is not her room.

Two: This is some back alley.

Three: Goddamn, she should give the public ordinances people a raise and a pat on the back. This back alley is really nice. For a back alley, at least.

The young girl stands up, dusting off her dress and slacks, and tries to recall the night before. She can't look more than a day over ten, maybe eleven years old. She was definitely a pedigree, too, daughter of some rich family with fingers in all the pies, or maybe a high-level government official. with golden hair and eyes like sapphires, anyone who saw young Luteus Kyrain would think to themselves, 'that girl is going to grow up and be very pretty'.

Well, they would be half right.

Luteus steps out of the alleyway, still fussing with her hair. This part of the city was considered the low-class part of Lanca, but it looked like a pretty good place to her eyes. People milling about all over the place, shops bustling with customers and good service, propoganda posters plastered every-which-way telling people about the dangers of the 'Perfidious Mercians' and to 'Join the Reserve! The Goddess Protects!'. It was pretty good, if she could say so herself. People had jobs, homes, and relationships. And, you know, food. Food is pretty important too.

Still, can't go wrong when warning people about the perfidious mercians. She would know about how perfidious they are. She knows their Empress quite well, and she is such a bitch.

"Hey, kid." She looks up, and suddenly sees a cop standing over her, wearing a concerned face. "You alright? Are you waiting for someone?"

"Not really," Luteus drawls lazily. "I just woke up in that alley back there and I'm just trying to figure out how I got there. Probably drinking and hard drugs, but I'm not sure which ones."

The policeman looks at her with a funny stare. What, it's all legal. She can snort what she likes. She's a grown woman. "Right, you're coming with me kid. I'm calling your parents."

"Wait wait, hold on, I have my ID to prove it." Luteus burps suddenly. That kind of came out of nowhere. She hopes it isn't something she drank, because that must have been sitting there for how long? She pats her dress pockets, then her slacks, then quickly realises that nope, she didn't bring any ID with her.

Shit, that's right. She doesn't usually bring her ID around with her because she doesn't need to. If she needs to be official about it she just needs to show her face and... oh, yeah, this might be a problem.

"I don't have my ID," she says meekly.

"Uh huh." The policeman crosses his arms about as hard as he feels right now. He grabs her by the wrist, clamping tightly on it. "Come on, kid, we can probably find who your parents are in the database."

"Wait hold on man you don't know who I am."

"You can be the lovechild of two different Goddesses for all I care, the law's the law."

With surprising strength, Luteus pulls the policeman back, and into the back alley. He looks at her with no small surprise - how can a girl that barely gets above his navel be so strong - and just kind of tilts his head when she brings a finger to her lips.

"Shhhh, mmkay? I'll do this only because you need my ID." Luteus winks, and she transforms.

In a flash of light, where there was once a pretty little blonde girl with sparkly blue eyes, there is now a pretty hot blonde girl with sparkly blue eyes that was entirely legal. Who was still wearing her dress and slacks combo, but now resized for a bigger person.

"T-Transforming?" The policeman stutters. The look in his eye is that of a man who just realised how much shit he is in. It is adorable. "A-A mage?!"

Luteus giggles. Oh, he's so cute. "Guess again~"

His eyes go wide in realisation, and he falls to his knees immediately. "L-L-Lady Yellow Heart! I-I'm sorry I didn't recognise you! I-It's just... why're you here an-and... I-I thought you... How..."

He shuts up when she puts a finger on his lips, still smiling in that flirty, sensual, incredibly pretty way that just wraps him around her finger. Divine presence? Or is he just really weak around women as hot as she is? Ah well, doesn't matter to her either way. Besides that fact that it is adorable.

In fact, the whole package is pretty… cute.

"Say... What is the first line in your police creed?"

"T-To serve the Goddess' Will, ma'am!"

She flashes a sultry grin. "Serve my will, indeed. Well, you know, I have a... special mission I'd like you to fulfill..."

The city rocks suddenly. People are screaming. Luteus feels the sudden influx of shares as people make silent prayers to her for salvation. The world swirls into focus as Luteus shifts mental gears. Something is seriously up. Very, very seriously up. She does not like it.

"W-What is it, ma'am?" Still delirious from such close proximity to his actual Goddess, the policeman looks at Luteus like a puppy, eager to soak up any amount of attention. It's cute, but not what she needs right now.

"Go to your department and prepare for a crisis event." He looks at her, surprised at her sudden change in tone. In fact, everything about her seems different now, going from flirty sexy twenty-something to ageless immortal warrior queen. "Now, officer!"

"Yes, ma'am!" He bolts out of the alleyway in an instant, leaving Luteus alone in the unusually-homely back alley she found herself in.

Ugh. She still doesn't know what happened last night, but it will have to wait. Her people are in trouble, and fuck if she's leaving them to fend for themselves. This is something big. Something she has to intervene in. But all she has is a gut feeling right now and that is not enough. She needs to know more, do more than just rush in without a plan and swing a giant folding chair at the enemy. Even if that would be funny as fuck.

She checks her pockets for her phone - oh, right, she didn't bring her phone either. She has nothing in her pockets and no money at all.

Ah well, simple enough problem to deal with.

Luteus heads out, and starts looking for a payphone.

----

She finds one in minutes, and starts jabbing in numbers. Normally payphones don't work, unless you are looking for emergency services.

Well, it's a pretty big emergency right now, and she's doing everyone a service by getting caught up, so here goes.

"Operator, how may I help you?"

"This is CPU Yellow Heart, I need to contact HighCOM right now."

"Sorry, Operator. This is an emergency phone line, not a comedic help network. Please try again--"

She does not have the time for this. Luteus flicks the speaker part of the payphone and tries again. "This is CPU Yellow Heart. Believe me now?"

"Yes." The Operator sounds like she's nursing a slight stinging sensation somewhere on the cheek right now. Oh come on, that was a love tap. She can do much worse. "Patching you through to HighCOM now, ma'am."

"Thank you," Luteus says lightly. Alright, now she has five seconds to hash out her reason for being where she is--

The phone picks up immediately. "Mom where the hell are you?"

Luteus frowns. She didn't know Joshua was on duty today. "Hey, Jo! Do mommy a favor and check in with Bastion Kakelis, yeah? I have a hunch and it just won't go away."

"We're dealing with it, mom. I'll fill you in after you fill me in on what you're doing."

"Hard drugs and alcohol abuse," she says flatly. Considering the times, Luteus really wishes her youngest son would stop being a naggy nancynun. "Come on, Jo, this is businessface mom. I'm serious."

"So am I! This really has to stop, mom, you are the Goddess of our nation and our nation really doesn't need someone who's high and drunk half the time she's awake."

"We can talk about this later. Come on, Jo, fill me in on Bastion Kakelis. What is going on over there? Mercian advance troops?"

"Fine, but we're not done yet. We're still trying to contact them. I'll call you when we get something."

"Yeah I think I left my phone at home."

"Mom, for fucks sake--"

The line dies suddenly. Just incessant beeping. Luteus scowls.

"Operator, get me HighCOM again."

"Line's dead, ma'am. I can't do anything about it."

She's not getting anything out of this now. Time to pay HQ a visit. "No problem, thanks for the help." She shuts off the Payphone and considers her options.

Well, she needs to get to HighCOM right now. Like, yesterday. If she could bend time she would, just to get there yesterday. But alas, she has to consider the people around her. Transforming and just flying straight there will bring her there ASAP, maybe a minute or two at most, but it's going to give the population a mild case of riot. If she just flies off suddenly, like she's going off to fight an epic war, they are going to assume she's going off to fight an epic war, and that's only going to make things worse if it turns out to be an actual problem. She needs them ready to comply with emergency services to get to their assigned shelters ASAP, with minimal fuss.

But then going there by foot, even procuring a bike from the local precinct, is going to be... what, half an hour? An hour? It keeps the population calm but HighCOM might pay for that. And her son's in there right now, and she can't just leave Joshua there to die!

...Well, no, that's just her motherliness acting up. Joshua knows the Ripple. He's a Solar Hero Stylist. He can kick ass just fine. He'll last long enough. The problem is everyone else, because she knows for the fact that even if every Nacman officer can kick ass, not all of them are Solar Hero Stylists. And Joshua might be capable, but he's still young, and a young 2nd Lieutenant on internship with Lord General Greymane is not someone who can just take over in the event that HighCOM gets gutted.

And, of course, there's the chance that Joshua faces someone he can't hold off for long.

Ugh. The people or her family? Fuck. She always hated these choices.

[] Family is key. HDD right now and jet straight to HighCOM. Fuck the sound barrier and fuck all that glass, it is time to go go go. (x1.5)
Public panic will rise as the people of Nacma will know that something serious enough for their Goddess to transform has arrived, but Luteus will arrive at Nacma Military HQ within a minute or less.

[] Nothing brash. Stay cool, find a bike or a car or something, and go there on the road. Maybe break a few road laws but at least she's not in HDD. Or in kid form. (x1.0)
The public will go about their daily lives without panicking, and Luteus will arrive at Military High Command within half an hour or so. However, if it isn't just a network glitch, everyone there is at risk.

----

Luteus Kyrain is a Masterful Commander (Martial 22), an Excellent Administrator (Stewardship 18), a Capable Spymaster (Intrigue 12), an Educated Scholar (Learning 13), and a Passable Diplomat (Diplomacy 7). She is a World-Renowned Master of Personal Combat (Combat Aptitude 8) and the Strongest Woman in the World (Combat Aptitude 10 in HDD).

Luteus Kyrain is a Gluttonous, Decadent, Lusty God-Queen with a great appetite for the finer things in life, both material and sexual. As a result of her Vices, Luteus Kyrain's Combat Aptitude has atrophied, though she remains capable. In addition, while transformed as CPU Yellow Heart, Luteus Kyrain is Easily Enraged. However, she is Brave, and has long conquered her fear.

Luteus Kyrain treasures Family above all, and her greatest Virtue is Guardian. Luteus Kyrain will protect those she holds dear to the death, with no hesitation. However, her greatest Flaw is Attachment. Luteus Kyrain holds onto her loves, attachments, and grudges tightly, even if they are self-destructive.
 
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Goddesses of the New World

Neptune, CPU Purple Heart
Name: Neptune Josephine Joestar/Kyrain
Goddess Name: CPU Purple Heart, Sword of the New Dawn
Other Names: Nep-Nep, Puddinghead, Nep

Stats:
Martial:
5 (+1)
Stewardship: 4 (+1)
Diplomacy: 23 (+7)
Intrigue: 12 (+4)
Learning: 5 (+1)

Combat Aptitude: 4 (Special Forces, Survivor of Lanca)
HDD Combat Aptitude: 8 (Godlike, the Sword of the New Dawn)

Skills:
Ripple Adept (Skill Level 3 - Adept): +3 to Sense, Combat, and Healing Outside of HDD

[GENIUS] Swords (Skill Level 4 - Expert): Ignore Mentor Requirements for Training, x3 Training Rate, +4 to Melee
- Level 5 Progress: 10/50 (Training Dice 3d5 due to Genius Trait)

Brawling (Skill Level 3 - Professional): +3 to Unarmed

Small Arms (Skill Level 3 - Professional): +3 to Shooting

Subversive Actions (Skill Level 3 - Professional): +3 to Assassination, Sabotage and Stealth

Human Traits:
Best Nep: The first and the finest of the Neps who exemplifies everything that makes a Nep a Nep. Feed with pudding and video games. And swords, definitely swords. +Infinity Awesome Nep Points

Charismatic: Halve all Negative Modifiers for Social Challenges

Lazy: Unless properly Motivated, Halve all bonuses to all Challenges

Troublemaker: Reroll all random encounter rolls and take the more extreme option.

Hero: Reroll all Challenges. Subsumed by the Goddess Trait.

Divine Traits:
Goddess:
Neptune is CPU Purple Heart, Sword of the New Dawn, ascended in the crucible of the Fall of Shelter 01. As a Goddess, she is an elegant and regal young woman with grace and poise without equal, dazzling with every action, from every angle. The only problem is the curse of Throwback that hangs heavily over her. Reroll all Challenges, and apply a variable bonus equal to the number of shares spent while in HDD.

Throwback [3]: The curse of Ascension that consumes the children of Goddesses long ago, a mechanism designed to ensure the world has a guardian as mighty as an old Goddess, no matter the cost. There is no cure to Throwback but death; either of the host, or of the old Goddess that resides within. However, this curse is a double-edged sword: As long as Neptune is host, she may draw on Luteus' powers to bolster her own, at the cost of accelerating the encroachment. Luteus Kyrain herself despises her current condition.

When drawing on Throwback, automatically succeed at all Combat and Military Challenges and +3 to all other Challenges, but increase the Throwback Rating by 1 for every invocation. At Throwback 10, Neptune no longer exists. In addition, each stage of Throwback will also affect Neptune, as the influence of the Rising Sun makes itself known upon her, regardless of either of their wishes.

CPU Augments:
Reinforcement

"Anything is a weapon if you try hard enough."
Reinforcement upgrades a Goddess' weapons for her use while transformed. In the hands of a Goddess, even wooden swords can cut through stone. This skill is necessary, or most weapons would shatter with every swing. A Goddess also passively applies Reinforcement onto themselves, to let them withstand the damage they would otherwise take.

Share Burst
"Think of it as strapping rockets to your limbs when you swing them."
Share Burst provides a Goddess with the explosive power they need to move and fight with the speed of Goddesses. Even without a weapon, a Goddess can shatter castle walls like sheets of thin glass. Comparable to strapping a jet engine to the back of a hammer. A secondary application of this power would be flight.

Omniscence Overdrive
"The real benefit of HDD is how much time you have to think. The tits are nice though."
Omniscence Overdrive provides a Goddess with all the information they need, and the means to process it. While transformed, all of a Goddess' natural senses are bolstered, and they are given a complete awareness of everything going on around their immediate vicinity. They also gain the mental processing power to use the information, and have effectively infinite thinking time on demand. The Processor Unit helps manage sensation to reduce distractions in combat.

Half-Drive Overtime
"Sometimes you just need a little edge, and transforming is too obvious. Beware sprains."
Half-Drive Overtime allows a Goddess to tap into one of their divine abilities while still in human form, at the cost of a premium on stamina as well as other unforeseen complications from using only one power from an overall set. This skill is considered a party trick by Goddess standards, as transforming is almost always an option… except when it is not.
Noire, CPU Black Heart
Name: Noire Emiya
Goddess Name: CPU Black Heart, The Dark Angel
Other Names: Noire, Black, Nowa
Rank: Captain, OF-2

Stats:
Martial:
9-11 (?)
Stewardship: ??
Diplomacy: 4-8 (?)
Intrigue: ??
Learning: 7-8 (?)

Combat Aptitude: 3-4 (?)
HDD Combat Aptitude: 7 (Godlike, The Dark Angel)

Skills:
Small Arms (Skill Level 3 or 4?): +3 or 4 to Shooting
- Specialty ?? - Eopran CQC: +?? to Melee, Double Attacks

Swords (Level 2-4?): +2-4 to Melee
- Specialty ??- Eopran CQC: +?? to Melee, Double Attacks

Vehicle Proficiency - T-54 Solidaster Main Battle Tank
- Tank Commander (Level 2-4?): +2-4 to Commanding

Human Traits:
Tsundere Nep: A stiff, no-nonsense Nep that tries to be stiff and no-nonsense but is actually soft and cuddly. Appears to be the lonely sort that yearns for attention but pushes it away too. Resists head pats and hugs, but desperately needs both. +Infinity Tsundere Points

Tsundere: Double All Penalties on Social Challenges

Stylish: Double Social Dressing Bonuses

Hero: Reroll all Challenges. Subsumed by the Goddess trait.

All Other Traits are Unknown

Divine Traits:
Goddess:
Noire is now a Goddess, with all that implies. She is more wild, more open to herself as a Goddess. Quicker to emote, and more passionate than Noire is. More fire, more ice, and everything in between. And she does like to show off, while getting the job done. Reroll all Challenges, apply variable bonus equal to shares spent in HDD.

CPU Augments:
Reinforcement

Reinforcement upgrades a Goddess' weapons for her use while transformed. In the hands of a Goddess, even wooden swords can cut through stone. This skill is necessary, or most weapons would shatter with every swing. A Goddess also passively applies Reinforcement onto themselves, to let them withstand the damage they would otherwise take.

Share Burst
Share Burst provides a Goddess with the explosive power they need to move and fight with the speed of Goddesses. Even without a weapon, a Goddess can shatter castle walls like sheets of thin glass. Comparable to strapping a jet engine to the back of a hammer.

Omniscence Overdrive
Omniscence Overdrive provides a Goddess with all the information they need, and the means to process it. While transformed, all of a Goddess' natural senses are bolstered, and they are given a complete awareness of everything going on around their immediate vicinity. They also gain the mental processing power to use the information, and have effectively infinite thinking time on demand. The Processor Unit helps manage sensation to reduce distractions in combat.


Heroes of the New World

P. U. D. D. I. N. G.
Name: Joshua Kyrain
Titles: Last Son of the Sun, Solar Hero
Rank: Major, OF-3 (Ret.)

Stats:
Martial:
13 (+4)
Stewardship: 16 (+5)
Diplomacy: 11 (+3)
Intrigue: 10 (+3)
Learning: 14 (+4)

Combat Aptitude: 8 (Solar Hero, A Battalion Of One)

Skills:
Small Arms (Skill Level 4 - Expert): +4 to Shooting

Explosives (Skill Level 3 - Professional): +4 to Explosives

Subversive Actions (Skill Level 3 - Professional): +4 to Assassination, Stealth and Sabotage

Brawling (Skill Level 5 - Master): +5 to Unarmed

Ripple Adept (Skill Level 5 - Master): Subsumed by Solar Hero

[DIVINE] Solar Hero (Skill Level 5 - Master): Reroll to Combat and Healing, +8 to Combat and Healing

Traits:
Grandpa Nep: A very old but very cool Nep that really should have retired a long time ago if, you know, retiring was still a thing. Could really use a massage. +Infinite Cool Old Guy Points, +Free Ticket to Spa

Lutean Demigod: +1 to Combat

Conditioned: -1 to Social, +1 to Sanity

Tired: -1 to Fatigue

Solar Hero: Reroll all Challenges, all nearby units reroll morale

Name: Erina Joestar
Other Names: Vermillion Thunderbolt, Best Mom

Stats:
Martial:
9 (+3)
Stewardship: 9 (+3)
Diplomacy: 12 (+4)
Intrigue: 15 (+5)
Learning: 9 (+3)

Combat Aptitude: 3 (Elite Soldier) [Originally 5, Blademaster]

Skills (Example):
Swords (Skill Level 5 - Master): +5 to Melee

Small Arms (Skill Level 3 - Professional): +3 to Shooting

Ripple Adept (Skill Level 0 - Aspirant): Retain Youthful Vitality

Traits:
Mom Nep: The bestest of moms with the swordest of swords. Someone all Neps should aspire to be like. Is a nerd about swords and metallurgy. Small temper. Nep/Nep. +5 Passion, +Infinite Best Mom Points

Hot Blooded: +1 to Combat and Social Challenges, -1 to Learning and Stewardship Challenges

Beautiful: Double Appearance-Based Social Modifiers

Conditioned: +1 to Sanity, -1 to Social

Vengeful (The Truth): +1 to Combat vs Truth, +0.5x Modifier to Aggression (Sealed by Familial Ties)

Sickly: -1 to all Challenges, -2 to Combat Aptitude

Hero: Reroll all Challenges

Name: Rin Gheiss
Other Names: IF, The Beautiful Wind, Iffy

Stats:
Martial:
8 (+2)
Stewardship: 6 (+2)
Diplomacy: 7 (+2)
Intrigue: 20 (+6)
Learning: 9 (+3)

Combat Aptitude: 4 (Special Forces)

Skills:
Small Arms (Level 3 - Professional): +3 to Shooting
- Specialty 1 - Sniper Rifles: +1 to Shootingwith a Precision Weapon

Knives (Level 2 - Trained): +2 to Melee

Explosives (Level 2 - Trained:): +2 to Explosives

[GENIUS] Subversive Actions (Level 5 - Master): Ignore Mentor Requirements for Training, x3 Training Rate, +5 to Assassination, Stealth and Sabotage
- Specialty 1 - Assassination: +1 to Assassination Challenges

Traits:
Iffy Nep: A Nep that is very snarky, isolated and emotionally dead, and who is mean to the Best Nep when it suits her. But is actually a loyal friend, even if she makes fun of you while helping you. Extremely fun to tease. +5 Tsundere Points

Hardened: -1 to Social, +1 to Sanity Challenges

Lean: +1 to Stealth, -1 Social (From Self-Confidence Issues)

Tsundere: Double All Social Penalties

Hero: Reroll all Challenges

Name: Compa

Stats:
Martial:
7 (+2)
Stewardship: 4 (+1)
Diplomacy: 13 (+4)
Intrigue: 9 (+3)
Learning: 18 (+6)

Combat Aptitude: 3

Skills:
Small Arms (Skill Level 3 - Professional): +3 to Shooting

Ripple Adept (Skill Level 3 - Adept): +3 to Sense, Combat and Healing
- Specialisation 2 - Healing: +2 to Healing

Surgery (Skill Level 5 - Master): +5 to Healing

Traits:
Dess Nep: Desu desu desu desu. Neppu Neppu. Dess. Nep-Dess. Dessssss. +10 Desu

Kind: +1 Social

Ditzy: Double Social Penalties

Beautiful: Double Appearance-Based Social Bonuses

Name: Bianca Joy Joestar
Other Names: B-Sha

Stats:
Martial:
9 (+3)
Stewardship: 16 (+5)
Diplomacy: 11 (+3)
Intrigue: 10 (+3)
Learning: 14 (+4)

Combat Aptitude: 4 (Special Forces)

Skills:
Ripple Adept (Skill Level 4 - Senior): +4 to Sense, Combat and Healing

Explosives (Skill Level 4 - Expert): +4 to Explosives

Brawling (Skill Level 3 - Professional): +3 to Unarmed

Mechanics (Skill Level 3 - Professional): +3 to Mechanics
- Speciality 1 - Salvage: +1 to Mechanics for Salvage Operations

Traits:
Loan Shark Nep: Very stingy, very money-grubbing, and someone who refuses to let a Nep go even after they've paid most of their loans. Kinda sorta. Avoid at all costs. +3 Bitter Points, +Infinite Stingy Points

Petite: -2 to Unarmed

Greedy: +2 Social for Transactions, -2 Social Otherwise

Conditioned: -1 Social, +1 Sanity

Hero: Reroll all Challenges

Name: Johnny Joestar

Stats:
Martial:
6 (+2)
Stewardship: 16 (+5)
Diplomacy: 7 (+2)
Intrigue: 10 (+3)
Learning: 19 (+6)

Combat Aptitude: 2 (Basic Infantry) [Formerly 4]

Skills (Example):
Ripple Adept (Skill Level 4 - Senior): +4 to Sense, Combat and Healing

Small Arms (Skill Level 4 - Expert): +4 to Shooting

Brawling (Skill Level 2 - Trained): +2 to Unarmed

Explosives (Skill Level 3 - Professional): +3 to Explosives

[GENIUS] Mechanics (Skill Level 3 - Professional): +3 to Mechanics, Ignore Mentor Requirements, Triple Learning Speed

Traits:
Uncle Nep: Kind of bitter, kind of salty, and worst of all the dad of the stingiest of Neps. Is soft and creamy underneath, though. Could use hugs, even if he rejects them. +2 Bitter Pills, +3 Tsundere Points

Bitter: Double Social Penalties

Crippled: -3 to Combat

Former Hero: He may become a Hero again someday.

Name: Tekken

Stats:
Martial:
6 (+2)
Stewardship: 7 (+2)
Diplomacy: 9 (+3)
Intrigue: 10 (+3)
Learning: 7 (+2)

Combat Aptitude: 5 (Veteran Spec Ops, Ripple Battlemaster)

Skills:
Ripple Adept (Skill Level 4 - Senior): +4 to Sense, Combat and Healing
- Glitchy Nervous System: Negate Healing Bonus, +1 Combat

Brawling (Skill Level 5 - Master): +5 to Unarmed

Small Arms (Skill Level 3 - Professional): +3 to Shooting

Support Weapons (Skill Level 2 - Trained): +2 to Heavy Weapons
- Specialisation 1 - Heavy Machine Gun: +1 to Heavy Weapons With a HMG

Traits:
Punch Nep: Neps loves to punch, and some Neps love to punch really hard. Some Neps also have nerve issues that make them feel pain as pleasure. Could use a warranty about now, eh? +5 Masochism, +5 Moe Points

Glitchy Nervous System: No Healing Bonus, +1 Combat, Ripple Mastery Impossible

Shy: -1 Social, Never Initiate

Fighter's Form: Double Learning Speed for Brawling and Ripple Adept

Name: Unknown
Other Names: MAGES.

Stats:
Martial:
4 (+1)
Stewardship: 7 (+2)
Diplomacy: 9 (+3)
Intrigue: 10 (+3)
Learning: 19 (+6)

Combat Aptitude: 4 (Special Forces, Battlemage)

Skills:
[Runic] Time Magic (Skill Level 4 - Magister): +4 to Time Magic
- Time Alter: Multiply Actions and magnify Fatigue on success, Major Backlash on Failure
- Solid World: Freeze Time momentarily in a space, backlash guaranteed
- Mind Alter: Reroll to one Challenge, Suffer Fatigue on Success, Petty Backlash on Failure

[Runic] Fire Magic (Skill Level 4 - Magister): +4 to Fire Magic
- Finger of Luteus: Summon a small Lance of Flame for Massive Damage on a personal level. Minor Backlash
- Hand of Luteus: Summon a large Lance of Flame for Massive Damage, enough to shatter fortifications. Major Backlash
- Eye of Luteus: Briefly open a Breach into the Elemental Plane of Fire for Massive Damage. Guaranteed Death/Perils of the Veil

Small Arms (Skill Level 3 - Professional): +3 to Shooting

Mechanics (Skill Level 2 - Trained): +2 to Mechanics

Traits:
Mad Science Nep: MUAHAHAHAHAHAHAHAHAHAHAHA... AHAHAHAHAHAHAHA... AHAHAHAHAHAHAHA... Neppu. Is it dinging yet? No? CURSES. +5 Insane Cackling, +5 Toaster Noises

Runic Mage: Access the Eopran School of Magic, Vulnerable to Backlash

Eccentric: -1 Social

Mad Scientist: -2 Social, +2 to Mechanics

Name: Falcom

Stats:
Martial:
3 (+1)
Stewardship: 5 (+1)
Diplomacy: 7 (+2)
Intrigue: 10 (+3)
Learning: 8 (+2)

Combat Aptitude: 5

Skills:
[GENIUS] Swords (Skill Level 4 - Expert): +4 to Melee, Ignore Mentor Requirements, Triple Learning Rate
- Specialisation 1 - Monster Hunting: +1 to Melee against Inhuman Opponents

Small Arms (Skill Level 3 - Professional): +3 to Shooting

Traits:
Sword Nep: Swords are very Neppish. Therefore, Neps are very swordish. This is fact. Sword Nep proves it. +5 Friend Points, +5 Sword Points

Fated: Destiny has plans for Falcom…

Unwitting Harem Protagonist: +5 to Social with the Opposite Gender

Uninterested: Zero Interest in the Opposite Gender, Penalty nullified by Unwitting Harem Protagonist

Wanderlust: An Urge to Explore burns within Falcom...

Budding Hero: She has the potential for Heroism. Someday it will be unleashed.
Eopran Army Remnant
Name: Matthias Burton
Rank: Colonel, OF-5

Stats:
Martial:
10-16 (?)
Stewardship: ??
Diplomacy: 9-14 (?)
Intrigue: ??
Learning: 6-10 (?)

Combat Aptitude: ??

Skills (Example):
All Skills are Unknown at this time

Traits:
Cool Guy Nep: Very bald, kind of leathery, but also ice cold. Cool dude that leads lots of other cool dudes with guns and power armor. Maybe beholden to assholes? +5 Cool Guy Points

All other Traits are Unknown

Name: ??
Other Names: 'Ironside'
Rank: ??
Keywords: Black Sun, Ironside, Sneaky but Oddly Casual

Stats:
Martial:
??
Stewardship: ??
Diplomacy: ??
Intrigue: ??
Learning: ??

Combat Aptitude: 4-7 (?) (Apparently Impressive, Shot a Tank?)

Skills:
Small Arms (Skill Level ??): ??

All Other Skills are Unknown

Archery (Skill Level ??): ??

Traits:
All Traits are Unknown at this time

Name: ??
Other Names: 'Iceblock'
Rank: Captain, OF-2 (?)
Keywords: Black Sun, Iceblock, Frostbite Friendly, Slightly Childish?

Stats:
Martial:
??
Stewardship: ??
Diplomacy: ??
Intrigue: ??
Learning: ??

Combat Aptitude: ??

Skills:
All Other Skills are Unknown

Traits:
All Traits are Unknown at this time

Name: ??
Other Names: 'Ace'
Rank: Lieutenant, OF-1 (?)
Keywords: Black Sun, Ace, Princess, Deadpan but a Tease

Stats:
Martial:
??
Stewardship: ??
Diplomacy: ??
Intrigue: ??
Learning: ??

Combat Aptitude: ??

Skills:
All Other Skills are Unknown

Traits:
All Traits are Unknown at this time


Factions of the New World

Eopra, Land of Iron Endurance

P.U.D.D.I.N.G. - Own Faction
Status of the Sun's Refuge, 256 PFE, April, Start of Week 2

Resources
Supplies: Adequate
- Population: 13k
- Production: 11k
- Stores: 37k/50k

Materials: Adequate
- Production: 1.1k
- Maintenance: 1.37k
- Stores: 5.1k/10k

Available Units
Strength: 500/500
Combat Aptitude: 1
Morale: Moderate
Equipment:
- Combat 2 - Standard Issue Pre-Fall Wargear
- Survival 1 - Standard Environmental Protection

Background: The defensive militia of the settlers at the Sun's Refuge. Poorly trained by post-Fall standards, they remain well-equipped, with ample access to automatic firearms and ballistic body armor.

Strength: 710/760
Combat Aptitude: 3
Morale: Moderate
Equipment:
- Combat 1 - Semi-automatic railguns, Salvaged Wargear
- Survival 1 - Standard Environmental Protection

Background: The survivors of Shelter 01 who have volunteered to take on security and combat duties after the deaths of the entire Security contingent. While poorly-equipped and battered emotionally, they are experienced in combat. Nobody survives Lanca without knowing how to fight.

Attached Hero Units: Tekken, B-Sha

Strength: 120/120
Combat Aptitude: 4
Morale: High
Equipment:
- Combat 1.5: Salvaged Wargear, some units equipped with Pre-Fall Standard Issue
- Survival 1: Standard Environmental Protection

Background: The combined elite of Shelters 01, 13, 36 and 47, made of the volunteers of 13, 36 and 47 who have come to aid them, and the surviving combat-capable of Shelter 01. Tried and tested countless times in the crucible of Lanca and composed of Magi, Adepts, Rangers and Shocktroopers, they more than compensate for their sub-par wargear.

Attached Hero Units: Erina, IF, Falcom, MarvelousAQL, MAGES., Joshua

Strength: 14/14 APCs (28/28 Crew, 112/112 Infantry)
Combat Aptitude: 3 (Professional Military)
Morale: High
Equipment:
- Tier 2 APC - C-54 Agapanthus Infantry Fighting Vehicle
- Combat 2 - Standard Issue Infantry Weaponry
- Support 2 - Standard Squad Support Weapons
- Survival 2 - Standard NBC Body Armor
Upkeep Cost: 210 Materials/Week

Background: Members of the 22nd Mechanised Division, seconded from the Crow's Nest Bastion by the order of Colonel Matthias Burton. Highly-trained, they are one of the few intact units from the battle. They are loyal, and eager to battle beside the Solar Hero and the Young Goddess.

Strength: 120/120 Elite Infantry
Combat Aptitude: 4 (Special Forces)
Morale: High
Equipment:
- Combat 2 - Standard Issue Infantry Weaponry
- Support 2 - Standard Squad Support Weapons
- Survival 2 - Standard NBC Body Armor
Traits:
- ???
Upkeep Cost: 60 Materials/Week

Background: An enigmatic force, with much of its records and achievements being redacted by order of the Lords General. Their capability in combat is undeniable, however; their presence, as much as the Shocktroopers, was what helped Crow's Nest last until the arrival of Purple Heart. They obviously have an ulterior motive here, but for now they are allies, and they don't seem like bad people either.

Attached Hero Units: 'Iceblock', 'Ace'

Systems:

Weapons: None
Communications: Level 2 - Secondary Systems, General Frequencies
Power: Level 1 - Tertiary Systems, Emergency Power
Motive: Level 0 - Completely Inactive, Unable to Move under Own Power
Fabricators: Level 1 - Capable of producing Tier 2 Combat Equipment at 10% Discount

Traits:
Strategic Command Suite: +1 Strategic Action/Turn
Named for the Goddess: +1 Morale to Crew and Transported Units
Transport Capacity: 500 Units

Available Industrial Capacity:
- Combat Equipment, Tier 2
- Survival Equipment, Tier 1

Unavailable Hero Units:
- IF - Injured, Recovery ETA - 2 Weeks
- Erina - Injured
- MAGES. - In Coma
Eopran Army Remnant - Friendly

WIP
The Bringers of Truth - Hostile

WIP


Saia, ???

<None Encountered So Far>

Niihon, ???

<None Encountered So Far>

Mercia, ???

<None Encountered So Far>
 
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Codex Entries
Codex Entries:

Legendary Artifacts
Ad Libertatis is an Eopran Broadsword believed to be between two thousand and three thousand years old. One hundred and sixty centimeters of forged Orichalcum, built around the crystalised memory of a Goddess' greatest undertaking, it is truly a Divine weapon, unique and unmatched by any other of its kind. It is a Goddess' sword, and although its beauty is blinding to behold, it is no ornamental weapon. Every bit as ostentatious as the Goddess who wields it, Ad Libertatis is a weapon of war.

Wielded by CPU Yellow Heart, Luteus Kyrain, the Goddess of the Rising Sun herself, this broadsword serves as the finest of its family of weaponry and first amongst weapons on the Eopran Continent, having committed great deeds as the slaying of a hundred dragons, banishing even the mightiest of demons with a single slash, and being one of the few weapons of a Goddess that survived regular, hardened combat against the Primordial, Arfoire.

As a result of its many feats and deeds, as well as the Memory from which it is forged, Ad Libertatis is a Holy Sword of the very highest level, superior even to the famed swords Gram and Durandal, as only befits the Goddess of the Rising Sun. It serves as the perfect conduit for the Goddess' powers, allowing all powers channelled through Ad Libertatis to retain their potency despite a reduced power cost.

However, Ad Libertatis contains a dark secret, known only to its wielder and the Goddesses that rule in this day. During a great and terrible war in the past, so ancient that no records but the memories of the Goddesses remain, CPU Yellow Heart used Ad Libertatis as a weapon of war against her sister-Goddesses. With this mighty and holy Broadsword in hand, Luteus Kyrain did battle against her sister-Goddesses, and never knew defeat against them.

Legend says that Ad Libertatis was wielded by Luteus Kyrain in a legendary battle against three other Goddesses over the inland sea that once divided the continent of Eopra into four landmasses. By the end of the month-long battle, when the earth stopped shaking and lightning no longer split the skies, the other three Goddesses were slain and the inland sea was no more, boiled away by the rays of the Rising Sun, unifying all four corners of the continent into the land of Eopra. Though the veracity of this tale is unconfirmed - CPU Yellow Heart herself was reluctant to confirm or deny it - Ad Libertatis is one of a very rare set of weapons that exist in the world; a sword that slays Goddesses as easily as it slays men and monsters. Only one other such weapon exists in Gamindustri, and no intact record mentions what form this other weapon took.
History
After the Fall, the situation in Eopra was actually fairly tame. Though anomalies were running rampant and the surface became more and more impossible to live on for any extended period of time, contact between Apcalypse Shelters was already established within twenty years of the Fall. Apocalypse Shelter 01 had communications channels with 492 of the other Apocalypse Shelters of Lanca City alone, with the remainder believed to have been wiped out in the interim years due to a number of factors outside of their control.

Though attempts to retake the Basilicom and rebuild the City failed due to the dimensional anomalies, the new seasonal disasters and the evolved cyberfauna of the post-Fall Era - or the New World as it is often called now - the remnants of Nacma had already begun pulling themselves back together. They returned underground to their Shelters to let the world recover from the death of four CPUs, not knowing just how badly scarred Gamindustri was by the death of all its CPUs, and waited for the problems on the surface to subside. Contact remained between the Shelters, both with physical courier teams and the reestablishment of radio communication.

Fifty years after the Fall, the world did not calm. The anomalies remained. The air became dangerous to breathe unprotected, and exposed skin risked becoming irritated and infected with pathogens. A new threat, calling itself The Truth, rose out of the old Basilicom and vowed to bring all of Eopra under the banner of the True Goddess, such that she may wipe clean the slate and rebuild the world. Communications fell apart soon after, disrupted by both the machine legions on the surface, unaffected by all but the most debilitating of anomalies, and by the religious schism that split the people of Lanca.

By the end of the 50th Year After the Fall,of the 493 Shelters that survived the Fall, an estimated 23 were consumed by The Truth, whether willingly or forcefully. The remainder sent representatives to discuss on a singular course of action, but all attempts at a unified forum of discussion were disrupted by The Truth, both through subversive action and heavy assault. In the end, it took until the 54th Year After the Fall for a decision to be made, whereupon another 82 Shelters had been claimed by The Truth.

Warfare against The Truth began in earnest on the 56th Year After the Fall. Every Shelter committed a measure of their forces to fighting this foe. At first, they were evenly matched, but where mankind was forced to remain within their Shelters and were unable to grow or expand, The Truth was free of such restrictions and was able to assimilate more and more of Nacma's former war industry to its own ends. The final formal battle between massed formations of infantry was fought on the 87th Year After the Fall in defense of Shelter 003-452, which was barely won at heavy cost, especially in the Ripple Adepts, the trademark supernatural martial artists of the Old World. Notable amongst the casualties was Erin Joanna Joestar, the second daughter of Joshua Joestar and grandchild of the deceased CPU Yellow Heart.

From then on, the war became a guerrilla battle, asymmetrical warfare writ large. The advance of The Truth was immutable, and could only be slowed. Over the years, the machine legions of The Truth fought to a stalemate against the remaining Shelters of Lanca City even as it expanded beyond the former Capital and into the rest of the continent of Eopra. By the 100th Year After the Fall, an estimated 300-350 Shelters still remained intact in all of Lanca, whereupon the loss rate slowed to a halt when The Truth saw the remaining men and women in Lanca as not worth the cost and expenditure of resources to claim, and turned its attention towards the cities beyond Lanca. Though the pressure never truly let up, it was never enough to overwhelm the last remnant of Lanca City.

It was not peace, but it was close enough. The Shelters were able to calm down, and rebuild.

On the 112th Year After the Fall, the calm ended with the death of Miranda Jovis Joestar, the firstborn daughter of Joshua Joestar, and a strike team on a reconnaissance mission into the former Basilicom. The sole survivor of the mission, Jordan Joestar, returned to Shelter 01 with the news, that they were ambushed and slaughtered by someone or something that wore the guise of CPU Yellow Heart, and who was protected by two cybernetic platforms that resembled his deceased parents. The facts were clear: The Truth now had the means to deploy artificial CPUs, beings capable of utilising share energy.

These artificial CPUs, the Avatars of Truth, are pale shadows of the Goddesses that ruled the world before. But in a world without CPUs, these clockwork divinities were more than enough to become dominant. The information was spread as quickly as possible, but not all couriers ever made it to their destinations. Not every Shelter was hidden from the eyes of The Truth, and not all of them were aware of the Avatars of Truth, or of their Einherjar entourage. Many Shelters fell in the span of two years, both in renewed religious schism and under the assault of the Clockwork Goddess, who wears the face of Luteus Kyrain.

Overseer Joshua would eventually embark on a mission to kill the Avatar on the 114th Year After the Fall, accompanied by thirty Ripple Adepts. He would return with a third that number, paralysed below the waist, but successful in his mission to kill the false Goddess and his converted grandchildren. He would never repeat this feat, as the Overseer largely retired from missions after this assassination strike.

The next hundred and forty years would progress along the same trend. Despite The Truth losing interest in the shelters remaining in Lanca, the number of Shelters still loyal to Yellow Heart dwindled slowly, at an annual rate of one or two per year. By the 256th Year After the Fall, only four known Shelters remain loyal to Yellow Heart: 01, 13, 36 and 47. If any other Shelters in Lanca remain loyal to Luteus, this record is not aware of them. The last known Shelter to fall, Shelter 032-115, occurred on the 194th Year After the Fall.

All this points to the inevitability of Shelter 01's destruction in the next few decades at best, if something does not buck the trend soon.

-Erina Joestar, 'Apocalypse Canceller' Operator
"We thought the nightmare ended when we put our swords away and ended the war. But the nightmare had only begun. And I don't mean the reconstruction and reintegration process."
CPU Red Heart, Matami Majouyou


The Aftershock Crisis is the era immediately succeeding the Console War, and was marked as a time of reintegration and isolation between the nations. The five Goddesses that remain have retreated to lick their wounds, and tend to the people who now have no goddesses. It was believed to have lasted between fifty and two hundred years, but estimates are hazy at best. Official records from this time are sparse and tightly controlled.

The world had changed as a result of the War in Heaven. Mountains were flattened, valleys were filled, and rivers ran red with blood. Entire landscapes were blackened with demonic corruption. A continent had sunk beneath the waves. The Eopran inland sea no longer existed. The highest mountain in the world was no longer in Tari, but in Niihon. Saia was now fifty percent desert. There wasn't a patch of land on Gamindustri that wasn't touched by the war between sisters, and now the living envied the dead.

Numerous bushfire wars erupted in this time for a variety of reasons. Many were disillusioned by the Goddesses after the destruction they had wrought in their war, and just as many were desperate for the safety a Goddess could bring. Wars of independence, struggles for unity, and a burning desire both for change and stability fueled the strife in this era. Though the battles would never be as grand and epic as those fought in the Console War, armies serving as backdrops to emotional duels between former friends, they would exact the same cost.

In this time of turmoil, new Goddesses began to emerge. Though some remained loyal to the Goddess that ruled, the vast majority built their own kingdoms, and seeked to unify the land under their own banner. Weakened as they were, and without the faith of the people, the Five who survived the Console War were not a distant and unbeatable force, but a very human and vulnerable presence. They were invincible no longer. Goddesses could bleed, and they could be killed. The old Goddesses were never as militarily active as they were in the Console War, but the battles they did fight against their younger peers were as devastating as any clash of the War in Heaven.

But the true horror of the Aftershock Crisis were those who returned. Goddesses who were slain in the Console War returned, burning with vengeance and spite against the one who killed them. They were every bit the Goddess who died, possessing the same mind, same body, and same skills. In every aspect, they were identical to those who lost the War in Heaven.

To the Five, it was like the Console War never ended. And all because of an enigmatic mechanism they never knew of until now:

Throwback.

An ancient mechanism, older than Goddesses, built into their very Cores. A Goddess of great age and power could return to life through one who had Ascended through a CPU Memory they left behind - and every single Goddess who fought in the War in Heaven was eligible. They consumed the young Goddess, body and soul, until nothing remained of their successor but whispers of what was. And when they died again, they simply had to wait for another to ascend. And another. And another.

Reactions were varied to the discovery of this mechanism, built into their souls and all the Memories they would leave behind. Horror. Fury. Curiosity. Relief. Apathy. But they all knew the Aftershock Crisis would never end if their old sisters always returned as spiteful wraiths wearing another's body.

They met in conclave, the first time since the Console War, and signed the Celestian Accord. CPU Memories, already a rare and powerful resource, were now highly controlled and locked away. Young Goddesses were suppressed and exterminated, whether or not they wore the face of their former sisters. Knowledge of Throwback and of Goddesses not of the Five was suppressed. The world already had Goddesses. It would not need more.

The era would finally end with the unification of each continent and the cessation of new Ascensions. Goddesses would not be born, but have always existed. There have only been Five, and there will only be Five. Only the Goddesses, and those closest to them, would ever know the truth.

In the end, the Aftershock Crisis can be considered when the seeds of the nascent Second Console War were laid.
"My lady Goddess… why?"

"Because if Kaan wants to bring giant robots into this war, it's only fair that I bring in the giant tanks."

"But why?"

"Because fuck her. Fuck her right in the face."

Oracle Daniel Simms and Luteus Kyrain

The introduction of Mercian Titans shocked the world on multiple levels. It was a multi-layered statement by the Silver Empress, a promise of power and a declaration of war at the same time. They were giants of steel and circuitry, forged by war and forged for war. The largest of them stood a hundred meters tall, but even the smallest of Titans were enough to break formations with fear. Their mere presence on the battlefield tore morale to shreds, and shattered the resolve of even the veterans that faced demons and monsters with an unflinching grin.

A response had to be given. A response Eopra had to give, or it would lose the Second Console War before it had even begun. Proposals were given, ideas considered, and possibilities offered to the leaders of the Republic. Titans of their own, soldiers that could grow to immense size to tackle them, the expansion of the Air Forces…

Everything was considered, and ultimately discarded. It was not enough to match the Titans of the Imperium with Titans of their own, for Mercia will always be synonymous with them. Soldiers that could handle such stresses were in poor supply, and they were vulnerable to ground fire regardless. And the Air Force, for all their utility and power, would not be enough. They could destroy the Titans, who were vulnerable to air attack - but the Aerial Regiments were some of the best pilots in the world, and Mercia held a clear superiority in the air. Though Eopra produced more planes, Mercia had better pilots.

And most of all, Eopra had to win the hearts and minds of its people. It had to prove that it was just as strong. That its Goddess was the strongest in the world, and therefore its people were the strongest in the world. A new response had to be given. A different response, a counterpoint to the Titans of Mercia.

The response was called Arclight, and it would be the first of the Crawlers.

The Crawlers were conceptualised as a counter for the Titans, capable of mounting weapon systems that could counter and overwhelm their defenses. The concept was merged with the idea of a mobile base, however, capable of supplying soldiers and keeping units in combat for longer, able to force offensives and maintain the mobility of the military in an age when speed and range were crucial for war. In the end, the product was a compromise, and it shocked the world.

They were large, large enough to mount a single triple-barrelled 15.5cm naval turret for fire support or anti-Titan combat (easily replaced with a Particle Lance Array, Hades Missile Battery or other heavy weapon platform) and transport a full company of 500 Eopran Shocktroopers, along with their equipment and their vehicles, like tanks and APCs. They mounted the power plant necessary for heavy shield generators for aerial assault and fabrication arrays.

They were amphibious. They were all-terrain, from swamps to forests to plains to mountains to archipelagos. They were shorter than Titans but wider and longer. They carried fewer weapons, but enough to deter assault and, in numbers, combat the Titans of Mercia. They were Luteus' answer to the Imperium. They were the Pride of Eopra and the shield and sword, writ large. They were the lesson of Arclight all over again, the promise that Eopra's Goddess was the strongest in the world, and that Her people were the strongest as well.

And in the end, after eighty years of stalwart service and three iterations, the Crawler concept was scrapped, all examples decommissioned and the vast majority scrapped.

Though effective, and though they struck a powerful image in Eopra's public consciousness, they were too expensive for their role. Though much beloved by all, from soldiers to officers to civilians to the Goddess Herself, in the end the harsh realities of cost-effectiveness forced their dissolution from the Eopran Army. Their roles as mobile bases were deemed unnecessary for the kind of defensive war Eopra expected to fight in the Second Console War, and the duty of Titan-Killer fell to the Claymore Superheavy Tanks and their variants. Despite massive outcry, both by the public and within the military, the Crawlers were decommissioned, and pulled from military service. Most of them were scrapped, but a few were kept in the event that they were needed again, restorable in a year's time by the estimates of the era.

A number of Arclights were turned into museums and monuments, for their crucial role in providing the counterpoint to the Imperial Titan. Estimates are believed to be between 8 and 100, though the precise number is not entirely clear.

There are notable examples of Crawlers that survived up until the Fall. The B for Brawler, one of the first Arclights to see action in the Tari Proxy War, and a regular participant of many conflicts since, was kept as a monument in the city of Rumr. The Y for Yoink, a rare Crawler who had survived the tests for air-deployment, was donated to its home city of Buhrlim, where it was preserved until it was tragically lost during an earthquake.

There are also a number of stories attached to the fates of a number of Crawlers, a number of them involving the Goddess herself. One story goes that Luteus, a strong supporter and advocate for the concept, was so appreciative that she entered a brief personal relationship with its original designer. Another states that Luteus permitted their decommissioning purely because she lost a bet, and the alternative was going cold turkey for a year. A third story states that when the Arclights were commissioned, one of them - the K for Kyrain, noted to have been scrapped - was given to her as a token of appreciation.

None of these stories have ever been verified by the Goddess, and the official stance of the Republic up until the Fall was that the most the Goddess did concerning the Crawlers after their decommissioning was to build models of them from time to time.

...Recent discoveries have confirmed that Luteus Kyrain did in fact possess the K for Kyrain, although the majority of its systems have been scrapped and lost. It is not known how many other stories concerning her are true, however.
The Lords General are the leaders of the Eopran Army, with representatives from every branch of the military. They're roughly equivalent to the other leading branches of the Eopran Armed Forces, like the Lords Admiralty and the Sky Lords, from the Navy and Air Force respectively. High Command, composed of the leaders of each of these bodies, would be the overall commanders of the Eopran Armed Forces and report directly to Luteus Kyrain herself, who holds the position of Goddess-Commander.

Yeah, my mother had a love for knightly titles and vestments. It's why the leaders of the Lords General, Lords Admiralty and Sky Lords are all Lord Commanders - or Lady Commanders if they are women. There have been more than a few throughout history, even before the foundation of the Eopran Army. Some of them revel in the title, others don't care. Ultimately though, it's just a title.

Could I have been a Lord General? Maybe. Solar Heroes tend to stay away from positions of high authority and political visibility, but then I'm also son of the Goddess. It could have happened, if things turned out differently. As is I couldn't care less.

Anyways, though things are probably different now, these are the various posts that the Lords General held.

Armor Command, as you might guess, commands the armored formations of the Eopran Army - Tanks mostly, though it also has responsibility over the mixed Armored Fist Divisions composed of both Tank and Mechanised Battalions. Traditionally, the holders of this post are former tank commanders, but IFV and APC commanders have held the position as well.

Armored Fist Divisions are an odd-duck, since they report to both Armor and Infantry, but in the end Armor still has overall command. I'll… I'll elaborate later with another example. Anyways, the common title for the holder of this position is the 'Lord of Steel', though other nicknames exist, typically for individual generals.

The Lord General of Armor before the Fall, if memory serves, was Lady General Helena Pendragon. I'm not sure whether she had ancestry with the legendary Girl-King, or if one of her ancestors just really liked that legend. Never really bothered to ask.

Artillery Command, meanwhile, handles artillery and all forms of fire support. They also handle things like minelaying and first order fortifications, delaying structures like… mines.

Anyways, this position confers responsibility over the distribution of fire support throughout the Eopran Army, from shell lobbing howitzers to things like missiles, orbital weaponry and even grand magic meant for anti-army use. Though, wizards of this caliber were rare even before the Fall, so I doubt any are still around.

Titles for the position include 'Lord of Thunder', 'Archmage of Artillery', and 'Missile Magister', probably referencing just how goddamn many wizards ended up in this seat. Other less charitable names include 'Greedy Asshole' and… Let's move on.

Oh, right. The person who held this position before the Fall was Lady General Orianna Eastwood. She was a mage, too. An Archmage, specialising in wind spells. Very powerful. Surprisingly precise. She herself was pretty young, though. A very recent appointment, and gifted too. Only in her forties… Must have been talented.

Infantry Command deals with infantry formations and fortifications of the second order and higher - fixed fortifications like outposts, bases and fortresses like the Crow's Nest. Being concerned with infantry instead of more mobile armored formations, Infantry Command is rather more static and defensively-oriented, though they do still manage fully Mechanised Divisions as well.

The elite Shock Divisions composed of ACHILLES-clad shocktroopers also report to Infantry Command, though their armored support responds to Armored Command. On paper, at least - the tank elements seconded to Shock Divisions report to an Armored officer within the unit, which then reports to the overall commander of the Shock Division, an Infantry officer.

Holders of this position are typically regular officers, or those who have had tours while being seconded to a mixed Division. However, Lord and Lady Generals who were part of the Shock Divisions are also common, ever since the early days of the Strike units. These generals are to be noted, because they're also the ones with the least fucks. True story.

The last person to hold this position before the fall was Lord General Andrea Stormfront. She was… Well, I'll be honest. She was an asshole. But she was an asshole who got results. Casualties decreased dramatically with her in command, but mostly due to how she overhauled how training was conducted. The men hated her, enlisted and officer alike. But her methods worked. If I remember correctly, she also got an officer's commission. She started as enlisted, like so many of us. 'Iron Lady', indeed.

The typical title for the holder of this position would be 'Lord of Blood', a fairly fatalistic name considering the high casualty rates Infantry Divisions tend to suffer in heavy combat. It takes one hell of a stone cold bastard to wear that name with pride, which is why Lord Generals of Infantry tend to be… well, sometimes callous, sometimes ruthless, sometimes cautious. But all of them are butchers on some level. Well, no, that's mean. More like… Alright, I'll think of another term later. Moving on.

Also, slight trivia: while grandpa was in the army, he was with the Shock Divisions. I served as an Adept as well as a junior officer - a Lieutenant at the time. I was with the 1st Shock Division… for about two weeks. Then I got kicked into High Command, where I served as aide to a number of Lord Generals, the last of whom was Lord General Greymane. Who was, interestingly, holder of the next position I'll be talking about.

Logistics Command deals with logistics, of course. Things like supplies - the basic necessities soldiers will need, like food and water and tents and uniforms and NBC gear - and ordnance, guns and ammo essentially. They are also responsible for the transportation of these things, and hold overall command over the transport units. Trucks, basically. This seems boring, but Logistics Command is actually a very important post. Generally speaking, the only people who hold this position are older officers versed in bureaucracy and the movement of supplies. This post holds a lot of authority within the Lords General, which will be.. Problematic, depending on the person we meet. I'll have questions for whoever is in this chair, when we meet them.

Titles for this post tend towards 'Lord of Pen and Paper', if you're being formal, and 'Lord Better-Than-Swords', if you're being informal. Other nicknames include 'General Armchair', 'Commander Couch', and 'Loafer Lord'. More respectful or aware soldiers, fully aware of what kind of person it takes to hold this seat, reverentially call this general 'Master', or 'Lord of the Eopran Army'. Or 'God' if you prefer, but it's slightly sacrilegious. Not that Luteus cared but y'know.

Neptune, stop glaring daggers at me. I know pens aren't better than swords. Calm down.

Intelligence Command, lastly, has responsibility over intelligence assets and special forces. Things like forward surveillance, scouting, enemy movements, enemy plans and force compositions… I could go on, but basically the person holding this job is the eyes and ears of the army at large. They clear every report that gets sent throughout, and assess the various threats to the army and the nation at large. In addition, when problems require a more… subtle approach, they can also take action with their special force units.

Special Forces, you ask? Well, actually, this section of Intelligence Command tends to be a bit of a mixed bag, since Special Forces Command was its own arm of the Eopran Armed Forces. But this included things like the Skulls Unit, which largely handled counterterrorism, and the Hawks, which were our scouting units, going deep behind enemy lines to gather critical information on enemy facilities. There were also units like the Stormblades, Force 19, Black Storm… Hell, there was an elite unit of Ripple Adepts too. The Sunspears or something, they were very classified.

Hm? Contemporary examples? Well, I guess the Black Suns are the modern equivalent. Elite soldiers moving in small clandestine squads, accomplishing objectives precisely and in secret. Like scalpels, or a silenced pistol, compared to the army's sledgehammer, shotgun, rocket launcher… Any analogy you like.

In any case, the Lord General of Intelligence is a dangerous person, because they are always informed. They know everything, or they will seem like they know everything. They are players of the political game, and they have gotten very good at it. That said, anyone who chairs Intelligence must be a good person at heart. Ultimately, what they do is for the good of Eopra. It takes someone of great personal integrity to do so with clandestine methods. I can only hope this has remained true after the Fall, but let's not hold our breath.

The last person to hold this post was Lord General Michael Phosphene, originally of a special forces unit if I remember correctly, though I can't remember which one… Well, either way, he was a shrewd bastard. He was also a pretty good father though. I'd know. I married his daughter.

Titles for this post include 'Lord of Glass' and 'Lord of Shadows'. They also tended to work with the Unseen Eye, though that was the nation's civilian intelligence agency, dealing chiefly with domestic threats. Eopran Intelligence was always more about foreign threats. Oh, right, nicknames.

Little was known of Intelligence Chairs, by and large. They were ghosts. Spectres. Boogeymen from the darkness, unknowable and frightening. So that's what we called them. Ghosts.

...Sorry, too dramatic? Well, anyways.

On top of everyone was the Lord Commander, often chosen by committee from one of the Lords General and then approved by the Goddess, who would charge them to lead the Army in her stead. It was required by law for my mother to approve of the Lord Commander, for her to swear them into service before they would hold the chair.
Traditionally, the one to become Lord Commander was always already a Lord General, who chaired either Infantry, Logistics, or Intelligence. Exceptions always exist, and there have been Lord Commanders who were never Lords General prior. But they were always well-connected politically, and fantastic generals themselves. Legends in their own right.

One such legend was Lord Commander right before the Fall. Lord Commander Joseph Kinebach. A Ripple Master, expert marksman, and legendary soldier twice over. He was there during the City States War as an enlisted man, where he first made his name. He would survive through the war, and dedicate himself fully to the Eopran Army. He would join the Shock Divisions, don the ACHILLES, and rise through the ranks from enlisted to officer, until he lead the 3rd Shock Division himself. And then he became a General, and after his successor retired, he took on her post by unanimous vote. I met him once. He was a great man and a great soldier.

He's probably dead.

Without a Goddess, once the current Lord Commander died, there would be no successor. Not officially, not recognised by law. The Eopran Army can function without one, so I doubt we will meet a Lord Commander.

Anyways, the names I listed are probably all dead, so don't worry too hard about it. Terrifying as they could be, they are manageable. If nothing else, they want to help us. We just have to make sure that we don't wind up helping them more, at cost to ourselves.
Heroes and Powers
"The Ripple wasn't always a teachable martial art, you know? Actually, it didn't even exist. Solar Hero didn't even exist, everyone just called it 'Luteus' Art' or 'The Sun's Art' or some other bullshit. Honestly I didn't even know what I was doing, it just sort of happened."

"Then what happened, mom?"

"Well... I guess he'd be your stepdad, kind of. Madman he is, your stepdad figured out Solar Hero on his own, through sheer observational genius alone. And then together, we codified Solar Hero, and from that we codified The Ripple. And then we had your elder sister, who became the youngest master of Solar Hero in history so far."

"I...I wanna master Solar Hero too!"

"You do, eh? You know, that's hell you're walking into."

"Then I'll just punch them with both fists and the power of the sun!"

"Haha. Hahahaha! Slow down there, Jo, we still need to start small. But if you insist, training begins now!"

Luteus Kyrain and Joshua Joestar, Before the Fall

The Ripple is the empowered martial art initially founded by the Goddess, Luteus Kyrain, unique even amongst the empowered arts for its ability to heal as much as its ability to serve in self-defense. As such, the Ripple is popular with medical professionals and soldiers at once, and it has become a national martial art for Nacma. The Ripple also grants a measure of longevity to its practitioners, with Ripple Adepts expected to have a livespan double or even triple that of the typical Nacman baseline and maintaining youthful vitality throughout that time, assuming the Adept keeps up with the art. Masters of the art can potentially even live for centuries, even up to a millennia. Even after the Fall, the Ripple endures, with a number of shelters retaining a number of Ripple Adepts who have passed on the art throughout the years.

However, despite the widespread popularity of the Ripple, the art itself is restricted to those who possess an affinity for the art. An expected <1% of the population is believed to have an affinity for the Ripple, with the remainder at best able to partially channel the art and enjoy an extended lifespan and increased vitality, and of those with the affinity for the art only one in five possesses the inherent aptitude necessary to use it in battle. Those descended from the Goddess have an increased affinity for the art, and are likely to have the affinity for Solar Hero as well. Affinity for the Ripple can only be discovered by another Adept, and is difficult to determine before the age of twelve.

Training in the Ripple can begin at any age but generally starts at the age of ten or after, as children younger than that largely lack the focus and breath control needed to properly learn the Ripple, and starting training at too young an age runs the risk of permanently damaging a young Ripple Adept's respiratory, muscular, skeletal and nervous systems. Thus, even for those who are guaranteed an affinity with the Ripple or whose aptitudes have already been discovered, it is safer for them to begin at the age of ten.

The abilities of Ripple Adepts are well-documented, even after the Fall. With augmented strength, speed and endurance, as well as an apparent inability to feel pain, even a novice Ripple Adept can seem like an unstoppable force. Combined with the enhanced healing and sixth sense that the Ripple grants, a Ripple Adept is without a doubt a force to be reckoned with on the battlefield in any and every capacity. In addition, Ripple Adepts can imbue weapons and even everyday objects with the Ripple, granting them improved characteristics that ensure that a Ripple Adept will always be armed and ready for a fight no matter where they are, even if all they have are their bare hands. Even novice Ripple Adepts often fight knowing the next move their opponent makes before they even make it, and Masters of the Ripple are known to fight their way through suicide missions without a scratch, fully aware of every possible action that the opposition will make and ready to counter them.

The healing abilities of the Ripple are similarly well-documented, with stories abound of Ripple Adepts who can heal deep cuts in an instant and bring life back to the recently deceased. Though such stories are largely falsehood, the Ripple is exceptional at repairing physical trauma such as cuts, bruises, and other wounds of its nature. However, it is less able to deal with illnesses, infection, and internal damage like fractures and nerve damage. In such situations, reckless use of the Ripple can result in injuries healing wrongly, requiring secondary surgery to correct if such correction is even possible. In the case of nerve damage and organ failure, even the much-improved healing prowess of a Solar Hero Stylist may not be enough to resolve it.

However, the weaknesses of a Ripple Adept are just as well-known as their strengths, chief among them being that even channelling the Ripple demands a regular, precise, and strong breath pattern. If this breath pattern is broken, all Ripple techniques will be cancelled and the Adept's focus broken, even if only for a second. Masters of the Ripple can largely overcome this weakness, but even their concentration will be broken. Similarly, it also means that a Ripple Adept with respiratory problems is all but useless.

The second weakness of the Ripple is the amount of focus its techniques require, requiring presence of mind to maintain a steady breathing pattern, read the ripples in the battlefield that their enemy is causing, and react accordingly. As such, newer practitioners of the Ripple cannot maintain the Ripple for long, and even Masters of the Ripple are unable to maintain the Ripple for more than a few hours without undue mental strain. Thus, it is important that a Ripple Adept be attentive and never become complacent. In addition, even the heightened senses of a Ripple Master is not faster than a speeding bullet, so even a hobo with a pistol can pose a threat to an inattentive Adept.

The Ripple is a healing art and a fighting art at once, but when used offensively even Ripple Energy can be lethal, leaving burns and scars like fire, and legend states that Ripple Energy in particular is especially effective against creatures of darkness. Combined with the superhuman endurance, strength and speed of a Ripple Adept, even a novice Ripple Adept can deal a significant amount of damage in a short amount of time. Indeed, a Master of the Ripple is a match for even the post-human Einheri, though even the Ripple-enhanced stamina of a Master is nothing compared to the infinite energy of a machine. Any and all engagements between an Einherjar and a Ripple Master are adviced to remain short and decisive.

In times past, it is believed that there exists a style of the Ripple designed not to hurt, only to heal, and is completely and entirely an art meant to protect the people and fight monsters. This style was believed to have been an even more effective healing art than the Ripple that exists today, but it has since been lost even before the Fall.
"What makes someone heroic? Is it the brightness of their Ripple aura, or the size of their gun, or the hardness of their abs? No. None of these things.

"Heroism starts at the heart. It is, at its core, selfish greed. The willingness to sacrifice everything for one singular goal. It is a Thing. And it can be both good and bad."

Joshua Joestar, Apocalypse Shelter 000-001, The 'Executive Suite'

Heroes have existed for longer than the Goddesses have. Everyone knows about at least one Hero. The Ring of the Nibelung, the Journey to the West, the Twelve Labours of Hercules, all of them are, ultimately, stories of Heroes. They can stand alone or with others, live among the people or stand apart as wanderers, even rule as hateful tyrants or serve as trusted retainers. Neither good nor bad, lawful or chaotic, praised or unsung, Heroes are a varied lot. Heroes, as they say, are everywhere. The one thing that unites the Heroic is their driving ambition, their heroic goal, and even this is not a hard rule.

At their core, Heroes are individuals who strive to change the world or have done so through their own actions. Whether causing a chain of events that changes the lives of many or tearing open the gates of change with their bare hands, Heroes are ultimately agents of change. They strive eternally towards their goal, be it immortality or wealth or the salvation of a kingdom, and they will never stop until they have achieved their goals or die trying. All too often, Heroes die failing to accomplish impossible tasks. But just as often, they succeed.

It is often believed that those of divine blood, even thinly spread, are destined to become Heroes. But this is a lie, for Heroes are not born, but made. Though those of divine lineage will have many advantages another would lack, it is not unheard of for even Demigods, the children of Goddesses themselves, to lack the heroic spark, content to live their lives in the system their mothers created. The gifts of divinity allow the prospective Hero to make a larger impact, but it just as easily breeds complacency and sloth, the chief enemies of heroism. Wizards are so often old men on mountains detached from the world, a far cry from the young woman who would win a war at the age of eighteen, aided only by the whisperings of god and their own will to triumph over their enemy.

Heroes tend to rise up in reaction to adversity. Accordingly, after the Fall, Heroes are as plentiful as the changes wrought upon the world. It can be said that mankind survives on the continent of Eopra through its adaptibility, and it does so through the exceptionalism of the Heroes that arise from the ashes of a nation. Big or small, it can be said that anyone who resists the allure of The Truth is a Hero in their own right. The greatest heroes are the greatest swords and shields against the machine legions, but they are also the greatest threat to mankind.

Heroism manifests as a spark, something that drives men and women towards their goal. And it is these sparks that The Truth seeks to exploit like fuel, with cold unfeeling logic like the machine it is. It is no secret that some of the greatest Heroes of the land now serve them, their wills quashed and overidden by the overpowering will of The Truth. Part man, part machine, the Einherjar are the stuff of nightmares. Proof that even the greatest of men and women are not proof against the foes they fight. All it takes is one mistake, and they will fall further than anyone else can. And Heroes are but exemplars of mankind, not icons of perfection. When they fail, and they will, their mistakes are costly without compare.

There are those who wonder of the relationship between Hero and Goddess. Each Goddess displays, or has once displayed the drive and ambition attributed to Heroes. Some believe that Goddesses are made from Heroes, deemed worthy by fate to rule a nation, or powerful enough to be granted the duty. Others believe that in times of great need, where heroes are plenty, Goddesses are born to meet their prayers. Whatever the truth, it is lost now. Though the last son of a Goddess knows that a CPU Memory may transform a prospective Hero into a Goddess, permitting that they fulfill a series of unknown criteria, it is not known if this is the means by which the first Goddesses attained their power, or if it is simply a new measure they made to consolidate their power.
Article:
Stance of the Sunlit Paragon:

SOLAR HERO STYLE

----

Once, there was a princess,
Who yearned for the sun.


Overview

The Stance of the Sunlit Paragon, more colloquially known as Solar Hero Style, is a Divine Martial Art based on the attributes and powers of the Console Patron Unit Yellow Heart, Luteus Kyrain. As befits a martial art based on the Rising Sun, it is bright and bombastic, and all practitioners command attention with their presence with bright lights, loud actions, and impressive effects.

The keywords of the Stance of the Sunlit Paragon are Justice, Glory, and Light. The Solar Hero Protects the Innocent and Smites the Unholy. She is Proof Against Evil and Champion of the Free. The Solar Hero Stands Alone. Above all, She is Free and Unyielding.

It is unique among Divine Martial Arts for its lack of a Stance Weapon; Luteus Kyrain was a prodigy at all weapons, even her bare hands, and the Stance of the Sunlit Paragon reflects that. Regardless of weapon, or lack thereof, the practitioner may use their art to the fullest.

The Stance of the Sunlit Paragon, as with all Divine Martial Arts, has a lesser, related art: The Ripple.

As with other Divine Martial Arts, there have only been a small handful of practitioners, even after its Codification, and the number of Masters are smaller still. There are only Twenty Three Solar Heroes in all history, including Joshua Kyrain, the last living practitioner of the Divine Martial Art.

----

She looked for light, but found only darkness.
In knowledge, she found arrogance.
In rule, she saw tyranny.
In family, she witnessed slavery.
In love, she knew obsession.


Foundation

Goddess Yellow Heart, and thus the Stance of the Sunlit Paragon, was created as a direct response to the Goddess' experience in the Mageocracy of Fantasia, a rejection of what she saw and fought in her earliest days. Legend tells that Luteus Kyrain Ascended to godhood in the last days of her rebellion, becoming the very paragon she was searching for throughout her entire life. It is said that her first battle as a Goddess, and the first invocation of what would become the Stance of the Sunlit Paragon, would be against the Magister-Queen of Fantasia.

Throughout History, the Goddess has taken on a number of students that would later go on to become great heroes in their own right, and some of them have displayed abilities that are similar to those of the Stance of the Sunlit Paragon. However, it is unclear if she taught them the art, or if they learned to emulate the powers of their tutor through imitation and study. Notable figures include Saint Christoph VII, more commonly remembered as St. Chrys, or Father Christmas.

The Stance of the Sunlit Paragon was finally Codified late into the Goddess' rule, through her efforts and with the help of an unknown hero, who was able to replicate her abilities and formulate them into a comprehensible whole. They were also able to dilute the art into the Ripple, and make the Stance easily accessible to those who could not become a Solar Hero, but nonetheless had the ability to learn the lesser art.

Rumor has it that Luteus and the unknown hero had a child, who was born already able to channel the Ripple, and who would become the youngest Solar Hero in history. However, history has no record of their relationship, or of this child's existence.

----

So she took up the sword,
And became the sun.


Abilities

As a Divine Martial Art, the Stance of the Sunlit Paragon allows you to fight as Yellow Heart does, with fire in her heart and power overwhelming. All physical categories are boosted, giving practitioners enhanced strength, speed, endurance, and sensory capabilities. Thinking time is accelerated, allowing a practitioner the mental capacity to make sense of the information around him, and how to deal with the situation. Battle becomes second nature, whether it is a alley brawl or a titanic battlefield. And the Solar Hero always emerges victorious.

In addition, the other powers of the Ripple are represented as well. Solar Heroes heal with a touch, and Masters can potentially regenerate lost flesh, given the energy and the time. Minor wounds are hardly felt, and pain becomes an afterthought. And Solar Heroes can heal while on the field, engaged in strenuous combat, as long as they maintain the Stance. There is nothing short of death that a Solar Hero cannot eventually recover. Muscles can reknit, nerves can regenerate. Even the wear of ages will gradually revert, until the practitioner is in the prime of their life, both body and soul.

By flaring their essence and unleashing it in set patterns in a manner like the Goddess, the Solar Hero may also wield powers beyond that of the Ripple. Sending foes flying hundreds of meters, striking a thousand times in a heartbeat and sliding blows off their skin like water around a stone are all feats a Solar Hero is capable off. The Solar Hero can see without eyes, hear without ears, feel without skin, and breathe without lungs (albeit momentarily). The only deaths a Solar Hero will know are in battle and by choice.

The only real limits upon a Solar Hero are of their human nature and the limits they can push themselves to. No mortal can match a Goddess forever, not even one wielding a fragment of the Goddess' light. Eventually, the Solar Hero will grow tired, and fatigue will blind their senses. Even for the men and women who can fight a hundred days without day, there is a limit.

In conclusion, a Solar Hero is a foe that must never be underestimated. Even one that has just begun their journey has mastered the Ripple a hundred times, and the Masters of this art are as fearsome as the Goddess herself.

----

So the sun hung high,
Glorious and mighty.
But it stood alone.
And in the end, all things die.


Legacy

Solar Heroes have always defended the world, and their legends survive even after the Fall. Their existence has not only inspired generations of culture and entertainment, it has inspired the people of Eopra to greater heights. their existence is reassuring, for though the night draws long, the sun will always rise again. Even in the forelorn days of the Fall, hope springs eternal by their legends, and by the Goddess that gave them the light to define the dark - and punch it in the face.

But the art itself is in jeopardy. There is only one Solar Hero left: Joshua Kyrain, the last son of the Goddess, who has only just finished his training through sheer fortune. The remainder are all dead, consumed by the same fire that burned the world. Even the Ripple, the dilution of the Goddess' power intended for the masses, is all but forgotten in Eopra. The other Solar Hero known to live before the Fall is presumed dead, possibly worse - for creatures of darkness will always lust for the light, for it defines them as it defines all things.

However, there is a faint glimmer of hope. With his training completed, Joshua Kyrain may now attempt to induct new Masters in the art, and raise a new generation of Sunlit Paragons. With the death of the Goddess that they emulate, he is all that remains of this light. Suitable aspirants are few, however, and Joshua's most promising student died with his home. It may be years before another will survive their training.
Locations
"Tadah! Happy Birthday, Jo! I made you a present!"

"...You made all of this."

"Mmhm. Its great, innit? Give mommy a kiss and I'll show you around."

"So this is where you've been spending your time for the last couple years."

"I make the best fucking sweet sixteens don't I? There's a room full of ice cream~"

"...What flavour?"

"One flavour, one room. Bring spoons. And a change of clothes."


The Sun's Refuge is the name given to Luteus Kyrain's holiday home, built in secret before the Fall and meant as a present for her son, Joshua. It went largely unused, as Joshua joined the army as an officer soon after and the Fall kept it from being used for any holidays.

At first glance, the Refuge is as it seems: a holiday resort of ridiculous proportions, meant more for style and entertainment than actual habitation. It was the holiday home of a Goddess, not a fortress to outlast the world. But for all of Luteus Kyrain's fall from grace, her militant genius remains intact. structures are built with defense in mind, the terrain favours the defender, and entry into the Refuge is only possible through a single path, covered by overlapping fields of fire from several towers. It has the fabricating equipment and the automated mineral extraction systems necessary to create weapons and armor, and the components necessary for the sufficiently motivated to make the place a sustainable city. Intentional or otherwise, the holiday house of a goddess can also double as her holiday fortress.

It has since been expanded fairly significantly, large enough to house a population of ten thousand desperate refugees fleeing from their plague-ridden home. Much of the more extravagant entertainment has since failed, but the majority of the original Refuge is still preserved to honor the Goddess that built the place, and who saved their lives from beyond the grave with it.

However, it is not a proper Shelter, and not meant to fight a war. It is not meant to last a siege. The chief defense of the Refuge is its secrecy, and it existed on no record in Nacma.

The Refuge is the only place left on the continent with a clean atmosphere, and where outdoor activities can be conducted without respiratory equipment. The Goddess, in her substance-fueled wisdom, had decided to build a weather machine to ensure that the Refuge remains comfortable no matter the time of the year, and it is this machine that preserves the climate of the Refuge. It is likely the only place left in the world that is anything like it was before the Fall.

Luteus Kyrain was also a fan of mothballing military equipment, and enjoyed collecting specialist equipment for her own use. And it should be noted that the Refuge possesses a massive hangar system that hasn't been opened by the Refugees. Who knows what secrets she has kept in her holiday house, collecting dust?
The Church of the True Goddess
"White circles for eyes, a blank rectangular voice box for a mouth, with a coconut-shaped head and a body like someone glued twigs together… They don't look like much, you have to admit. I could take, like, all of them."

"Don't underestimate them. They have numbers, and they don't die unless you blow their heads off. And if there's an Avatar nearby…"

19-year-old Erina Pendleton and Jonathan Joestar, 238 Years After the Fall

Pilgrims are the most basic of The Truth's military forces, equipped with a simple electromagnetic repeater roughly equivalent to a pre-war Submachine Gun. They are easily overpowered by even green soldiers who have gone through Nacma's basic military training, and easily beaten in close combat and ranged combat alike. Their combat skill-softs are basically non-existent, limited to finding and shooting the target.

Where they excel is in numbers, and Pilgrims are cheap and numerous. They are manufactured of cheap plastic composites and form a major source of any Shelter's plastics and low-quality metals. In numbers they may pose a threat to the typical soldier of the New World, but where they become truly dangerous is while commanded by an Avatar of Truth. While networked with an Avatar, like all of The Truth's combat platforms, a Pilgrim fights like a soldier, not a doll, and will become a highly coordinated force.

Combat Aptitude: 1 (+1 while Networked)
Traits:
- Fragile: Pilgrims are cheaply made, and their durability suffers for it. Fortunately, they are cheap.
- Cheap: Pilgrims are easily made for little cost, materially or otherwise. They usually pay for it in function, though.
- Robotic: Pilgrims are machines, and they are made to be controlled. They may be slaved to an Avatar's control, and benefit from their domination.
"Daddy, what are those? Those big metal gorrilla things with the big rifle things."

"Ah, shit. Everyone, fan out and get to cover! Neptune, stay down. Don't. Breathe."

Jonathan Joestar and Neptune Josephine Joestar, 252 Years After the Fall

Svartalfar are The Truth's standard fighting unit, the backbone of their force projection with amor and strength to match their firepower. While bulky and cumbersome, the Svartalfar are deceptively quick and agile, and aggressive enough to put that to use. Many who oppose The Truth have found themselves crushed beneath the feet of a Svartalfar, before it guns them to pieces with its assault rifle, one noted to have many similarities with the EMR-17 Assault Rifle, the standard issue firearm of Nacma's Old World. Such weapons, if salvaged, are just as reliable and capable as this old world weapon, and are welcome additions to the armoires of any shelter, whose fabricators have likely failed into uselessness by this day and age.

Svartalfar are not infallible, however, and their aggression is also their weakness. Svartalfar are built for aggression, and the bulk of their amor and damage control systems are placed on the front of their chassis, which renders their frame front-heavy and light on amor at the rear. Forces fighting Svartalfar are to be reminded that making a Svartalfar trip and fall with traps, ramps, and other ambush tactics may save them from a world of hurt.

Combat Aptitude: 2 (+1 while Networked, +1 while Assaulting)
Traits:
- Unbalanced: Svatalfars are designed to advance and never stop, and are heavily armored on the front. Unfortunately, their back suffers for it.
- Aggressive: Svatalfars are always angry, all the time. It is always Rip And Tear O'Clock to them.
- Robotic: Svatalfars are made to be controlled. They may be slaved to an Avatar and benefit from their dominion.
- Intimidating: Svatalfars incite terror through appearance, action, and reputation. The weak of heart beware.
"They have Angels? Dammit, why don't we have Angels?"

"We had a few. Solar Heroes, Children of the Sun, Masters of the Sun's Art. They all died with her. The last one's Overseer Joshua, and his training was never complete."

"...Well at least our Angel's better than theirs."

Corporal Dale and Jonathan Joestar, 234 Years After the Fall

Valkyries are The Truth's aerial enforcers, built in vague tribute to winged angels of myth. They are equipped with support weapons, often grenade launchers and marksman rifles, and are capable with the weapons they wield. With their ability to fly Valkyries are highly mobile and aggressive units, often soaring high above the battlefield and denying cover with explosives or executing vital units with their rifles. Their chief role in battle is that of disruption and of overwatch, and they become vastly more dangerous while Networked to an Avatar of Truth.

A Valkyrie is considered valuable salvage, both for their weaponry and their components; the body of a valkyrie is composed of lightweight-yet-strong composite materials useful for both amor and weaponry, and the electronics in their systems can be easily used for many computer systems in a Shelter. Most importantly, the wings of a Valkyrie, if successfully recovered, may be reused as a jetpack by the opportunistic soldier of the New World, giving them unrivalled mobility and speed, both on the ground and in the air. Valkyries do, however, lose much of their abilities when grounded, and thus disabling their flight capabilities is a top priority in most engagements.

Combat Aptitude: 2 (+1 while Networked, +1 while Airborne)
Traits:
- Flyer: Valkyries are built for the skies, sleek and graceful while aloft on their pinions. This also gives them unrivaled mobility and vision.
- Marksman/Grenadier: Valkyries are purpose-built shooters or demolishers, and their weapon reflects it. Like the angels they are, they shall smite the wicked.
- Robotic: Valkyries are made to be controlled. They may be slaved to an Avatat and benefit from their dominion.
"They can look like you. Talk like you. Smell like you. THINK like you. As far as they are concerned, they ARE you."

"Goddess above… How do we deal with them?"

"Fucking. Magnets."

Guard Captain Gheiss and Joshua Joestar, 53 Years After the Fall


Jaegers are The Truth's infiltration and assassination platforms, blobs of polymorphic living metal alloy that may assume shapes and change colour and texture, giving them versatility that a frame with a skeleton lacks, as well as unrivalled disguise abilities. While no longer composed of ferrous metals, instead composed of polymers and other alternative metals, there are still numerous tells in a Jaeger's form, like a difference in gait and an increase in weight due to their purely-metallic composition, as well as their lesser adaptability compared to a human. Despite these factors, Jaegers are still extremely impressive infiltrators and can compensate for these factors to a degree. Vigilance is always advised.

While lacking in ranged weapons, Jaegers may alter their physical body to give themselves blades and crushing weapons, even spitting out bits of their morphology as high velocity fragments in a fashion not unlike a railgun. They are not as capable as the typical warform of their grade, but they are the match of a trained soldier in close combat, and they are well versed in the use of weaponry as well. Many shelters have fallen apart through the subversive actions of Jaegers.

Combat Aptitude: 2 (+1 while Networked)
Traits:
- Infiltrator: Jaegers are built for infiltration and subversion. Detection is difficult at best, and not always timely.
- Morphic: Jaegers are shapeshifters. More than just skilled at disguise, they can also form weapons out of their bodies.
- Robotic: Jaegers are made to be controlled. They may be slaved to an Avatar and benefit from their dominion.
- Faceless: The true form of a Jaeger is a faceless blob in the rough shape of an androgynous human, which can be unsettling. Differentiating between two undisguised Jaegers is nearly impossible.
"Daddy? Why do people not like the idea of becoming half-robot?"

"Well, Nepgear, it already happens. People get abducted, or go missing… and they come back half-robot."

"Why's that a problem?"

"Because they come back and try to kill the people they used to love."

Nepgear Joanna Joestar and Jonathan Joestar, 256 Years After the Fall

The Einheri are the very finest of The Truth's enforcers, unsurpassed in killing ability but by the Avatars of Truth themselves. Einherjar is a blanket designation, given to specialised war forms who surpass the sheer lethality of the mass-produced combat platforms that The Truth deploys and converted humans who possess the spark of Heroism within their souls and now fight for The Truth.

They are as dangerous as they are varied - one Einherjar might be as a flensing cloud of blades wrapped in the form of a man, giving them disguise capabilities rivalling Jaegers but also possessed of durability and lethality a Jaeger does not have, but another might simply be an assault platform as fast and swift as the Masters of Solar Hero were in the Old World, when such men and women still existed.

Only one thing is for certain, and that is that Einheri are impossibly difficult to kill, and should never be fought alone. Salvage operators who spot one while on the surface are to flee immediately, and combat operations to kill isolated Einheri are to be warned, for they are intended to operate as lone wanderers, off the grid and loyal to The Truth regardless of who or what they were in life.

Combat Aptitude: 4-6 (+1 while Networked)
Traits:
- Varied and Versatile: No two Einheri are alike. They come from all walks of life, and have the talents to prove their worth. They are unified only in lethality and in The Truth.
- Robotic: Despite their past as Heroes and Notables, Einherjar are made to be controlled. They may be slaved to an Avatar, and benefit from their dominion. Hero or not, all are ants before a Goddess.
- Hero: Adventurers, Leaders, Trailblazers. A Hero is a rare specimen, a true exemplar of their kind recognised by the world-spirit of Gamindustri, if it even exists after the Fall. They are, all of them, versatile and resourceful, and possess an Edge no mere mortal can contest. Only a Hero may match a Hero.
"Faithful. Enlightened. Ambitious. Children.

It has been a century, a few generations born and lost, since I died casting a light into the future, and wrote legend in my passing. And through all that time, you, my citizens, my people, my children… You squabble. You fight. You destroy the scraps that remain, all for selfish desire. Mindless. Pathetic. Truly, utterly juvenile. You have disappointed me. But not all is lost.

Those you have fought, these machines built in your image, are my messengers to you. My angels, my knights of the new world, meant to reclaim the world for my return. They bring peace. They bring unity. They bring truth. Truth that many have denied, for fear of my retribution. Truth that I, myself have long since accepted.

There is nothing. There is no meaning, no purpose. This fighting, this killing… It is mindless savagery with no direction. But we are no longer lost, my children. I have seen the truth. I, your former Goddess, have seen the path we must take.

So let me in, my children. Accept my Truth, my gift to all of you, innocent or guilty, strong or weak, honest or deceitful. Open your doors and give yourself to my flock, so that you may stand beside me once more.

And so united in purpose, we shall be free.

For the True Goddess Protects."

Address of Avatar-01, Moments before the Fall of Apocalypse Shelter 032-404, 112 Years After the Fall


Avatars of Truth are believed to be terminals of The Truth's central consciousness, interred within a high-level combat platform to spread The Truth wherever they may go, far from the Citadel of Truth. Also called the Truthbringers, they often possess a bodyguard of at least one of the Einheri as well as a host of lesser combat platforms like Pilgrims and Valkyries in their wake. They are murderous and elegant at once in combat, and entire strike teams of elite Ripple Adepts and the finest of a Shelter have been slain to a man, and the best of them turned into Einherjar, all because they were discovered too soon.

In terms of combat aptitude they are comparable to most varieties of Einheri, mostly the Hunter- and Assault-Types observed. However, Avatars are known to perform acts comparable to mythical records of divine intervention, bursts of godly insight or ability that go far beyond even the lofty standards of the Einheri. The means they use to accomplish such deeds are unknown, as no Avatar has ever been defeated with an intact body, but are strongly suspected to be through harnessing Sharicite and the Share Energy within.

Their primary function, however, are to serve as network hubs for the high-level processes of lesser war forms; combat platforms linked up in a network with an Avatar of Truth receive a bonus to all their abilities and fight with unnatural coordination, and can easily overwhelmed even fortified and hardened bases.

Avatars serve as Nexii of religious iconography, and every Avatar encountered has borne the appearance of CPU Yellow Heart, Luteus Kyrain herself. They speak with her voice, move with her grace, and are noted to bear her likeness to an unsettling degree by those who knew her in life, down to her mannerisms and posture. Thus, it is paramount to understand that an Avatar is not the Goddess reborn. Any attempts to isolate an Avatar from The Truth and 'save her' from its dominion are doomed to failure, for the very fact that an Avatar is The Truth.

REVISIONS: With the number of Avatar encounters escalating wildly in the past few decades alone, engagements against the Avatars have more often than not lead to victories that should not be possible. Field reports and testimonials have since confirmed the existence of a new variety of Avatar, far more numerous than the single example found and destroyed by Overseer Joshua in PF 112. Termed the 'Proxy Avatar', it has since been learned that every Avatar encounter and sighting made since the first encounter has been of a Proxy Avatar, not a 'True' Avatar.

While substantially weaker than a 'True' Avatar through a far more limited supply of Sharicite and reduced connection with the Truth's Overmind, they are still incredibly deadly foes that should not be underestimated. Even an entire team of hardened operatives can be dismantled by a single Proxy Avatar without a scratch. They are to be noted as 'flee on sight' on all but pre-planned Assassination Missions.

Though other varieties of Avatar have not been encountered since the discovery of the Proxy Avatar, it is not impossible that there remains a third or even a fourth type of Avatar that has been deployed by The Truth. If such an Avatar exists, it has not been encountered in Lanca yet, to the relief of many.

Combat Aptitude: 5 (Proxy Avatar), 6-7 ('True' Avatar)
Traits:
- Network Core: Avatars are aspects of The Truth, and each of them is a terminal built to control. All robotic units, even a number of Lanca's cyberorganic wildlife, may be subverted and slaved to their control.
- Robotic: Avatars are machines, regardless of their resemblance to Luteus Kyrain. They exhibit all the strengths of a machine, and ultimately are puppets of The Truth.
- Hero: Despite themselves, Avatars are still recognised as exemplary souls of Gamindustri, and possess all the abilities and powers expected of one. Each can and will make their mark on the world, and each of them is a force to be reckoned with. Caution is advised.
- Demigoddess: Avatars are each empowered by an unknown quantity of Sharicite, and may draw on it in the same way a CPU can. Though their ability to do so is limited, an Avatar only needs to be godlike once to end all threats to their person. Even so, an Avatar is not invincible, fortunately enough. [REVISION: The one 'True' Avatar that has been encountered in history was noted to have used Share-assisted abilities more than once in a short timeframe, implying a far greater access to Sharicite, though one that is still far more limited than a true CPU's potential stores. Future engagements against a 'True' Avatar, if they are encountered again, are to be avoided at all costs.]


ACHIEVEMENTS UNLOCKED

Quest Achievements
Prologue Arc:
Gotta Go Fast:
Get to HighCOM as soon as goddessly possible, damn the consequences

If You Got It, Flaunt It: Be in HDD for as long as the Prologue allows

Blinky and the Book: Prioritise Spymaster Blinky and her VIP

Highly Effective Manager: Delegate your tasks

Rear Echlon Mot... Useful People?: Save all of HighCOM so they can be useful elsewhere

Beware the Librarian: Fail to return a Book

The Fallen Sun of Tari: Encounter the first and only Boss of the Prologue

A Taste of Power: Find and draw a CPU Memory Weapon

The Blood That Binds, Part 0: Ensure that Joshua Joestar-Kyrain survives the Prologue

Faith is Eternal: Save the Chapel

Blink And Miss: Ensure that Spymaster Bianca 'Blinky' Jones survives the Prologue

Rage Against The Dying Light: Die defiant and historic

The Greatest Sin: See the Cursed Weapon in the worst hands

Crazy Enough To Work: Punch the planet and Win

Arc One: Successor
Blood That Endures (Like the Sun): Meet Joshua Joestar-Kyrain and Jonathan Joestar for morning training

It's Kind of like a Rifle: Win the consolation prize from the spar with Joshua

Non-Cyborg Nepmoms: Meet Erina for lunch

Jolly Apotheocide!: Choose to hunt the Avatar

Ninjas of Love: Meet and befriend MarvelousAQL

Way Too Hype: Detonate the Sharicite and be hunted by the Einherjar

Blood is Bitter (But Still Binds): Take Nepgear to Engineering and meet Johnny Joestar

Familial Relations: Take Nepgear to the Archives and read up on the Einherjar

Maternal Skinship: Join Erina on her Special Assignment

Mama > Bear: Erina kills the Thunderbear

Metal Gear Nep: Successfully look for signs of a CPU Memory alone without being detected

'Tekken No' 'Tekken Yes': Join Tekken for Training

Blood That Punches (But Not Today): Join Jonathan for Training

Responsible Sistering: Defeat Nepgear in the spar

Swords 101: Join Erina for Training

Selflessness Is A Virtue: Warn the other Shelters of the Crusade in the area to reduce their committment to the Raid, and proceed to Commit Heavily to the Raid anyway

Sword of Justice: Meet and befriend Falcom

High Risk, But The Prize: Have the Avatar join the battle Immediately

Nep Instincts: Find the CPU Memory on the First Try

Maaaaaad Scientist~: Meet and befriend MAGES.

First Steps to Heroism: Kill the Einherjar, hold the Line

Patience is Smart: Do Not Use the CPU Memory during the Raid

Just a Little Help: Have the Memory Imprint of Luteus fix Neptune's Ripple

Microwave That Banana!: Spend time with MAGES., gain MAGES.'s Character Sheet

Mind of Steel, Swords of Fire: Spar with Falcom, gain Falcom's Character Sheet

The Wildcard: Write-In Neptune's Mental State

Apotheosis: Become a CPU

The Sun Rises Again: Take Luteus' Help

The Solar Hero Cometh: Kill the True Avatar

Too Sneaky: Don't Gain MarvelousAQL's Character Sheet

Responsible Sistering 2 - Sister Harder: Save Nepgear

Solar Heroes Never Die: Joshua Joestar-Kyrain survives

Heroine 2.0: Nepgear survives

Another Shot at Screentime: Erina survives

The Lionheart Bleeds Dry: Jonathan dies

Freedom From Movement: Johnny dies
Meta Achievements
Learned Our Lesson!: Do better on the new Prologue

Seven Day Survivor: Hold the Fallen Goddess Off for Seven Days

Who in the Hell is Joshua Joestar: Learn more about the Last Child of Luteus

Budget Cuts: Fail to write out the High Speed Cat-and-Mouse Rocket Tag Dodgeball (IN SPACE) Segment

Hanging Plot Threads: Foreshadow the capabilities of a CPU Memory Artifact

GDIT: Play a part in a joke that ends with someone getting a superweapon

Silent Film Mode: Forget to provide appropriate music links in the update (dammit!)

Way, Way Longer This Time: Have a more developed First Arc

Get On With It!: Take way longer before Neptune becomes CPU

You Cruel Son Of A Bitch: Play with the emotions of the players with that omake, you asshole you. You don't deserve their dedication.

Uncomfortably Serious Threats: Have Erina's survival be guaranteed to make a narrative statement... Or Else

You Cruel Son Of A Bitch 2.0 - Double Patricide: Finally successfully kill off a major character's father and another major character's father

Foreshadowing~: Include Characters that will come into play much, much later (whoever identifies who gains a write-in of their choice)

Old, Bad Habits: Outsource writing again, just like in the early days of Glory or Death. You hack.

What about the Fish Waifus?: Make zero mention of Noire, Vert or Blanc in any update

ROUTE ANALYSIS:
BONUS:
 
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[X] Family is key. HDD right now and jet straight to HighCOM. Fuck the sound barrier and fuck all that glass, it is time to go go go. (x1.5)

Lets try not to let the world ALL burn this time.
 
[x] Family is key. HDD right now and jet straight to HighCOM. Fuck the sound barrier and fuck all that glass, it is time to go go go. (x1.5)

Named characters before nobodies.
 
[X] Family is key. HDD right now and jet straight to HighCOM. Fuck the sound barrier and fuck all that glass, it is time to go go go. (x1.5)
Public panic will rise as the people of Nacma will know that something serious enough for their Goddess to transform has arrived, but Luteus will arrive at Nacma Military HQ within a minute or less.


Everyone is dead already; it's only a matter of the degree of how badly dead they are.

And well, HQ lines don't cut out without a serious reason.
 
[X] Family is key. HDD right now and jet straight to HighCOM. Fuck the sound barrier and fuck all that glass, it is time to go go go. (x1.5)

Show us the meaning of haste.
 
[x] Family is key. HDD right now and jet straight to HighCOM. Fuck the sound barrier and fuck all that glass, it is time to go go go. (x1.5)

Everyone is dead already; it's only a matter of the degree of how badly dead they are.
Was about to ask what you meant, then I remembered this is the long-ago-past prologue we're in presently. Hence, time to save the named ones in the hopes it helps out Nep and present-time folk!
 
[X] Family is key. HDD right now and jet straight to HighCOM. Fuck the sound barrier and fuck all that glass, it is time to go go go. (x1.5)
Public panic will rise as the people of Nacma will know that something serious enough for their Goddess to transform has arrived, but Luteus will arrive at Nacma Military HQ within a minute or less.

Public panic is annoying, but infinitely less bad than the loss of Command. If our top brass get wiped out any hope of an organized military resistance can kiss its ass goodbye. We need to secure a working front and a working ability to coordinate our army and self, or at least recover more of the taters in a worst case scenario.
 
New [X] Family is key. HDD right now and jet straight to HighCOM. Fuck the sound barrier and fuck all that glass, it is time to go go go. (x1.5)
Public panic will rise as the people of Nacma will know that something serious enough for their Goddess to transform has arrived, but Luteus will arrive at Nacma Military HQ within a minute or less.
 
[X] Family is key. HDD right now and jet straight to HighCOM. Fuck the sound barrier and fuck all that glass, it is time to go go go. (x1.5)
Public panic will rise as the people of Nacma will know that something serious enough for their Goddess to transform has arrived, but Luteus will arrive at Nacma Military HQ within a minute or less.
 
[X] Family is key. HDD right now and jet straight to HighCOM. Fuck the sound barrier and fuck all that glass, it is time to go go go. (x1.5)
 
[X] Family is key. HDD right now and jet straight to HighCOM. Fuck the sound barrier and fuck all that glass, it is time to go go go. (x1.5)

Well panic is better than dead. Sides if they're panic they'll be more ready for what to come no?
 
[X] Family is key. HDD right now and jet straight to HighCOM. Fuck the sound barrier and fuck all that glass, it is time to go go go. (x1.5)
 
Let's not get Histoire mind fucked/ 2nd worst starting again, shall we?


[X] Family is key. HDD right now and jet straight to HighCOM. Fuck the sound barrier and fuck all that glass, it is time to go go go.
 
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[X] Family is key. HDD right now and jet straight to HighCOM. Fuck the sound barrier and fuck all that glass, it is time to go go go.

There is no way Luteus is going to fail as bad as the first time around. Though it does kinda suck that we have to re-do everything though. But this time will.be better, most likely.
 
[X] Family is key. HDD right now and jet straight to HighCOM. Fuck the sound barrier and fuck all that glass, it is time to go go go. (x1.5)
Public panic will rise as the people of Nacma will know that something serious enough for their Goddess to transform has arrived, but Luteus will arrive at Nacma Military HQ within a minute or less.
 
[X] Family is key. HDD right now and jet straight to HighCOM. Fuck the sound barrier and fuck all that glass, it is time to go go go. (x1.5)

Shit has or is about to get real. No time to waste.
 
[X] Family is key. HDD right now and jet straight to HighCOM. Fuck the sound barrier and fuck all that glass, it is time to go go go. (x1.5)

They have good reason to panic,
 
In before our choices alter the after-the-end, instead of magical-corrupted fallout-esque, become more like Dark Souls multiplied by 10, with the corruption much more rampant. and there's no such thing as good/golden ending.

Though i do hope Luteus fate is better. No touching corrupted things again folks.

Also Great, now i can't get the image of , Blanc corrupted with Rom and Ram draped on her shoulder (somehow) fighting us with blink-spam and hundreds of ice arrow, out of my head.
 
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Well, we can just get a pair of glasses to disguise our transformed state. I'm sure no one will recognise us :V

[x] (1.5x) HDD and scram.
 
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[X] Family is key. HDD right now and jet straight to HighCOM. Fuck the sound barrier and fuck all that glass, it is time to go go go. (x1.5)
 
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