Lets not go over board. Besides lets leave as a Goddess instead of a cute little girl.

[x] Scour the place for further survivors. (x1.3) [++Time Taken, +Survivors]

Changed vote, we don't need to destroy it and lose a share. Also how does one line through text on this site?
 
Lets not go over board. Besides lets leave as a Goddess instead of a cute little girl.

[ x] Scour the place for further survivors. (x1.3) [++Time Taken, +Survivors]

Changed vote, we don't need to destroy it and lose a share. Also how does one line through text on this site?
We could be stuck in there as a little girl when the reinforcements arrive if we take too long, and it's not that hard to recover Shares.
 
Vote tally:
##### 3.21
[] Scour the place for further survivors. (x1.3)[++Time Taken, +Survivors]
-[] ...Then destroy it. (+x0.2)[-1 Shares]
No. of votes: 11
Hunter 1, Arbit, Highwind, De3ta, Vanguard_D, Darik29, Wizard_Marshall, staplesdex2, Hazard, Yun, Mindless Drone

[] Destroy it. (x1.2)[-1 Shares]
No. of votes: 18
Ylamona, Librarian, Alectai, dash931, RoninLawst, Serous, PrimalShadow, ScrewFate, pheonix89, 1986ctcel, Hazardine, Blaze121o, Redshirt Army, KaizerRyu, Theunderbolt, Derek58, Dark Ness, Kairae

[] Scour the place for further survivors. (x1.3)[++Time Taken, +Survivors]
No. of votes: 5
veekie, Spartan492, Strypgia, wingstrike96, DLord

[] Loot everything you can carry. (x1.0)[+Time Taken, +Resources]
-[] ...Then destroy it. (+x0.2)[-1 Shares]
No. of votes: 1
Whiskey Golf

[] Loot everything you can carry. (x1.0)[+Time Taken, +Resources]
No. of votes: 3
Alastor Mobius Toth, Avalon, Arcus2611

Destroy has a solid lead over Survivors, then Destroy.
 
Turn 1 Interlude 2 Final: The Judgement
You loom in the skies, over a patch of seemingly-inconspicuous patch of wrecked city, over the Skynet base that abducted Rom and Ram. There is no time to stay. There probably are no human survivors left - survivors they can save, anyway. The local garrison is wrecked and their fabricators cannot keep up with demand, but reinforcements are on approach, five minutes out. Your Processor Unit is dimming from its furious glow from earlier, and your core burns with fatigue. You feel the last of your strength ebbing away, even as you prepare for the final touch.

Power Upgraded: Dreamcaster Array - Mega Blade
Spend 1 Share to summon forth a truly massive Share Blade at supersonic speeds to deal massive damage. Time is required to set up the Share Blade, restricting targets to fortifications and immobilised foes.

You point an outstretched hand at the ground, putting what remains of your power into the form in your mind. Shimmering motes pull themselves from thin air, compose themselves into a shape that dwarfs you completely, more matching the size of a Cyberdragon than a human, CPU or not. You feel the burning exhaustion magnify twofold as you force the blade into reality, but that is no obstacle to you now. In HDD, your will is inviolate, your duty is eternal. And you will wield both to annihilate this stain on the world forever, never to be recovered by machines or monsters.

Fifteen seconds later, a gargantuan ship-sized sword floats beside you, pointed at the ground, blazing bright.

An instant later the ground shatters into a thousand pieces, a full second before the air roars.

The earth splits under the piercing fury of a Goddess and mere speed alone, sending thousands of tonnes of stone and steel crashing down upon the underground facility. The shimmering sword intensifies its glow ten-fold before detonating, a howling gale of dust and debris that lashes out all across the city, in all directions.

And when the sword vanishes, all that's left in its place is a wailing void of nothingness.

Dust, debris, and air all rush back in to fill the void, clashing once more upon the subterranean facility. A thermobaric detonation, the final death rattle of a place that should not have been.

Your duty done, you fall out of HDD, and fall out of the sky.

----

"...You know, it was supposed to be a rescue mission," Noire groans, pointing at the other captives behind her while carrying their CPU on her back. "But I get the feeling Neptune doesn't understand the meaning of 'restraint'."

"I'm alright with it," Vert says, all smiles and cheery. Her hands are bandaged, from when she punched reinforced glass apart with her bare hands. It appears that she does not have her father's durability, for all that she shares his strength. "With this, we've given Skynet a bloody nose and the people know it. Their faith in her will skyrocket, and she'll be back to normal in no time."

IF just shakes her head. "We've gotten some people who can use a gun, now. But Skynet knows our capabilities. Its only a matter of time before they hit us again. Though," she shrugs, "We've known that for a while."

"...Heh." From his wheelchair by the Gate, Jonathan Joestar looks out to the maelstrom in the clouds, where the gloom of the city skyline is broken apart by a pillar of blue skies, and then turns to his eldest daughter. "That's my girl."

Acquired:
- 30 Soldiers (Note: Security Force Reestablished)
- Rom, White Mage (Age 8)
- Ram, Black Mage (Age 8)
- Blanc, Archivist
- +5 Shares (New Share Count: 7/10)


Skynet Base Destroyed! Reduced Difficulty for all Outdoors Actions for This Turn

Vert is now your Military Advisor

Blanc is now your Learning Advisor
 
Turn 2 Planning
//CPU Purple Heart
//Post-Fall 2262, Spring

//Vault Status: Amber
//Population: 10.000 (est.)
//Mood Meter: Hopeful
//Resources: 31
//Base Income: +3 Resources
//Food Situation: Borderline (Population Growth 0%)

//
Turn 2
//"Let me tell you two pieces of information: One, I am not a pervert. Two, I will quite literally strip off all your skin if you don't start talking yesterday." -Spymaster Pinky, Taimura Incident

It's kind of surprising to wake up to a bunch of happy friends and an eager public when the last thing you remember is falling out the sky after throwing a giant ship-sized sword at supersonic speed at the ground, but it's a good kind of surprising. You punched Skynet in the face hard enough to scare them off for a while, and while that's pissed them off even more... frankly your existence has pissed them off already, so they can bite you.

Still, while things are looking up slightly, what with a bunch of burly men and women who've pledged loyalty to you and are now serving as part of the Security Force, you have a lot of work left to finish, and you should probably talk to Dad.

And then there are the dreams you've been having, and you might actually be hearing voices...

----

Martial Actions: Well, now that Vert is (acting) Chief of Security, you've got more time to do things, and now between the two of you can actually get things done! Add in the ex-prisoners that pledged loyalty to 101 (and more specifically you) that can each hold a gun straight, things are looking up here! (One Action Locked In, Choose One):

[ ] Militia: An ancient right of the Overseer is the ability to conscript any and all citizens of the Vault into the security force for matters of survival and maintaining order. Well, you're invoking that right now. You have enough guns for a small army after all. (1 Turn, Low Risk, No Cost, Raises Militia)

[X] Reconstruction: Fact is, you need more bodies in uniforms that can shoot properly and take orders if you want to be able to strike back properly. This will take some time, especially for training, but it may be your best option. (1 Turn, Low Risk, Costs 2 Resources, Raises Professional Military) [LOCKED IN]

[ ] Surface Operations: Even with the problems down under, you need to think about the surface. You can't just tunnel your way to whever Skynet is based. (1 Turn, Variable Risk, No Cost, Reduces Skynet Presence)

[ ] Breaking the Armory: Hazard Shelter 101 has a large armory, enough to require a surprisingly large logistics department to manage it. You found plenty of excellent stuff in the Lab, but there might be other fancy guns in the Armory that might be worthwhile. (1 Turn, No Risk, No Cost, Possible Strategic Assets)

Stewardship Actions: When Noire found out in that Atrium that you, of all people, become a Goddess, she might have passed out a little. Her Tsundereness has cost her many friends, but she's a capable administrator regardless. With Dio's Ultimatum and the sorry state of the Vault, she's offered herself as Chief of Affairs. This should be good. [Action Locked In]:

[X] Restoration: The Vault is in tatters. It is pure luck that the Hunter-Killers that made it past the guard station didn't kill more people, and then there's the fact that Dio cut the Gate apart. Noire'll handle this one, so long as you take care of the rest. (2 Turns, Low Risk, Costs 2 Resources) [LOCKED IN]

Learning Actions: With her sisters safe, Blanc has taken on her rightful duty as Chief Archivist. With her at the helm now, things should be significantly less awful on this front, and you might even begin reclaiming a few things from the Past. And who knows? You could learn a thing or two from her. (One Action Locked In, Choose One):

[ ] Vault Archives: There's probably something in the archives about CPUs, and its pretty important considering you're now a CPU. It will take some time, but you want this done. (1 Turn, Moderate Risk, Costs 1 Resource)

[ ] Lab Archives - Restriction ULTRAVIOLET Datafiles: Meanwhile, there's the stuff Nepgear cracked open while you poked through the Lab, looking for anything useful. She's already hacked through all the encryption, leaving the actual sorting up to Archives, and now there's all the stuff from the 7th Floor you all left behind on account of Adjudicator Exojack! There's definitely more here... maybe including the denial charges. Or not. (1 Turn, Moderate-High Risk, Costs 1 Resource)

[X] Retention of Knowledge: Lots of people died in the decapitation strike, a lot of them the people who actually know things, the ones with experience and talent at the same time. Blanc knows basically everything, so all she needs to do is double-check the archives and ensure that any sabotage is redacted before more people get hurt, or children grow up stupid. (2 Turns, Moderate Risk, Costs 1 Resource) [LOCKED IN]

[ ] Arms of ACHILLES: Amongst the nice things recovered in the Takari Labs is the ACHILLES-Pattern Mk-IV Power Armor, which is the most beautiful thing you've ever seen. Composed of First Era electrofibers - already stupid-tough and bullet resistant - and then additionally reinforced with Adamantine/Hyperalloy plating and rigid ceramite shell? The low-level AI to regulate suit functions and perform variable battlefield support functions is just gravy. Now all you need to do is figure out how to open, operate, and maintain it... (2 Turns, Moderate Risk, Cost 5 Resources)

[ ] Almost Turbo: Though you were sadly unable to recover a second Turbo Maximus, there was a number of HYPP-EM-14 AM Rifles you brought back. They are the neglected child of anti-armor long-ranged death though, with the HTH being superior at covert work and the Turbo Maximus at dealing death, but it's still pretty good compared to most of your arsenal! Once repaired, your snipers (Uni mostly) should be able to engage armored targets with greater ease. And Blanc thinks she can handle that. (1 Turn, Low Risk, Costs 3 Resources)

Intrigue Actions: Well, this one was pretty lucky. Even without the decapitation strike IF was already in line for taking command of Operations, this just speeds things up a bit. Of everyone present she's probably the only one who knows absolutely everything she needs to know about her department, and you are going to need every bit of her skills for the days to come. (Choose Two):

[ ] General Operations: The Vault will live on, but it hasn't been able to self-sustain in a couple centuries. Salvage operations are necessary to keep things afloat, and with the looming threat of another robot army you're going to need those resources now more than ever. (1 Turn, Low Risk, Provides 1d3 Resouces)

[ ] High-Risk Operations: Though the world did not die in nuclear hellfire, the fact remains that it died quick, it died screaming, and it died leaving a lot of high-maintenance infrastructure unattended to for actual millennia. Intended or not, this has left many areas irradiated or covered with anomalies that leave exploring them risky and often fatal. Regardless, those areas also happen to be the most valuable, because of the sheer quality of the loot that can be found. Of course, machines aren't as affected by radiation, and there are plenty of dangers that aren't robot-related in the Tech Wasteland... (1 Turn, High Risk, Provides 2d3 Resources, Possible Rare Technology)

[ ] Hunting Skynet: There is no doubt about it: if those years pass, the Vault will be fighting a losing battle. The only way to snatch victory from the jaws of defeat is to launch a preemptive assault. Problem is, all prior operations in the past decades have all pointed to Skynet HQ as being in the Core of the former city of Lanca. Nonetheless, if a specific location can be identified, your people may have a shot at long-term survival. (1 Turn, High Risk, No Cost, Provides Skynet HQ Location)

[ ] Supply Lines: IF knows that 101 used to have a bunch of ancient supply dumps and safehouses all over the place that they used before Skynet arrived a few centuries back. With everything the way it is, she could reestablish those and give everyone operating on the surface, those on long-range missions especially, a better chance. It'll be pricy, but she thinks she can make it work. (1 Turn, Moderate Risk, Costs 4 Resources, Reduces Difficulty of Intrigue Actions)

[ ] Internal Security: With the Hunter-Killers just showing up all over the place last turn, IF wants more security in place. With some traps and cameras here and there, as well as various ninja tricks you can't quite follow, IF is sure that she can reduce the prevalence of Surprise H-K, and sound the alarm whenever they do show up. (1 Turn, Low Risk, Costs 3 Resources)

Diplomacy Actions: Compa is many things, and one of them is being beloved by the Vault. Despite her misgivings about the position, there are few others that can fill the slot and quite frankly you have better things to do. She'll tend to the position just fine, at least long enough for things to settle down. After that, the decision will be left up to her. (Choose One):

[ ] Hearts and Minds: With the successes at the Lab and in rescuing Rom and Ram, the people are starting to put their faith in you. Compa wants to push this as far as she can, and give you the power to be the hope that only a CPU can become. (1 Turn, Low Risk, Costs 1 Resource, Stabilises Morale and might Increase Morale, Small Chance of Additional Share Recovered this Turn)

[ ] A Plea for Help: There are other bastions in the ruins of Lanca, other survivors. The captives that you and your friends rescued at the base is proof of that. With their help, and with some of your own posturing, you could make friendly contact with the other survivors of Lanca or even beyond. You might even get an alliance going against Skynet. (1 Turn, Moderate Risk, Costs 1 Resource, Chance of finding Other Vaults)

[ ] The Chief: Despite her current duties, Compa is first and always a healer, and your father is one of the few survivors that can be healed. While much of the damage would be permanent on a normal person and thus nothing she can help with, she can deal with everything else. (1 Turn, Moderate Risk, Costs 1 Resource, May Accelerate Jonathan Joestar's Recovery)

Personal Actions: You are a CPU, but even CPUs get burned out. You have a small amount of time to spend on yourself, but on what? (Choose Two):

[ ] Neptune Intervention: Some things just can't be done by normal people or Heroes. You'll just have to take to the field yourself.

[ ] CPU Intervention: Some things just can't be done by normal people, Heroes, or CPUs in human form. You'll just have to show them the true power of a Goddess. (Spends 2 Shares) [Note: Shares Regenerate at 1 per Turn]

[ ] Dreams: You've been having strange dreams ever since you became a CPU, of a girl in yellow in a city on fire. Goddesses can do the dreamscape thing, right? Maybe you can try to make sense of them.

[ ] Wanderer: Now that Vert's taking over the stuff for the military side of things, which is good because you get more free time and she's better at the paperwork, you've got time! It might be time to go out and see how things are in the Wasteland, without being bothered by work work work.

[ ] Blademaster: In HDD, you're way better with a sword than you are usually for some reason. Maybe you can try working on that, and bridge the gap a bit.

[ ] Marksman: For a CPU with a gun, you aren't actually that good at shooting. Maybe it's time to change that.

[ ] Quality Time: You could spend time with one of your friends and family instead, considering what happened. You becoming a CPU was a massive shock to everyone - you especially - but you haven't actually been able to talk to any of them about it since.
- [ ] Who?
 
Last edited:
And while we're here, have Blanc's sheet!

Attributes
Martial: 23
Stewardship: 11
Intrigue: 14
Learning: 32
Diplomacy: 12 (10)

Traits
Compassionate: +1 Stewardship, +2 Diplomacy
Petite: -1 Martial, +1 Intrigue, +1 Diplomacy
Cute: Improves Base Opinions
Quiet: -1 Diplomacy
Bookworm: +2 Learning
Master Archivist: +5 Learning, +20 Archival/Analysis
Mage (Frost, Defensive): +1 Martial, 50% Chance of Negation of Damage up to Strength 3
Hammerer: +1 Martial, +5 Close Combat
Short-Tempered: -2 Diplomacy when dealing with disliked characters
Protective Instinct: Will Defend Rom and Ram to the Death
 
Last edited:
[X] Plan: Capitalizing on Confusion

[X] Reconstruction
[X] Surface Operations
[X] Restoration
[X] Lab Archives - Restriction ULTRAVIOLET Datafiles
[X] Retention of Knowledge
[X] Supply Lines
[X] Internal Security
[X] A Plea for Help
[X] Dreams
[X] Quality Time
- [X] Noire

So, Skynet's reeling and we have a boosted chance of success this turn. Let's capitalize on that to set up further distractions and prepare to start further offensive operations. Nep should take this turn to cool down from the hard work of last turn (Even if we broke even on Shares, that doesn't mean we should constantly be edge-riding, as they also provide buffs!). Take several actions to further distract and dismay Skynet (Which have better odds by dint of their reduced Presence from losing a base), and see about using that opening to get our supply lines established and to make contact with other Vaults.
 
Last edited:
Plan: Arbit Turn 2

[X] Breaking the Armory
[X] Almost Turbo
[X] High-Risk Operations
[X] Supply Lines
[X] A Plea for Help
[X] CPU Intervention
-[X] High-Risk Operations

[X] Quality Time
-[X] Noire
 
Last edited:
[X] Plan Avalon
[X] Breaking the Armory
[X] Lab Archives - Restriction ULTRAVIOLET Datafiles
[X] Supply Lines
[X] Internal Security
[X] The Chief
[X] Quality Time
-[X] Jonathan
-[X] Vert

Since we're getting our security force this turn. Breaking the armory lets us equip them with better gear making them better.
Lab Archives because after that attack, this is probably the best time to do high profile actions while skynet is busy.
Supply lines are important, And so is security. Don't want them to go after someone we care about. Like Nepgear.
Since our morale seems to have stabalized. Maybe we can get our dad up and running. We could always use more hero units. Although I'd be open to going out and making alliances with other vaults.

Also, talk to dad and vert. Dad because the update says we should. And vert, because we need to comfort her about her dad being Dio and under Skynet's control.
 
Last edited:
[X] Breaking the Armory
[X] Lab Archives - Restriction ULTRAVIOLET Datafiles
[X] Supply Lines
[X] Internal Security
[X] The Chief
[X] Quality Time
-[X] Jonathan
-[X] Vert
 
Back
Top