CTRL

This is NOW COMPLETE and ready for regging.

---+[Subplot Overview]+---

An anonymous e-mail arrives in Anti's inbox. The contents of the message claim that it was sent by a "Glyph" who works within the NetMafia, who allegedly has a "token of appreciation" to deliver to Raiden for his help in the destruction of the hospital that he was unfortunately involved in. Although Anti wants no part in it, Raiden is too curious to see what he's earned to resist meeting Glyph at the allotted point—a very busy area of the ACDC network.

Once there, Raiden spots a Navi who is probably Glyph and follows her. She leads him to a hyperlink in a disused back corner of the network and steps through. Raiden, naturally, follows. The hyperlink leads to Glyph's homepage, where Raiden is ambushed by Glyph and her cohort, Fiasco. Raiden engages the two Navis, who reveal themselves to be bounty hunters seeking the massive price on Raiden's head. During the battle, Glyph and Fiasco drop hints about the "other CTRLs" and how much they will win for deleting them.

Raiden defeats Glyph and Fiasco. Anti calls the NetPolice, who pick up the two bounty hunters' data signals, and arrest the pair of Navis along with their Operators. Raiden begs Anti to take him to the site of the old Netopian National Defense Comission (NNDC), where he says that he came from before Anti's father gave Raiden to his daughter. Anti wants a more complete answer than this, but Raiden says that he'll explain once he gets there. Grudgingly, Anti hops a plane to Netopia.

Raiden says that the CTRLs were a group of "infotech weapons" developed by the NNDC, which is a defensive branch of the Netopian government, to destroy powerful viruses and evil Navis. However, there was a terrible accident on the NNDC server where the CTRLs were kept, and Anti's father was barely able to evacuate Raiden before he was deleted. (The exact nature of the 'accident' is something that Raiden always steers the conversation away from.) Raiden had thought that the other CTRLs had been deleted in the 'accident', but after hearing Glyph and Fiasco refer to them as if they were still living, Raiden wants to go back to Netopia to see for himself.

Anti finds her way to the Real World headquarters of the NNDC. The government branch was dismantled after the 'accident', which almost completely destroyed their main servers, and was never re-established. Anti breaks into the building through the old parcel delivery port and jacks Raiden into the central server.

The NNDC server is badly mangled, but it is still whole enough to support three stasis cages containing the other three CTRLs—Fujin, Thought, and Memory. Raiden releases them from the stasis cages and re-animates them. At first the other CTRLs don't recognize him, but soon figure out that it's Raiden. Fujin correctly guesses that Raiden was compressed down to the dimensions of a normal Navi by Anti's father after he was taken from the NNDC server.

Fujin, Thought and Memory make for one of the few working hyperlinks leading out of the NNDC server. They ask Raiden to come with them. Anti orders him to jack out, but Raiden reluctantly chooses the other CTRLs over her. Raiden, Thought and Memory all follow the hyperlink into the Internet proper. Fujin stays behind to talk to Anti.

He has figured out that Anti is the daughter of the scientist that stole Raiden from the NNDC network. For some reason, Fujin seems to harbour a deep hatred toward Anti's father, and sets off the security system to deal with Anti. He follows the hyperlink out of the NNDC network as well. Anti narrowly escapes the NNDC headquarters' security system with her life.

Raiden, Fujin, Thought and Memory all head to the NetSquare, so that Raiden can show the other CTRLs what the Internet proper is like. As they hang out in the NetSquare, Raiden tells the others his story, from when he was taken from the NNDC server to the present.

The CTRLs tell Raiden how it was Anti's father who secretly inserted a sleeper virus into Fujin's, Thought's and Memory's programming. He waited until the end of the CTRLs' alpha stage to detonate it, and when it went off, the virus drove them over the edge of insanity. The virus had caused Fujin, Thought and Memory to gang up and fight Raiden; this was the 'accident' that nearly crashed the entire network. For some reason, Anti's father had not planted the virus in Raiden's coding, and arrived just in time to export him to a jump drive before the other CTRLs deleted him outright. He only left Raiden on the NNDC network long enough to weaken the other CTRLs while defending himself, afterward leaving Fujin, Thought and Memory to be finished off by the NNDC Navis.

This, however, had not gone entirely as planned; the CTRLs overwhelmed the scientists' Navis, and the NNDC was forced to confine the CTRLs to the stasis cages that Raiden released them from. Fujin, Thought and Memory's built-in antivirus software eventually eradicated the virus over time, allowing them to return to their normal states. By this time, it was too late; the NNDC had folded, and the network had been abandoned. All the CTRLs could do was wait until someone came along and released them from the stasis cages.

This story immediately turns Raiden's sympathies against Anti's father, but not Anti herself. He tries to tell Fujin, Thought and Memory about how Anti helped him in his treks across the Internet, but the other CTRLs are positive that Anti is just as bad as her father.

Meanwhile, Anti charges into the NetPolice headquarters and demands to Operate Glyph and Fiasco in order to get Raiden back. At first the NetPolice refuse, but Anti's father suddenly turns up and explains the finer points of the CTRL dilemma to one of the high-ranking officers. The NetPolice grudgingly allow Anti to Operate Glyph and Fiasco. The two bounty hunters are irritated at having to run errands for some girl, but when the high-ranking officer tells them that they may not be deleted if they comply, they suddenly become all too willing to help out.

Anti jacks Glyph and Fiasco into the NetSquare, where Raiden and the CTRLs were last sighted. They're still there, and none of them are happy to see the two bounty hunter Navis, who Raiden says tried to delete him earlier on. Anti tries to tell him that she wants Raiden back, but he won't listen. The CTRLs attack Glyph and Fiasco, who fight back, but are quickly overwhelmed in battle and convincingly deleted. Anti, defeated, gives up on Raiden and goes home.

After the fight, Raiden thinks hard about what had happened. He can hardly believe that Anti wanted him back badly enough to go into battle with two Navis that she had no prior experience with, and had personally opposed her in the past. While the other CTRLs aren't looking, he sneaks away and heads back to the link that leads to Anti's homepage. He reappears in her PET, much to Anti's surprise. Raiden explains that he has a personal bond with his Operator, and that he'll try to talk the other CTRLs into the accepting it whether they want to or not.

The next time Raiden jacks in, he meets Thought in SciLab. He tries to talk to her, but Thought fires an attack at him and takes off to warn Fujin and Memory. Raiden, desperate to try and talk to the CTRLs, follows. Thought eventually stops and engages Raiden in a full battle. Raiden has no choice but to defend himself and fight back. Thought is fighting to kill, and she says that she and the other CTRLs have agreed that Raiden isn't one of them anymore. Raiden has no choice but to fight Thought and delete her.

Raiden can't understand why Fujin, Thought and Memory would excommunicate him so suddenly; they had never showed him any animosity of their own free will. Anti puts two and two together and realizes that the sleeper virus must have activated again, driving the CTRLs insane. There is nothing that Raiden can do other than to try and stop them before they cause serious damage to the Internet.

Raiden's next encounter with the CTRLs, not long after the deletion of Thought, is at the Yoka hotspring, where Fujin and Memory are wondering aloud where Thought has gotten to. Raiden keeps out of sight as Fujin leaves to go look for the missing CTRL. Once he is gone, Memory realizes that Raiden is there, and engages him in battle. Raiden manages to delete Memory. He hurries off to chase down Fujin.

Raiden tails Fujin to Netopia, where they get into a fight. During the battle, Fujin delivers a crippling chest wound to Raiden, partially destroying the subroutines that keep him in his compressed state. After a long battle, Raiden eventually deletes Fujin.

Anti jacks Raiden out. NNDC trucks are speeding up the street, toward her house. Her father tells her that the NNDC has figured out where Raiden disappeared to, and who is responsible for it. He advises her to find somewhere to hide Raiden, because if they were to find him, he has no idea what kinds of horrors would befall him at the hands of the NNDC. Anti hides her PET underneath a loose patio stone in her backyard just before the NNDC busts in. Anti and her father are arrested, and the last time they are ever seen by anyone is when they are led into the party van.
---+[Subplot Comprehensive]+---

    [li]An e-mail from Glyph (using the ??? account) arrives in Anti's inbox, telling Raiden to go to ACDC.
    [li]In ACDC, Glyph leads Raiden to her homepage. He is attacked by Glyph and Fiasco.
    [li]Anti goes to Netopia to visit the site of the old NNDC. She breaks in and jacks Raiden into the main server.
    [li]On the NNDC server, Raiden releases the three imprisoned CTRLs. He disappears into the Internet with them. Fujin activates the facility's security system, and Anti barely escapes alive.
    [li]Anti goes to the NetPolice. She talks them into allowing her to use Glyph and Fiasco to get Raiden back.
    [li]Raiden and the CTRLs hang out in Internet City, catching up. Glyph and Fiasco, as operated by Anti, fight the CTRLs. (DNR and Gungnir may be involved in the battle, if everything lines up correctly.) Fiasco and Glyph are deleted.
    [li]After the battle, Raiden leaves the other CTRLs to return to Anti.
    [li]On Raiden's next two Battle 5s, he encounters Thought and Memory (in that order). He fights them to the death.
    [li]On Raiden's next jack-in after defeating Memory, he encounters Fujin as his battle 1. They fight.
    [li]Anti learns that the remnants of the NNDC have discovered her location and are coming to take Raiden back. She gives her PET and chips to the first person she meets on the street — Virgil — and is subsequently arrested and taken away by the NNDC.
  • Virgil gives the PET and chips to the next person to move into Anti's old house — Mackenzie Westall.
+--Statistical Information--+

Name: Fujin.EXE
HP: 800
Gender: Male
Type: Normal
Subtype: Wind

+--Basic Information--+

Appearance: Fujin stands at five and a half feet. He has the narrow, thin body of a quick mover. His white hair rambles down to his shoulders. A smoked glass visor covers his eyes, completely hiding them. He wears a warm grey skinsuit. He is armoured sparingly; streamlined, bullet-shaped vambraces of deep green, well-polished armour originate at his wrists and taper away past his elbows. They have an attachment that covers the backs of his hands and fingers as well. His greaves resemble the vambraces, starting at his ankles and coming to a point above his knees.

A narrow, green, ellipsoid cape is fastened at the top of his spine with a large silver rivet. His wings are comprised of enlongated, orange, oval "feathers" that radiate outwards from set points on his shoulderblades. When not in use, the wings are "folded"--all of the feathers cluster close together and point downward.

Personality: Fujin seems to be a rather laid-back individual at most times. He is the first to calm his friends down if even a little bit of their doubt or nervousness shows. It seems as though he can talk his way into and out of anything. Once his mind is made up, he usually won't change it. He is rather collected when angry, and he faces even the direst situations with a level head. However, when in battle, Fujin is almost an entirely different Navi. His is calcuating and vicious in a fight, and when his anger grows large enough to show through his placid exterior, it is explosive.

+--Battle Information--+

Custom Weapon: Air collects into a six-foot spear of wind. Fujin directs it through the air with subtle gestures. It is invisible until it sinks into you.

Attacks:

Melee standard: Fujin's air-spear breaks down into a high-velocity tornado that encircles Fujin's fist. He punches the enemy with it, allowing the powerful wind to rip pieces off of the enemy's body. 12 damage.
Ranged standard: The shaft of the wind-spear balances just above Fujin's palm, and he hurls it at the enemy. It travels so quickly that the screech of something flirting with the sound barrier is audible. 12 damage.
Melee charged: Fujin splits the wind-spear into two, and jams them one at a time at the enemy. 48 damage.
Ranged charged: Fujin takes off into the air, with the wind swirling around him at his command. At a simple gesture, spikes of hardened air rain down on the enemy from above. 48 damage.

Navicust: Attack +1 x2, Rapid +1, Charge +1, HP +500, HP +200, Undershirt.

Battlechips: NONE.

+--Signature Attacks--+

CTRL: Shift
Fujin directs the winds to grab hold of an enemy. The air lifts the victim into the air and slams him or her down with such force that the enemy is driven straight through the panels and into the darkness of the abyss below. Fujin flies through the gap and into the abyss just after the victim. While in the abyss, Fujin's ability to fly and control the air works strongly to his advantage. He is able to move with far more grace and agility than the victim, who is too busy falling into the depths of the endless abyss to fight up to their full capability. At the end of the effect, Fujin flies back up through the gap in the floor to return to the normal world again. The victim is glitched by the abyss as it teleports him or her back up to the battlefield again.

  • The effect lasts for one turn. Enemy dodge down by one rank. Enemy is stunned for two actions. Random bug to enemy at end of effect. Fujin regenerates 5 HP / action for the turn.
Howling Gale
Fujin summons a huge tornado of dust and debris around the enemy that strips away many types of defences.

  • One enemy is hit by a northwind effect, and then takes 40 Normal damage.
Wrecker of Ships
Fujin spins his wind-spear at high speed, creating a massive blast of air, much like a wind tunnel. It rips across the network toward the enemy, knocking them back several yards.

  • One enemy takes 40 Normal damage, and is hit by a knockback effect.
Tempest God
This Signature Attack is one of the special "Storm" series that is common between all three of the CTRLs. It should only be used when the storm is being summoned.

Before this Signature Attack can be used, Thought must have used her Storm attack to create water, and Memory must have used her Storm attack to evaporate that water. Fujin uses his wind powers to shape the water vapour into a massive hurricane cloud that revolves slowly and ominously.

  • This attack adds +80 damage to the next Elec attack that is used by any one of Fujin's allies. On the next turn, it also adds +80 to the first Elec attack used. After the second boosted Elec attack, the effect no longer applies.
The Devil-Winds: Summer
Fujin summons a burning summer wind to strike the foe.

  • One enemy takes 40 Fire damage.
The Devil-Winds: Winter
Fujin summons a freezing winter wind to strike the foe.

  • One enemy takes 40 Aqua damage.
The Devil-Winds: Spring
Fujin summons a brisk spring wind to strike the foe.

  • One enemy takes 40 Elec damage.
The Devil-Winds: Autumn
Fujin summons a slashing autumn wind to strike the foe.

  • One enemy takes 40 Wood damage.
+--Statistical Information--+

Name: Thought.EXE
HP: 700
Gender: Female
Type: Aqua
Subtype: Cursor

+--Basic Information--+

Appearance: Thought is a carefully crafted female Navi, created in the slim and long-legged image that is so popular with Real World women. Her shining blond hair, which curls outward at the ends, is armpit-length in the front and shoulder-length in the back. The bangs have been dyed a stark black. A white blindfold is tied over her eyes, completely obscuring them. Three black-feather earrings hang from the Navi emblem over each ear.

Her bodysuit is a deep, lustreless black. Thought wears a truly absurd number of bangles that rattle with every movement she makes. There are so many bracelets and trinkets on her person that her lower arms are almost totally obscured by their bulk. In truth, Thought has a lot of precious metal on her. Her belt is made of beautifully woven silver, and a fine golden chain around her neck is studded with diamonds. Her sleek, fingerless gauntlets and stylish high-heeled boots are made of the same silvery metal.

Thought's main piece of defensive attire is a sea-green plate of body armour that, for the most part, covers the front of her upper torso. She also wears big metal plates on her shoulders; however, these are studded with deadly-looking spikes.

A soft blue, pleated skirt hangs from Thought's belt. It is short in the front and long in the back, and is cut into a swallowtail shape. Black feathers dangle from the bottom of the skirt at regular intervals.

Personality: Thought is quiet, reserved, and the most compassionate of the CTRLs. She only adds her two cents if they're worth voicing. When she does talk, her voice is soft, eloquent and sounds sophisticated. Thought speaks slowly, as she is trying to figure out the best word to apply to the situation. She spends a lot of time thinking and brooding, often over strategy and reflection on what's already happened. Despite that, she laughs a lot. Anger is something that seems completely foreign to her.

+--Battle Information--+

Custom Weapon: Thought's lower right arm transforms into a massive silver-and-sea green railgun. Black wings are painted on the sides, unfurling from the muzzle and spreading almost to the back of the rifle.

Attacks: Melee standard: Thought's railgun produces a massive shard of ice that can't even fit through the muzzle. The result is a sharp, frozen spike sticking out of the end of the arm-mounted gun. Thought uses this to slash at the enemy. 24 damage.
Ranged standard: Thought takes aim and fires a frozen rail from her arm-mounted gun. 24 damage.
Melee charged: The muzzle of Thought's railgun begins to glow with icy energy. She gets in close, preferrably somehwere behind her target, and fires a massive glacial fragment at the enemy. 32 damage.
Ranged charged: Thought takes aim at a the floor and fires a frozen rail into it. This creates a chain reaction of icy shards that stab upwards from underneath the ground. This wave of piercing icicles rushes across the field toward the enemy. 32 damage.

Navicust: Attack +1 x2, Rapid +1 x4, Charge +1 x2, HP + 500.

Battlechips: None.

+--Signature Attacks--+

CTRL: Sight
Thought's aiming systems have the ability to perform a rudimentary lock-on to an enemy. Because of this, her accuracy is much better than normal.

  • One enemy's dodge is lowered by one rank for one turn.
Tundra Wall
A fine, cold mist sprays from the muzzle of Thought's railgun. It hardens almost immediately upon contact with the air, forming a crude but effective wall of ice.

  • Creates a 4-hit barrier made of ice, and a medium amount of ice panels centred on that barrier. The ice barrier deals 10 Aqua damage of falling chunks per hit on it to the attacker until the barrier is destroyed.
Right Hand of the King
Thought's right hand -- the one that does not transform into the railgun -- glows with rejuvinating energy. It heals on contact with herself or an ally.

  • Heals 150 HP to either Thought or an ally.
River Prophet (Storm)
This Signature Attack is one of the special "Storm" series that is common between all three of the CTRLs. It should only be used when the storm is being summoned.

Thought begins the storm process by shooting a fine mist of water from her railgun. However, the Sig chill effect does not take place until she wishes it to. The chill is manifested in a heavy rain that falls upon the Navi to have their Sig chilled.

  • 2-CD chill to one Signature Attack possessed by Thought or an ally.
Target Lock

  • Thought's next three attacks gain the homing trait.
Frostline
Thought fires a massive, frosted rail at one enemy. It typically embeds itself in some limb, and sends ice creeping along the rest of the victim's body.

  • One enemy is frozen for their next two actions.
Name: Memory.EXE
HP: 900
Gender: Female
Type: Fire
Subtype: Break

Appearance: Memory stands at five feet ten inches. She is fully armoured in a suit of scarlet splint mail, complete with large rivets holding the plates to a backing of nondescript leather. Tall neckguards rise up on either side of her head, leaving the back of her head and her face clear. Her deep blue hair is cut short enough to fit within the dimensions of the neckguard. Hobnails are hammered into the bottoms of her boots, making her clop loudly when she walks. Where her eyes should be are simply masses of scars. Over top of her armour, Memory wears a long black robe with an open front. It just reaches her ankles. Crows in gold thread swoop downward along the sleeves. There are gold hooks on the front of the robe at the throat, waist and knees, but only the top one is ever fastened. Memory's arms are not in the sleeves; rather, the robe hangs like an oversized cloak around her.

Personality: Memory serves as a counterpoint to the other CTRLs. She is brash, obnoxious, and extremely rude. She will only think about anything if the other CTRLs order her to, and even then, she'll only commit the base amount of brainpower necessary before she heads off to inflict as much damage as possible. Memory is convinced that talk doesn't solve anything; therefore, she skips right over it and heads straight for the fighting.

Attacks:
Melee standard: Memory strikes an enemy with one of her punching chainsaws, with the power off. 4 damage.
Ranged standard: With the chainsaws' power off, Memory detaches one of the chains and sends it slashing toward one enemy like a whip. 4 damage.
Melee charged: Memory powers up her punching chainsaws and strikes an enemy with one. 48 damage. Ranged charged: Memory powers up her punching chainsaws. She detaches one of the chains and sends it slashing toward one enemy like a whip. 48 damage.

Navicust: HP +500, HP +400, Attack +1, Charge +1 x2

Custom Weapon: A pair of hand-mounted chainsaws. They are part of Memory's gauntlets, jutting out of the backs of her hands in the style of punching daggers. Rather than sharp edges, though, a chain rings the edges of the weapons, making them potent ripping weapons.

Battlechips: None.

Signature Attacks:

CTRL: Strike (Passive)
Memory is able to tap into the power reserves of the Internet itself to fuel her attacks.

  • Adds knockback and impact to one attack per turn. (If multihit attack, then only the first hit is imbued with the effects.)
Heatstroke
Memory's punching chainsaws ignite in flame. Their rotating motion sends flecks of magma flying in all directions. Memory's next attack imparts of the power of a wildfire and badly burns the victim.

  • Memory attacks one enemy for 60 Fire damage. For the next turn, the enemy loses 5 HP per action.
Left Hand of the King
Memory's left hand glows with a sickly aura. She grabs hold of an enemy, and the nauseating light sucks the life from the victim's body.

  • Lifedrain. Enemy takes 50 Normal damage, and Memory recovers 50 HP.
Desert Prophet (Storm)
This Signature Attack is one of the special "Storm" series that is common between all three of the CTRLs. It should only be used when the storm is being summoned, or when Memory is in dire straits.

Before this Signature Attack can be used, Thought must have used her Storm attack to create water. Memory calls up a blazing desert wind, and uses it to evaportate the water into vapour.

  • Three enemies each take 30 Fire damage for 2 turns.
Crow's Wing
A burst of raven feathers explode around Memory. As they float through the air, their darkness washes out of them and into Memory, turning her into a shadowy apparition.

  • Shadow state for 2 turns.
Messenger
Massive crow's wings unfurl from Memory's back, and she kicks off into the air. Almost immediately, she vanishes, and reappears (now sans wings) behind an enemy. From there, Memory proceeds to ram her punching chainsaws into the enemy's back.

  • Teleport effect, then 50 Fire damage.
Name: Glyph.EXE
HP: 350
Gender: Female
Type: Normal
Subtype: None

Appearance: Glyph is a very tall, straight-postured Navi. For a computer program, she is exceptionally good-looking. Her face is slim and free of any kind of blemish, her eyes are thin and dark, and her smile is flawless. Her long, softly-falling black hair extends all the way down her back. Glyph wears nothing by ways of armour. Instead, she is encircled with long, loose sheets of white paper like a mummy's wrappings. The paper hangs in a suggestive manner, bunched just closely enough to obscure the less decent bits.

Custom Weapon: "L'Histoire." A huge, tightly-rolled scroll that is as tall as Glyph. It is made of a number of different panels, each of which is transcribed with a single rune. Glyph typically carries L'Histoire on her shoulder. She never appears to have any trouble managing the scroll's considerable weight.

Personality: Glyph is a natural opportunist. She is confident, superior, and convinced that she is the absolute best. Glyph never shirks in the face of danger, no matter how dire things seem. She employs deception as a common tactic, and doesn't mind securing victory via underhanded means. If she ever feels any fear or anxiety, she is fantastic at hiding it. She picks at the faults of others, even her teammates, and comes off as a very difficult person to work with.

Attacks:
Melee standard: Glyph smacks an enemy on the head with L'Histoire.
Ranged standard: Glyph half-unrolls L'Histoire and swings one end of the scroll into an enemy.
Melee charged: Glyph opens L'Histoire and wraps it quickly around an enemy, bombarding them with the power of the scroll's sigils.
Ranged charged: Glpyh opens L'Histoire to a sigil. This rune spits forth a powerful blast of white energy.

Navicust: Attack +1, Rapid +1 x2, Charge +1, HP +200, HP + 50, Shield.

Battlechips: None.

Signature Attacks:

Sigil of Poison
Glyph unrolls L'Histoire to a purple sigil, which glows with an inner light. The air around the sigil seems to darken and waver sickeningly, and a beam of this afflicted atmosphere shoots out from the scroll, engulfing the victim.

  • Creates a small amount of poison panels, centred on on enemy. Also poisons that enemy. The victim take 5 damage per action. This effect last for 3 turns. 2CD.
Sigil of Stone
Glyph unrolls L'Histoire to a brown sigil, which glows with an inner light. Either Glyph or an ally becomes sheathed in a skin of rough-cut rock.

  • Glyph or one ally gains the Hardbody attribute for 2 turns. 2CD.
Sigil of Light
Glyph unrolls L'Histoire to a white sigil, which glows with an inner light. A burst of radiance explodes directly in front of the victim's eyes.

  • During the first turn, one enemy is blinded. On the second turn, the same enemy suffers from a one-rank reduction in accuracy. 3CD.
Sigil of Sleet
Glyph unrolls L'Histoire to a blue sigil, which glows with an inner light. A cyclone of snow and ice pellets roar out from the sigil and engulf the victim.

  • One enemy is frozen for 2 actions. 3CD.
Sigil of Truth
Glyph unrolls L'Histoire to a green sigil, which glows with an inner light. An shining aura expands around the victim, and eats through any enhancements they may have like acid.

  • Annuls all of one enemy's positive status effects. 2CD.
Sigil of Steel
Glyph unrolls L'Histoire to a grey sigil, which glows with an inner light. The imprint of the sigil expands until it is twice Glyph's size, and then solidifies into a wall of steel that floats in front of her or an ally.

  • Creates an 100 HP barrier around self or 1 ally. 3CD.
Sigil of Hatred
Glyph unrolls L'Histoire to a red sigil, which glows with an inner light. The attack Glyph chooses to enhance with this attack's effect gains the sigil on its surface, glowing a dangerous red.

  • Adds impact, break and homing to own or ally's next attack. 2 CD.
Sigil of Prophecy
Glyph unrolls L'Histoire to a pink sigil, which glows with an inner light. The sigil appears on the ground below the target, and its light spreads outward to convert the panels.

  • Creates a small amount of holy panels, centred on self. 1 CD.
Sigil of Emergency
Glyph unrolls L'Histoire to a black sigil, which glows with an inner light. The sigil imprints itself in black on the forehead of the target.

  • Affects either self or ally. Heals 50 HP, accuracy goes up one rank for 1 turn, this turn's attacks are imbued with 8 extra damage. 3CD.
Sigil of Transcription
Glyph unrolls L'Histoire to an orange sigil, which glows with an inner light. A massive barrier made of orange light, shaped like the sigil, appears in front of the attack to be absorbed, and spits out the converted energy again.

  • Copies 1 incoming attack and reflects it upon the enemy. The highest-damage attack that can be reflected is 70 damage. 2CD.
Name: Fiasco.EXE
HP: 300
Gender: Male
Type: Normal
Subtype: Sword

Appearance: Fiasco stands at a modest five foot eight, and has a quick, sleek build. He wears a black skinsuit that reflects no light. Large white spots are visible on the shoulders of the skinsuit, as well as on the sides of the pelvis. His lengthy black hair is tied loosely back. Despite the white sweatband around his forehead, his hair partially falls over his dark eyes. His only armour is a set of oversized bracers on his lower arms and legs, made of white metal, with a number of chains dangling in loops from holes in the bracers' surfaces. Despite the huge vambraces and greaves, he walks as though they weigh nothing.

Navi Emblem: A black spiral on a white field.

Personality: Fiasco is a constant worrier. He is always in the grips of paranoia over something or other. He stutters when he is nervous -- which is almost all of the time. Rather than taking his time, Fiasco prefers to complete jobs quickly and inobstrusively. He is very jumpy and easily frightened, and is very cautious in everything he does. Despite that, he would never leave Glyph to fend for herself, and regards her as a very close friend.

Custom Weapon: On command, Fiasco's four bracers fall apart. It is revealed that the bracers are composed of a number of blades, connected directly to Fiasco's lower arms and legs by chains. Fiasco fights with these by swinging his arms and legs around almost randomly, and letting the blades fly about madly. The blades' chains can grow or shorten at will.

Attacks:
Melee standard: Fiasco swings one arm toward the enemy. The blades chained to his arm follow, slashing at the enemy in a storm of metal.
Melee charged: Fiasco clasps his hands together and swings both of his arms towards the enemy, engulfing them in a storm of blades.
Ranged standard: The chains coming out of one arm lengthen enough to reach the foe, and Fiasco sends the blades flying toward the enemy.
Ranged charged: The chains coming out of both arms lengthen enough to reach the foe, and Fiasco sends the blades flying toward the enemy.

Navicust: Attack +1 x3, Rapid +1 x2, HP +200.

Battlechips: None.

Signature attacks:

Edge Spore
One of Fiasco's blades is coated with a powdery yellow substance. He deploys this poisoned blade along with the rest on his arm (or leg, depending where the poisoned blade is located). When it strikes the enemy, it infects them with the blade's poison.

  • 30 Normal damage. The enemy suffers from confusion for 1 turn afterward.
Storm Wheel
Fiasco leaps into the air, spins, and brings all of his blades crashing down on the enemy at the same time. Because of the force of the blow, several of the blades become lodged in the enemy, making it tougher for them to escape subsequent strikes.

  • 40 Normal damage. Afterward, Fiasco's accuracy goes up by one rank.
Cleaver
Fiasco deals a massive vertical strike.

  • 50 Normal damage.
Chain Tangle
Fiasco essentially body-slams an enemy and slings his blades around them. In an instant, the enemy is wrapped up in the many chains that sprout from Fiasco's arm's and legs. Fiasco himself stays at a moderate distance and holds the enemy in place for further attacks, and slowly squeezes the life out of them with the ever-tightening chains.

    [li]Holds an enemy. This is broken if Fiasco is damaged. The hold lasts a maximum of two rounds.
  • Each round, the victim loses 5 damage per action.
Sword Armour
Fiasco's chained swords swing up around him like a protective field, knocking away attacks.

  • Provides Fiasco with a 4-hit barrier.
Swing Reave
Fiasco strikes the enemy with a swing of his blades that is so mighty, the victim is sent reeling by the force of the blow.

  • 40 Normal damage. Victim suffers from 2-action stun.
THIS SUBPLOT IS NOW COMPLETE AND READY TO GO.

Quote ()

English_Ninja: Personally, I'd rather moderate my entire subplot.
Shurlord: What if you do it like this...
Shurlord: A moderator tells what attacks hit and which don't. He also tells what attacks the enemy uses. YOU RP it all.
English_Ninja: That's partially what I was planning.
English_Ninja: The way I was going to swing it was I would write all of the conversation and banter and whatnot myself.
Shurlord: Yeah.
HRMMMMMMMMMMM.

HRMMMMMMMM-RRRRM.

HRRM-HRM-HRM, HRM-HRM-HRM.

-Twi
Say what?
Subplot approved.

Hrrrrrrm.

-Twi
Requesting a minor change. Check it out:

"On Raiden's next two Battle 5s, he encounters Thought and Memory (in that order). He fights them to the death."

I'll never be able to reach two consecutive battle fives without going insane, so I'd like to change it so that Raiden encounters Thought and Memory on his battle ones.
OBJECTION!

THIS CHANGE IS PERFECTLY ADEQUATE AND APPROVED!

...Wait, that's not an objection...