i'm interested and working on a char sheet, but I'm curious--the backstory mentions 2590 as the date that the nature of the enemy was finally discovered, is the "present day" still pretty much there or has some time passed?
ETA: I'm not sure if I just missed it--do mechs get only 1 each from the Primary and Secondary systems by default?
Some time has passed since 2590. The present day date is kept nebulous to allow for flexibility. You are correct, the systems lacked a mention of the default amount. I added those to the character creation section.
We as the human race would fight and bicker among each other over the slightest things... a bit funny, isn't it? Since the time that we could walk we would kill and lay waste to each other over petty things such as territory and religion, even putting our ideals on the line while at the same time back at home our people would fight over trivial things.
Justice… equality… hunger… appearances… whether someone died for the right cause or not...
Anything you could imagine with your insignificant head we fought over... and many died.
You would think for such an advanced race compared to all the primitive animals that were alive at the time that we’d be far better, wouldn't we? No. The truth was that we were nothing than primates ourselves; animals who could not go beyond our differences to unite and join one another and create a better world.
In the end, we just destroyed our planet through both war and pollution… but I suppose you too know that, don't you? But now, we have out civilization back... we have everything that we want to protect.
Though, we all still remember in the year 2288 when our world was nothing more than a nuclear dump with only a few patches of habitable lands left. It wasn't until a man with technology unlike any other finally united the Earth forces under a single banner through brute force by killing anyone who opposed him did we finally become whole. He built an impenetrable fortress and had his forces cultivate and secure whatever lands could be saved by using devices meant to preserve the lands that were untainted by the countless wars we held. Communities were built within these lands, before steps to move forward were introduced.
In the year 2325, the man who united Earth led expeditions from Earth to cultivate new planets with flagships each containing the newest development; the Framewerks. These were powerful mechanized piloted units that can only be used by a select few individuals after years of training, but they allowed us to conquer planets with ease.
For years we slowly captured planets and things were working, we were finally at peace and enjoying things for we thought we were alone in the universe.
Or so we had thought...
Years had passed and in the year 2548, we finally lost communication with a human colony on our outer rim all of a sudden. At first, we thought it was just an error with the signal… until seconds later another colony tuned in and told us that they were being attacked.
We suddenly found ourselves thrown into a war with an unknown alien race for years, with all of our communications being cut off with all of our outer rim planets. Despite all the reinforcements we sent, we never heard from them… we could only assume the worst had happened.
It was only in the year of 2590 that we finally were able to establish contact with one of our outer rim planets due to the efforts of one brave woman who was dedicated on find out what happened... but what we had found, was something far, far worse than discovering hell itself.
They were taken by an alien race called the Cruxi, never to be seen again... and they had technology and firepower that was on a whole new level compared to us. Plasma weapons, Wormhole-using spaceships, soldiers equipped with personal barriers...you name it, they probably had it. Our first couple of planets and fleets stood no chance. With all their combined armaments, they could have easily terminated entire solar systems. However, despite being technologically far more advanced, they seemed to be holding back, and didn't kill unless in self-defense or for strategic purpose. Rather, they seemed to go to great lengths to learn and study us, going so far as to attempt capture of planets instead of bombarding them outright with orbital barrages. Taking advantage of this perceived weakness in their otherwise impenetrable invasion, we threw ourselves at them in order to keep them at bay, and to keep them from reaching more of our homeworlds. We had a chance, however little it seemed.
Though a strategy like that can only last so long until all of humanity starts to believe that we’re fighting a losing war… but that’s where you come in, Pilot.
You’re here to clean up our petty mistakes of our pasts and to fight our battles. That’s the sad truth of the matter. Remember how I mentioned those Framewerks earlier, right? Well, you along with others have been chosen to pilot experimental Framewerks with cutting-edge technology in hopes of turning the tides of this war. On the shoulders of Atlas, maybe we can hold up the sky, or abandon it for Hesperides. Truth be told, I don’t envy you...Nobody knows where in the galaxy this war will take you. It could end in radiant victory and a peaceful future...or the lightless abyss of your worst nightmare.
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Introduction (OOC)
Welcome to Nerves In Carbonox (or NIC for short), a roleplay where your character or characters pilot giant experimental robot mechs called Framewerks in a specialized squad and wage galactic war against alien invaders across several planets and even in outer space. Inspired by mecha anime and mecha-adjacent media such as Armored Core, Gundam, Neon Genesis Evangelion and more, this will have an established tone of late-night anime, with dark themes such as tragic loss, child soldiers, the use of desperate science like cybernetics, cloning, or genetic manipulation in an effort to win at all costs, and of course the ever-present hell that is war.
However, it is not all grim, and the roleplay will also have moments of levity. Humanity, once divided by petty schisms, have joined together in a single front for the first time in centuries, and most have a burning determination to win and overcome the odds against the fearsome Cruxi. The pilots get to train and spend time together, building friendships, rivalries, and maybe more. Even weaker individuals burdened by doubt and fear can overcome their weaknesses and become stronger when motivated and put to the test. In other words, the goal is ultimately a classic tale of a group of misfits who eventually manage to overcome their differences, push back against the aliens, discover the mystery of the invasion, and become heroes and heroines who save humanity. However, not all is at it seems, and the pilots may discover things they could never have imagined to be possible...
The last time I ran something like this was years ago in Souls of Steel, which was based on a couple of even older RPs. In honor of the original's 10 year anniversary, and because I feel confident, I have decided to give this another shot. If any veterans are reading this, fear not, for I will be making major differences to the story and setting. However, the same sort of flow will apply: the RP is divided into events such as briefings and battles, where the story is happening in "real" time, with players acting and reacting during it, and free time, where players may describe how they spend the allotted time in a more flexible manner, including conversations and training.
The major new feature this time around will be the character sheet creation, which can be randomized. For those who are indecisive, not willing to bother with writing from scratch, or are looking for inspiration, you can now generate certain aspects of your character sheet such as Background Potentials, Perks, and Primary/Secondary Systems by rolling for choices in result tables. You can also pick and choose options if you don't feel like gambling, or do a combination of rolling and picking. Of course, you are also free to come up with original ideas for your pilots and Framewerks outside the choices granted in character creation, and they will be just as valid. All that matters is that you find something fun in here.
For character generation rolling, D6, D7 (use an online generator for convenience), D20, D30, and D100 will be used. The type of dice is specified next to the table. Note that players who want to pick and choose instead of rolling may ignore the dice and table information. If you roll for a result you are not eligible for any reason you need to reroll (or pick) another one.
The Pilot
Time has passed, and it is now 2XXX. You have been picked to join the Framewerk Project at Fortress Ship Solaire, an experimental unit within the Galactic Federation's military. For the project, you will be assigned to a squad alongside fellow pilots: some are veterans of many battles, while some could be just starting out. But what all of you share is the potential to handle Framewerks, and some background in Framewerk handling on another planet or space station, whether it is military grade or a corporation worker model.
As part of the unit, you will be given a pilot's uniform that interfaces with your Framewerk. Produced in various planets, they can greatly vary in appearance, and some may differ in certain functions. Made of state-of-the-art Nanoweave mixed with Carbonox armor plating, the suits are tight and conform to the shape of one's body. Thus, they will take some time to getting used to wear, not to mention flattering for one's figure, or mortifying depending on one's self-esteem or lack thereof. However, the sheer benefits the uniforms provide in utility features, protective ability, resistance to the cold vacuum of space, and maneuverability are par none in the pilot category, let alone in military wear. The defensive quality is comparable to flak armor: it can shrug off civilian ballistic arms fire and redirect physical force by spreading it around the suit, protecting from hard crashes and collisions, and even smaller explosions. However, it won't save you from a plasma blast or vibroblade.
The uniforms are equipped with miniaturized computer systems with communication systems for various radio frequencies and networks, and an augmented reality heads-up display projected as a holographic interface to show personal status and other simple data and features, like an alarm clock and calendar. The operating system can be controlled either by hand and finger motions or even by head movements and eye blinks for experienced pilots. However, accessing the web and more power-intensive electronics like video games are restricted to one's personal devices and desktop computer stations, with surveillance and censoring as part of military protocol.
Finally, and most importantly, the suits also come equipped with automatic life support systems: an energy barrier generated from nodules around the neck will form a sealing helmet-like construct in case of ejection or malfunction in outer space, and numerous small capsules located throughout the body will provide breathable air supply for up to two hours. Combined with small thruster rockets installed into the soles of the boots with ten minutes of fuel, the pilot is capable of even surviving space for a short time. They can also inject emergency vials of adrenaline and medicine to keep vital systems operating past the body's limits. In the most extreme situations, there is even an experimental cryofreeze feature for a last-ditch chance at survival. Just hope that someone with a working Framewerk will save you.
Table 1 (D6): Pilot type
Your Pilot type determines what kind of pilot you are: whether you're a greenhorn, an average cadet, or a grizzled silverhair who grumbles about the good old days when Framewerks were made of wood.
Roll 1-2: Gifted Pilot You are a young rookie, about 18-25 years old, who has barely touched the controls of a Framewerk, if at all engaged in battle with one. Yet, you feel a sense of familiarity or instinct behind the controls, almost as if the Framewerk was but an extension of your body. You are a prodigy when it comes to piloting, able to make intuitive decisions in combat, but your lack of experience will result in blunders that veterans can only smirk at. Still, you sometimes can't help but imagine that you are part of something greater...But you have to survive long enough to realize your potential.
You have a somewhat lower chance of succeeding at actions in a Framewerk but a somewhat higher chance of synchronizing with your Framewerk, with results determined by GM. You may also roll for (or pick) two more Secondary Systems for your Framewerk, two more Background Potentials, and one more Perk in addition to the default selection.
Roll 3-4: Skilled Pilot You are a moderately talented pilot of about 20 to 30 years who has come to grips with Framewerk handling. While still practicing the most difficult maneuvers like orbital landing or performing a sliding pivot while keeping a steady firing accuracy, you're nonetheless scoring good grades in both physical and academic evaluations. You've seen some fighting, and already show promise for greatness, but you know the road to the top is a long one. Still, you feel confident you'll reach glory. Just don't let that ego get to your head, or you might lose it.
You have an average chance of both succeeding with actions and of synchronizing with your Framewerk. You may also roll for (or pick) one more Primary Weapon System and one more Secondary System for your Framewerk, one more Background Potential, and two more Perks in addition to the default selection.
Roll 5-6: Experienced Pilot You're a veteran of many battles, with a venerable age of about 25 to 65 years. You may possess a scar or two, or even a cybernetic replacement as proof of your prior engagements with the Cruxi as part of a planet's defense force or even as a conscript for the Galactic Federation. Or maybe you took your mining Framewerk equipped with laser drills and explosive charges and went on a rampage around an asteroid belt against the nearby Cruxi to protect the family rock farm. In any case, your hardened eyes have seen much, maybe too much for one person. The only thing now is to teach the next generation the ropes. Maybe they won't make the same mistakes you've done.
You have a somewhat higher chance to succeed in your actions, but a somewhat lower chance of synchronizing with your Framewerk. You may also roll for (or pick) one more Primary Weapon System, three more Secondary Systems, and one more Perk in addition to the default selection.
Table 2 (D20): Background Potential
Background Potential are a personal potential ability or trait that a pilot has, and one of their most defining features. Some are unlimited in use or outright passive, while others may only have a limited number of uses per event, requiring rest before they can be used again. All Pilots gain one Background Potential by default, with extra ones depending on other results in character generation. They may also incur certain habits or traits: don't feel pressured into playing these out if you only care for the mechanical benefits and want to focus on your own ideas for your character. They're just there to spark the creative mind.
Roll 1. Metal Mind: You possess an innate, almost savant knowledge of technology, from computer science to hard engineering. You're able to hack into electronic systems such as computers and even Framewerks. You can make field repairs with your tools. And most importantly, you're able to make smaller modifications to your own Framewerk. You may make cosmetic and minor modifications at will, while larger modifications like improving combat ability or attaching more equipment is limited to once per event. However, you also tend to like to spend more time with machines than people.
Roll 2. Silver-Tongued Devil: You're a charismatic person, with the capability to inspire your fellow pilots into greatness, and even have some sway over your superiors for when it matters most. Three times per event, you may inspire a fellow pilot with a choice of words, granting them a bonus to their next action. The bonus is determined by the GM. Once per event, you can also attempt to sway an NPC with your speech skills to change their mind or suggest something, the chance becoming better the more logical the suggestion is to the listener, your trustworthiness, and anything else you can bargain for. However, you also tend to attract attention, even from people you don't want to.
Roll 3. Awareness: You possess an uncanny sense for danger, and can react to situations faster than others. Your actions always happen first during an event. You also receive a chance to avoid invisible attacks or attacks from ambushes, and gain improved dodging equivalent to a single level of lower weight class. However, you are also more jumpy as a result, sometimes shifting your eyes to scan for dark shadow or fleeting glimpses of movement.
Roll 4. Stealthy: You're an expert at sneaking both inside and outside your Framewerk, with full knowledge of ways that they are detected in combat including technological ones like radars and heat signatures, ways to counter such detection methods, and how to mitigate your presence in the battlefield. Given the proper cover or distraction, you can ambush your enemies before they realize you are there, and attack them for critical damage. However, you also tend to be unnerving, if not outright creepy, with your mannerisms, and tend to forget about personal space.
Roll 5. Synchronized Agility: you possess an incredible potential to synchronize perfectly with your Framewerk, allowing you to move as freely and fluidly as if controlling a larger human body. You may perform feats of physical prowess normally impossible for such lumbering machines, such as being able to move and jump with dexterity, and even parry projectiles, the chance increasing considerably with a melee weapon. You also receive an improved chance to dodge equal to a single level of lower weight class. However, outside of Framewerks you feel slightly vulnerable, as if your true place of belonging, your home, is inside the cockpit, where you can truly be yourself. Given continued use of the Background Potential, you may not even be able to sleep outside of it.
Roll 6. Indomitable Will: You're a bastion of fortitude, capable of withstanding even the most relentless and deadly of onslaughts, and keep standing. Once per event, you may resist damage or a status condition that would incapacitate your Framewerk or you outside of it. However, you are also reckless and foolhardy, and tend to question the authority of your superiors, even at risk of punishment. The Man can't keep you down all the time.
Roll 7. Cyborg: Your body has been enhanced cybernetically. You have enhanced abilities such as more stength, endurance and speed, and can choose even more utility features than your uniform provides, up to three extra. It also allows you to interface directly with your Framewerk. This improves your accuracy and power, but also leaves you vulnerable to effects that directly target Framewerks, such as electronic jammers, EMP, and other effects. If your Framewerk is incapacitated while you are connected, you may attempt to revive the Framewerk, with a chance of your mind being absorbed into the Framewerk body permanently. You may also have one more Mod for your Framewerk. However, you also tend to think more rationally and logically even if it's not the most socially intelligent thing to do, like a Vulcan from Star Trek.
Roll 8. Twin Soul: You have a twin who shares your potential for piloting Framewerks. You may be identical to each other, or differ in appearance. Your Framewerks can be similar, or differ to complement each other. You may perform synchronized actions as if you were communicating telepathically. You may have an additional pilot character and their Framewerk. The Framewerks can combine or otherwise perform better in cooperation. This Background Potential can be rerolled (or repicked if you accidentally took it and changed your mind).
Roll 9. Death Or Glory: You're a daredevil who throws themselves into combat with reckless abandon: after all, a battlefield filled with enemies is a target-rich environment. You may activate this Background Potential at will to perform two attacks instead of one per action against enemies in melee or close range (think shotguns and SMGs in human equivalent ranges). However, you also receive a reduced chance to dodge equivalent to two levels of higher weight class until the start of your next turn.
Roll 10. Clone: You have been cloned from a veteran pilot who was lauded as a hero of the galaxy. You may have one more Primary or Secondary System, and can perform actions with the same success rate as an Experienced Pilot right from the start. However, knowing you're a genetic copy of somebody else is a complication you must carry both in personal life and in the battlefield: not only do you lack the same level of empathy as your fellow pilots, you also have a chance of reliving your original's genetic memories at any moment, or even encounter the original pilot.
Roll 11. Eagle Eye: You're a deadshot with a weapon, capable of hitting targets that are impossible for others. Three times per event, you may make an attack with a weapon that is nearly guaranteed to hit. The attack cannot exceed the range of a long range weapon, such as a sniper rifle. The attack may be used to target weak points or other specific targets. However, looking into the distance all the time, you tend to overlook things that are right before you, whether they are literal, or metaphorical.
Roll 12. Alien: You belong to an alien species that humanity has discovered and integrated into their society. You can choose up to two biological features, for example abnormal metabolism. In such a case, you're able to recover from wounds and injuries that would retire any other pilot, and can recover from any amount of damage, even lethal up to an unknown limit, given enough time. The rate of recovery depends on the circumstances. You can also choose other features instead, like heightened senses for a felinid alien, or underwater breathing for an aquatic alien. However, you also tend to be oblivious of human customs and traditions, and may communicate through a language or method like pheromones that doesn't fully translate even with language processing, resulting in partial sentences with strange words or silence thrown in occasionally.
Roll 13. Genetically Engineered: your genes have been spliced, giving you heightened physical abilities. For example, you could have animal genes, giving you heightened senses from cat ears on your head and agility from a tail, or a more potent nose from a dog's genes, or improved agility from monkeys or muscle density from kangaroos and lions. Or you could simply have genes from super soldiers. These abilities grant you an edge both inside and outside a Framewerk. However, being genetically enhanced also raises your aggressiveness and instinctual habits, sometimes causing complications both in and outside events.
Roll 14. Freight Train: You possess the ability to direct your will into your Framewerk, as if you were channeling your body's energy through it, allowing it to perform a devastating charge or leap. Twice per event, you may make a move or jump with a speed and range equal to three levels lower than your Weight Class. This move will damage targets caught in the path and knock medium-sized ones down or stagger larger ones. Can be aimed to shoulder tackle a single enemy, resulting in critical damage. You can also charge and jump with similar might outside your Framewerk, should you wish to do so. However, you are also bullheaded and stubborn, easy to anger and slow to placate unless given an outlet to vent your frustration, such as an arm wrestling contest or hitting the gym for some gains. Then you're happy as a clam, and laughing about it over a mug of beer.
Roll 15. Clairvoyance: Sometimes you have what you could only describe as visions. Most of the time they make no sense, but rarely you might learn about something that has happened, is happening right now, or could happen in the future. You possess the ability to sometimes see glimpses, the contents of which are determined by GM. Also, once per event, you may automatically dodge any attack that can be physically avoided, explained as foreseeing the attack before it happens. However, you also tend to see things that aren't there. You might become more nervous and paranoid, or become chatty about them, such as spoiling the twist of a movie others haven't seen.
Roll 16. The Guardian: You are a defender first and foremost, and you will ensure your enemies will only get to your allies over your cold, dead body. Three times per event, you are able to either taunt enemies and draw their attention to you, or automatically take all attacks targeted at a single ally in their place, redirecting them to yourself. The redirected attack will deal reduced damage, with the rate depending on the type of attack. You can also take a free action to lift up knocked down allies, free grappled allies, or even pick up and carry an ally of equal or lower weight class once per turn. The free action can be taken in addition to any other action. However, you also tend to be overprotective of your fellow pilots, especially those you start to form a bond with: having lost someone, you don't want anyone else taken from you.
Roll 17. Humanity's Potential: You are special, even among Gifted Pilots, and capable of something extraordinary. A caveman would simply call it magic, but a learned scholar might theorize it to be a visible manifestation of a field invisible to the naked eye, but able to be manipulated by the select few. You're occasionally capable of performing actions that defy the known laws of physics. However, these actions and their results are determined by the GM, with the pilot unable to control when and how it occurs.
Roll 18. Warrior: You are a brawler through and through, capable of fighting beyond the limits of most Framewerks, and channeling that fighting spirit into your Framewerk. You deal and take damage equal to one level higher in your weight class. You're also trained in a martial art of your choice, defaulting to CQC. However, you're also very proud, and unable to refuse a challenge you consider worthy.
Roll 19. Supporter: You are an expert when it comes to providing assistance to others. While not flashiest role, you provide an essential duty, and become and anchor that the other pilots in the squad will rally behind when the going gets tough. You may receive an Additional Secondary System for your Framewerk. As a free action, you can use one of your Secondary Systems to assist one nearby ally once per turn. You may also perform a free reaction shot with your Primary Weapon at one enemy who performs an attack or move at medium range (think assault rifle range as a human equivalent). However, you tend to brush aside or even forget your own needs, putting others before you, sometimes to a worrying degree.
Roll 20. Showtime: You believe your Framewerk is an engine of destruction, and have illegally modified your weapons in various ways for pure carnage. If a gun doesn't work, use more gun. And the more dakka a Gatling gun sprays or a bigger boom a cannon bellows out, the better. Your Primary Weapon System or Systems have a wider area of effect, deal more damage equal to one level higher in your weight class, and can be fired without line of sight or even into the midst of allies without loss to accuracy, at the cost of also hitting allies. Once per battle, you can overclock, overheat, overcharge, or over-everything about your weapons and fire them all at the same time for maximum critical damage in a very wide area. However, doing so jams or damages the weapons for the rest of the event. You tend to have a grin about you and a bright spark in your eyes as you think about the next blazing inferno, raging thunderstorm, rain of bullets, or earth-shattering kaboom you can unleash on the Cruxi. Some might think you're a pyromaniac, sadist, or just plain insane. But you're just about the pure spectacle of it, like a rockstar who sets his guitar on fire in the middle of a live performance. Life is fleeting, might as well make the most of it while you can.
Table 3 (D10): Perks
Perks are smaller features about your pilot. While not as impactful, they can provide fun little things to further add details. You start with a single Perk by default, with extra depending on other results.
Roll 1. Money: You're wealthy, with plenty of yernos (colloquially known as yerries), a combination of euro and yen adopted by the Galactic Federation as official currency), though most planets simply default to calling them credits. Cash can't prevent you from participating in the war unfortunately, but it can help if spent in the correct places. For example, you could purchase better food for yourself and the pilot squad, better living amenities, or maybe even hire mercenaries to support you in battle.
Roll 2. Enhanced Uniform: Your uniform is special, even by Project Framewerk standards. Maybe you came from a planet with a very advanced R&D center. Or maybe you earned it as a favor. In any case, your uniform looks snazzy, feels comfier, protects you better, and even comes with an installed videogame for those long hours in the cockpit.
Roll 3. Creative: You're innovative, and capable of making all sorts of things, from cooking soup and baking cakes to inventing smaller inventions to impress your fellow pilots. You could even add tiny little additions to your Framewerk, though not to the same extent as a Machine Mind. If you have both, you can make two modifications per event.
Roll 4. Athletic: You're a pinnacle of human physique, capable of running a marathon or wrestling a bear. You may even have competed in sports, earning gold medals. Your Framewerk piloting also gets some benefit, like increased speed of a lower weight class and stronger melee attacks of a heavier weight class.
Roll 5. Book Smart: You are knowledgeable and well-read in one subject of your choosing.
Roll 6. Memento: You have a keepsake from your past. Maybe it's dad's old bazooka from his days in the army, or your girlfriend's toolbag from when she was a master thief prowling the underhive. Maybe it's just a vintage picture frame of someone whose smile brightens the day like sunshine. In any case, this memento means the world to you, and you will do anything to get it back should something happen to it.
Roll 7. Networking: You have connections in the Galactic Federation's military. Maybe a relative of yours works as a higher officer. Or maybe you were of a higher rank yourself before being brought into the pilot program. Or maybe you're just that memorable that you quickly acclimated yourself to the engineers and other crew. Nonetheless, you have strings you can slightly tug at. Who knows, maybe you'll get your Framewerk maintained a bit better than others.
Roll 8. Signature Move: You have a special move you can pull off when attacking. It's not that particularly effective compared to just regular attacks, but it will be impressive, and the most important part of giant robot fights is looking cool while doing it. Maybe then Pilot-sempai notices you.
Roll 9. Proficient: You are proficient at a single skill of your choosing.
Roll 10. Master of Directions: You gain a supernatural sense of direction towards an object or person you have seen before, and will have better chances of finding locations you know about.
The Framewerk
Framewerks are towering bipedal piloted robots, about 15-16 meters tall, that have served as the vessel in humanity's conquest of the endless frontier of space. Utilizing innovative technologies such as a metal alloy known as Carbonox and operating systems that can interface with a pilot through their uniform, the Framewerks are suited for a wide variety of tasks in human society, from construction of colonies, mining of asteroids, to even terraforming new planets for habitation.
When the war with the Cruxi began, a certain professor made a breakthrough with the design of the new generation of Framewerks. Now utilizing a state-of-the-art system rumored to bring out the true potential of humanity, chosen pilots are recruited across the galaxy to spearhead the Framewerk Project. These newest models not only have advanced computer systems with real-time augmented reality data feeds, they also possess flight thrusters capable of breaking atmosphere through planetary gravity and engaging in space combat. There are also rumors that they are more than mere machines...But that could just be the engineers making a joke.
Table 4 (D7): Framewerk Weight Class
Framewerks can be anything from lightweight speedsters to heavyweight tanks, with varying amounts of firepower, speed and armor. Out of the primary weight classes (Light, Medium, Heavy, or something in-between), what type of build does your Framewerk have? Note that it should be kept realistic; if you want more offensive power and flight speed, it will result in a loss of armor, or less offensive power if you want more speed and armor, for example. Other combinations of attributes are also possible. All Framewerks are equipped with thrusters capable of space-travel regardless of the build.
Roll 1. Super Light: Your Framewerk is very swift and agile, to the point it almost resembles a larger human when in motion...Wearing a jetpack and flying at breakneck speeds an hour. They are capable of dodging most enemy attacks, circle around opponents, and make for the perfect scouts and flankers, able to zip back and forth. However, your Frame is small, maybe slightly bigger than a GR-00X Garland from Megazone 23, but that's about it. Any damage you take will hamper your effectiveness, and a single missile or plasma blast can blow your machine up. Just hope you got your team backing you up, or you're getting swatted like a fly.
Roll 2. Very Light: Very Light Framewerks are bigger and sturdier than Super Light models, but still decently speedy and capable of dodging quite a bit.
Roll 3. Light: Light Framewerks are what most would consider the most common weight class, and thus are often dubbed "Medium" weight class alongside the Heavy Frames.
Roll 4: Medium: Medium Framewerks are what most would consider the most common weight class. While not as speedy ass light Frames or powerful as Heavy Frames, they are balanced and can fit a variety of roles.
Roll 5. Heavy: Now we start getting into the bulkier models. Heavy Frames have better armor and more firepower, but are slightly slower. Still, they can easily barrel into enemy forces and let them have it.
Roll 6. Very Heavy: Very Heavies are brutes, and their steps can cause the ground to tremble for a fair distance. You are to be respected and feared.
Roll 7. Super Heavy: Finally, we have the absolute units that are Super Heavies. You might take a while to get to your opponents, but once you do there's not much they can do to stop you.
Table 5 (D6): Framewerk Type
Your Framewerk Type determines where and how your Framewerk best fights in the battlefield.
Roll 1-2. Frontliner: Your Framewerk is a spearhead for your squad, first to reach the enemy, and the first to see the lights of their eyes (if they have eyes, that is). As a pointman, you engage most directly, whether it is at medium ranges with machinegun and shotgun-style weapons, or up close with a superheated laser blade or rocket-powered hammer. You also deal with enemy attacks, drawing attention with a speedy Frame or absorbing damage like a shield.
You may receive a bonus to either your speed, armor or weapon damage equal to two lower or higher levels of weight class when fighting at closer ranges.
Roll 3-4. Backliner: Your Framewerk is all about ranged superiority, and taking the enemy out before they can reach you. Whether it is precision elimination with a sniper rifle, covering fire with Gatling guns and flak cannons, or blowing them up to smithereens with a tactical artillery strike. You could even use more experimental energy-based weaponry like lightning guns to zap your foes.
You may receive a bonus to your speed, armor or weapon damage equal to two lower or higher level of weight class when fighting at longer ranges.
Roll 5-6. Specialist: Your Framewerk is specialized in a unique role across the battlefield. You may provide general fire support, or directly aid others with repair drones or protective barriers. You could also be an infiltrator who strikes the opponent from the flank, or a supporter who boosts your fellow pilots into fighting better by all kinds of means, like with trajectory data, weak point targeting, or by sheer leadership.
You may receive a bonus to your speed, armor or weapon damage equal to one lower or higher level of weight class when fighting at any range.
Table 6 (D20): Primary Weapon System
Your Primary Weapon System is how you defeat the Cruxi in battle, and includes both melee and ranged weaponry. Your Framewerk has one Primary Weapons System by default, with extra ones depending on other choices.
Roll 1. Heavy Assault Gun: A slow-firing, semi-automatic ballistic system notable for its reliability and effectiveness given its weight and caliber class. This weapon's main strength is its ability to deliver effective and accurate firepower at long range in conjunction with the Framewerk's advanced fire control systems.
In the case close quarters combat where the weapon system is difficult to operate effectively, a secondary autocannon system of much smaller caliber and less specialized construction is fitted on a separate appendage underneath the main gun and which can be used for manually sighted shots. The autocannon subsystem is fed with an internal belt that alternates 1 armor-piercing shell per 5 high-explosive shells. Its limited service in more conventional, non-Framewerk weapon platforms has shown it to be an excellent tool against enemy infantry and other soft targets.
The main weapon system features a variety of shells which can be used to engage most targets effectively. These shells are:
A.) APFSDS-A - Armor-Piercing Fin-Stabilized Discarding Sabot - Adamantinite. These super-heavy shells are made from an ultra-dense Adamantinite alloy. Through sheer kinetic power and penetrative ability, a regular target hit by these shells, even by a glancing blow, is sure to stagger. If they are not destroyed by the first shot, then subsequent, swift discharges will most likely destroy the target before it is able to recover completely.
B.) HEFRAG-TF - High-Explosive Fragmentation - Timed Fuse. These shells are the system's main weaponry against soft and/or multiple targets. These shells use a substantially smaller cartridge, resulting in a lower muzzle velocity and therefore slightly more complicated aiming. However, this has given the shell itself more space for its high-explosive and fragmentation payloads. Its configurable timed fuse allows it to be detonated precisely in the midst of the foe and in mid-air, allowing for the most effective culling of enemy hordes through a combination of high-explosive shock and fragmentation shards. This shell can, as a last resort, be used to combat enemy air-or spacecraft by using it like a traditional time-fused anti-aircraft shell, although its low muzzle velocity makes it unsuited to the task.
C.) SMOKE - Smoke rounds. Self-explanatory. These are used to provide cover on the battlefield for the Framewerk and nearby allies comrades. However, they are limited to a total of four uses per event.
The Heavy Assault Gun has a fire rate of 15 rounds per minute. Combined with the accompanying advanced fire control system, it allows for all of these shots to be effectively aimed against an unobscured but erratically moving target the size of a standard 10-ton freight hauler up to 30 kilometers away using APFSDS-A shells, and up to 8 kilometers away for HEFRAG-TF shells. The weapon system is also able to provide limited artillery support up to 60km away with its HEFRAG-TF shells, although it is primarily a short-to-medium-range direct-fire weapon and is not suited for this role.
Roll 2. Laser Blade: A super-heated melee weapon. The blade can be retracted at any time, and is able to shoot out sickle-like projectiles when swung at high energy output, making for a versatile weapon. Firing projectiles takes away a part of the blade's energy which is used to generate the edge. Repeated use of projectiles in quick succession also risks overheating the weapon.
Roll 3. Moonbreaker Railgun: A high-powered long-range weapon. The weapon does not give a big energy signature due to primarily firing physical projectiles with electromagnetism, making it suitable for sniping. Capable of piercing even thick armor. The weapon can fire specialized projectiles that are either Anti-Battleship Armor Piercing (Kinetic) or High Explosive Crowd Control projectiles (Energy). The weapon's projectile can be accelerated to increase both range and power to a safety limit. Charging the weapon past it's safety limits further empowers the shot considerably, but risks melting the weapon. The weapon also has a slow firing rate, and is not suited for close combat.
Roll 4. Marker Light: An experimental laser rifle that operates in two modes: Combat Mode and Marker Mode. Combat Mode: fires damaging laser shots. These rounds are light neon blue in colour and effective against barriers and energy-based protection. Marker Mode: fires non-damaging rounds that leave radioactive markers on whatever it hits. Marked targets emanate a unique signal that Framewerks can track, improving accuracy of all attacks against the target and preventing cloaking and other forms of stealth for three turns. Drones and other autonomous weapons also receive a damage bonus against the target. Both rifle modes are effective at medium and short ranges.
Roll 5. Carbonox Blade: A massive slab blade that is connected at the wrist, and a giant kite-shaped shield plate can be extended from the hand-guard. The blade can retract along the arm, but the shield is stationary. The blade is capable of crushing foes through sheer force with the aid of the thrusters on the forearms of the Framewerk. The shield is rudimentary, but its sheer size and thickness allows it to withstand almost any frontal assault.
Roll 6. Dual Acid Cannons: These cannons fire detonating rounds that cause wide-spread, highly explosive acid damage. The corrosive payload can melt through armor and cause notable damage over time. Combined with the weapon's high rate of fire, the weapon is most effective against multiple targets.
Roll 7. Multiform Rod: A specialized energy rod that can form into one of several forms: a powerful naginata-like weapon with considerable slashing and piercing power, a pair of dual short-swords that have a higher attack speed at the cost of some attack power, or a powerful energy spear that has lower attack speed in exchange for an increase of offensive capabilities and nearly unstoppable piercing power. It has two energy modes: regular mode, which gives the weapon energy a silver color, and disruption mode, which colors the energy red. While regular mode is most effective against physical targets compared to disruption mode, the latter has the capability to jam electronic systems. For example, it can be used to disable stationary weapon systems or disorient mechanical enemies. Modes can be changed once per turn. Use of disruption mode has at a two-turn cooldown.
Roll 8. Ripper Fists: These weapons are high-powered claw-like weapons with studded knuckles capable of both punching at meteoric velocity when closed or ripping through heavy armor with when opened. Reinforced joints and strong actuators alongside the arms complement the highly aggressive weapons. Specialized pistons are built into the Framewerk's limbs that, when used, pressurize the joint area at the moment of activation before letting the potential energy out as a quick burst. As a result, the Framewerk is capable of short but very quick bursts of movement. These can be used for close-ranged strikes and kicks. The system can't be activated rapidly enough to use properly for regular movement, but can still be useful initiating movement or to enhance it if used properly. Your enemies must feel doomed when facing these tearing terrors.
Roll 9. Twin Elemental Cannons: These weapons fire shells with a payload combination of supercooled and superheated chemicals in unison. When the projectiles hit their target, they cause an explosive chemical reaction capable of sublimating biological targets and heavily damaging mechanical ones. Less effective in the vacuum of space due to requiring the use of special capsules, reducing area of effect.
Roll 10. Gatling Gun: A belt fed machine-gun style weapon that boasts an incredibly high rate of fire. The belt is covered by a heavy sheath that provides partial cover when firing from a standing position. Heavy caliber caseless rounds are fed from internal magazines and charged with lethally high voltage of electricity theorized to be capable of punching through any barrier defenses. Each round is also designed with maximum penetration of physical penetration in mind, making for the ultimate dakka.
Roll 11. Particle Cannon: A weapon with a trio of edged prongs circling the barrel. The weapon accelerates a payload of Tau particles while charging up to one million volts of energy along the prongs before the entire blast is released in a high-impact bolt. The weapon has great yield with adept stopping power. It's downsides include being slow to fire and difficulty with piercing through armor when uncharged. When given enough time to charge the cannon to after one or more turns, however, the shot is guaranteed to put at least a smoldering crater in most physical armor. In the event of a close-range hazard, the weapon's prongs are reinforced to act as an emergency melee weapon. Prolonged use is ill-advised, as damage may dramatically hamper the weapon's stability and risk further damage if fired.
Roll 12. Missile Launchers: Shoulder-mounted arrays of missile launchers that can deliver various payloads including armor-piercing, high-explosive and incendiary missiles. Automatically lock on and track targets based on heat signature. Can launch up to eight missiles at once, 4 per shoulder.
Roll 13. Slag Cannon: A shoulder-mounted weapon that fires superheated metal, for example tungsten, to melt through armor. The large amount of heat this generates limits the safe firing rate for the weapon to medium range, with close range risking damage. The weapon includes automated rapid loading and firing functions, allowing the first shot that hits a target to be immediately followed up with an additional shot with lesser power.
Roll 14. Stake Driver: A sword-like weapon with a Carbonox blade which is further augmented by hydraulic systems. When activated, the weapon has thrice the kinetic energy compared to swinging it as a regular sword. It is capable of penetrating thick armor with excessive cutting power. The weapon is mounted on the arm with the hydraulic systems sealed internally.
Roll 15. Rocket Hammer: A melee weapon with rocket thrusters installed into it, allowing it to be swung with great velocity. Coupled with it's immense weight, the impact is capable of caving in even the thickest of armor, smashing it flat as tinfoil. It is also effective against barriers due to the sheer mass of the attacks, allowing it to easily break energy-based protection.
Roll 16. Vibroblade: A large katana-like weapon designed to deliver maximum power to a slash while staying as lightweight and quick as possible. The weapon is made of a Carbonox alloy and utilizes high-frequency oscillating particles, allowing it to cut through almost anything in the known galaxy at a sub-atomic level. It is also because of this the blade gives off a light blue hue when activated. The weapon system is designed to attack quickly and ferociously at close range.
Roll 17. Shredder Shotguns: These twin-linked weapons fire high impact flak blasts with either incendiary or armor-piercing shells which chew up targets at the cost of a slow rate of fire. The ultimate close-range ranged weapons.
Roll 18. Shining Fingers: The weapon generates energy from the Framewerk's hands, allowing it to be fired as beams or wielded as a melee weapon, or even used defensively to repel attacks with parrying motions. The weapon has both high destructive potential and versatility. However, prolonged use of the system puts mental strain on the pilot.
Roll 19. Artillery Mortars: Cannon weapons mounted on the shoulders that fire explosive shells with high destructive yield. The weapon includes a projectile flight path calculation system that predicts the arcing paths of shells before they are fired from the weapon, improving accuracy. Weather and the movement of enemy units is not taken into account by the system's calculations. The weapon is intended for devastation in a large area of effect. The cannon barrels are also modified to extend or shorten in length to allow better control over operational range. Includes several modes. During "Artillery Mode", the cannons are both extended and angled within 45 degrees from horizontal over the shoulders to allow for long-range bombardment. During "Mortar Mode" the cannons are shortened and within 45 degrees of being vertical to allow for rapid bombardment at medium ranges. Finally, during "Direct Mode" the cannons are angled almost entirely horizontal over the shoulders to allow for direct fire at shorter ranges. The weapon includes an assortment of shells available for use that can be switched out by pilot commands. Both mode and ammunition changes can be done once per turn. HEFI Shell: High-Explosive Fragmentation Incendiary shells, shortened to HEFI, are more dangerous to use at shorter ranges due to the fragmentation and incendiary effects of the shells. These shells have a more pronounced arc, and are recommended for use in either Artillery or Mortar Mode. APHE Shell: Armor-Piercing High-Explosive shells are designed for short to long range engagements. These shells have a less pronounced arc that allows for greater range, and are especially effective in Direct Mode due to possessing a smaller explosion radius. HYDRA Shell: Specially designed shells that break apart and separate in midair, releasing a swarm of explosive capsules that carpet bomb over a targeted area. Recommended for use in Mortar Mode, cannot be used in Direct Mode. These shells must be carefully loaded, and therefore require more time to be loaded. Titan Shell: Shells fitted with with large-yield conventional explosive warheads, resembling the detonation size and strength of a Massive Ordinance Air Blast (MOAB). Recommended only for Artillery Mode, as the explosion radius is large. Cannot be used in Direct Mode.
Roll 20. Arklight Thunder: An energy-based weapon that utilizes particle generators to fling bolts of electricity. While not the most effective weapon against heavy armor, it's devastating effect against barriers and energy fields is unparalleled. It can also disrupt electronic systems by creating a Tesla field around the Framewerk, stunning nearby targets.
Table 7 (D30): Secondary System
Your Secondary System is for non-weapon systems like additional thrusters, utility tools, and so on. Your Framewerk has one Secondary System by default, with extra ones depending on other results.
Roll 1. Graviton Singularity System: The Graviton Singularity System creates a large void of space before the Framewerk, which then implodes with surrounding atmosphere filling in. As a result, targets are pulled at longer ranges into melee range towards the Framewerk, causing them to stumble and most likely fall down, leaving them vulnerable to attack. To prevent the Framewerk from also being affected, the system includes autonomous high-impact cleats and counter-thrusters that launch from the Framewerk's legs, anchoring them in place at the moment of activation, giving them immunity to the pulling effect. However, activating the system requires the Framewerk to sty still without moving that turn. Can be used in space at great risk to self. Nearby allies are also at risk of being pulled in both space and on the ground.
Roll 2. Muscle Memory Operations Recall Precision Generator (MMORPG): An augmentation system based on an onboard computer than saves and stores data on maneuvers, and calculates variations on maneuvers as well. These are triggered when the pilot begins a maneuver, removing latency and allowing the Framewerk to move far faster than should be feasible. Observers might mistakenly think that the Framewerk itself possesses reflexes. Because of the importance of reading the pilot's intentions, there is a complex control system within the Framewerk that gives the pilot 'free' movement, though still restrained by a harness system. The actions of the pilot internally are replicated by the Framewerk, with internal shock sensors that prevent the pilot being thrown around during maneuvers and combat. The system self-improves through simulation and repetition, which allows it to gather more data on the same movement pattern ahead of time to the point of master-like precision.
Roll 3. Phase Shift: A system based on an emerging technology, and the first of its kind. Reverse-engineered from classified Cruxi technology, as well as information gained from captured Cruxi, this technology is seeing its first days out in the field. The Phase Shift is currently so advanced that it only works with Framewerks capable of handling highly volatile and dangerous materials. Even then, the pilot must be specially trained to allow them to employ it in battle. Phase Shift is capable of being used in two different functions:
A. Allows the whole Frame to temporarily shift to an intangible and invisible phase. This means that it can't attack and can't be attacked, is invisible, and able to move through walls or other Frames. However, this only lasts for a few seconds before dropping the Framewerk back into existence. However, the pilot is also unable to see during this period as the displays will simply have nothing to broadcast.
B. The Frame can Phase Shift the matter around it, or even with self-damage to the Frame, to create a barrier in front of itself to deflect an incoming attack. This barrier only materializes long enough to block the damage before disappearing, and needs to be activated by the pilot once they are aware of the incoming attack.
Due to immense strain in both energy consumption and on the pilot, none of these abilities can be used simultaneously. A switch between modes may only be done once per turn.
Roll 4. Stargazer: an experimental propulsion and defense system that uses extremely powerful magnets harvested from super-dense star systems. The system was originally designed for deep space exploration where fuel sources are scarce or non-existent. By aligning the magnets with bodies with greater mass like stars in the direction that the Framewerk is set to travel in, the Stargazer is then able to push and pull the Frame in that direction simultaneously. Similarly, the system is capable of pushing projectiles off of their course and away from the Frame or other targets, keeping them safe. Given enough time, the pilot can redirect attacks to specified directions to avoid redirecting the attack into an ally or even force the projectile to strike an enemy target. When used for space travel, it doubles the Frame's forward speed.
Roll 5. Magnetic Shielding: The system can create temporary barriers against incoming projectiles. Formed from a screen of highly charged plasma, it incinerates smaller projectiles and can deflect larger ones. It also has the side effect of blocking radiation. While usually not enough to completely stop a center of mass hit, it can turn a kill shot into a glancing blow. This barrier is strongest when projected in the same direction the Weapon System is facing.
Roll 6. Air Recon Drones: The system includes 5 recon drones attached to the back of the Framewer. The drones assist the Frame by taking to the sky and updating the pilot and their allies on the battlefield as well as finding targets to attack. The drones can be taken control of manually using a separate interface built into the Framewerk. The drones can gather combat data that, new Cruxi or enemy units discovered, as well as abnormalities, and relays the data a back to HQ.
Roll 7. Automated Targeting System: Used for choosing the right weapon for the right target, the system acquires targets automatically and assists with aiming. Provides the ability to use two weapon attacks in a single turn, or a single weapon attack after a dash move. These weapons can be used on the same target or separate targets.
Roll 8. Microburst Monopropellent Thrusters: Provide additional maneuverability and speed for a weight class up to Very Heavy Heavy via small thrusters lining the back using a mono-propellent that does not ignite. Effective and harder to detect than heat based propellant.
Roll 9. Electrical Field Generator: When active, the Framewerk's armor is super charged by connection to one or more internal super-capacitors. Enemies that come within close range will have the charge of any connected capacitors forced through their external systems, damaging and stunning them. While active, this field also disrupts signal transmission and reception, effectively rendering the pilot radar blind and deaf for a turn after use.
Roll 10. Cloaking Wings: A set of armor wings that fold out of the way during combat for easier maneuverability, or fold down and add an extra layer of protection during blitz maneuvers to break through front lines. The wings have two modes. Stealth mode makes the Framewerk virtually invisible to electronic surveillance and radar. However, it can still be seen by biological vision. Stealth mode is only usable while the armor wings are closed. Decoy mode creates up to three holographic duplicates that replicate the Framewerk's movements at a close or medium distance from them. They also create fake radar signals identical to the Frame. This mode can be used with armor wings closed or opened. Both modes work on both ally and enemy scanners.
Roll 11. Extreme Boosters: These boosters allow the Frame to travel at triple their regular speed when activated. To increase ease of mobility, the Frame has a set of fins that can be adjusted to increase or decrease drag and subtly alter flight paths when the boosters are active. Repeated use of the boosters risks overheating and/or crashing violently.
Roll 12. Shield Generator: An energy shield system that works by making multiple layers of energy distortion around the Framewerk. The shield is broken into four sections: Front, rear, left, and right. Each section has it's own small independent generator, allowing the shield to be partially maintained even if one section is powered down or offline. The shield itself is projected via emitters built along the hull of the Framewerk. Each section can be reinforced by diverting extra power form the other sections to a single section. The shield provides balanced defense between energy and projectiles along with environmental hazards while it is active. The shield can be overpowered by enough damage. The shield requires two turns to recharge before it can be reactivated after failing. The shield is more effective on turns when no weapon attacks are made due to reduced energy usage.
Roll 13. Repair Drones: 6 small drones housed and maintained within the Framewerk. The drones are capable of hovering. Each drone is equipped with numerous tools that are used to identify damage and preform repairs on variety of equipment on the battlefield. Once deployed the drones can operate autonomously at a medium range, repairing whatever damage the squad has incurred until the drone exhausts its energy supply, runs out of things to repair, is unable to repair damaged systems, or is recalled. The drones are able to operate more efficiently if the Framewerk can stay in close proximity to them due to having access to a central control node instead of their independent nodes which can process data for them faster. The drones make clicking noises and blink lights to signal the central control node is utilized.
The drones are equipped with magnetic legs and cling to the Frame they are repairing, sort of like a beneficial tick or parasite. Thus, basic repairs may be conducted while the Frame under repair is in motion. Depending on the damage, more complex repairs may require the Frame being repaired to remain motionless for period of time. The drones can also be used to dismantle things if given enough time and the Framewerk remains close by. In an emergency, the drones can be used for a one-off offensive use by overloading the power supply, causing them to self-detonate and explode.
Roll 14. Jetpack: Designed for space travel, these can provide a speed boost in any direction. Also can be removed and thrown as makeshift bomb, detonating with impressive power at the cost of losing the speed boost.
Roll 15. Multiple Fire Control System: A suite of comprehensive software and hardware, and sensor arrays. Able to acquire targets using RADAR, LADAR, Infrared and traditional optical target acquisition. The Framewerk is able to freely and easily distribute power from its energy cells to the first three detection modes, allowing for great flexibility on the battlefield. If necessary, the modular nature of the system makes it possible to install active/passive sonar for marine warfare in less than five hours in a standard Framewerk berth.
The system also sports highly advanced target tracking and firing solution computation abilities owing to a specialized logic core that runs synchronous to the Framewerk's' own computer chipset. In proper conditions, only few types of enemies may outgun the Framewerk within medium range owing to the constant effective firepower provided by the system. In addition, the system may compile esoteric data on-the-fly into the standard communication packet format for transmission to any applicable friendly networks for their use and perusal in real-time. When activated, the user may make a weapon attack against as many targets in a single action as they can reach in medium range.
Roll 16. Bastion: A portable wall capable of expanding and digging in to the ground to protect two adjacent ally Framewerks of Heavy weight class or smaller at each side. It is made using Carbonox and other advanced alloys, and highly resistant to plasma. In it's folded form it can be used as a battering ram or as a protecting armament against flanking opponents.
Roll 17. Attack Drones: A relatively new type of drone, 4 of these are housed and maintained within the Framewerk. These drones are capable of hovering, and are equipped with heavy armor plating, granting them better protection but slower movement speed compared to other types of drones. The drones are armed with a small laser cannon, a melee-range laser dagger, and capable of attacking in synchronized teamwork. These drones can fully operate at medium range. When out of range of the Framewerk, the drones will enter standby mode and partially power down. They have magnetic legs that allow them to climb on metal surfaces and Framewerks. When clinging to an ally, they perform as a turret, firing at nearby enemies. When clinging to enemy targets, they can use laser daggers to cut effectively into enemy armor. To meet the energy demands of the drones systems, they are equipped with plasma reactors. If given an override command the drones can cause there reactors to overload. Resulting in the reactor detonating with high destructive power.
Roll 18. Energy Wings: Detachable energy fields that can take a multitude of shapes and block incoming strikes and projectiles. These can be used to guard the Framewerk from a variety of incoming attacks. However, they can travel a short distance away from the Framewerk and protect an ally as well.
Roll 19. Rocket Anchors: Two rocket propelled anchors located at the waist of the Framewerk, they can be used as a means of getting around quicker like a grappling hook of sorts. Alternatively, they can be aimed and used in combat to distract, confuse or disarm enemies.
Roll 20. Hornet Nest Point Defense System: Primarily a defensive system, it includes several hidden missile pods located all over the Framewerk. One or more missiles can be fired off in response to enemy attacks to intercept incoming enemy fire with kinetic impact weapons, which are essentially large darts. While mainly used to protect from return fire while on the move, the system can also attack other targets such as airborne threats with less efficacy.
Roll 21. Tank Treads: Your Framewerk's torso is situated on a sturdy base with grinding treads. This grants less speed and maneuverability when flying or in uneven terrain, but great speed and maneuverability on flat surfaces. You can also equip an additional Primary or Secondary System thanks to better load carrying capability.
Roll 22. Multiple Arms: Your Framewerk has an extra set of dexterous limbs that can hold an additional Primary Weapon System. You can attack with this Weapon System with the same action in addition to your regular attack. You also receive a bonus to grappling actions or to assisting other Framewerks, such as lifting or carrying them. You could even hold one weapon with more arms to boost accuracy or power depending on the weapon at the expense of forfeiting the extra attack for the action.
Roll 23. Spider Legs: Your Framewerk is shaped like an arachnid, with multiple legs supporting a central body. You have less armor comparable to a single lower level of weight class. However, you have a bonus to accuracy for ranged weapons, better agility on uneven terrain, and access to an additional Primary Weapons System. You can jump up and extend your legs to initiate a hover mode. In hover mode, you can float in place and attack with the same accuracy as standing still while able to move at half speed.
Roll 24. Henshin: Your Framewerk can transform to a single configuration or shape of your choosing. It can be a vehicle such as a truck which can carry and transport a standing Framewerk, a fighter jet for aerial agility and speed, and so on.
Roll 25. Leaper: Your Framewerk's legs are backwards jointed and powerful like a dinosaur's. You may make a jump instead of your move action with improved speed equal to a single level of lower weight class. You can perform a stomping attack on an enemy in addition to other attacks if targeting an enemy with the jump move. In melee, you can perform kicking attacks with slightly improved reach and power, but at greater risk of being knocked down.
Roll 26. Utility Drones: Your Framewerk's shoulders are enlarged and capable of releasing one drone each. While not as efficient or numerous as other types of drones, these drones can fly swiftly and perform a single role of your choosing including fire support, repairs, protection, surveillance or data gathering, and are equipped to serve that role. The two drones can have different roles.
Roll 27. Absolute Dread Field: Your Framewerk is equipped with a device at the front of the Framewerk that generates a forward-facing protective barrier that can absorb a certain amount of damage before breaking. However, you can't see forward while the field is active.
Roll 28. Segmented Recombination: The Framewerk's construction is uniquely divided, with every single segment beyond the core, where the cockpit is located, capable of splitting off the core, and subsequently reattach with ease using magnetic forces. The divided parts can operate autonomously with inbuilt computer systems. As a result, the pilot can adapt to the increasing damage that the Framewerk can sustain during battle.
Roll 29. Kattai: Your Framewerk can combine with other Framewerks, turning into either a weapon that can be held or a piece of armor that can magnetically attach. The target Framewerk must be at least three weight classes heavier than yours to be eligible for combining, or at least the same weight class if it also has Kattai, allowing the two to Megazord.
Roll 30. Power Engine: Mounted on the Frame's back, it is a power-increasing device that increases speed equal to one lower level of weight class, and power equal to a level of higher weight class. It also improves carrying capacity, allowing the Framewerk to lift up and carry ally Framewerks as a free action for that turn. The device needs to recharge for one turn before it can be used again.
The Character Sheets
Pilot Sheet
Name: What is your character's name? Do they have a nickname or other moniker they are known as?
Gender: What is your character's gender?
Appearance: What does your character look like? You can provide a written description or a picture, either one is fine. If a picture, please avoid using real-life or realistic sources, and use drawn art if possible.
Pilot Type: Rolled in character generation.
Age: What is your character's age? Pilots can be between 18 and 65 years old.
Background Potentials: List all your Background Potentials here. You can give them a small custom description to fit your character if you want to.
Perks: List all your Perks here. You can also give these a small custom description to fit your character if you want to.
Personality: Tell me how your character acts, and what makes them tick. Note that the pilot program won't recruit pilots that pose a danger to others, like sociopaths, psychopaths or something similar. You can be enthusiastic about killing Cruxi, just don't overdo it.
Background: You can share a bit of your character's past for a paragraph or so. Was their homeworld attacked by the Cruxi, and they were a survivor? Or did they join the fight for other causes? Or perhaps the government discovered their potential, and they were drafted against their will?
Notable Deaths or Missing People: You've lost someone you cared for: a family member, a friend, or even a loved one. Maybe they died, or maybe they disappeared. But what is important is that they are gone, and only your memory of them remains. Every pilot has at least one.
Additional information: Any other information you would like to include goes here.
Framewerk Sheet
Framewerk Name: What is your Framewerk's called name? All Frames are given identification numbers and letters based on production code. However, the ones included in the Framewerk Project are given actual names by express order by Lorenzo. Maybe the old kook just wants something better than a serial number to yell at...or maybe there is something more to these mountains of metal than first seems.
Appearance: Fairly obvious. Pictures are highly preferred, but a text description of a couple of paragraphs is also fine.
Weight Class: What is your Framewerk's overall build? While the regular weight Classes are known as Light, Medium, and Heavy, lighter and heavier models also exist. Lighter Framewerks are smaller, have lesser armor and firepower, but are quicker and more agile, capable of speeding their way and dodging attacks that heavier models can't. Heavier models are conversely bigger and slower, but more durable, and capable of carrying heavier armaments that can cause real devastation. Medium Framewerks, while not excelling in any field, are versatile jack-of-all-trades and capable of working in a multitude of battlefield roles. The regular size of a Framewerk is 15 meters tall, but variations exist. Note that it should be kept realistic; if you want more offensive firepower and flight speed, it will result in a loss of armor, or less firepower if you want more speed and armor, for example. Other combinations of attributes are also possible. All Framewerks regardless of weight class are equipped with rocket thrusters capable of breaking atmosphere and space-travel regardless of the build.
Framewerk Type: Between Frontliner, Backliner, or Specialist, what type is your Framewerk? Also list the type of bonus (armor, speed, or weapon damage) that you chose.
Primary Weapon Systems: Your bread and butter when it comes to battle. You could have a Frame with four-arms capable of using multiple weapons, or a Frame using attack drones, or perhaps an artillery based Frame that can cause destruction from afar. Maybe you'd rather stay in the back line and eliminate targets with a sniper weapon, charge into the front-lines with a melee weapon. Maybe you could even focus on a support role such as scanning or repairing. In any case, these weapons systems are how you make your mark. List all your Primary Weapons here.
Secondary Systems: The unsung heroes of Framewerk warfare, these can include additional thrusters, barriers, smaller weapons, additional subsystems, various utility and support systems, defensive equipment, and so on. Though not as flashy and impressive as Primary Weapon Systems, they are not to be underestimated in their usefulness. List all Secondary Systems here.
The Rules
1. Joining the RP: If you wish to join, submit your character or characters sheets in the interest check, OOC tab, or as a private message for review. You can submit a WIP one, but if another player submits a finished sheet before you they will take a player slot first.
Once the sheet has been approved it can be posted to the character tab, and you can begin posting in IC tab. A maximum of two active pilot characters and Framewerks per poster can be actively used at the same time. Any more characters created and introduced IC afterwards must replace previously created ones, for example by retiring a previous character. Exceptions to the rule include the Twin Soul Power, whichs work as described in the rules.
2. Golden Rule: If you ask first, there's a high chance it gets approved. Of course, you can't go full Gurren Lagann and throw galaxies around or break every reality as Demonbane from the start...but you might be surprised at what I sometimes let you get away with.
3. Group Size: I'm planning on running this with about 6-8 players, maybe up to 10 depending on the lineup and how much interest this gets. I'm up for running any kind of team: whether it's all frontliners, all backliners, or all specialists. However, for narrative purposes I recommend players take up different sorts of roles in the team, so everyone gets a chance to shine in the figurative spotlight.
4. NPCs: The number of combat-ready NPCs are limited to three NPCs per player. Exceptions can be made in certain cases, such as a higher importance of the NPCs to the currently happening story. Non-combat npcs can be included as part of posts without express permission. These can include anything from random crew members, the cafeteria lady, or the janitor who spots you sneaking off to train more in the VR room.
5. Explicit content: The world of NIC is definitely on the dark side, with violence and death as an intrinsic part of the setting of a galactic war. Framewerk pilots risk their lives fighting the good fight, and some have the scars to show for it, whether they are physical or mental. On that note, please keep the description of gore, body horror, and anything else explicit on the tasteful side. Bleeding is fine, and even the loss of limbs is tolerable given access to cybernetic replacements. Also, while it goes without saying, keep the lewd content limited according to RPG site rulings. To give an example, the tone NIC is aiming for is late-night anime at it's most extreme, so please avoid crossing that limit.
6. Post Rate: Depending on if I'm busy or not, I'm going to attempt posting at least once a week, most likely during weekends and will most likely post at least once every two weeks. My timezone is GMT+2, so expect responses at weird times. At the beginning things might move more rapidly due to excitement in the player base, but don't be discouraged if you feel you're unable to keep up, as based on my experience this won't likely last long, and the posting will slow to a rate most would consider comfortable. However, if you're not going to be able to post for a long while, please let me know: I'm willing to wait for stragglers or temporarily control characters depending on the situation.
In general, try to avoid speed posting too much if you can; while excitement is fine and even encouraged, over-indulging can easily lead to burnout or isolating other players who find it difficult to catch up. But most of all, don't sweat too much about keeping to a posting schedule: we all have lives, and this is meant to be fun without putting pressure on having to force something out. It's also okay to take a hiatus in case burnout does occur, and come back later.
7. Post Content: Your IC posts should at least be a paragraph in length, include your character's thoughts, and an action or some dialogue. In other words, a post should have something other posters can respond to or have some thoughts about. Basic stuff, but never hurts to leave a reminder. If you do have difficulties coming up with content for your posts, feel free to ask for suggestions.
8. Post Collaboration: It is sometimes recommended for dialogue and/or interaction between characters to be collaborated, especially when they are expected to run for longer than a couple of posts. For example, Google Docs is a good place to make writing collaborations, as do other places with EtherPads like Piratepad. However, if you prefer writing your posts on your own that's fine too.
9. Discord: If your character submission is accepted, you will receive an invitation to our Discord channel dedicated for the RP. While participation is not mandatory at all, it is recommended you at least check the place out: not only is it the fastest place to reach me, I will be making most of my announcements regarding the RP there as well as here. It is also a chill place to hang out and discuss the story, characters, or chat about anything at all.
10. Have fun! If you don't, please let me know by posting in OOC or sending me a message, and I'll see what I can do to fix the issue. If you have any ideas you want to share in private, feel free to do so as well.
Example Character Sheet
This is a character sheet of a GMPC I will be playing as part of the pilot squad. The sheet can also be used as reference if planning to submit your own.
Pilot Name: Elora Liu'un
Gender: Female
Pilot Type: Gifted Pilot Age: 18
Background Potentials: 1. Humanity's Potential: Ever since her encounter with the Cruxi, Elora has felt like she was different from her fellow peers. She kept having strange dreams, and sometimes experienced strange things. It was these phenomena that convinced the Galactic Federation's local representative to refer for the program: she had yet to grasp what she was truly capable of.
2. Supporter: Elora is a dedicated support unit for the squad, sworn to do her best at intelligence gathering and application of the Combat Analyzer System to benefit her allies.
3. Clairvoyance: Elora has sometimes seen strange visions. They started out as dreams, but eventually began to take place in the waking world as well. Usually they are muddied and make little sense...But the little glimpses she does get confuse her to no end. Why is she seeing these?
Perks: 1. Enhanced Uniform: Elora has a custom uniform she personally requested after she realized how loose the chest portion ended up on her. It seems Ritsu agreed, and took measures to ensure she got one that was as comfortable and useful as the nervous, self-conscious girl could have. It's still not great, but at least she got a new game out of it.
2. Memento: Elora has a heart-shaped locket with a picture of her parents inside. She sometimes opens it and looks at the picture to remind her of happier times..And a future she must fight for.
Personality: A shy and introverted girl, Elora has been shaken by the loss of her family back in her home planet of Verdigris, and has found it difficult not to burst into tears at the slightest provocation. Still, she has decided to do her best for the sake of her parents, and hopes to become stronger in the future...Unless the war destroys her spirit first.
Background: Elora's life growing up was fairly normal, if a bit lonely due to her introverted nature. But everything changed when the Cruxi arrived. The sky was filled with green fire, and hulking troopers marched through the streets, rounding people up and dragging them in chains back to their ships. It was only thanks to her father's sacrifice that she managed to escape, and his final words are something she won't ever forget. Now, after having been accepted into the Framewerk experimental pilot program, she hopes she can redeem herself for what she considered cowardice.
Notable Deaths or Missing People: Her family, consisting of her parents and younger brother, have disappeared. She hopes they are alive out there somewhere, and her memory of them keeps her going forward, no matter how hard it could be.
Additional information: Elora loves videogames, and tends to spend her free time playing games. Her favorite genres are RPGs and adventure games. They help distract from the war.
Framewerk name: Logic Diver
]
Weight Class: Light. Logic Diver is intended to support the other units by quickly reaching battle and beginning to scan for data. However, despite the use of the cloaking field there is still risk involved with the data gathering, so there is some better egg-shaped armor equipped in exchange for firepower.
Framewerk Type: Specialist. Logic Diver is a support unit dedicated to intelligence gathering and data analysis, and relaying useful information to the rest of the squad.
Primary Weapon System: Logic Diver is equipped with an Automatic Battle Rifle (ABR), that has a high rate of fire and low recoil for a kinetic weapon, making for an effective weapon to provide covering fire with. It is most useful against groups or low-armor enemies, but has poor performance against high-armor targets.
Secondary System: Combat Analyzer. Logic Diver's main mode of operation is collecting battlefield data which is achieved with the built-in quantum computer system. The Combat Analyzer's main use is in scanning enemy data for possible weak points or other noteworthy intelligence for the pilot to analyze and then relay to other pilots during a mission using the specialized antenna Logic Diver is also built with. While Logic Diver can collect data from a distance in a reasonable time, the process is accelerated with closer distance to the enemy, putting pressure on Elora to keep close during combat despite having poor offensive capability, putting her at risk of being found out. However, given the support of other Framewerks, the tactical advantage given by the collected data is sure to aid the entire squad.
Secondary System: Cloak Field. A generator for personal cloaking field that can render the Frame undetectable by all but the most advanced tracking systems. However, the system deactivates upon opening fire. Rather than ambushing enemies immediately, Elora uses the system to successfully collect and process data at closer proximity to the enemy. Of course, she can then launch a sneak attack once she has finished sharing intelligence.
Secondary System: Hyper Relay. The outlet for the processed data, Elora uses the automated data to send useful information to her squad, including topographical map data displayed at first as a two-dimensional radar until it develops into a three-dimensional hologram. She can also highlight predicted weapon trajectories to nearby allies, and even enemy weakpoints and other useful info given enough processed data.
NPC List
Gender: Female Age: 25 The commanding officer of the Framewerk squad. She is a strict, no-nonsense officer, but is reasonable and level-headed. Beneath her hard exterior, she sometimes shows compassion and empathy to her troops, but masks it as simply being part of protocol.
Gender: Male Age: 70 The cantankerous yet brilliant scientist who is responsible for the new generation of experimental Framewerks. He has been given unofficial reign over the Framewerk Project, and Fortress Ship Solaire by proxy. His capricious, erratic nature can be difficult to gauge as either genuine insanity or a mask to intimidate others. For some reason, he continues to wear an eyepatch despite having access to quality cybernetic replacements.
Gender: Male Age: 35 The higher link in the Galactic Federation's chain of command, Ritsu reports to Cain both about Lorenzo, the state of the Framewerk Project, and of course about the pilots who have been gathered. While a stern man, he seems genuinely interested in the pilots, and how they will fare on the battlefield.
Brittany looked around as Alex picked up a fallen branch from a nearby tree. “I mean, we don’t exactly have a giant alarm clock to drop on him-” she spoke, only to stop as Alex went to poke the giant, looking shocked. “Wait, what are you doing?!” But she was too late to stop him. Soon, the ground began to tremble, and then quake: the giant stirred from his sleep, and rose up to sit, the lifting of his upper body causing a slight updraft. The giant yawned, and scratched his cheek, followed by sniffing the air. Then, he looked down at Alexander and Brittany.
“Fee-fi-fo-fam, he spoke in a deep, resounding voice. I smell the blood of an American lad,” “Be he alive, or be he dead, I'll grind his bones, to make my bread.”
The giant grabbed Alex, and brought him up to eye level with him. Brittany jumped up and down while waving her arms. “S-Sir, I assure you, you do not want to grind his bones! They’ll give you a really nasty tummy ache!” The giant pondered. “But I want bonebread,” he bellowed. “I’m hungry.”
“WAAH! ”The Pea Princess screamed as she was lifted up by a tentacle, her eyes wide in surprise. Just as Mariette expected, she was shocked awake by the shadow-summoned spell in an instant. “I-Is that so?” She asked as Mariette explained her reasons for doing so. She was genuinely surprised by how she genuinely considered her demands, rashly as they were made at the time. As this realization hit her, and inspired by her words, she seemed to get more lively, if only a little bit. “As you wish, Princess Alice. I will do my best,” she answered. Afterwards, as Mariette opened a portal, she gave one last tired sigh before carrying a stack of scrolls she grabbed from a desk in the corner and walking through it.
Caroline stared back at Bob with a blank expression as she petted not only him but the other animals as well. An onlooker might have assumed she did so to assert dominance over the animal, or to mimic it in an attempt to avoid undue stress. However, Justine knew that it was simply how Caroline was; she had difficulties expressing her emotions, something she had learned after speaking with the Silverburg therapist whose sessions she had taken her to.
However, despite the oddness of the situation, it seemed the animals did not turn hostile, and Lily smiled, glad that in her eyes, the trio had accepted Caroline. The smile only grew when Magical Dream Princess came next to her, followed by Gaia and Connie. ”Of course!” Lily answered with glee, and offered the two other animals for them. ”Here you go~”, she said as she handed out the animals to MDP and Gaia. ”Sorry Connie, that’s all-” she was about to say, when Connie felt a soft finger poke her shoulder. Upon turning, she was met with Caroline offering the bunny up to Connie. “Fluffy bunny,” She simply said, her expression unchanging.
Nefer and Justine were conversing on a topic by themselves while Nefer added more runes to the Unscrambler, seemingly inspired by Alicia's comment, before Nefer finally took the earrings and blasted them with a raygun-looking tool. The earrings changed to glow in a mix of green and purple, and Justine smiled. ”Looks like combining the earrings with receivers for your device and my enchantment works.” Nefer smugly hummed as the two worked on upgrading the rest of the earrings.
.:⋮Watch In The Pocket⋮:.
Penny watched on as the two went on to upgrade the rest of the earrings, and MDP petted the animal. Though she didn’t mind listening to her adorable ramblings, she did appreciate the timing of the break as she saw Mariette arrive at the park out of a portal. ”Hello, Mariette,” she greeted her with a casual wave of her hand. ”You came at the perfect time. We've finished setting up enchantment warding measures,” she said, and sweeped her hand towards Nefer and Justine as they handed out the altered accessories to the rest of the park crew. She glanced towards Janet, and then looked back to Mariette. ”Let’s start the meeting then. Lily, I’m going with Mariette and Janet. Do you think you can handle this without us? We’ll catch up once we’re done.” Lily stood up with a lifted leg and fist raised into the sky. ”Leave it to me! Are you all ready!?” She gave out a rallying cry as she equipped the enchanted earring. ”LET’S GOO!”
Brittany crossed her arms, looking worried as Alex reviewed their options, which were quite limited. “Even if you did ask, I have an inkling the answer would have been just as cryptic, if not even more so,” she admitted. Then, she blinked as Alex made his suggestion. “Stupid’s better than nothing. What do you have in mind?” She held back a yelp as Alex turned her, followed by a slight gasp of realization at what her fellow prison escapist was planning. “Oh, I get it! When we’re back to back, we can cover each other! Nice thinking!” She giggled as Alex suggested she had a trinket to destroy the forest. “Sorry, no deforestation tools here. I do have this vial of Emulsified Dissidence we can use to make an escape if we really need to. But I’d rather save that for now.”
And so, with arms locked and a 360-degree vision between the both of them, Alex ventured forth, slowly but methodically with Brittany at his side, the both of them moving sideways. At first they struggled due to Alex taking larger steps than Brittany, but soon they figured out a stepping order that worked for the both of them, and began making steady progress. The woods were gloomy and ominous, with the sounds of numerous small critters both up in the branches and down in the undergrowth. An owl’s hooting could be heard in the distance, and the faint whistle of wind through a fallen, hollow log. The two felt how eyes from the dark corners of the woods stared at them, though neither saw any stalker approach them. Eventually, the two would hear a strange sound: like someone was slowly sawing through a tree. But Alex would realize it was the sound of distant snoring, and as they came closer and closer the sound grew louder and louder. Then, in the distant shade of the forest, they saw a gargantuan shape lying sideways, away from them: it was the giant the Duchess had mentioned. “Looks like the big fella’s asleep. Should we poke him or something to wake him?” Brittany asked.
.:⋮Beneath Such Dreamy Weather⋮:.
”I’m sure you would. Let’s have some tea together once this is all over, okay?” She suggested to MDP, and afterwards let MDP converse with the twins, partaking in her enthusiasm with a more relaxed but approving demeanor. Still, she masked her worry over the fact that Mariette had yet to respond to her message: despite her quirks, the Portal specialist was usually punctual in her messaging. However, she decided to embrace her newly awakened human nature, and trust in her.
Lily giggled, embarrassed as Ashley corrected her. She bit her tongue in a silly fashion and pretended to bonk herself. ”Whoops, my bad. I can be bad at remembering people’s faces. Must have been someone else at Boulderon then, haha,” she spoke, not having realized the knight had misnamed the village.
She was happy to see Connie like the animals, and scratched the one in her hands under the chin. ”They are, aren’t you? Yes you are,” she cooed as she scratched another of the critters behind their ear, letting the first one rest on her lap and the third on her head.
Justine slowly walked up to Lily and the others. Then, Caroline let go of Justine’s hand, and with careful steps, slowly approached Lily. There was a moment of tension between the two, with Justine looking like she was ready to intervene at an instant…before Lily offered one of the animals to Caroline. ”So, Caroline…Would you like to give him a pet?,” The blonde-haired girl blinked and stared at Lily and the animal, and then slowly reached a hand out to pet the animal. “So fluffy…” She mumbled, and Lily nodded. ”That’s right. They’re so cuddly and warm too, it’s the best,” As Caroline gave attention to the other animals, Justine couldn’t help but sigh in relief, managing the smallest smile. Lily then turned her attention to Justine. ”Yeah, we’re all here now, except Mariette I think. Penny’s been keeping tabs with her." The former vampire nodded, and glanced around at the others. ”I see that even the Ascendancy sent some support…Let’s hope it will be enough.”
Rachel nodded as Alicia confirmed the current plan, and made a quick note on her device. Then, after the question, she took out something from her pocket: it was a pair of earrings. “Yes. They’re only a prototype, but our R&D managed to develop these Earrings of Effervescent Light.” She gave the earrings to Alicia: they resembled the Beacon’s insignia of starlight. ”When worn, they boost one’s mental fortitude and defenses against mind-debilitating effects. However, these were only tested with holders of the ShineSpark, and might malfunction when used by non-Beacon members.” Justine then approached the two of them. Alicia could tell that Rachel resisted not to scowl at the gothic girl. ”May I take a look at those? I could try to add my own enchantment to them.” Rachel rolled her eyes, but then glanced at Paladin Seraph, and handed them over. ”Don’t break them…Sinner.”
”Former Sinner,” Justine sharply spoke back. ”And I will be careful. Thank you,” she spoke, though Alicia could tell with her Light magic that she wasn’t sincere with the gratitude. She then walked some distance away, and magic began to slightly glow from her hand as she concentrated.
“Ah-HA! I knew I forgot to install this part!” The group heard Nefer as she equipped a backpack-like device: it resembled a field radio, complete with various gizmos on the surface like buttons, dials, a display that showed green light, and an antenna that poked out from the top. “I managed to develop this Brain Unscrambler, or BU for short, in record time. Now anyone within about ten meters of me will be covered in a synapse shield from Wonderland’s head hexing.” The black golem nodded, and Nefer smiled back at him. “Ain’t I an ultra-genius? Though it is quite heavy, so I might need to piggyback on you, Akhenaten.” The black golem shook his head slowly, and Nefer blinked. “Hey, no fair! I did all the hard work coming up with this doodad!”
The Pea Princess lifted her index finger up to point at Mariette, about to continue her pathetic whining when she saw the tiny green pea the eyepatched girl presented to her. “W-what the fuck?” She leaned down to take a closer look at the pea. She touched her mattress, and pushed down on it, followed by blinking as the realization set in. “I can’t believe it…All this time, all because of a tiny. dumb pea.” She laid down on the bed, pulling the blanket over herself, and then sighed in relief. “Ohh, finally…I can sleep as much as I want…Thank you,” she afterwards spoke, her gentle words of gratitude mixed with social awkwardness, and closed her eyes. “Y-You can, um, forget what I said about the meeting. I don’t really need it, I was just…lashing out…”. She yawned, her voice growing quieter. “So…Keep it…Or…Don’t…Prin…cess…Alice….zzz…” Afterwards, Mariette heard how the Pea Princess had fallen to a deep slumber, only her soft snores and the cyclical rising and lowering of her blanket a sign she was still among the living.
Brittany gave an awkward smile at Alex’ sardonic statement, and shrugged her shoulders. “Hey, you’re not the only one who’s going to go through that: I also have to get these broken,” she spoke, showing the manacles from her sleeves. “Anyway, let’s go!” And so, the two made their escape, Alex’ notes guiding them through the corridors and halls of the Bastille until they successfully fled through the front entrance. Outside, Alex was met with the same kind of whimsical sight as from the window of his cell: Wonderland was a place of dreams and fairytales, where song was carried over the winds, and the gentle warmth of summer roiled through the grasslands and forests. A dirt road led from the Bastille to a bridge, beyond which a dark forest could be seen, as well as a signpost.
As the two approached the bridge, a green-brownish, brutish monster poked its head out from under the stone structure. It had two tusks jutting from its lower jaw, a large potato-shaped nose, and a hairy body, with a small tail tipped with a tuft of fur. “Sorry, the bridge is closed. No Troll Toll, no crossing today.” He placed a construction warning sign on the center of the bridge. Brittany balled her fists up, looking angry. “What do you mean it’s closed? Why can’t we cross?” The troll sat down on a rock near the foot of the bridge. “Union-mandated break. Sorry, can’t help you there.” He brought out a small metallic lunchbox painted red, and pulled out a sandwich from it. “Come back in a couple of hours.”
Brittany tapped her foot, looking miffed, but then had an idea: “Mister Troll, I understand that you are a hardworking member of this Union-” “Bridge Troll Union, yes,” the monster corrected as he chomped on his sandwich. “Yes, indeed. I am also a member of a worker’s union, more specifically the Outer Penrose Alliance. I understand the hardships of a blue-collar worker, having started as a lone entrepreneur with not a single Gold Coin to my name. In the spirit of camaraderie, how about I offer you a transaction of goods and services for your Troll Toll?” She brought out an item from her bag. “In exchange for letting us cross, I could give you this Skyline Detector: with this, you can detect flying or overhead objects up to a 100 meters! Very useful for when you want to take a quick break without worrying about any eyes in the sky.” The troll looked at the device, and shrugged. “Fine. But if anyone asks, we never made this deal.” He took the Detector, and Brittany grinned with a thumbs up. “Your fellow proletariat’s lips are sealed, my fine, furry friend.” She turned to Alex. “Alright, let’s check out that sign over there.” The sign next to the dirt road was simple, made of wood with black letters painted on the plank: Tulgey Wood. “So this is the entrance to the forest the white lady warned us about, huh?” She looked up at the tall trees: the branches and leaves were so thickly layered that only beams of light managed to penetrate the shade, casting the woods in a gloomy pallor. “So, any ideas on how to proceed? Should we crawl on our backs like in the Exorcist or something?” She asked Alex.
.:⋮All In The Golden Afternoon⋮:.
Penny warmly accepted MDP’s embrace, and afterwards waved to the Knight of Tomorrow. ”My name is Penny Asimov. Pleased to meet you,” she added, though she could tell the modern crusader of chivalry seemed awkward meeting with her, and so decided not to further attempt to continue conversing with her: Lily looked like she needed to distract herself, so she let her take this one. She then looked down towards her glittering girlfriend, holding back her laughter as the latter slowly realized the change in her, and finally relented with an affirmative nod. ”Remember how I mentioned having some problems? Well, I finally managed to fix them thanks to a certain new friend. I might introduce you to her later,” she followed up, playfully parting a lock of hair away from MDP’s face.
Alicia felt the familiar breeze of Beacon’s teleporters activating, and saw Inquisitor Rachel arrive, alongside other Ascendancy members like Tsuki and Hudie. She was still typing something to her personal device before putting it away. “I’ve finished preparations on our side, Paladin Seraph,” she informed her. “What is the situation here? Has the plan remained the same?” She asked after checking that the cloaking field was indeed activated. She then glanced at Nefer: the artificer rummaged through her various gadgets and gizmos, having lost her interest in Melisa after the fairy-like girl fluttered away towards the other girls. “I think it’s somewhere in here…” She mumbled.
Lily nodded, attempting to power through her own apparent nervousness by taking both Connie and Mia’s hands in hers, followed by a smile to MDP. When Miko asked about how they would proceed, the green-haired girl answered: ”We’ll go to Wonderland and strike at that egg factory we talked about! And we’ll also find the prison Alex is taken to, and free him too! We just gotta find it first! But no worries: I’m sure if we work together, we can overcome anything with our friendship!” A cliche line she had recounted from a random magical girl show, but one she took to heart. Her friends, the people who have come such a long way with her, truly meant the world to her. She just had trouble expressing it beyond cheesy quotes.
Afterwards, she let go, and turned her attention to the Knight of Tomorrow. “Ashley, is it? I’m Lily Lightning, but my friends call me Lily. You were at Bolorton helping evacuate the townsfolk, right?” She took the girl’s hand and lightly shook it. “Thank you so much! I can’t wait to see what cool moves you can do! You practically emanate the ‘badass new addition to the main group mid-season’ vibe, you know? Just like Elise in ‘Souls of Steel’ when she joined the squad. She started as a tsundere and kept her distance due to her tragic backstory, but soon began to warm up to the others and-” It seemed that if let to continue, Lily would keep blabbering about her nerdy interests were it not for the small animals that suddenly distracted her. “Ooh, you three! Didn’t I tell you to wait at home? I even poured you a nice big meal in your bowls! Oh, but you’re so cute I can’t stay mad at you…” She knelt down and let the suspiciously self-sufficient critters gather around and on top of her, as if she were a Disney princess come to life.
Soon, a familiar winged figure could be seen flying overhead, descending down towards the park. However, unlike the other times, she was not alone: her sister had also joined, her eyes staring at the group like a lost child.
”Apologies for my late arrival. Despite telling her she should stay in Silverburg, it seems Caroline is stubborn in her decision to join us," she informed the others.
“Big Sis…” the younger von Visceral muttered quietly, holding Justine’s hand. Justine sighed. ”Anyway, is this all of us?"
Penny sent a new message to Mariette while she and MDP poked each other’s cheeks. The park crew is assembling at a rapid rate. What is the situation on your end?
The Pea Princess seemed genuinely baffled by Mariette’s question. “What fucking trick? I’m already struggling keeping all this straight and holding the damn meeting, let alone scheming against what seems to be a lost fucking cause anyway. The Bitch Queen could try to bribe me with another hundred of these stupid fucking beds, but it doesn’t matter! None of them work! All of them are a literal pain in my back, and in my ass!” She visibly kicked the back of her leg against the bed. When she did, Mariette’s Awareness kicked in, and subtly nudged her towards something unusual about the way the mattresses moved from the impact. Based on the strange crease, there was a tiny, round object the size and shape of what most likely was a regular pea tucked in between the mattresses, at about head level from Mariette. The Pea Princess continued on her exhausted, miserable rant. “So if your paranoid ass keeps asking stupid fucking questions, I won’t hesitate to stop aiding this retarded rebellion and ensure you won’t get any-”
The Duchess smiled subtly at Alexander’s questions. “The Guardian is the protector of the Nexus,” she answered, and with a gentle sweep of her hand magically opened the book she held in her other hand, letting the pages fly from cover to cover, as if to emphasize the importance of her words. “You will find her in Penrose. That is all I know. But do not worry: I’m sure she will find you before you find her. Such is life for those chosen by fate.” When he next lifted his manacles up to show to her, she held a hand over her mouth to stifle a giggle. “Unfortunately, I cannot remove the Magic Muting Manacles of Mild Metal. Only the Queen holds the keys, and I lack the strength to break them. However, if you find the giant, I’m sure he could break them for you. He might break some bones while he’s at it, but you will get better with your own magic afterwards~. Just keep following the road that leads from the Bastille, and you will surely find him. But beware, for he has a temper about him.”
Finally, she turned her eyes towards Brittany, who had stood up and shuffled towards the bars of her cell after Alex pointed her out. “Oh, the little merchant girl? I suppose I might as well,” the Duchess stated, and with a whisk of her hand her cell door was opened as well. Brittany smiled, and hopped out of the cell with enthusiasm. “Thank you kindly, Miss Duchess! If you come by my shop, I’ll be sure to give you a discount!” The Duchess giggled. “Oh, I would love to. Now then, off you go, you two. Oh, and one last warning: when you enter Tulgey Wood, do not expose your back or let anyone see it~”. And with that the Duchess turned away, and walked off towards the salon, opposite the way from the spiral staircase that led down the Bastille. Brittany took hold of Alex’ shoulder. “Come on, let’s go find this giant.”
.:⋮At the Meadow, Under the Tree⋮:.
I’ll leave it to you then, Mariette. I’m with Lily at the park, but I detect Ronin, Miko, and others arriving with my sensors. Won’t be long before we’re ready to move out.
While Penny was still getting used to showing more expression, the others could already tell from her slight smile that the Queen of Penrose had begun shifting towards being more humane and presentable, having placed her hands on her hips instead of keeping them crossed or robotically at her sides like she had often done in the past. However, her posture slightly changed after she received the message from Janet. While she had gotten used to her transformations by now, the latest one had carried an aura about it like none other. Just from a glance, she could tell the self-proclaimed Guardian now equaled or even surpassed her in sheer combat potential. But underneath the bright sparkles, she could tell it was still the same girl she had known all along. Putting that aside, she addressed the new arrivals.
“Hello Alicia,” she greeted the Paladin Seraph back with a casual raise of her hand, followed by setting her sights on her girlfriend and her friends. However, one friend in particular raised an eyebrow at the Knight of Tomorrow. “We’ll be counting on you from now on then,” she simply stated, and walked over to place a hand around MDP’s shoulder, listening patiently as she recounted her experiences with Alicia. “You’ve been busy, huh?” She commented with a loving smile. “Speaking of, notice anything different?”
”...”
As Lily watched Penny and MDP share a lovey-dovey moment, she bit the corner of her lip: as much as she tried to focus, she couldn’t help but be reminded of Alex, and how much she missed him. Fortunately, a distraction soon arrived in the form of a familiar sound of a speeding car, followed by Nefer jumping out of it as Akhenaten speedily parked the car over in the next block. She seemed to be quite pumped up, with a couple of high-tech weapons slung over her shoulders and a manic grin on her face. “My oh my, so many cuties, all ready to rumble. I can barely contain myself~” She mused to herself, followed by throwing a cybernetic ball device of sorts, and bicycle kicking it.
The moment it reached the center of the park, the ball shattered into countless tiny pieces that began to float around the park, first forming tendrils of energy which then spread into a veil that coated the park. “Made a couple of tweaks to my little invention from last time. Now it only blocks Wonderland surveillance, and lasts three times longer, alongside other features. Ain’t I a genius?” Only the black golem clapped his hands once had arrived, to which the eccentric magical girl bowed in a grandiose manner. Lily nodded, trying to show her appreciation despite her lack of spirit. “You sure are. Thank you for the help, Nefer.” The strange magical girl flashed a smile to Lily, before she got distracted by Melisa. “Oh, ain’t you just the cutest cutie in all the world of cuties!” She gushed over the fairy-like girl. “I could just throw whipped cream on you and eat you up!” Lily rolled her eyes at the strange girl, and then walked over to Connie and Mia. “How are you doing? I’m a bit nervous myself, but I won’t let it stop me from going to Wonderland and rescuing Alex!”
Mariette ventured into Wonderland, to the Pea Princess' domain of farmland and endless fields of vegetables and produce. She lived in a small castle, its heraldry and banners decorated with various vegetables like peas, cabbages and so on. Having only detected regular guards wearing green, round helmets, and with no hidden spies or magical surveillance nearby, she entered the Pea Princess’ bedroom. It was a large chamber, with an incredibly tall ceiling. Once Mariette looked at the bed itself, she understood why: twenty mattresses and twenty featherbeds were piled into a tower that subtly wobbled from one direction to the other.
“What the fuck!?” Mariette heard the shrill, tired voice of a girl far above her, before she saw the sheets shift at the very top. No matter how badly the soft stack teetered, it never fell over, even as the Vassal Princess herself leaned over to look at Mariette in surprise. Her frilly pajamas, made of soft silk with gold embroidery, were disheveled, and her brown, regular-length hair was unkempt and frazzled. Her skin was pale and sickly, and her limbs trembled. But what most caught Mariette’s attention were her green, bloodshot eyes that stared as if they were looking past Mariette rather than at her, her head slightly dangling. Alongside her prominent eye bags, she looked completely exhausted.
“Who the fuck are-Oh, it’s you!” Her angry disposition seemed to slightly shift, and she visibly struggled to lift herself up to sit properly. “So you’re Alice, huh? The Queen’s darling daughter. How the fuck did you even get here? Ever heard of doors before? Knock on the door next time! I was trying to sleep, goddammit!” She rubbed her eyes for a moment, and then let out a mix of a sigh, yawn and a groan. “So you got my message. Look, I know how fucked the situation is in Wonderland. Some Vassals get it easy, like Sleeping Beauty, while others get screwed, not to mention the peasants, pigs, the sheep, and so many others. Sure, it would be great if I got to sleep all day.”
She then groaned again, and rubbed her temples with her fingers. “But I gotta see what the fuck is even the point in all this, or if it’s completely hopeless. I’m not going to do shit if it just results in the Queen punishing me for going against her. What can a stupid brat like you even do? How many Vassals are dumb enough to dare to stand against her? How many soldiers do they have? And how many of those bastards are going to whine and demand pea soup? I can’t just give pea soup to everyone, peas don't grow on fucking trees! Well, maybe they do, but you get my fucking point! Argh, I can’t think straight, fuck!” She ended her tirade by punching and tearing her pillow with enough force to cause feathers to burst out. Then, as she violently landed her head back on the pillow, the feathers were magically sucked back in, and the enchanted pillow mended itself.
In the aftermath of the meeting with the other Mahou of Penrose, and still coming to terms with Alex’ kidnapping, Lily decided she would need to prepare in every way she could think of, and that meant waking up early in the morning. As Lily headed back to her apartment after the meeting, she could feel the cold, suffocating emptiness of it within her. Each second seemed to stretch out to a minute, each minute into an hour, and each hour into time she couldn’t fathom. She knew, of course, that she wasn’t slowing down time with her own magic, or that the author of the story had taken an unfortunately long, half-year long hiatus in the guise of free time. No, the real reason was because of her guilt. Was it right to trust Justine’s word that Alex would be safe? Was it okay to not immediately pursue his kidnappers? What if the Queen of Hearts subjected him to torture or even executed him? Any rational adversary would keep their hostages unharmed, but their latest foe seemed far from rational. What could she really do? As the green-haired girl fell into uneasy rest in her bed, those thoughts plagued her mind.
Of course, Alex was not subjected to torture like Lily imagined. However, imprisoned in the Bastille of Etiquette, as he soon learned, he might have wished for such instead. For two days, Alex had to endure the bumbling teachings of a pompous bird-headed aristocrat buffoon with a rounded beak called the Dodo. Held in a majestic salon wing next to the prison cells resembling Victorian England in style and aesthetics, the insufferably stuffy bird had Alex dressed like a member of the English gentry, complete with a blue jacket, buckled shoes, frilly cravat and pantaloons, complete with a powdered wig, and then taught “good manners”, for example good posture, the proper angle of the pinky when holding a teacup, or the difference between addressing an Earl and Esquire, among other dull, seemingly endless lessons. For food, he was served normal enough fare like English muffins, crumpets and tea; however, the tea was first poured on the muffin plate and the muffins served in the tea cup before Dodo fortunately realized the correct order of serving.
The Duchess, Jam Tomorrow, made a visit each day in the afternoon. Though she claimed to the Dodo it was only as part of her duties as Minister of Internal Affairs, she slipped in useful hints to Alex in the form of letters of the Tower’s security and layout or even as thinly veiled questions and statements in her conversations with the Dodo, preparing Alex for the escape that she had promised him in exchange for him delivering her message. On the third day, as Dodo was about to retrieve Alex for yet another lesson, the Duchess interrupted him. “Sir Dodo, the Queen has decreed a summons requesting your presence at her court.” The Dodo blinked. “But Lady Duchess, the Queen had personally ordered me to-” “It is regarding the Caucus Race. I believe you were in charge of organizing it?” Jam immediately continued. “Or must I inform Her Majesty of your incompetence?”
The Dodo cawed like a bird. “Oh, she might have my head! I must hurry now! Guards, resume your duties!” And with that, the Dodo ran away, flapping his wing-like arms like a panicked chicken. Jam giggled as the Dodo passed from view, and with a gesture from her glowing finger, the guards disappeared: to Alex’s surprise, they were illusions created by the enigmatic lady. With another flick, she opened not only Alex’ cell door, but also the door at the end of the hallway that led to a spiral staircase heading down. “Now is your chance to escape as I have promised, Alexander Shields. I expect you to keep to your end of our agreement. Do you have any questions?”
Lily entered Penrose Park on the morrow of the third day like she had promised, having equipped the extra batteries she received as a Christmas present. Yellow lines dully glowed in the morning gloom from her thigh strap, showing that they were fully charged, and ready for use. At the time she didn’t think much of the gift, but now she was grateful she had received something that could help her overcome the adversities that she predicted would face her in Wonderland. She also wore a mundane green backpack with yellow highlights, nearly bursting at the seams with all kinds of items. As she waited for the others to arrive, she came to an ominous realization.
”Where’s Justine? She’s usually pretty punctual, especially at an important time like this. Did she go to Silverburg to visit her sister?”
She didn’t have time to think longer on the subject, as that was when Penny had arrived. With her bigger friend having landed from the sky, she put that thought aside for now, distracted by something she noticed.
”Hi, Penny. You seem…A bit different. Did something happen?”
.:⋮Machina Ex Deus⋮:.
The formerly inhuman android shrugged her shoulders, and sighed in an uncharacteristically subtle manner.
“Let’s just say I finally had something fixed that I should have done a long time ago.”
Lily nodded, not feeling the need to inquire further: while she was curious, she could tell that whatever happened to Penny, it was a positive change based on how much more expressive and lively the Queen of Penrose seemed to be, and now wasn’t the time to go into the details.
”Okay, that’s good to hear. Are you ready to go to Wonderland?”
“I have finished most preparations on my end. The rest I can manage on the fly.”
While the two were speaking, Penny was multitasking: she was sending and receiving various messages using her access to the wireless network. She had worked on trying to solve the mystery of the Grief Seeds, but despite her efforts, she was unable to make any real progress on them. So, she handed them over to Rose and Iris when they met up for a conversation and seemed curious about them. After all, she figured it didn’t hurt for them to have a look, experts as they are in areas she herself was unfamiliar with.
She also worked with Mariette, and organized various meetings with the various Vassal Princesses of Wonderland, or at the very least, those who seemed susceptible to Mariette’s offer of liberating them from the Queen’s tyranny. Penny was glad to help, as it was one way of undermining the Queen’s threat. While they started slow by speaking with each Vassal personally, word of mouth gradually started spreading among the more receptive Vassals as they started to not only agree to Mariette’s suggestions on liberty, but also see “Alice” herself as she was better known as a much better alternative monarch to the current despot. Finally, as she received the last response, she sent a message to Mariette:
Mariette, I received a reply from the Pea Princess. She said she would agree to our terms, but only if we hold a meeting together with all the Vassals we have contacted previously, us two included. She sounded especially adamant about holding the meeting immediately. Her approval would let us widen our net considerably over the Vassals, but this is bad timing as well. We could try to postpone the meeting, but she is pretty influential, and seems temperamental enough to destabilize the good relations we have built with the others so far if we ignore this request. I can clear out the conference room in my Bastion if you don’t have a place prepared.
Lily, in her distraught state, slumped down on a chair in the corner, holding her head in her hands as tears began drifting down her cheeks. ”Why…Why wasn’t I there for him? The one moment we’re not together…” However, as she heard Pentius-04 reassure her, if a bit awkwardly, Lily took a shaky breath, and wiped her tears with her forearm. She lifted her eyes to look up at her friends, like Connie and Mia, and she managed to smile a bit as they voiced their support to finding him. Alicia logically pointed out that Mariette was capable of finding him, and Lily agreed. ”Yeah, just like when I was kidnapped by Justy!” She then listened as Angel posed a question that caused the gears in the usually ditzy girl’s head to turn.
”Yeah, that must be-”
”No, that’s impossible." Justine spoke as she entered the apartment again, surprising Lily.
”Justy? Didn’t you go search for your Mistress with the others?”
”I was about to leave, yes, but I noticed you freak out at the park, Lily, and I know you need someone level-headed at a time like this to drag you back to reality."
”But what about-”
”I’ll be back to my search in a moment. But first, you need to calm down, Lily: who would actually benefit from capturing Alex? Not the Mint, based on how Chloe is here to curry our favor. This must be the Wonderland Queen’s doing."
Lily blinked. ”Well, then we can just have Mariette bring us to Wonderland to save-”
”And I’m telling you to calm down, Lily!" Justine shouted while holding Lily by the shoulders. As Lily was stunned into silence, Justine blushed, and let go.
”Sorry for that. Anyway, this is clearly a trap of some kind. Unlike the time when, ahem, I nabbed you, this time the Queen must know that Mariette is capable of Absolute Direction. So she must be using Alex to lure us into an ambush. Also, you’re forgetting something important, Lily: Alex didn’t rush in, he prepared for your rescue beforehand. He managed to help assemble a mighty warship, somehow managed to bestow it with invulnerability, and gathered a powerful group to assault my hidden lair. Now, we need to do as much, if not even more, preparation if we are to have a chance at rescuing him. You understand that, right Lily?"
Lily looked down at the floor, her hands gripping her knees as she gradually calmed down with deep breaths.
”Y-You’re right, Justy. I…I wasn't thinking. Alex usually keeps me grounded, hah…" She gave an awkward laugh. Justine could only shake her head with closed eyes and a knowing smirk.
”That’s fine.” She looked over to Chloe, and noticed how she was offering the contract for people to sign. ”Looks like she and Penny have arrived at a compromise.” Lily nodded, and took one last look at the contract before she signed her name on it, followed by Justine doing the same. Once Chloe left, Lily noticed how everyone was now looking at her. She stood up, and then glanced at Justine, who nodded reassuringly. She closed her eyes for a moment, before opening them again as she addressed the crowd.
”E-Everyone…" She put a hand to her chest, as she felt her heart beating. ”I know Wonderland must seem scary. They have lots of magic, lots of weapons, and lots of magical weapons. B-But we can’t let them march into Penrose just like that! We’re taking the fight to their turf! We’re going to destroy those eggs, and we’re going to rescue Alex and Brittany! But to do that, we all need to prepare in what ways we can, okay? Magic, weapons, information...We're going to need everything." She lifted a raised fist into the air. ”Let's do as much as we can in two days! Then…Let’s save Penrose!" She cheered with a jump. ”That is all for this meeting, but let’s stay in touch. If anyone still needs my contact information, please let me know!"
Alex successfully hid the scroll case he was given on his person before the Queen arrived. She was amused by his question. “Why, of course. What else would I give my darling daughter on her very first unbirthday party? And you will make for a perfect one, especially once we correct that horrendous posture of yours.” However, the Queen’s smile faded as she seemed to stare at him for a moment longer than was comfortable. “Hmm…You’re hiding something, aren’t you?” The Queen mused out loud, and snapped her fingers. “Search the cell and pat him down.” Alex saw how the Duchess behind her momentarily blinked, before she resumed her poker face as the guards got to work and entered Alex’ cell to thoroughly search it, one of them aiming a shotgun in his direction at all times as the other combed through the cell. “Lift your arms,” one of the guards ordered him, and he was patted down his sides: however, they failed to notice the contraband tucked in his underwear. “He’s clean, Your Majesty,” the guards afterwards reported after exiting and closing the cell. Fortunately, the Queen seemed to let it go this time, her eyes once again lingering uncomfortably long on Alex’s gaze. “Very well then. Duchess, come with me,” she spoke as she brusquely walked away. “The time has come to talk of many things! Of shoes and ships and sealing wards! Of potatoes and princesses! Why the sea is boiling hot, and whether pigs have wings!” “Of course, Your Majesty,” the Duchess answered as she turned to follow, but not before giving a wink at Alex. Once the strange retinue left, Brittany breathed a sigh of relief in the next cell. “Phew, that was close. I was afraid we were going to lose our heads there.”
Lily giggled at Pentius-04’s words. ”That’s fine, if Kannis wants me to wait even more I’ll do it. Oh, and Kannis was, um, Doctor Nykannis, Queen of the Mad…something something…I forgot. Well, I think Kannis is a cuter name for her anyway~” She kept listening to the meeting with an absentminded look. She looked surprised by Ronin’s foul language, and gave a her a sad look, as if Ronin broke her image of being a wholesome little samurai girl by cussing like a sailor, though she didn’t voice such sentiments.
Justine nodded as Kayli brought up her ability to counter Wonderland’s enchanting effect. ”That’s good to hear. Maybe we could combine our magic and develop a method to duplicate or spread that effect to all groups. From my experience, I can tell that when different magical girls combine spells, the results are usually much more powerful than the sum of their parts." She giggled a bit awkwardly at that, having remembered how such results were often aimed at her in particular. But eh, that was in the past. And now she wasn’t too proud to combine forces with others.
Suddenly, the peace of the meeting was shattered, and Lily was startled by Binky’s freakout, followed by Penny’s sudden cursing and revelation. ”Huh? Brittany was abducted?” Though she didn’t really understand most of the Cradle-related issues, she did remember the cute little shopkeeper, and was worried. ”Me and Alex haven’t seen her…” Her mind went back to the park, and the girl that Alexander went to meet. As she realized how unusually late Alex was with returning from there, a dark speck of unease began building up in her. ”Yeah, that’s fine. I-I’ll just quickly go grab Alex outside and catch him up to speed.” She then left the Interdimensional Home. Justine, however, landed back on the floor with a shaken expression upon hearing the news through her magicoms, and followed after the other Cradle agents. ”Mistress Maura…What happened?" She quietly spoke as she left through the door as well.
As if tagging in, Lily promptly returned back to the meeting, looking pale with her entire body shaking. ”ALEX HAS DISAPPEARED!” She screamed.
Alex could hear Brittany sigh in relief as she heard Alex respond back to her. However, she soon turned silent as the footsteps in the distance became louder.
“Well now, I believe in impossible things for half an hour every day, but this is something else.”
Beyond his prison cell, Alex could see a regal if strange girl holding a book. She smiled and opened her book with one hand, quickly checking the contents. “Let’s see what the Lilliputians have reported…Brittany Todd, merchant affiliated with Penrose Sanctuary. I see, I see. Nothing special.” Then she looked over at Alex with an uncanny smile. “But you are the more interesting one, Alexander Shields.” She quickly glanced at the passage she came from, and then nodded. “Yes…You might be just what I have waited for.” She pulled out a thin scroll case made from white wood. “Let’s play a little game. The Queen of Hearts will arrive at any moment now.” She handed the scroll case to him through the bars. “If you can keep this scroll case concealed from her and her guards, I will give you a chance to escape. But in return, you must deliver it to the Guardian. When you do, tell her that I can read the words of one letter.”
Before Alex could speak or ask questions, a booming voice could be heard: “Duchess, where are the prisoners!?” The Duchess turned, and gave one last glance back at Alex. “Good luck, Prince Charming,” she whispered, and stepped aside as the Queen of Hearts herself appeared, escorted by spade soldiers.
“So these are the prisoners captured from Penrose?” She asked the Duchess, and she nodded. “That’s right. Is he to your standards, your Majesty?” The Duchess asked, and the Queen furrowed her eyebrows, and then gave a deranged smile. “Hmm…Yes, he is acceptable. He will make for an excellent unbirthday present for my dear Alice.”
Al sighed heavily as Chloe asked confirmation on the conditions, and tapped his fingers on the desk. “Chloe, look…If this were any other broad, I would have crumpled and thrown this paper straight to the basket. Any other broker would have called it quits now, but not me! I picked this up and kept the business rolling. You know how? You gotta see the big picture. Whatever this Queen wants is peanuts compared to the cash we’re raking in from-”
At that moment, the vintage phone on his desk rang, and he held a quick hand to silence the two as he picked it up. “Al here…Yes…Yes…Wukong-WHAT!” His eyes widened, and his expression turned into a snarl. “Dammit, so she did set it up as a smokescreen after all…I’m coming in there. You better prepare all the intel beforehand, or I’ll start chopping fingers!” He slammed the phone down, and stood up from his desk. “Change of plans, Chloe,” he said as he conjured a suitcase and frantically dragged stuff from the office with shadowy hands into it. As he did, Warren noticed that he dropped a golden scroll to the floor that he didn’t pick up. “I gotta go take care of something. Might be gone for a while. You’re running Penrose for now.” He shut the suitcase, and tipped his hat to the two of them. “For now, work on a compromise, but make sure that our deal with Covington goes through, and that Covington Tower survives the invasion. Get the gacha hustle running. But most importantly, keep the lights on while I’m gone. Goodbye.” And with that, he melted into the shadows, and disappeared.
Lily was curious about MDP’s mention of Nykannis, and the bad experience that Ronin had having met the mad scientist. Something bugged her about it, until she remembered. ”But weren’t those cyborg girls that suddenly appeared and helped us at Bolorton Nykannis’ friends?” She pointed to Penmtius-04. ”She can’t be a bad person if she wants to help! At least, not like what you think, Ronin. It might have been a misunderstanding.”
The moment Connie opened the entrance to her Interdimensional Home, everyone in the meeting walked inside. However, Lily turned upon seeing Justine return. ”So how did it go? Where’s Alex?” She asked, and Justine responded by shrugging her shoulders with lifted arms and a shaking head. ”Alex wanted to stay and chat with the merchant. She’s harmless." As she passed by, she nudged Lily’s shoulder, but she stayed still. ”What are you waiting for, Lily? The meeting’s going to continue." Lily bit her lip, and noticed as Sonia had teleported back in; she followed the others at a brisk pace through the portal. ”B-But…Alex…” She looked on into the distance, slightly extending her hand forward, before she retreated. It was embarrassing, but she had become dependent on her reliable and cool boyfriend always being there with her. It had become second nature for her to turn and laugh whenever she felt happy, or hold his hand whenever she felt nervous or anxious without even thinking. She truly loved him in those silly ways.
But now it was Justine who took her hand. ”It’s fine, you two lovebirds can be separated for a minute," she said in an exasperated tone. ”Besides, maybe he wants to be alone right now…" She added with an understanding smile. Lily blinked back, looking confused. ”Uhh…Well, if you’re sure, Justy. If it’s just for a moment…” She stopped resisting, and let Justine drag her through the portal to Connie’s place. It’s not like anything bad will happen the moment we’re separated, right?
While Lily remembered having seen the apartment before during the Christmas Party, her eyes widened upon seeing all the cute plushies that filled the floors and walls of Connie’s magical apartment, having forgotten how many there were. It was like a girl’s dream come true. But then, Lily gasped as portals with hands appeared, and grabbed the plushies rapidly, until they ended up in one mountain of stuffed toys, with Mariette poking out the top of it. Lily squeed at the sight, and hugged the person next to her. ”Ahh, it’s so cute! Alex, I want plushies too-!" She realized too late that it was not Alex, but Pentius-04 that she was hugging. She giggled awkwardly, and let go. ”Oh, whoops! It’s just, I thought Alex was there…" She turned red in the face, and instead turned to Connie, who offered catering for the meeting. ”I-If it's not too much trouble, maybe some pepperoni pizza? A-And some popcorn, hamburgers, and kebab, and ice cream, maybe some soft drinks. But only if you can!" From out of nowhere, Lily’s desired edibles appeared in her hands, causing her to gasp in surprise. ”Thank you, Connie!" She spoke in the midst of biting on a burger.
“I would like some beer,” Nefer asked with a cheeky smile, and sat with a crossed leg on the nearest sofa as a glass appeared on her hand, with Akhenaten sitting next to her with such force that it nearly caused the other sitters to launch into the ceiling.
Satisfied with the food she received, Lily settled in and listened as Penny disclosed valuable information. When Penny looked into her eyes, Lily noticed that her phone activated, and gasped upon looking at the document that she received on it. Her finger shook as she used it to scroll through the contents. She didn’t understand most of the technical details behind the information, but she stopped when she got to the personnel files. Various names and titles were presented, alongside profile pictures:
Name: Marquis Harry Lagomar. Title: Minister of External Affairs. Code Name: March Hare.
Name: Doctor Mathias Hatwington. Title: Minister of Research and Development. Code Name: Mad Hatter.
Name: Viscountess Absolem Blue Title: Minister of Mysteries Code Name: Caterpillar
Name: Countess Gilda Lionheart Title: Minister of Defence Code Name: Gryphon
Name: Duchess Jam Tomorrow Title: Minister of Internal Affairs Code Name: White Queen
And finally, Lily’s eyes happened upon the root of the evil looming over them:
Name: Iracebeth of Crims. Title: Most High, Mighty and Illustrious; Red Queen of Justice; Knightess of the Most Noble Order of the Heart; Knightess of the Most Ancient and Most Noble Order of the Storyslayer; Member of the Order of Accomplishment; Knightess Grand Circle of the Royal Wonderlandian Order upon whom had been conferred the Royal Wonderlandian Chain; Grand Mistress and Knightess Grand Circle of the Most Excellent Order of Wonderland; Honourable Head of Council; Lady High Admiral of the Wonderland Navy; Admiral of the Royal Fleet; Field Marshal in the Royal Army; Marshal of the Royal Air Force; Defender of the Faith-Freed; Sovereign of the Most Noble Order of Alice Seekers; Goddess Ever-Queen of Wonderland. Code Name: Queen of Hearts.
Lily’s eyes began spinning upon reading the full title of the Queen. How could one be so pompous and full of themselves? It even made Justine look humble, and SHE was a big braggart back in the day. Lily continued listening as Mariette and the others proposed a pre-emptive strike against Wonderland in the form of sabotaging their Conjuration Eggs, and she raised a hand in agreement. ”Hear, hear! We’ve gone on journeys to other worlds before, we can do it again!”
Lily continued eating silently as Nykannis made an appearance again: this time she seemed more abrasive than before. Did something happen, Lily wondered. Nonetheless, she was happy to hear that the mad scientist was willing to help with the Penrose protection plan, though she did wonder what her unnamed price was. Well, she figured that since MDP trusts her, she should too. She giggled when Ronin called her a tsundere, and pat Ronin’s head.
”You need to be patient with tsunderes, you know. They need to accept their feelings before they open up and accept friendship. But don’t you worry, Kannis! I’ll wait for you as long as it takes for us to be friends.” She said to Pentius-04, knowing that she will receive the message.
Justine was the next one to speak. ”Anyway, I’m also voting for a direct assault: it beats waiting around and hoping for the best. But do we have a way to protect ourselves from the mind-bending effects of Wonderland that Mariette mentioned?" She asked while sitting on a bookshelf away from the crowded floor of the apartment. She looked at the eyepatched girl covered in plushies with concern. ”Even if it’s slow-acting, there is a risk we may succumb to the Queen’s influence if we linger too long in that plane. I have experience in mind-controlling magic, so I could develop preventative measures, but that would take time. Also, if there’s multiple supposed locations for the eggs, should we try to split up for each location?"
“It’s got some nice range, so you wouldn’t have to be that close to use it,” the street vendor answered Alex. “It refills batteries it charges, and itself takes in sunlight to charge itself. It’s better than mundane-made external batteries, I assure you.” Once the two of them were alone, she looked around nervously, and then took a step closer to Alex, before she whispered in her ear: “Is it really you, Alex?” She asked, and then managed a nervous smile. “It’s me, Brittany. Sorry for the disguise. Ever since a couple days ago, I’ve had this feeling like I’m being watched. Now, when you’re in this business long enough, you develop a nose for danger. So, I’ve taken to selling my wares in disguise.” As Alex listened, he watched as snowflakes kept floating down from the sky. Some were quite pretty, and some were less so. But there was one snowflake which seemed odd, and it floated down from…Was it behind Brittany’s basket? And it looked odd for a snowflake… “Uhh, Alex?” Brittany called out to Alex. “You’re still going to buy the Lightning Stone, right? Or would you like something else? I got other stones too.” She reached her hand into the basket, and as it swung, another snowflake dropped. Now Alex saw that it didn’t come from behind the basket, but underneath it. As he watched the snowflake drop, he saw that there were legs and arms attached to it…
“Ahh!” Brittany let out a pained voice just as she lit a match, and Alex’ eyes jumped up to see one of the snowflakes on her neck, stinging her with what looked like a tiny syringe. Now Alex realized what was so strange about the snowflakes: they were actually very tiny people wearing snowflake costumes! However, that revelation came too late, as Alex now felt a sting in his own neck too: one of the tiny snowflake people had got to him too. Alex felt his whole body turn heavier as exhaustion suddenly overtook him: his mind felt like it was stuffed full of cotton, and his eyelids weighed like lead. Just as Brittany had fallen down, so did Alex, both of them lying face to face on the cold, snowy ground of the park. “A-Alex…” Brittany only managed a faint smile as she held onto the match for as long as she could, before it fell out of her fingers, extinguishing itself in the snow. As she did, Alex’ eyes finally closed, and he fell into a deep sleep.
Alex didn’t know how much time had passed or where he ended up once he woke up. However, what he did know was the feeling of lethargy, a side-effect of the sedative. He saw that he was in a prison cell in what looked like a dungeon, gray rectangular stones making up the construction of his surroundings. There was a barred window: looking out from it, Alex saw that he was in a different world. It was daytime in a fairytale-like world of wonder, with a smiling sun, and singing clouds and trees, and merry people down below, dancing and singing as they went on with their lives. It was quite a contrast to the gloomy prison he was currently in. Based on his location, he seemed to be somewhere high like in a tower, or something similar.
The moment Alex attempted to use magic, he noticed something glowing near his hands, and looked down to see manacles made of white stone, with blue runic engravings running around them. They prevented him from transforming, or from using his magic. “Alex? Are you there?” He heard Brittany’s voice from the prison cell right next to his, and saw her hand wave out past the bars: she also had the magic-nullifying manacle on her wrist. “Looks like we got ourselves in quite a pickle, huh?” She attempted to joke, but in truth she was shivering from fear. “Just my luck, huh…” She then blinked. “I hear footsteps…Someone’s coming here.”
Warren saw how Al gave her a toothy smile in response to both her enthusiasm and Chloe’s agreement to onboard the agent. “That’s the kind of go-getter attitude we love to see. I can see a bright future for you two here, mark my words.” He threw a smartphone to Warren. “Burner phone for calls: get in touch if you need help. But it’s enchanted to combust if compromised, so keep that in mind.”
Afterwards, Al was less happy as Chloe gave out a report on the conditions her proposed deal would have. Al occasionally grunted as he listened and typed out something on an old-fashioned typewriter, printing the words to a golden paper. He grimaced when Chloe showed the final conditions laid by Penny. “Of course she would ask that…” As Al wrote, he shook his head at Chloe’s suggestion. “Would make a selling headliner, but that ain’t the scoop, kid. You see, the little birds have told me that one of Wonderland’s officers disappeared on the day they muscled in on the farmers outside Penrose. Then came some rumors from Sanctuary, and that’s when the full picture formed: it turned out that Penny was at the scene, and carpet-rolled her. Probably squeezed her of all the talk she’s worth before sending her to sleep with the fishes.”
Finally, he stopped writing, and looked at the contract. “I can make this work. Truth be told, the deal went better than I expected. We got to pick the location, after all, and I bought some land to set up a new entertainment center. Real nice, with all that gacha nonsense the kids are crazy about these days. All it takes for those dopes is some pretty faces, and they’ll sink coins like nothing. Plus, with that shipment having gotten out as scheduled...We could go with a live streaming idol unit too…push merch… ” He mumbled as he nodded to himself. “Well done, Chloe.” Al added a signature to the paper before the typewriter shot it out, and floated down to Chloe’s hand. “This is now ready. Once you get that signed, there’s a glass of brandy waiting for you,” he added with a chuckle.