In Her Element

Despite efforts to unnerve and fluster the small support Program, Terra's reassurance was all Carbide needed to stand her ground for now, and with the curing of the glitch that had set her fingers shaking, the uncomfortable slime sensation also began to rapidly fade away.

While the twins recovered from the solid blow Terra had managed to strike, the terrain-sensitive duo were quick to strengthen and restore some of their defences in the moment they had. Still glowering at Terra, Pronus slid and drifted about the space, turning his head only slightly as he passed behind his sister and murmured something in her ear. She smiled and shivered as his hands stroked down her back and caressed the lengths of her arms when she held them out to him, and the silvery, partially concave shield fan that he had summoned before covered her left arm now instead, then faded from sight. She giggled and pecked him on the cheek as they moved past each other again, though both kept their eyes on Terra through the exchange.

Terra held her silence under the gazes, readying her own strategy without giving any tells while her adversaries circled around them slowly, apart from one another with the mass of electronic parts sliding and shifting between them. The darkening of the male's mood seemed to have dropped some of the flirtation from the atmosphere, and even though Fortuna had started to smile again and was swaying her curves in a vaguely seductive manner, there was no question that the fight had grown more serious for both parties. She leaned in towards Terra, tacitly lifting her hands to cup her breasts and squeeze them softly, an action that made her shudder and gasp for a second before her eyes focused.

"Someone needs to stop you playing with toys you can't handle. The fun toys are for real women..." As she hissed the words softly, the gynoid's eyes flashed and sparked, and Terra felt... something tickle the back of her senses, though it didn't seem to have any actual effect on her. The other woman released her chest, letting he smile turn into a broader, more seductive one, and reached out a hand as though she hoped to embrace Terra, but before she could, the elementalist decided to see how much the twins liked it when the floor was all lava. Not very much, as it turned out.

The two flew back suddenly as the molten terrain spread over the floor and out into the open area beyond, pressing themselves to opposite walls and snarling for a second or two before they both recovered their composure. Pronus, now off to Terra's left made a secondary, aloof sound, though for all of his derisive tone, he seemed to be trying to keep as much of himself as he could out of the liquid rock.

"Yes, of course, that. Well. We'll deal with that in time if necessary. For now, I think you deserve some tit for tat, Terra, dear, and maybe it will convince you to play nice." As he spoke, his eyes looked to the area around Terra's own feet, and there was a flash of disappointment as he realised she'd managed to restore her own protection from the heat before transforming the ground. Once again, with a sudden burst of movement from both of them, the assassins arced about Terra and Carbide in a rapid rush, but though carbide was ready to protect her navi from harm, the little girl might be shocked to find that both twins were focusing the entirety of their fire power on her directly, and ignoring Terra herself.

The attacks came out as a literal barrage of small shots, pouring from each of the twins' outstretched hands as electrical bolts. None of them were particularly strong, but there were so many of them, and the pair seemed to have the valiant support program well and truly locked into their sights. Even if she tried to keep count, Carbide would be hard pressed to track the number of little sparks that hammered against her defences from all sides. Her shield gave out first, black obsidian crumbling under the repeat blows, and the hardened casing underneath was rapidly chipped away as well before the spray of sparks ended. Carbide herself was left to weather a number of the darts, and though each individual one barely did her any real harm, the pain began to mount as at least nine of them made it through all the way to her skin.

Terra, perhaps not expecting the pair to go so fiercely for her support, after their threats a moment before, had been busy reforming some of her own protections while this happened, but she would be able to see, at least, that the nest of mechanical materials burned and smoked as it slid over the lava — Terra's ability in that regard was one the pair seemed to lack.

Despite this, though, they both seemed to shrug off the burning, in favour of ending their blistering rapid assault with a pair of stronger bursts, these ones laced through again with the crackles of red and blue as they found their mark on the battered SP. Still sanding, Carbide felt more corruption working its way through her body; in particular, her feed began to feel sluggish and heavy and movement grew increasingly difficult for her. The other string of damaging code didn't seem to have any effect on Carbide herself, but it was certainly there, worming about inside her.

In the brief pause that followed, before Pronus and Fortuna could re-unite again, Terra took aim and prepared to fire an empowered, damaging magma shot at the taunting woman. As she did, though, A pair of small laser-point probes popped up from different parts of the churning mass of parts, firing two slim bolts of multi-hued electricity into both Carbide and Terra. Carbide staggered from the bolt, but remained on her feet as the rush of further scrambled code made her head swim. More than that, though, there was a feeling of affinity. It was different than the previous time; a different sort of glitch, though similar. As it spread through her body, Carbide would be aware of the sense that water was good for her, and not just in the normal way; it was really good for her. The lightest splashes might even heal her beaten and hurting injuries, perhaps. Her skin started to turn vaguely translucent and any places where bare flesh was showing through, she began to look like she was filled with water instead, complete with tiny aquatic bubbles drifting upwards in various places.

Terra was less fortunate as the second bolt struck her. Her best efforts to duck out of the way of the sudden blindside amounted to naught, but even so, the shot itself barely scratched her defences. More worrying was the sudden feeling of antsy haste that rapidly suffused her body and made her want to tap her feet and run on the spot, eager to be moving and running, somewhere, anywhere, it didn't matter, she just had to move! A subtler aspect of the corrupting sent an odd certainty filtering through her mind. As she found herself needing to run around and move, the pressing idea entered her mind that the need would stop if she took off all her undergarments. Of course, more rational aspects of Terra's mind would probably recognise the thought as nonsense, but the odd, disembodied certainty that doing so would help, refused to go away.

Despite this new malady, Terra still managed to steady her aim and fire her cannon directly towards Fortuna, but the other woman just grinned, her smile curling up as she ducked slightly and blew Terra a kiss. As she did, her other hand reached up and she spun around. the cannon shot curved with her hand, looped around her body and, like a sling-shot, rocketed back towards not her, but Carbide. The blast, empowered far beyond the small girl's ability to handle, crashed into her chest and threw her roughly backwards to the ground, where smoke rose from her scorched body.

"Thank you dear!" Fortuna practically purred at Terra. It would be understandable if Terra was incensed by the teasing, but if she was paying careful attention with her eyes, or if anyone else was for that matter, she might be able to notice the small glowing mark on the back of Fortuna's left wrist; whatever she had done to turn the shot like that, she still had the defence Pronus had passed her, so it wasn't that. More likely it seemed like she had once again hijacked the chip data from Terra directly. She turned a casual glance down to Carbide's form, still stable and holding on, if only barely, then back towards Terra.

"Don't worry dear, we don't want to kill her, or you... We want to eat you both! You'll be ever so delicious. Hmm..." Her eyes returned to Carbide, then up to her brother, who had watched the exchange with a smirk. "I think we should let her keep that one for now, don't you, brother dear?"

"Yes, my dear, indeed. Give the poor thing a chance to recover now. I do so love it when you're merciful!" There was an unmissable tone of warm desire in his words as the pair regrouped towards the back of the side passage now, embracing as the mass of parts swirled up more tightly around them and scattered flecks of lava about the walls. Fortuna turned her gaze away from Terra and Carbide both for a moment, to lace her fingers behind her partner's neck and rub herself against him. As she did, though, her hands moved and her fingers rose up, before raking down to dig in and rend open the metallic flesh on his back, where Terra's earlier attack had struck through. Pronus groaned, his eyes closing briefly while she delved in the wound, then sighed when she withdrew and smoothed it over with her fingers, leaving fresh, undamaged skin behind.

He was panting as they drew apart looking into her eyes as he lifted one hand, palm towards her. Then pressed it against her middle, low down below the nest of machinery. A brief, bright blast of electricity followed and her body spasmed, falling back in his supporting arm while her head rolled and she gasped. He withdrew the hand shaking it off, but then leaned in to bite her neck while it was exposed, seeming to draw something from her as he did. The pair seemed at least partially distracted by whatever they were doing to one another, but if Terra or Scarlet were keeping a read on them, they would see that the overdone foreplay was also a cover for the twins repairing each other on the fly... At least one part of which looked honestly like an attack.

Fortuna's head lolled across to focus eyes on Terra again, and they sparked brighter. She felt a small jolt hit her, sapping her strength as the woman spoke, looking at her, but clearly directing the words to her twin.

"Hahh... Let's finish this quickly and eat, my love... I just can't wait much longer!" Terra might find herself caught between difficult choices; it looked like a careful battle of attrition against the twins would be hard to win, at the rate they could repair themselves... but equally, a more aggressive assault seemed to risk the dangers of their ability to counter other navigator's efforts and return them. Carbide was in a bad way, too, and the twins looked as though they had decided that her defences were a problem to be dealt with... though Fortuna had implied being unwilling to simply send her back to her PET... if that statement could be trusted.


-=Pronus-Fortuna, Assassin Twins=-
Pronus-Fortuna: 385Hp [Back of the cul-de-sac][Lava][Glitch: Cover-Fire (1 Turn)][Just a Little Closer][Glitch: Hyper-Sensitivity][Floating Point: 2][Strengthen: 50][???]

-=Returned Battlers=-
Terra.Exe: 170Hp [Middle of cul-de-sac][10Hp Planar Barrier: (Fire)][20Hp Sturdy Planar Casing: (Fire)][Glitch: Piercing Eyes (1 Turn)][Lingering Gaze][Glitch: Ants in the Pants (3 Turns)][Debuff: -30][Lava]

Carbide.SP: 1Hp[By Terra][Glitch: Charge Limiter (2 Turns)(Passive Carrier)][Glitch: Lead-Foot][Glitch: Ocean-Drinker][Glitch: Power Swell (1 Turn)][Lava]

-=Dark tunnels=-
50% Lava [The cul-de-sac, and some of the open area beyond]
30% Soil [Most of ground beyond the cul-de-sac]
15% Moss [Evenly mixed with the earthy ground]
5% Metal [Scattered single panels in the open area]

Moss: Acts in all ways like Grass terrain, but does not amplify fire damage (though it is still consumed in the same manner)

Area is an array of columns made of stone and hard earth, supporting a large, gradually sloping area. Terra and Carbide are close to one more solid wall, with a properly formed tunnel leading off it, into a well lit area beyond, out of sight.

-=Know Effects=-
[???]: Target may have unknown attributes or effects that can be discerned through experimentation, or by actions taken to deliberately observe/scan or otherwise learn.

- Twins exhibit aspects of both Glitch and Variable subtypes.
- Appear capable of both stealing their opponents' chip data directly, and also turning attacks back on their enemies.
- Seem to generally attack in tandem, favouring Pincer attacks.
- Seem to be able to convert electrical energy into repair power at a greatly reduced conversion.

- Targets have separate bodies and could, in theory, be damaged independently, despite appearing to share a single Hp value.
- Targets appear to have full knowledge and sensory sharing with each other at all times.
- Targets can move apart from one another, but will always remain at least partially connected by the mass of technological cast-offs that swarm about their lower portions.
- Targets seem to be more anatomically correct than is strictly necessary for androids/gynoids. This likely has no combat relevance.
- Targets were interested in learning a lot about Terra, Carbide, and how they fight - and seem to be satisfied that they have done so.
- Targets can be presumed to be very intelligent, and may try to deliberately mislead and misdirect.

The Glitches
Charge Limiter (Negative Glitch): The victim cannot charge their buster at all, and cannot use any signature abilities or chips that require buster charges. This also blocks signatures with the Charge Burner nerf. This Glitch has no effect on victims who do not possess a normal Buster. Lasts two turns, or until removed with Status Cure, Glitch Eater or other similar effect.

Lead-Foot (Negative Glitch): The victim's movements grow heavy; they cannot dodge or move effectively and dodges confer only the evasion bonus of a feint. Feints, in turn, confer only the evasion bonus of movement, and the victim cannot use the full Movement action at all. Lasts until combat ends, or removed with Status Cure, Glitch Eater or other similar effect.

Ocean-Drinker (Positive Glitch): The victim gains the Aqua-Eater effect, absorbing any aqua damage dealt to them and gaining 50% of the Final damage as healing. Their actual element does not change, so they may still take damage from other seemingly aqua sources, such as being submerged if their element is not Aqua already. Lasts until combat ends, or removed with Status Cure, Glitch Eater or other similar effect.

Ants in the Pants (Negative Glitch): The victim feels compelled to keep moving and running around, unable to keep their feet still. They must spend at least one action each turn using a Movement, and travelling as far as they can with it. This Glitch will not force a victim to flee from a battle, and they retain full control of where, when and how they move. The victim is also struck with the unshakable belief that removing all of their undergarments will placate the urge to move and run; this may or may not be true. Lasts three turns, or until removed with Status Cure, Glitch Eater or other similar effect.

Jelly Shakes (Negative glitch): The victim's fingers (or other appendages) feel like they've turned to quivering jelly. For every turn after the first that they hold a piece of wielded gear, there is a chance they will drop it, losing the item. Lasts until combat ends, or removed with Status Cure, Glitch Eater or other similar effect.

Viscous Film (Cosmetic Effect): The victim's skin looks and feels like it is covered in a very thin film of some warm, slippery, viscous fluid that defies being removed. Lasts until the parent glitch is removed.

Power Swell (Positive Glitch): The victim feels a surge of wild elemental energy. Elemental damage dealt by the victim is increased by and additional 50% of Base to Source. Lasts two turns, or until removed with Status Cure, Glitch Eater or other similar effect.

Piercing Eyes (Balance Glitch): The victim temporarily gains preternatural targeting ability, gaining the benefit of a take aim action on all attacks, which stacks with any other accuracy modifiers. After two turns of this, however, the glitch burns out, leaving their vision impaired for an additional two turns, and decreasing the accuracy of all attacks by one rank. Glitch can be removed with Status Cure, Glitch Eater or other similar effect during its active turns, but is treated like a nerfing effect after it burns out, and cannot be removed until it expires.

Lingering Gaze (Cosmetic Effect): The victim finds their gaze lingering on the features of their opponents that they would normally find most appealing, and may have a hard time shaking this disposition. Lasts until the parent glitch is removed, plus one additional turn thereafter.

Auto-Custom (Balance Glitch): The victim's navi customiser automatically re-purposes itself; they lose 40 points worth of NC space, but each turn may reduce one of their active signatures on cooldown by one turn, as per the Custom+1 NCP. Lost NC space may result in the deactivation of other NC parts — the victim may choose which ones if so. This glitch has no effect on viruses or Support Programs, who simply act as carriers. Glitch lasts two turns, or until removed with Status Cure, Glitch Eater or other similar effect.

Cover-Fire (Positive Glitch): The victim gains access to two passive buster shots per turn, which they may use at any time. Glitch lasts two turns, or removed with Status Cure, Glitch Eater or other similar effect.

Just A Little Closer (Cosmetic Effect): The victim feels the strong urge to touch or caress any target they attack, and may have trouble shaking this disposition. Lasts until the parent glitch is removed.

Hyper Sensitivity (Balance Glitch): The Victim's skin becomes extremely sensitive to the touch. they take an additional 15 points of null damage that cannot be reduced any time they take damage from an attack, however they also gain an innate 10% evasion chance against any attack, which functions on its own, or adds onto any existing evasion attempts. Lasts until combat ends, or removed with Status Cure, Glitch Eater or other similar effect.


"Ugh!!" grunted Carbide, as she struggled to keep up with the incoming barrage of attacks, bringing up her arms to bear against the onslaught. Her battered body received the stolen cannon attack head on, sending her to the ground from the powerful blow. Strangely enough, the molten lava didn't seem to singe her barely strung together body. It seemed as if she had also gained resistance to terrain effects, similar to her master.

"Carbide!" exclaimed Terra and Scarlet simultaneously.

Carbide's tiny body trembled as she propped herself back up weakly. "H-Heh... I don't think... I can hold out for too long," she groaned, coughing out a choked breath. Her chest felt hot, making her breathing difficult -- it was as if she was holding in a gout of fire in her throat. Still, her mind felt clear. Clearer than anything she had experienced before, which almost felt frightening to her. Most of the time, her mind would only be occupied with one thing at a time, but now, it was as if the battlefield opened its hidden pages up to her, all in slow motion.

"Scarlet... One last attack. And give Terra a shield. I'm gonna give it my all," said Carbide.
"A-All right," said Scarlet.

Her previous motion to send Terra her main weapon was overrode by Carbide's request, and she responded immediately. Besides, it appeared as if they were capable of stealing chip data, and she couldn't quite risk sending in the big guns quite yet. Still, redirecting battlechip data takes a lot of processing. They can't do that too often, she thought, as three chips were sent into her PET, one of which was not in Carbide's prior request. Only her gut told her that Terra would be able to make use of it.

Terra tried to turn her head towards her SP, but for some reason her eyes pulled her sight back to where it was focused before. She grit her teeth in frustration at her affliction. Even more so that Fortuna was mocking her over her redirected attack. Normally, one would most likely be somewhat perturbed by the display the droids were putting on, but Terra was seeing red. Almost literally, as the red aura about her body intensified. Her body was charged with a strange energy, and even stranger thoughts. A hail of emotions stormed through her mind. However, her mind suddenly ground to a halt when she felt a small hand grasp her own left hand, tightly squeezing it with all of its strength. As a tall tower shield materialized on Terra's right hand, her fury from earlier turned into a quiet resolve, and she squeezed Carbide's right hand in return.

Energy infused itself into Carbide's body as she stepped forward, and her body lit up with a snaking network of circuit-like red lights, searing upwards from her feet. In her free hand, a small flame flickered on like a little burner, before erupting into a brilliant plume. Standing in between her Navi and the two robotic assassins, her arm engulfed itself in fire, yet Carbide held her stance firmly. Then, the flames burst forth, illuminating up the underground cavern with its searing red light.

When the flames receded, Terra felt her grip on the little one's hand slowly begin to lighten. A moment later, her left hand was balled up into a fist, grasping at nothing -- Carbide had disappeared. Terra herself was unchanged -- she still faced forward, with her bloodshot eyes now truly, willingly focused on her target. Her feet moved by themselves, moving backwards and sideways, in order to put a bit of distance between herself and the twins, while still keeping herself on the lava. Her body armor began to repair itself as she did so, preparing for her next move.

Then, she abruptly halted in her tracks, before putting her foot down hard onto the ground. The lava appeared to deform beneath her, undulating about as if it was alive. Then, beneath the twins' feet, the ground started to do the same, warping about before a mass of red tentacles shot out in an attempt to ensnare them. In front of them, a determined-looking Terra kept her eyes trained on them, though now they were clear and ready, freed from her previous afflictions.

// Summary
[Ca.*] Sig: Terraskill: Reflex Armor: 20 HP Casing @ Self (Sturdy Defense)
[Te.*] Sig: Terraskill: Earthen Barrier: 20 HP Planar Barrier @ Self (Lava: Fire, Sturdy Defense)

[Ca.1] Chip: ElementalRage1Damage: 60 + LineAttack3
Accuracy: A
Description: Fires a ray of energy in front of the player. If the user is standing on an elemental terrain, the blast gains that power. Can target up to three enemies.
Duration: Once
Element: Depends on Terrain
Trader Rank: D
: 60 + LineAttack3 + Terrain-Element (Acc: A) @ Pronus-Fortuna (Fire: Lava, Power Swell: +50%*SrcAtk)
[Te.1] Chip: IronShield1Effect: 2-Hit Shield
Accuracy: S
Description: Block 2 attacks with Tower Shield, then breaks. Break attacks destroy the Shield.
Duration: Until broken or overridden.
Element: Null
Special: Status Guard: This chip blocks debuffs.
Trader Rank: D
: 2-Hit Shield + Status (Acc: S) @ Self (Reinforce: +1 Hit)

[Ca.2] Act: Defend: Redirect one hit to self @ Terra
[Te.2] Act: Unsummon Carbide.SP

[Te.3] Act: Back off slightly: Movement
[Te.*] Sig: Terraskill: Earthen Armor: 20 HP Planar Casing @ Self (Lava: Fire)
[Te.4] Chip: WhiteWeb1Damage: 40 + Snare x 3 targets
Accuracy: C
Description: Casts three spider webs on the ground as a snare or a net to capture, damage, or otherwise hinder your enemies. Can be destroyed with Slashing or Fire attacks, or other RP solutions. Destroying the webbing instantly ends its effects.
Duration: One turn
Element: Wood
Special: Snare: A combination of Hold, Grapple, and Trap effects. However, in exchange for RP versatility, the chip can backfire depending upon RP. Nullify cancels Snare. Snared targets can be set on fire for an extra 1x base fire damage, though the target will be free of Snare the following turn.
Trader Rank: D
: 40 + Snare x 3 targets (Acc: C) @ Pronus-Fortuna (Wood: SrcAtk+10, Piercing Eyes: Acc+)
[Te.5] Sig: Terraskill: Blessing of Nature: Status Cure @ Self (Piercing Eyes)
As Terra and Scarlet cried out, neither of the twins reacted immediately, simply watching the dismay unfold. Fortuna leaned in to whisper something in her brother's ear with the twist of a smile on her lips. The pair of them swayed back and forth slightly amidst their clutter of parts, while Carbide picked herself up, but then, in the moment that Terra relaxed under her SP's reassurance, they both darted in quickly, pouncing on the tiny program with predatory grins and eyes flashing.

The smell of acrid burning; scorched metal and melted plastics, was beginning to fill the small side-passage, but it didn't seem to be bothering the droids too badly — or if it was, they were striving not to show it. Behind Carbide, Fortuna reached down to embrace her, rubbing a cheek on the top of the girl's head while her brother came in low, reaching out to take her chin in one hand and bend his lips towards her neck. The burning storm of metal parts and broken circuitry surrounded her, cutting her off from Terra's sight for a moment, and she could feel the two assassin's draining the last of her strength gleefully, but she had one last reserve of unexpected power still at her disposal, and managed to stand firm as they moved on her.

The sudden plume of searing fire that the small program released caught both of her assailants off guard, and the brunt of it scorched directly into the male twin's chest before he could move away or raise any defence against it. Behind her, Carbide felt Fortuna rise suddenly, a hand outstretched while her brother stumbled backwards from the shot shouting in pain; a damaged hole in the right of his chest, seared around the edges, exposed a complex mesh of synthetic muscle tissue, hard mechanics and high-tech circuitry.

"Pronus!!" For the first time in the fight, the woman's voice sounded serious and concerned, and for the moment all of her attention seemed to be on her twin rather than anything else. Pronus caught himself, righting his body from the stagger while his hand rose over the damaged area. Once again, the small glowing kite of energy unfolded over his wrist and spread, before fading from sight. As with the mark on his sister, a small diamond of light energy remained over the back of his hand, showing that the defence, whatever it was, was there.

"Urgh... I'm alright, sister. I'm alright. But I am growing very tired of this wretched magma..." He waved down her concern with his other hand, shaking himself off. "You are the lucky one; I simply adapt. So, let's fix this..." His eyes turned down to Carbide, still smouldering from her attack as Terra placed a hand on the girl's shoulder, but then looked up to the navi herself. In a simple gesture, he spread his hands low and outwards, palms down, then turned them over and lifted with clenched fingers.

The magma... rippled. A few bubbles burst slowly. Pronus sighed loudly enough to be heard by everyone in the increasingly smoke-filled chamber.

"Yes. That... Right. Sister, if you would please?"
"Of course, my love." Fortuna, now scowling down at Carbide as though the girl had committed some grave offence, made a similar hand motion to her brother a moment before and, this time, the lava shuddered and drained swiftly, as a freshly formed mechanical repair bay lifted up out of the ground and converted the entire chamber into a cybernetic backdrop. Even as Terra brought up her shield, a pair of probes, resting subtly on a repair table behind Terra, lifted up and fired two thin, glitchy darts of energy at her back. They both connected, managing to dash away her barrier between them, but in unison the twins furrowed their brows for a moment.

"Oh. Of course. And now she has a ward against that. Something else we need to fix. This fight is growing quite tiresome now. You see, Terra? This is why we need to eat you and that little ragamuffin of yours. You both have skills that we could put to very good use!" He was shaking his head at her, yellow eyes crackling and sparking above a stern expression. He was still covering his damaged chest with the hand that bore the glowing diamond, but otherwise he didn't seem too terribly perturbed by the damage.

Fortuna, meanwhile, had caught sight of what else Terra was doing, and let out a gasp of sudden indignation, folding her arms in a way that lifted and pushed her breasts, despite her not having a great deal of excess weight to work with.

"Oh! Now that's just not fair at all! How am I supposed to eat that adorable little cinnamon roll of yours if you go sending her away before we've had a chance to compromise your links? We weren't going to kill her, you know... no sense in that until after you can't escape through your silly little emergency systems. You're no fun at all, Terra! You're not even chatting to us any more, now! Such a scowl!" With a quick motion, she moved back towards her brother, joining him and pausing to touch tentatively at his injury with a look of concern. The male slipped an arm around her back and kissed her forehead, before the pair of them made another motion with one hand each, and the dense wave of static energy surrounded the pair again and settled over their skin.

Terra, however, was more interested taking the fight to the assassin duo, rather than swapping pleasantries, and her next assault came from an angle that neither twin seemed to be expecting at first; not the lava tendrils she might have first planned, but the repair bay itself provided a great many opportunities to bind and restrain her foes, and a plethora of cables, tubes and other devices burst up from the ground all around the pair, weaving through their own animate mass of electrical detritus, to entwine and encircle them as they stood together. There was a subtle coating to all the parts that responded, like sap, and they brushed through the storms of static sparks protecting the twins with ease.

Fortuna gasped softly as the snare bound her body. but the sound wasn't really one of shock or surprise. Rather, she was grinning again, and the utterance had a slightly more 'bedroom' sound to it. She turned her head to wink at Terra from within her restrictions.

"My.... is it bondage time already, sweety? I tried to share more of your data then but you haven't loaded any more... We could always take a break, don't you think, brother?" Still embracing her, his own body firmly restricted as well, Pronus seemed less amused. Despite the crackling sparks emanating from his eyes, there was still a sense of him rolling them at her, which Terra would be able to see.

"Now is not the time, my love..." his face turned back to Terra. "I appreciate the offer of a play-break, Terra, but not yet, alright?" He leaned forward, straining against the coated metal cables so he could move his face a little closer to her. "Afterwards... I promise." The final words came out with a much darker, more sinister tone of voice, before he straightened, rolled his shoulders, straightened his arms, and then sent a pulse of electrical energy coursing back through all of the mechanics and straps binding them. Sparks danced down the restraints, before they all began to fall away, smoking lightly, and the twins got their repair bay back under their own control again.


-=Pronus-Fortuna, Assassin Twins=-
Pronus-Fortuna: 300Hp [Near the exit][Metal][Strengthen: 70][1-Hit Reflect Shield (Pronus)][1-Hit Reflect Shield (Fortuna)][???]

-=Returned Battlers=-
Terra.Exe: 170Hp [Middle of cul-de-sac][Metal][20Hp Sturdy Planar Casing: (Elec)][3-Hit Shield (reinforced)][Status Guard][Glitch: Ants in the Pants (2 Turns)]

Carbide.SP: ESCAPED

-=Dark tunnels=-
55% Metal [The cul-de-sac, and some of the open area beyond, with further scattered panels]
30% Soil [Most of ground beyond the cul-de-sac]
15% Moss [Evenly mixed with the earthy ground]

Moss: Acts in all ways like Grass terrain, but does not amplify fire damage (though it is still consumed in the same manner)

Area is an array of columns made of stone and hard earth, supporting a large, gradually sloping area. Terra and Carbide are close to one more solid wall, with a properly formed tunnel leading off it, into a well lit area beyond, out of sight.

-=Know Effects=-
[???]: Target may have unknown attributes or effects that can be discerned through experimentation, or by actions taken to deliberately observe/scan or otherwise learn.

- Twins exhibit aspects of both Glitch and Variable subtypes.
- Appear capable of both stealing their opponents' chip data directly, and also turning attacks back on their enemies.
- Attack turning and chip-stealing effects do not appear to originate from signature abilities.
- Seem to generally attack in tandem, favouring Pincer attacks.
- Seem to be able to convert electrical energy into repair power at a greatly reduced conversion.
- Only seem to use their planar defences on Elec-aligned terrain.

- Targets have separate bodies and could, in theory, be damaged independently, despite appearing to share a single Hp value.
- Targets appear to have full knowledge and sensory sharing with each other at all times.
- Targets can move apart from one another, but will always remain at least partially connected by the mass of technological cast-offs that swarm about their lower portions.
- Targets seem to be more anatomically correct than is strictly necessary for androids/gynoids. This likely has no combat relevance.
- Targets were interested in learning a lot about Terra, Carbide, and how they fight - and seem to be satisfied that they have done so.
- Targets can be presumed to be very intelligent, and may try to deliberately mislead and misdirect.

The Glitches
Charge Limiter (Negative Glitch): The victim cannot charge their buster at all, and cannot use any signature abilities or chips that require buster charges. This also blocks signatures with the Charge Burner nerf. This Glitch has no effect on victims who do not possess a normal Buster. Lasts two turns, or until removed with Status Cure, Glitch Eater or other similar effect.

Lead-Foot (Negative Glitch): The victim's movements grow heavy; they cannot dodge or move effectively and dodges confer only the evasion bonus of a feint. Feints, in turn, confer only the evasion bonus of movement, and the victim cannot use the full Movement action at all. Lasts until combat ends, or removed with Status Cure, Glitch Eater or other similar effect.

Ocean-Drinker (Positive Glitch): The victim gains the Aqua-Eater effect, absorbing any aqua damage dealt to them and gaining 50% of the Final damage as healing. Their actual element does not change, so they may still take damage from other seemingly aqua sources, such as being submerged if their element is not Aqua already. Lasts until combat ends, or removed with Status Cure, Glitch Eater or other similar effect.

Ants in the Pants (Negative Glitch): The victim feels compelled to keep moving and running around, unable to keep their feet still. They must spend at least one action each turn using a Movement, and travelling as far as they can with it. This Glitch will not force a victim to flee from a battle, and they retain full control of where, when and how they move. The victim is also struck with the unshakable belief that removing all of their undergarments will placate the urge to move and run; this may or may not be true. Lasts three turns, or until removed with Status Cure, Glitch Eater or other similar effect.

Jelly Shakes (Negative glitch): The victim's fingers (or other appendages) feel like they've turned to quivering jelly. For every turn after the first that they hold a piece of wielded gear, there is a chance they will drop it, losing the item. Lasts until combat ends, or removed with Status Cure, Glitch Eater or other similar effect.

Viscous Film (Cosmetic Effect): The victim's skin looks and feels like it is covered in a very thin film of some warm, slippery, viscous fluid that defies being removed. Lasts until the parent glitch is removed.

Power Swell (Positive Glitch): The victim feels a surge of wild elemental energy. Elemental damage dealt by the victim is increased by and additional 50% of Base to Source. Lasts two turns, or until removed with Status Cure, Glitch Eater or other similar effect.

Piercing Eyes (Balance Glitch): The victim temporarily gains preternatural targeting ability, gaining the benefit of a take aim action on all attacks, which stacks with any other accuracy modifiers. After two turns of this, however, the glitch burns out, leaving their vision impaired for an additional two turns, and decreasing the accuracy of all attacks by one rank. Glitch can be removed with Status Cure, Glitch Eater or other similar effect during its active turns, but is treated like a nerfing effect after it burns out, and cannot be removed until it expires.

Lingering Gaze (Cosmetic Effect): The victim finds their gaze lingering on the features of their opponents that they would normally find most appealing, and may have a hard time shaking this disposition. Lasts until the parent glitch is removed, plus one additional turn thereafter.

Auto-Custom (Balance Glitch): The victim's navi customiser automatically re-purposes itself; they lose 40 points worth of NC space, but each turn may reduce one of their active signatures on cooldown by one turn, as per the Custom+1 NCP. Lost NC space may result in the deactivation of other NC parts — the victim may choose which ones if so. This glitch has no effect on viruses or Support Programs, who simply act as carriers. Glitch lasts two turns, or until removed with Status Cure, Glitch Eater or other similar effect.

Cover-Fire (Positive Glitch): The victim gains access to two passive buster shots per turn, which they may use at any time. Glitch lasts two turns, or removed with Status Cure, Glitch Eater or other similar effect.

Just A Little Closer (Cosmetic Effect): The victim feels the strong urge to touch or caress any target they attack, and may have trouble shaking this disposition. Lasts until the parent glitch is removed.

Hyper Sensitivity (Balance Glitch): The Victim's skin becomes extremely sensitive to the touch. They take an additional 15 points of null damage that cannot be reduced any time they take damage from an attack, however they also gain an innate 10% evasion chance against any attack, which functions on its own, or adds onto any existing evasion attempts. Lasts until combat ends, or removed with Status Cure, Glitch Eater or other similar effect.


Terra's eyes widened slightly as she saw that her lava flooring had been overridden, but soon calmed down again as it was replaced by something that she could still fairly easily use to draw power from. The underarmor beneath her suit shifted from a fiery black into a shining silver, though with the green suit in the way, not many would see the change. Oddly enough, though before this she didn't feel anything from the naturally-formed armor, now it felt a bit restrictive, as if it would be better if she simply took it off for better circulation. However, the thought was fleeting enough that it passed quickly before she could parse it.

"Tsk, we don't have the fuel for the artillery. You'll have to take evasive actions for a bit, Terra, get out of there," said Scarlet, selecting the chip that she had gotten most recently from the chip trader.

In the network, Terra watched the twins free themselves from her grasp, all while continuing to preserve her focused expression. Her poker face began to falter, however, as the new chip came into her processes. Suddenly, her face began to cloud over, and the piercing intensity from her eyes faded away. Instead, her lips curved into a smile, one that was far too wide to be called normal for the Navi. Scarlet felt her hair stand on end as Terra activated the chip, causing the shadow beneath her to begin consuming her body until it was almost entirely a very dark grey, including her enormous tower shield. The only part of her body that reflected any color was the eerie emerald shine that radiated from what used to be her eyes.

The murky transformation left her body looking like it was about to phase out of existence at any given moment. With her figure blurring in and out of view, Terra's glowing eyes darted back and forth wildly between the two metallic assassins. Her stance shifted slightly into a hunch, transforming her from a pillar of calmness into a mysterious shadowy beast, while electrical sparks arced about in the air surrounding her, signifying that her protective static field was operational as well. The shadowy form obscured it quite well, but her smile had already turned into a grin.

Then, without warning, Terra suddenly lunged forward towards the twins -- only to vanish into thin air. The two would realize moments later that Terra's figure had rematerialized in an entirely different area -- in the exit of the little cavern, touching down on solid earth once more. Her gleaming eyes glanced back briefly, as if daring them to pursue her, before she kicked off again, running off from where she had come from.

She wasn't about to leave a clear path for them either, however, as the ground she kicked off from broke off in chunks, coalescing into a giant rolling cylinder that barreled down towards the twins. While it wasn't enough to stop them completely, it was still enough of a deterrent to slow them down, and that in itself would serve as bait. Her body began to repair itself as she ran, clearing her body from a few more of the errors that had riddled her systems before.

// Summary
[Te.*] Sig: Terraskill: Earthen Barrier: 20 HP Planar Barrier @ Self (Metal: Elec)
[Te.1] Chip: Shadow2Effect: Shadow
Accuracy: S
Description: Grants the user Shadow. This reduces all incoming non-Slashing attacks to 0 damage, and reduces accuracy on ranged attacks by 20%.
Duration: 2 turns
Element: Null
Trader Rank: C
: Shadow + 2-Turn (Acc: S) @ Self
[Te.2] Sig: Terraskill: Spirit of Nature: Teleport @ Exit (Shadow: 50%BaseEva)
[Te.3] Chip: Shake1Damage: 90 + Wide Attack + Break
Accuracy: C
Description: Throws a dumbbell that slides through enemy lines for two turns. Can hit up to three enemies twice, second time having a 50% chance of hitting.
Duration: Two turns
Element: Null
Trader Rank: D
: 90 + Wide Attack + Break (Acc: C) @ Pronus-Fortuna (Teleport: Acc+)
[Te.4] Act: Run away from cul-de-sac area: Movement (Shadow: 50%BaseEva, Soil: Eva+)
[Te.5] Sig: Terraskill: Blessing of Nature: Status Cure @ Self (Ants in the Pants)
A silent war of plot and counter-plot took place for a couple of moments as Terra planned with her operator and the assassins watched her intently, most likely strategising in silence as well. There was a tense moment of stillness and focused gazes, then everyone moved. Pronus darted slightly towards Terra as Fortuna circled with lightning speed. The shadows embraced the terraformer, but even as they did, she felt the metallic woman's arms loop around and under hers from behind, and the softness of her breasts press into her back.

"We were going to be gentle..." her voice hissed in one of Terra's ears, ominous as Pronus approached her head on, his own expression dark. Terra wasn't waiting for them to finish their threatening dialogues, however, and a moment later her form slipped away completely, leaving the gynoid to grasp at air suddenly, making a frustrated sound. "Behind!" The voice had spared only enough time for that one frustrated sound, then had gone from taunting honey to seriousness again in an instant.

As Terra reappeared out past the entrance of the side passage, her defences drank in the essence of he ground beneath her, lending extra swiftness to her step, and a glance back would show her both twins, standing side by side now and facing her. Each had extended a hand in unison, and a bright barrage of intense electrical sparks began to blast out of the passage towards her. They gave chase, each still channelling part of the storm of sparks. Normally very precise, or so they'd seemed so far, Terra's own nimbleness between the rocky columns, and the shadowy cover encircling her body made her an exceptionally hard target to hit. the twins seemed to be making up for the difficulty with sheer quantity of fire, though, and for all of her evasiveness, a few of the little bolts still managed to find their mark on her. Small individual shocks struck her barrier one after another as she slipped between the majority of the spray of fire-power; it gave in and the jolts started on her armour, underneath, but the first volley of shots faded away with it still intact.

"You are not running away from us, little girl..." Pronus' harsher voice followed her between the columns, and another quick look back would show that the duo had begun chasing after her and spreading out to either side as they came on. the nest of spare parts and electronic cabling spread and twisted as they glided over the ground, snapping out cables to link up some parts before relinquishing others with rapid cracks and clicks, ensuring that they could weave through the obstacles in the larger cave without getting caught up or tangled. Terra would have been able to get a better idea of just how far apart the two could feasibly move from each other, but the glance also gave her just enough warning to see that her rolling cylinder of earth and stone wasn't behaving as intended; instead of careening back towards her attackers, it twisted, then rocketed straight towards her back instead, and it was only by a hair that the roller missed her, flying forward a goodly distance before slowing and turning.

"Fortune will fade on you sooner or later, dear... Just embrace it!" Fortuna's voice purred again now, but there was an undercurrent of frustration to it as well. The darkened cavern lit up again as they both opened fire with another barrage of spraying sparks. They seemed to be trying to get around either side of Terra, eager to relieve her of the shield that was keeping her from their corrupting effects. Her own protection continued to hold up for the most part, as the dense spread of electricity washed over her position from both side. of the storm of small bolts, only a handful managed to find her, and neither twin had managed to get around her enough to make a clear shot on her shield yet. Her armour gave in under the few stinging shocks that reached her, and one single spark managed to make contact with her skin before the volley ran out.

As the wash of light faded from the larger cave for a moment, Terra would catch a glimpse reflected off each twins' metallic skin, of the way the nested swarm of materials around them had risen up to quickly and methodically tinker and tweak, making tiny on-the-fly repairs and improvements to each of their bodies. Pronus seemed to have at least covered over the exposed section of inner workings on his chest now, and the skin seemed to be reforming itself back towards the smooth, toned exterior that the rest of his form enjoyed.


-=Pronus-Fortuna, Assassin Twins=-
Pronus-Fortuna: 360Hp [To Terra's Left and Right][Soil][Strengthen: 80][1-Hit Reflect Shield (Pronus)][1-Hit Reflect Shield (Fortuna)][Buster Charge (1)][???]

-=Returned Battlers=-
Terra.Exe: 166Hp [Middle of the larger cave][Moss][3-Hit Shield (reinforced)][Status Guard][Shadow (1 Turn)][Shake Homing (Directly Ahead)!][Debuff: -30]

Carbide.SP: ESCAPED

-=Dark tunnels=-
55% Metal [The cul-de-sac, and some of the open area beyond, with further scattered panels]
30% Soil [Most of ground beyond the cul-de-sac]
15% Moss [Evenly mixed with the earthy ground]

Moss: Acts in all ways like Grass terrain, but does not amplify fire damage (though it is still consumed in the same manner)

Area is an array of columns made of stone and hard earth, supporting a large, gradually sloping area.

-=Know Effects=-
[???]: Target may have unknown attributes or effects that can be discerned through experimentation, or by actions taken to deliberately observe/scan or otherwise learn.

- Twins exhibit aspects of both Glitch and Variable subtypes.
- Appear capable of both stealing their opponents' chip data directly, and also turning attacks back on their enemies.
- Attack turning and chip-stealing effects do not appear to originate from signature abilities.
- Seem to generally attack in tandem, favouring Pincer attacks.
- Seem to be able to convert electrical energy into repair power at a greatly reduced conversion.
- Only seem to use their planar defences on Elec-aligned terrain.

- Targets have separate bodies and could, in theory, be damaged independently, despite appearing to share a single Hp value.
- Targets appear to have full knowledge and sensory sharing with each other at all times.
- Targets can move apart from one another, but will always remain at least partially connected by the mass of technological cast-offs that swarm about their lower portions.
- Targets seem to be more anatomically correct than is strictly necessary for androids/gynoids. This likely has no combat relevance.
- Targets were interested in learning a lot about Terra, Carbide, and how they fight - and seem to be satisfied that they have done so.
- Targets can be presumed to be very intelligent, and may try to deliberately mislead and misdirect.

The Glitches
Charge Limiter (Negative Glitch): The victim cannot charge their buster at all, and cannot use any signature abilities or chips that require buster charges. This also blocks signatures with the Charge Burner nerf. This Glitch has no effect on victims who do not possess a normal Buster. Lasts two turns, or until removed with Status Cure, Glitch Eater or other similar effect.

Lead-Foot (Negative Glitch): The victim's movements grow heavy; they cannot dodge or move effectively and dodges confer only the evasion bonus of a feint. Feints, in turn, confer only the evasion bonus of movement, and the victim cannot use the full Movement action at all. Lasts until combat ends, or removed with Status Cure, Glitch Eater or other similar effect.

Ocean-Drinker (Positive Glitch): The victim gains the Aqua-Eater effect, absorbing any aqua damage dealt to them and gaining 50% of the Final damage as healing. Their actual element does not change, so they may still take damage from other seemingly aqua sources, such as being submerged if their element is not Aqua already. Lasts until combat ends, or removed with Status Cure, Glitch Eater or other similar effect.

Ants in the Pants (Negative Glitch): The victim feels compelled to keep moving and running around, unable to keep their feet still. They must spend at least one action each turn using a Movement, and travelling as far as they can with it. This Glitch will not force a victim to flee from a battle, and they retain full control of where, when and how they move. The victim is also struck with the unshakable belief that removing all of their undergarments will placate the urge to move and run; this may or may not be true. Lasts three turns, or until removed with Status Cure, Glitch Eater or other similar effect.

Jelly Shakes (Negative glitch): The victim's fingers (or other appendages) feel like they've turned to quivering jelly. For every turn after the first that they hold a piece of wielded gear, there is a chance they will drop it, losing the item. Lasts until combat ends, or removed with Status Cure, Glitch Eater or other similar effect.

Viscous Film (Cosmetic Effect): The victim's skin looks and feels like it is covered in a very thin film of some warm, slippery, viscous fluid that defies being removed. Lasts until the parent glitch is removed.

Power Swell (Positive Glitch): The victim feels a surge of wild elemental energy. Elemental damage dealt by the victim is increased by and additional 50% of Base to Source. Lasts two turns, or until removed with Status Cure, Glitch Eater or other similar effect.

Piercing Eyes (Balance Glitch): The victim temporarily gains preternatural targeting ability, gaining the benefit of a take aim action on all attacks, which stacks with any other accuracy modifiers. After two turns of this, however, the glitch burns out, leaving their vision impaired for an additional two turns, and decreasing the accuracy of all attacks by one rank. Glitch can be removed with Status Cure, Glitch Eater or other similar effect during its active turns, but is treated like a nerfing effect after it burns out, and cannot be removed until it expires.

Lingering Gaze (Cosmetic Effect): The victim finds their gaze lingering on the features of their opponents that they would normally find most appealing, and may have a hard time shaking this disposition. Lasts until the parent glitch is removed, plus one additional turn thereafter.

Auto-Custom (Balance Glitch): The victim's navi customiser automatically re-purposes itself; they lose 40 points worth of NC space, but each turn may reduce one of their active signatures on cooldown by one turn, as per the Custom+1 NCP. Lost NC space may result in the deactivation of other NC parts — the victim may choose which ones if so. This glitch has no effect on viruses or Support Programs, who simply act as carriers. Glitch lasts two turns, or until removed with Status Cure, Glitch Eater or other similar effect.

Cover-Fire (Positive Glitch): The victim gains access to two passive buster shots per turn, which they may use at any time. Glitch lasts two turns, or removed with Status Cure, Glitch Eater or other similar effect.

Just A Little Closer (Cosmetic Effect): The victim feels the strong urge to touch or caress any target they attack, and may have trouble shaking this disposition. Lasts until the parent glitch is removed.

Hyper Sensitivity (Balance Glitch): The Victim's skin becomes extremely sensitive to the touch. They take an additional 15 points of null damage that cannot be reduced any time they take damage from an attack, however they also gain an innate 10% evasion chance against any attack, which functions on its own, or adds onto any existing evasion attempts. Lasts until combat ends, or removed with Status Cure, Glitch Eater or other similar effect.


As the violent electrical storm came to life around her and tried to land a hit on her, Terra kept herself mobile. Darting backwards away from the pincer of the twins, she weaved in and out of the shadows of the larger cave. It almost looked like she had melted into the darkness itself, making her pretty much impossible to attack unless one of them got an extremely lucky attack in. Even so, within her agile movements, faint remnants of green light also showed through, indicating that she also had her defenses back up, so even that was still a far cry of effort. Nevertheless, Terra wasn't making herself absolutely hidden -- she could have done that quite easily by simply sinking into some of the softer earth. Instead, she kept the chase alive by darting in front of the twins, shrouded in the darkness of the unlit cavern just barely out of reach.

"Almost," her operator said to herself.

The entire time, her dark silhouette only allowed her blue-green eyes to shine through. Half-squinted, they looked like they were regarding the twins with a mocking expression. Still, the Navi herself didn't speak, and so only existed as an inhumanly agile wraith, taunting them with her mere presence. At least, until she then darted past the male half of the twin assassins. She then thrusted towards the mass of machines, trying to grab hold of anything that she deemed was sizable enough to be somewhat important, before hurtling away from the twins. Her aim was to try to disable some part of their functionality -- at the very least, perhaps slow down their recovery.

"Now!"

At her operator's booming announcement, Terra's shadowy figure rapidly lost its black overlay, and her figure was once more revealed. Lowered to the ground in a nearly prone position, she looked like a beast ready to pounce. Then, she shot up to full height like a rocket, and swung her arm, pointing her open palm at the twins. Suddenly, a radiating heat burst out from her palm, and the ground liquefied quickly -- much more quickly, since there was now nothing separating her from the beat of the earth itself. Her expression was resolute, and it was time to lower the curtain on her act.

// Summary
[Te.*] Sig: Terraskill: Earthen Barrier: 20 HP Planar Barrier @ Self (Moss: Wood)
[Te.*] Sig: Terraskill: Earthen Armor: 20 HP Planar Casing @ Self (Moss: Wood)
[Te.1] Act: Avoid incoming attacks: Dodge (Shadow: 50%BaseEva)
[Te.2] Act: Slip past Pronus: Dodge (Shadow: 50%BaseEva)
[Te.3] Act: Attempt to yank off a few of the machinery connected to Pronus and pull away from Fortuna: RP/Disarm?
[Te.4] Act: Avoid incoming attacks: Dodge (Shadow: 50%BaseEva)
[Te.5] Sig: Terraform: Violent Magma: Large Lava Terrain Change @ Around Self (Preserver)
A shadow in the dark, pursued by to lights, Terra ducked and wove between the columns while she readied her plan. She was swift on her feet and hard to pin down, but the twins closed in on her, dispensing with their barrage of spray fire for now and instead seeking to close the distance directly. Pronus made a pass at her from the left, hands reaching out in front of a snarling expression, while the cracks and sparks of electricity surrounded him, but Terra's intangible shape eluded his first grasping effort. A moment later, the thick chunk of rock that she'd originally attempted to send towards the twins returned, careening towards her from a different angle, but this too passed by, crashing into a pillar as her shadowed form slipped about it.

No sooner had she twisted away from the male assassin and the errant projectile, however, when a familiar pair of feminine arms managed to hook themselves about her waist and a warm, metallic body pressing itself up against her back, the arms gripped much harder than before, this time, most of the sense of flirtatious gentleness gone. The grapple tried to shift, sliding up Terra's body with the fingers spread wide, but aside from the indecent groping the action was also a clear attempt to lift and present her arms, protective shield included. As Terra tried to move and slip away, Fortuna moved with her, continuing to work on making her an easier target for her brother as he darted in a second time, trying again.

"Still nothing? Well that's no fun!" Fortuna's fingers squeezed over the traditionally fun parts of Terra's front while she fought to maintain her hold on the slippery navi, but her words, and the pouting sound that followed seemed to be referencing Terra's lack of downloaded chips. "We'll just eat you slowly, then, if you won't share your toys... Brother!" She called out now, though it was only the difference between returning to a speaking volume, after her ear-delivered whispers of before. "If you're going to ravish our new toy, then you'd best hurry... I'm going to lose my grip soon at this rate!" Pronus had also drawn in, and though Terra had made valiant efforts keeping away from his grasping hands a couple of times now, this time he managed to get one set of fingers around the edge of her shield and twist his body away from her, to wrench the defence out of her grasp.

The extra pull was all Terra herself needed to break free of Fortuna's grasp in turn, and as she tore away from the pair, she got some retribution of her own in the form of tearing and parting some of the connecting cables and wires between the two. There was a moment, brief as it was, where she heard both twins gasp in alarm, in unison, and from where Scarlet was likely watching the display, the single notation for the twins flickered and diverged, displaying two separate, much smaller totals. It only lasted a moment, as Terra got some space, before the mass of electronic detritus quickly reconnected and the independent status displays merged together again. It had definitely worked, to some extent, but Terra would need to find a way to split them up more reliably if she wanted to capitalise on the vulnerability, it seemed.

For the time being, her actions seemed to have a slightly opposite effect, as the siblings dashed towards each other quickly, making more certain that they were reunited, each bearing momentarily worried expressions, and allowing Terra space to pull away from them a little bit on her own. When they both turned their faces back to follow her, as the shadows faded, it was with seething looks.

The well of fresh magma rippled out from her feet, filling a large amount of the murky cave now, and causing several of the pillars to erode swiftly and collapse with thick, molten splashes into the boiling rock. Across the way, the Twins both reached down towards the floor together, the flow of magma slowing, then subsiding at the edges of another circle directly around them, as they lifted up another metallic machinery bay. The front arc of it faced onto Terra's lava, while the back curve reached out to the walls and further off down the far passages, similar to the way Terra's magma covered everything on her side of the area. There was still, plenty of magma underneath Terra herself as the twins glared at her, looking more cautious now than they had been previously.


-=Pronus-Fortuna, Assassin Twins=-
Pronus-Fortuna: 360Hp [Western side of the larger cave][Metal][Strengthen: 80][1-Hit Reflect Shield (Pronus)][1-Hit Reflect Shield (Fortuna)][Buster Charge (1)][???]

-=Returned Battlers=-
Terra.Exe: 170Hp [Eastern side of the larger cave][Lava][20Hp Planar Casing: (Fire)][20Hp Planar Barrier: (Fire)][Shield Disarmed!][Shadow Expired!][Debuff: -30]

Carbide.SP: ESCAPED

-=Dark tunnels=-
40% Lava [Most of the ground around Terra]
60% Metal [Most of the ground around the Twins]

Moss: Acts in all ways like Grass terrain, but does not amplify fire damage (though it is still consumed in the same manner)

Area is an array of columns made of stone and hard earth, supporting a large, gradually sloping area.

-=Know Effects=-
[???]: Target may have unknown attributes or effects that can be discerned through experimentation, or by actions taken to deliberately observe/scan or otherwise learn.

- Twins exhibit aspects of both Glitch and Variable subtypes.
- Appear capable of both stealing their opponents' chip data directly, and also turning attacks back on their enemies.
- Attack turning and chip-stealing effects do not appear to originate from signature abilities.
- Seem to generally attack in tandem, favouring Pincer attacks.
- Seem to be able to convert electrical energy into repair power at a greatly reduced conversion.
- Only seem to use their planar defences on Elec-aligned terrain.

- Targets have separate bodies and could, in theory, be damaged independently, despite appearing to share a single Hp value.
- Targets can be split up, resulting in separate Hp values and stats.
- They do NOT like this.

- Targets appear to have full knowledge and sensory sharing with each other at all times.
- Targets can move apart from one another, but will always remain at least partially connected by the mass of technological cast-offs that swarm about their lower portions.
- Targets seem to be more anatomically correct than is strictly necessary for androids/gynoids. This likely has no combat relevance.
- Targets were interested in learning a lot about Terra, Carbide, and how they fight - and seem to be satisfied that they have done so.
- Targets can be presumed to be very intelligent, and may try to deliberately mislead and misdirect.

The Glitches
Charge Limiter (Negative Glitch): The victim cannot charge their buster at all, and cannot use any signature abilities or chips that require buster charges. This also blocks signatures with the Charge Burner nerf. This Glitch has no effect on victims who do not possess a normal Buster. Lasts two turns, or until removed with Status Cure, Glitch Eater or other similar effect.

Lead-Foot (Negative Glitch): The victim's movements grow heavy; they cannot dodge or move effectively and dodges confer only the evasion bonus of a feint. Feints, in turn, confer only the evasion bonus of movement, and the victim cannot use the full Movement action at all. Lasts until combat ends, or removed with Status Cure, Glitch Eater or other similar effect.

Ocean-Drinker (Positive Glitch): The victim gains the Aqua-Eater effect, absorbing any aqua damage dealt to them and gaining 50% of the Final damage as healing. Their actual element does not change, so they may still take damage from other seemingly aqua sources, such as being submerged if their element is not Aqua already. Lasts until combat ends, or removed with Status Cure, Glitch Eater or other similar effect.

Ants in the Pants (Negative Glitch): The victim feels compelled to keep moving and running around, unable to keep their feet still. They must spend at least one action each turn using a Movement, and travelling as far as they can with it. This Glitch will not force a victim to flee from a battle, and they retain full control of where, when and how they move. The victim is also struck with the unshakable belief that removing all of their undergarments will placate the urge to move and run; this may or may not be true. Lasts three turns, or until removed with Status Cure, Glitch Eater or other similar effect.

Jelly Shakes (Negative glitch): The victim's fingers (or other appendages) feel like they've turned to quivering jelly. For every turn after the first that they hold a piece of wielded gear, there is a chance they will drop it, losing the item. Lasts until combat ends, or removed with Status Cure, Glitch Eater or other similar effect.

Viscous Film (Cosmetic Effect): The victim's skin looks and feels like it is covered in a very thin film of some warm, slippery, viscous fluid that defies being removed. Lasts until the parent glitch is removed.

Power Swell (Positive Glitch): The victim feels a surge of wild elemental energy. Elemental damage dealt by the victim is increased by and additional 50% of Base to Source. Lasts two turns, or until removed with Status Cure, Glitch Eater or other similar effect.

Piercing Eyes (Balance Glitch): The victim temporarily gains preternatural targeting ability, gaining the benefit of a take aim action on all attacks, which stacks with any other accuracy modifiers. After two turns of this, however, the glitch burns out, leaving their vision impaired for an additional two turns, and decreasing the accuracy of all attacks by one rank. Glitch can be removed with Status Cure, Glitch Eater or other similar effect during its active turns, but is treated like a nerfing effect after it burns out, and cannot be removed until it expires.

Lingering Gaze (Cosmetic Effect): The victim finds their gaze lingering on the features of their opponents that they would normally find most appealing, and may have a hard time shaking this disposition. Lasts until the parent glitch is removed, plus one additional turn thereafter.

Auto-Custom (Balance Glitch): The victim's navi customiser automatically re-purposes itself; they lose 40 points worth of NC space, but each turn may reduce one of their active signatures on cooldown by one turn, as per the Custom+1 NCP. Lost NC space may result in the deactivation of other NC parts — the victim may choose which ones if so. This glitch has no effect on viruses or Support Programs, who simply act as carriers. Glitch lasts two turns, or until removed with Status Cure, Glitch Eater or other similar effect.

Cover-Fire (Positive Glitch): The victim gains access to two passive buster shots per turn, which they may use at any time. Glitch lasts two turns, or removed with Status Cure, Glitch Eater or other similar effect.

Just A Little Closer (Cosmetic Effect): The victim feels the strong urge to touch or caress any target they attack, and may have trouble shaking this disposition. Lasts until the parent glitch is removed.

Hyper Sensitivity (Balance Glitch): The Victim's skin becomes extremely sensitive to the touch. They take an additional 15 points of null damage that cannot be reduced any time they take damage from an attack, however they also gain an innate 10% evasion chance against any attack, which functions on its own, or adds onto any existing evasion attempts. Lasts until combat ends, or removed with Status Cure, Glitch Eater or other similar effect.

The radiating heat from Terra's open palm quickly receded, with her normally brown gloves now glowing red hot. Even so, that too began to fade, as Terra allowed her arm to fall, with the protective shield it once held struck away from her. Her head lolled forward, slightly obscuring her eyes with her bangs. It was as if she had suddenly turned into a puppet with its strings cut. However, in the back of her mind, the faint feeling of something behind shuffled about indicated the arrival of her armaments from Scarlet's slot-in, and the puppet's limbs were re-strung.

Terra spread her arms wide, as if welcoming them into an embrace. With the shadows now receded, her expression was much more visible -- a smile struck across her face. However, its implications seemed much more sinister than her usual warm smile. With the burning fires beneath her feet being the only major source of light around, her eyes hidden between her bangs were cast in a deep shadow, radiating an intense amount of killing intent. Her body began to light up with a snaking network of gleaming emerald circuitry, just as Carbide's did not a minute ago.

The light her body emitted was much brighter, but it only lasted for a second. Seemingly fizzling out, the light quickly disappeared, but the sound of something heavy falling down resounded through the area. Terra still held her stance from earlier, but the killing intent from earlier had muted itself; the calmness was almost eerie, as if she had turned into a statue. In fact, that had not been an exaggeration -- she really had turned into a statue. With her body turned into an altar representing the violence of the earth, the cavern began to shake.

In front of the statue, a hollow circle of light rapidly drew itself in the air, turning the space inside itself into a gap in space. From that gap, a terrifying roar came forth, before a great deal of energy came rocketing forth. As it came out too rapidly and too strongly, it would be difficult to tell for anyone directly in its path, but the energy burst took on the form of an effulgent jade dragon. The beast howled out in rage as it ravaged all in its path. In stark contrast, it left behind an impossibly verdant trail of lush grass, a strange sight this deep in the Okuden underground network.

Even that wouldn't last long, as Terra released the next bout of attacks, with the lava under her feet gurgling impatiently to life. Her eyes that had been stony just slightly before lit up in bright red as the pool of magma erupted explosively like a miniature volcano. Engulfing the columns of hard rock and earth around her in molten rock, the eruptions repeated themselves twice, each seemingly more violent than the last. Within all of the eruptions, Terra herself was untouched, proclaiming her status as the master of the cavern.

// Summary
[Te.1] Sig: Terraforce: Protector of Nature: StoneBody @ Self
[Te.2] Chip: WoodDragon2Damage: 150 + Ground Attack + Medium Area Grass Terrain Change + Terrain Changer
Accuracy: C
Description: Summons a WoodDragon that attacks enemies as it glides across the ground. Changes terrain to Grass as it passes.
Duration: Once
Element: Wood
Special: Terrain Changer: Ceases attacking when the Terrain Change effect is completed (once 25% of the terrain is changed).
Trader Rank: C
: 150 + Ground Attack + 25% Grass Terrain Change + Terrain Changer (Acc: C) @ Pronus-Fortuna (Preserver)
[Te.3] Chip: RedWave1Damage: 50 + Ground Attack + To-All-Clause (Others) + Lava Terrain Boost 50
Accuracy: B
Description: Creates a wave of lava to burn everything and everyone other than the user, even their allies. Can be jumped over, but requires perfect timing. More effective if there is lava in the vicinity to fuel it.
Duration: Once
Element: Fire
Trader Rank: D
: 50 + Ground Attack + To-All-Clause (Others) + Lava Terrain Boost 50 (Acc: B) (Lava: SrcAtk+50, Grass/Fire: +SrcAtk*100%)
[Te.4] Chip: RedWave1Damage: 50 + Ground Attack + To-All-Clause (Others) + Lava Terrain Boost 50
Accuracy: B
Description: Creates a wave of lava to burn everything and everyone other than the user, even their allies. Can be jumped over, but requires perfect timing. More effective if there is lava in the vicinity to fuel it.
Duration: Once
Element: Fire
Trader Rank: D
: 50 + Ground Attack + To-All-Clause (Others) + Lava Terrain Boost 50 (Acc: B) (Lava: SrcAtk+50)
[Te.*] Sig: Terraskill: Earthen Barrier: 20 HP Planar Barrier @ Self (Lava: Fire)
[Te.*] Sig: Terraskill: Earthen Armor: 20 HP Planar Casing @ Self (Lava: Fire)
[Te.5] Chip: RedWave1Damage: 50 + Ground Attack + To-All-Clause (Others) + Lava Terrain Boost 50
Accuracy: B
Description: Creates a wave of lava to burn everything and everyone other than the user, even their allies. Can be jumped over, but requires perfect timing. More effective if there is lava in the vicinity to fuel it.
Duration: Once
Element: Fire
Trader Rank: D
: 50 + Ground Attack + To-All-Clause (Others) + Lava Terrain Boost 50 (Acc: B) (Lava: SrcAtk+50)
The assassin twins were wary as Terra took her stance, and they each made small gestures from the safety of their mechanical repair bay, recalling the shrouding of electrical sparks that has protected them previously. As they watched her body harden and solidify across the way, however, their eyes darted to each other in silent communication. This was something new.

Fortuna moved ahead of her twin, then glided out over the lava rapidly, leaving the protective layer of sparks to cover just her brother. The storm of mechanical parts stretched and thinned, leaving the mechanical woman naked and exposed in front of Terra, with the nest of material receded all the way to her ankles. Once again, her body pressed up against Terra's now stone curves, as sparking electrical eyes met stone.

"What are you planning, sweety? Let me taste it..." A moment later, she darted in an extra inch, pressing soft metallic lips to Terra's own temporarily solid ones. The kiss lingered for an extra second, but in the midst of it, the sudden rising roar of fury from Terra's next attack passed through her and into the other woman instead. Fortuna leaned back, eyes wide, and exhaled towards the ceiling. "Oh my! Sneaky girl!" She twisted to the side, spinning once and gaining a few feet of distance, then exhaled the energy at full power, blasting a wave of green growth over Terra herself that blasted off some of her defence and attempted to transform the lava around her, instead of the metallic panels that the elementalist had hoped to convert. Terra's capabilities with the land were stronger, however, and the lava remained in place for now.

Her stone statue form seemed like a curiosity for the twins and both levelled a palm at her, firing two pairs of crackling bolts, each surging in a myriad of different electrical colours while Fortuna made her way swiftly back to her brother's side. Three of the four bolts struck her unmoving body. Two were absorbed y her remaining defences, but though the last one struck her more cleanly, it barely made a mark on her night impervious skin. More subtly, however, was the succession of corrupted and broken code that began to mess with her internal systems as the three bolts sank in. It was hard to work out, at first, exactly what the trio of corrupted shots were doing, but without the time to make a proper examination, Terra felt as though her abilities were recovering more quickly, somehow, but also a strange elemental burning building uncomfortably in her core.

There wasn't much chance to think about it right away, however, while she still had assassins to deal with, and the first wave of raging magma rolled out from her statued form a moment later. Separate as they were in that moment, Pronus and Fortuna were left to deal with the expanding wave of molten rock on their own, rather than together. The male faced down the wave, letting it dash against the outer-most layer of static protecting him, but Fortuna barely had time to brace herself with the glowing, concave shield of light the her brother had provided. It sprang into full glow as she raised her forearm to the wave, and it washed over, splitting around her. The shield remained, flickering red for a moment, before expelling a retaliatory blast of fire back at Terra and fading away afterwards.

She joined her brother a moment later, ducking onto the platform and slipping about him with a sensual slide that left her standing beside him once more, the mass of mechanical scrap encircling them as one again. Their eyes flicked to one another and they extended both hands, together. the post of their hands was once more similar to the form they'd used for the denser, more overwhelming barrage of shots, and sure enough, a swarm of tiny electrical spark converged on Terra in a torrent light that temporarily lit up the entire cave. More than a dozen — almost twenty — of the sparks pricked against her body, to relatively minimal effect.

Unfazed, the second wave came on. This time, it was Pronus who moved ahead of his sister to present his shield, once more blocking the wash of it over them and returning another bursting ray of fire to Terra, largely impervious though she was. both twins seemed aware of the serious amounts of damage that their opponent had begun to throw around now, and it had certainly caught them both by surprise, after the earlier stages of their battle; it was only unfortunate for Terra that the surprise had come at a time when they'd both had a handful of their own defences ready to meet the unexpected. they shared a quick glance as the lava wave passed, then dashed out across the magma, splitting to circle the Terra-statue one more time and charging two bright balls of electrical energy, shot through with blues and purples. The lava sizzled and burned at them, but both seemed to be largely ignoring it while they focused on their next attack. The twin blasts released and washed over al three of them in a blinding light, and though it, too, failed to do significant damage to Terra's resistant body, more corruption laced its way into her even so. Sensation began to fade from her extremities entirely, leaving her feeling numb all over, but especially in her hands and arms.

As the light faded, the pair reunited in front of her, and began backing off again. Both looked focused and intent, aware that none f their efforts had had any real impact on the elemental navi this turn. Pronus seemed to be suffering from some debilitation as well, but even as he stepped away, one of his hands plunged into his own abdomen and made a change, tweaking and modifying until he rolled his shoulders and shrugged off the ill effect. Beside him, Fortuna also seemed to be tinkering with herself. Her arm was suggestively low, and seemed to be making some kind of repetitive motion, but it was impossible to see exactly what she was doing to herself below the storm of mechanical parts.

It seemed as though the twins expected the assault of lava waves to be over as they backed slowly away towards the metal section of the cave, but as Terra's defences reformed themselves a third wave bubbled. A small gasp of surprise announced Fortuna's head snapping back towards her, and her free hand came up in a small warding gesture while her eyes flashed. The wave of lava slowed as it spread outwards, eventually burbling down to a gentle ripple by the time it reached them, its power sapped. Fortuna sagged slightly, letting a sigh of relief escape before she recovered herself and sought to regain her composure. She turned her face to look at her twin and reached up to stroke his cheek.

"Really, brother, I'm beginning to think that this one might be more trouble than she's worth... even without her adorable little helper." Behind her back, several probes lifted themselves up from the array of swirling parts and began to spark and prod at er from behind, while more did the same to the male. He raised an eyebrow at his sister, and then looked back to Terra.

"I don't know, my love... She is worth much to us. I am not concerned yet; she is nowhere near as dangerous as the beast, that much is certain, and her abilities will help us with our mark greatly. I'd even say that acquiring this one is far more valuable than even our current contract. I'd throw it in, to be certain of claiming this one instead... wouldn't you?" Despite his words, it seemed as though both twins were second-guessing the ease with which they'd expected to devour Terra. He called out to her as the solid stone of her form faded away.

"Tell me, Terra... Are you following the beast? It nearly killed us, you know, and that, only because we were in its way. Well, maybe we attacked it, a little bit. You have pressed us somewhat, but not nearly so tensely as it... What will you do when you catch up to it?" His voice was relaxed conversation, masking an undercurrent of irritation that he clearly didn't want to let her see.

((Please choose three chips successfully used this fight to be the chips refreshed by your three red waves this round, as the glitch was active for them, and let me know which ones))

-=Pronus-Fortuna, Assassin Twins=-
Pronus-Fortuna: 400Hp [Western side of the larger cave][Metal][Strengthen: 10][Buster Charge (1)][???]

-=Returned Battlers=-
Terra.Exe: 158Hp [Eastern side of the larger cave][Lava][20Hp Planar Casing: (Fire)][20Hp Planar Barrier: (Fire)][Glitch: Chip Recovery][Glitch: SaS Overclock (2 Turns)][Glitch: Elemental Reflux][Glitch: Spreading Numbness ][Glitch: Buster Crash (2 Turns)]

Carbide.SP: ESCAPED

-=Dark tunnels=-
40% Lava [Most of the ground around Terra]
60% Metal [Most of the ground around the Twins]

Moss: Acts in all ways like Grass terrain, but does not amplify fire damage (though it is still consumed in the same manner)

Area is an array of columns made of stone and hard earth, supporting a large, gradually sloping area.

-=Know Effects=-
[???]: Target may have unknown attributes or effects that can be discerned through experimentation, or by actions taken to deliberately observe/scan or otherwise learn.

- Twins exhibit aspects of both Glitch and Variable subtypes.
- Appear capable of both stealing their opponents' chip data directly, and also turning attacks back on their enemies.
- Attack turning and chip-stealing effects do not appear to originate from signature abilities.
- Seem to generally attack in tandem, favouring Pincer attacks.
- Seem to be able to convert electrical energy into repair power at a greatly reduced conversion.
- Only seem to use their planar defences on Elec-aligned terrain.

- Targets have separate bodies and could, in theory, be damaged independently, despite appearing to share a single Hp value.
- Targets can be split up, resulting in separate Hp values and stats.
- They do NOT like this.
- Targets appear to have full knowledge and sensory sharing with each other at all times.
- Targets can move apart from one another, but will always remain at least partially connected by the mass of technological cast-offs that swarm about their lower portions.
- Targets seem to be more anatomically correct than is strictly necessary for androids/gynoids. This likely has no combat relevance.
- Targets were interested in learning a lot about Terra, Carbide, and how they fight - and seem to be satisfied that they have done so.
- Targets can be presumed to be very intelligent, and may try to deliberately mislead and misdirect.

The Glitches


Chip Recovery (Positive Glitch): The victim automatically refreshes one chip of their choice that has already been used this battle each time they successfully activate another chip. This does not allow any chip to be used more than once per turn. Chips broken or stolen by an opponent do not count as being successfully activated. Lasts until combat ends, or removed with Status Cure, Glitch Eater or other similar effect.

SAS Overclock (Balance glitch): The victim's signature abilities are all immediately refreshed, and for the duration are treated as having a cooldown of only one turn. For the duration, signatures may not be targeted with SigChill, custom programs or any other means of further reducing their cooldown. After two turns of this, however, the glitch burns out, and the victim's SAS crashes completely for an additional two turns. Glitch can be removed with Status Cure, Glitch Eater or other similar effect during its active turns, but is treated like a nerfing effect after it burns out, and cannot be removed until it expires.

Elemental Reflux (Negative Glitch): The victim suffers a backlash of elemental energy inside their body, which shifts wildly from element to element and grows stronger over time. On the first turn, the victim takes 10 elemental damage of their own element, or Fire if the victim is Null elemental. the damage increases by 10 each turn, and changes element at random. This damage is delivered on application, and then at the start of each turn, before any other actions occur (including passives). It cannot be reduced or mitigated in any way, but will be stopped by the Undershirt program. It is susceptible to being increased by the victim's elemental weakness if they have one. If the glitch ever deals 100 damage or more in one application, or if it triggers the victim's Undershirt, it is immediately burned out and removed. Otherwise, glitch lasts until combat ends, or removed with Status Cure, Glitch Eater or other similar effect.

Spreading Numbness (Negative Glitch)(Mutable Glitch): The victim suffers a creeping numbness of body, which makes it difficult for them to function in a coordinated manner. Melee and Slashing attacks are decreased in accuracy by 10%, and there is a 10% chance that any wielded gear will be automatically disarmed any time it is used or struck by an enemy. The victim's base evasion is also hampered by 10%. This glitch is prone to increasing in severity, and can increase to a maximum of five tiers. Lasts until combat ends, or removed with Status Cure, Glitch Eater or other similar effect.

Buster Crash (Negative Glitch): The victim suffers a short duration Buster Crash, as per the effect. Lasts two turns, or until removed with Status Cure, Glitch Eater or other similar effect.

Charge Limiter (Negative Glitch): The victim cannot charge their buster at all, and cannot use any signature abilities or chips that require buster charges. This also blocks signatures with the Charge Burner nerf. This Glitch has no effect on victims who do not possess a normal Buster. Lasts two turns, or until removed with Status Cure, Glitch Eater or other similar effect.

Lead-Foot (Negative Glitch): The victim's movements grow heavy; they cannot dodge or move effectively and dodges confer only the evasion bonus of a feint. Feints, in turn, confer only the evasion bonus of movement, and the victim cannot use the full Movement action at all. Lasts until combat ends, or removed with Status Cure, Glitch Eater or other similar effect.

Ocean-Drinker (Positive Glitch): The victim gains the Aqua-Eater effect, absorbing any aqua damage dealt to them and gaining 50% of the Final damage as healing. Their actual element does not change, so they may still take damage from other seemingly aqua sources, such as being submerged if their element is not Aqua already. Lasts until combat ends, or removed with Status Cure, Glitch Eater or other similar effect.

Ants in the Pants (Negative Glitch): The victim feels compelled to keep moving and running around, unable to keep their feet still. They must spend at least one action each turn using a Movement, and travelling as far as they can with it. This Glitch will not force a victim to flee from a battle, and they retain full control of where, when and how they move. The victim is also struck with the unshakable belief that removing all of their undergarments will placate the urge to move and run; this may or may not be true. Lasts three turns, or until removed with Status Cure, Glitch Eater or other similar effect.

Jelly Shakes (Negative glitch): The victim's fingers (or other appendages) feel like they've turned to quivering jelly. For every turn after the first that they hold a piece of wielded gear, there is a chance they will drop it, losing the item. Lasts until combat ends, or removed with Status Cure, Glitch Eater or other similar effect.

Viscous Film (Cosmetic Effect): The victim's skin looks and feels like it is covered in a very thin film of some warm, slippery, viscous fluid that defies being removed. Lasts until the parent glitch is removed.

Power Swell (Positive Glitch): The victim feels a surge of wild elemental energy. Elemental damage dealt by the victim is increased by and additional 50% of Base to Source. Lasts two turns, or until removed with Status Cure, Glitch Eater or other similar effect.

Piercing Eyes (Balance Glitch): The victim temporarily gains preternatural targeting ability, gaining the benefit of a take aim action on all attacks, which stacks with any other accuracy modifiers. After two turns of this, however, the glitch burns out, leaving their vision impaired for an additional two turns, and decreasing the accuracy of all attacks by one rank. Glitch can be removed with Status Cure, Glitch Eater or other similar effect during its active turns, but is treated like a nerfing effect after it burns out, and cannot be removed until it expires.

Lingering Gaze (Cosmetic Effect): The victim finds their gaze lingering on the features of their opponents that they would normally find most appealing, and may have a hard time shaking this disposition. Lasts until the parent glitch is removed, plus one additional turn thereafter.

Auto-Custom (Balance Glitch): The victim's navi customiser automatically re-purposes itself; they lose 40 points worth of NC space, but each turn may reduce one of their active signatures on cooldown by one turn, as per the Custom+1 NCP. Lost NC space may result in the deactivation of other NC parts — the victim may choose which ones if so. This glitch has no effect on viruses or Support Programs, who simply act as carriers. Glitch lasts two turns, or until removed with Status Cure, Glitch Eater or other similar effect.

Cover-Fire (Positive Glitch): The victim gains access to two passive buster shots per turn, which they may use at any time. Glitch lasts two turns, or removed with Status Cure, Glitch Eater or other similar effect.

Just A Little Closer (Cosmetic Effect): The victim feels the strong urge to touch or caress any target they attack, and may have trouble shaking this disposition. Lasts until the parent glitch is removed.

Hyper Sensitivity (Balance Glitch): The Victim's skin becomes extremely sensitive to the touch. They take an additional 15 points of null damage that cannot be reduced any time they take damage from an attack, however they also gain an innate 10% evasion chance against any attack, which functions on its own, or adds onto any existing evasion attempts. Lasts until combat ends, or removed with Status Cure, Glitch Eater or other similar effect.


Lowering her arms, Terra allowed her body to return to its previous form. All at once, the glitches that had run through her body caused her to flinch slightly, though her reaction was nothing more than her fist instinctively clenching. Exhaling, she recalled the last few moments before she had raised her absolute defense. The twins seemed quite distressed at being separated, and if she was right, there was a brief glance of her senses indicating that the entities had entirely separated into two distinct ones before re-merging. With how they had fought, she sent a silent text transmission to Scarlet, who raised an eyebrow at the rather unorthodox messaging method. However, she was quick to respond in kind, sending her the exact information that she required.

Terra's expression mellowed slightly as she received the information. Observing the twins, it seemed like they were being more wary of her, backing off towards their mobile repair bay. While she was a lot less protected with the absence of Carbide, she was also a lot more free to run wild, and her offensive options, normally limited to standing her ground and creating a territorial advantage, were now expanded. Her trump card attack had been nullified quite well, but it seemed to take them all of their defenses to deflect. Lastly, if her operator's information was to be utilized, she could still yet strike a decisive blow. The pivotal force of the twins was their cooperation, and from what she saw, she had to eliminate one particularly contributing member of the pair over the other. Her eyes subtly focused on Fortuna, whose disruption powers had very much been the bane of all of her attacks. How did she activate it? Was it weaved into her movements somehow? Various possibilities went through her mind.

For the moment, though, it seemed like she was being addressed. The question being posed to her made her pause briefly. As a matter of fact, she hadn't thought of what she wanted to do once she met the beast. Instinctively, she only meant to pursue it, and meet it. Would she communicate with it? Learn from it? Perhaps it was merely a mindless destructive force, not an all-encompassing primal sage, and she would have to fight it instead. Whatever her future course of action was, though...

"I don't know," came the icy reply to Pronus's inquiry.

... Her anger prevented her from divulging anything. Whatever their intentions were, they had struck at the one thing she had deemed precious, and all that came to mind was elimination. Perhaps she could have rationalized it further somehow by connecting that they were also after her objective, and the way they called it their "mark" seemed to imply nothing positive for their intentions. Perhaps she could have reasoned that these two were dangerous, and they needed to be suppressed for the good of the network. Despite that, her cold eyes were motivated by nothing but selfishness.

// Summary [Refresh: IronShield1Effect: 2-Hit Shield
Accuracy: S
Description: Block 2 attacks with Tower Shield, then breaks. Break attacks destroy the Shield.
Duration: Until broken or overridden.
Element: Null
Special: Status Guard: This chip blocks debuffs.
Trader Rank: D
, AirStorm1Damage: 50 x3 shots + Variable Targeting
Accuracy: B
Description: Pulls three enemies towards user, than fires three tornadoes at them, may be divided however user wants.
Duration: Once
Element: Null
Special: Variable Targeting: Allows the user to select a target for each individual hit of an attack. This means they may strike the same target multiple times, multiple different targets, or a mix of the two as they wish.
Special: Wind Type: This chip counts as Wind Type for the purposes of Wind triggered effects, such as traps and terrain.
Special: Pull: Brings a target one movement space closer to the source. Use of this effect on anchored objects may move the user instead of the target.
Trader Rank: D
, WhiteWeb1Damage: 40 + Snare x 3 targets
Accuracy: C
Description: Casts three spider webs on the ground as a snare or a net to capture, damage, or otherwise hinder your enemies. Can be destroyed with Slashing or Fire attacks, or other RP solutions. Destroying the webbing instantly ends its effects.
Duration: One turn
Element: Wood
Special: Snare: A combination of Hold, Grapple, and Trap effects. However, in exchange for RP versatility, the chip can backfire depending upon RP. Nullify cancels Snare. Snared targets can be set on fire for an extra 1x base fire damage, though the target will be free of Snare the following turn.
Trader Rank: D
]
[Te.1] Act: Focus on Fortuna, attempt to discern tell for chip steal: Take Aim/RP?
// Turn Splice: 4/5
For a brief moment of calm, the two sides of this protracted battle in the dark caverns beneath Okuden watched each other, planning, thinking and measuring alike. From Terra's perspective, they were still watching her like a combination of food and sport, and plotting how to get the best of both out of her, but there was also a tint of wary respect as well; neither of them had been expecting to have the fight continuing this long, and while they still seemed confident, after a fashion, it wasn't the absolute certainty that she'd seen them displaying before.

Of the two, Pronus seemed the more focused on watching Terra specifically; she may have been able to gather by this point that his personal set of abilities mostly revolved around adapting and responding to things, while Fortuna's actions were more associated with matters of chance. She was definitely the one responsible for taking control of Terra's chips during the battle, and she seemed to prefer to do it with direct contact of some description... though there had been at least one instance where that hadn't been necessary. It was an action she prepared, and then sprung at the next suitable moment, from what Terra could tell, but there didn't really seem to be any way that she could defend against the woman's advances, short of not using chips at all, and that was likely a bad idea.

There had been a couple of times when Fortuna had visibly made complaint about not getting anything, and if Terra thought about it, she would be able to link those cases up to times that the woman had made her play after Terra had already used the chips immediately at her disposal... but it seemed as though the Gynoid didn't have to be precise about it, necessarily; just so long as she was ready to make her play when or before Terra herself used the chip. It looked as though, visual tells or not, it was still going to be something of a gamble — to guess when the other woman was going to attempt her next steal, and either get her most important chips used before then, or bait it with something less valuable first and hope that Fortuna stole early.

That was about the limit of what Terra had been able to learn so far, going through her thoughts about what she'd observed of the woman over the course of their battle, but it was enough for her to see that, in the moment of watching each other, the other woman was ready to act in some way, eyes tracing over the curves of Terra's body while she swayed back and forth. If she had to take a guess, then she might wager that the woman had already primed her readiness to take control of the next chip Terra used for this round. Before she had a chance to think on the matter any more, a sudden lance of elemental energy spiked inside her somewhere, aqua energy that sent a sharp pain through her middle.

Alongside his sibling, Pronus had leaned in to hold her hand for a moment, interlacing his fingers with hers and leaning down to whisper something in her ear. It was clear that he had no direct need to communicate in that way, since they obviously shred all of their knowledge and thoughts instantly, but the gesture finished with an intimate kiss pressed against her neck before he stood back again. A small glowing chevron remained on the back of Fortuna's hand, even after he disengaged his fingers form her and stepped forward.

"If you don't know, then all you will achieve in confronting a beast of that nature, little girl, will be getting yourself pummelled into dust. That might be alright for children with safety nets that let them get killed with no consequence, but some of us require more certainty..." He took another drifting step forward, in front of his sister now while she slipped one hand over his shoulder, sidling up behind him and to the side just a little. They hadn't stepped off the metal panels yet, but Terra had already seen that the lava didn't agree with them as easily as it did with her.

"We have no intention of chasing after that creature again, dear... not without adding more to our capabilities. Your darling little Carbide would have made an excellent addition, if you hadn't stolen her away from me so swiftly..." She pouted softly over her brother's shoulder, still upset about Terra putting her support program off limits from them.

"But you are far more valuable still, Terra..." Pronus continued. "I'm not convinced you really destroyed a hive queen on your own, to be honest... you had help, or you are lying, or else you are holding back on us. For now, the easiest way to be sure is to conquer and take you, and once that is done, we can simply move on to our original contract and leave that creature to its own ends, whatever they are."

It was hard to gauge whether the twins were stalling, or simply taunting her. they both seemed to imply that they had some means of ensuring that Terra wouldn't simply jack out when they tried to... do whatever it was they meant to do to her. From what she'd seen so far, though, the only real guess she might have would be that it was something to do with glitching her up to the extent that her core emergencies stopped working. Either way, they still seemed intent upon besting her, even if they were happy to entertain conversation for now.


-=Pronus-Fortuna, Assassin Twins=-
Pronus-Fortuna: 400Hp [Western side of the larger cave][Metal][Strengthen: 10][Buster Charge (1)][1-Hit Reflect Shield][???]

-=Returned Battlers=-
Terra.Exe: 138Hp [Eastern side of the larger cave][Lava][20Hp Planar Casing: (Fire)][20Hp Planar Barrier: (Fire)][Glitch: Chip Recovery][Glitch: SaS Overclock (2 Turns)][Glitch: Elemental Reflux][Glitch: Spreading Numbness ][Glitch: Buster Crash (2 Turns)]

Carbide.SP: ESCAPED

-=Dark tunnels=-
40% Lava [Most of the ground around Terra]
60% Metal [Most of the ground around the Twins]

Moss: Acts in all ways like Grass terrain, but does not amplify fire damage (though it is still consumed in the same manner)

Area is an array of columns made of stone and hard earth, supporting a large, gradually sloping area.

-=Know Effects=-
[???]: Target may have unknown attributes or effects that can be discerned through experimentation, or by actions taken to deliberately observe/scan or otherwise learn.

- Twins exhibit aspects of both Glitch and Variable subtypes.
- Appear capable of both stealing their opponents' chip data directly, and also turning attacks back on their enemies.
- Attack turning and chip-stealing effects do not appear to originate from signature abilities.
- Seem to generally attack in tandem, favouring Pincer attacks.
- Seem to be able to convert electrical energy into repair power at a greatly reduced conversion.
- Only seem to use their planar defences on Elec-aligned terrain.

- Targets have separate bodies and could, in theory, be damaged independently, despite appearing to share a single Hp value.
- Targets can be split up, resulting in separate Hp values and stats.
- They do NOT like this.
- Targets appear to have full knowledge and sensory sharing with each other at all times.
- Targets can move apart from one another, but will always remain at least partially connected by the mass of technological cast-offs that swarm about their lower portions.
- Targets seem to be more anatomically correct than is strictly necessary for androids/gynoids. This likely has no combat relevance.
- Targets were interested in learning a lot about Terra, Carbide, and how they fight - and seem to be satisfied that they have done so.
- Targets can be presumed to be very intelligent, and may try to deliberately mislead and misdirect.

The Glitches


Chip Recovery (Positive Glitch): The victim automatically refreshes one chip of their choice that has already been used this battle each time they successfully activate another chip. This does not allow any chip to be used more than once per turn. Chips broken or stolen by an opponent do not count as being successfully activated. Lasts until combat ends, or removed with Status Cure, Glitch Eater or other similar effect.

SAS Overclock (Balance glitch): The victim's signature abilities are all immediately refreshed, and for the duration are treated as having a cooldown of only one turn. For the duration, signatures may not be targeted with SigChill, custom programs or any other means of further reducing their cooldown. After two turns of this, however, the glitch burns out, and the victim's SAS crashes completely for an additional two turns. Glitch can be removed with Status Cure, Glitch Eater or other similar effect during its active turns, but is treated like a nerfing effect after it burns out, and cannot be removed until it expires.

Elemental Reflux (Negative Glitch): The victim suffers a backlash of elemental energy inside their body, which shifts wildly from element to element and grows stronger over time. On the first turn, the victim takes 10 elemental damage of their own element, or Fire if the victim is Null elemental. the damage increases by 10 each turn, and changes element at random. This damage is delivered on application, and then at the start of each turn, before any other actions occur (including passives). It cannot be reduced or mitigated in any way, but will be stopped by the Undershirt program. It is susceptible to being increased by the victim's elemental weakness if they have one. If the glitch ever deals 100 damage or more in one application, or if it triggers the victim's Undershirt, it is immediately burned out and removed. Otherwise, glitch lasts until combat ends, or removed with Status Cure, Glitch Eater or other similar effect.

Spreading Numbness (Negative Glitch)(Mutable Glitch): The victim suffers a creeping numbness of body, which makes it difficult for them to function in a coordinated manner. Melee and Slashing attacks are decreased in accuracy by 10%, and there is a 10% chance that any wielded gear will be automatically disarmed any time it is used or struck by an enemy. The victim's base evasion is also hampered by 10%. This glitch is prone to increasing in severity, and can increase to a maximum of five tiers. Lasts until combat ends, or removed with Status Cure, Glitch Eater or other similar effect.

Buster Crash (Negative Glitch): The victim suffers a short duration Buster Crash, as per the effect. Lasts two turns, or until removed with Status Cure, Glitch Eater or other similar effect.

Charge Limiter (Negative Glitch): The victim cannot charge their buster at all, and cannot use any signature abilities or chips that require buster charges. This also blocks signatures with the Charge Burner nerf. This Glitch has no effect on victims who do not possess a normal Buster. Lasts two turns, or until removed with Status Cure, Glitch Eater or other similar effect.

Lead-Foot (Negative Glitch): The victim's movements grow heavy; they cannot dodge or move effectively and dodges confer only the evasion bonus of a feint. Feints, in turn, confer only the evasion bonus of movement, and the victim cannot use the full Movement action at all. Lasts until combat ends, or removed with Status Cure, Glitch Eater or other similar effect.

Ocean-Drinker (Positive Glitch): The victim gains the Aqua-Eater effect, absorbing any aqua damage dealt to them and gaining 50% of the Final damage as healing. Their actual element does not change, so they may still take damage from other seemingly aqua sources, such as being submerged if their element is not Aqua already. Lasts until combat ends, or removed with Status Cure, Glitch Eater or other similar effect.

Ants in the Pants (Negative Glitch): The victim feels compelled to keep moving and running around, unable to keep their feet still. They must spend at least one action each turn using a Movement, and travelling as far as they can with it. This Glitch will not force a victim to flee from a battle, and they retain full control of where, when and how they move. The victim is also struck with the unshakable belief that removing all of their undergarments will placate the urge to move and run; this may or may not be true. Lasts three turns, or until removed with Status Cure, Glitch Eater or other similar effect.

Jelly Shakes (Negative glitch): The victim's fingers (or other appendages) feel like they've turned to quivering jelly. For every turn after the first that they hold a piece of wielded gear, there is a chance they will drop it, losing the item. Lasts until combat ends, or removed with Status Cure, Glitch Eater or other similar effect.

Viscous Film (Cosmetic Effect): The victim's skin looks and feels like it is covered in a very thin film of some warm, slippery, viscous fluid that defies being removed. Lasts until the parent glitch is removed.

Power Swell (Positive Glitch): The victim feels a surge of wild elemental energy. Elemental damage dealt by the victim is increased by and additional 50% of Base to Source. Lasts two turns, or until removed with Status Cure, Glitch Eater or other similar effect.

Piercing Eyes (Balance Glitch): The victim temporarily gains preternatural targeting ability, gaining the benefit of a take aim action on all attacks, which stacks with any other accuracy modifiers. After two turns of this, however, the glitch burns out, leaving their vision impaired for an additional two turns, and decreasing the accuracy of all attacks by one rank. Glitch can be removed with Status Cure, Glitch Eater or other similar effect during its active turns, but is treated like a nerfing effect after it burns out, and cannot be removed until it expires.

Lingering Gaze (Cosmetic Effect): The victim finds their gaze lingering on the features of their opponents that they would normally find most appealing, and may have a hard time shaking this disposition. Lasts until the parent glitch is removed, plus one additional turn thereafter.

Auto-Custom (Balance Glitch): The victim's navi customiser automatically re-purposes itself; they lose 40 points worth of NC space, but each turn may reduce one of their active signatures on cooldown by one turn, as per the Custom+1 NCP. Lost NC space may result in the deactivation of other NC parts — the victim may choose which ones if so. This glitch has no effect on viruses or Support Programs, who simply act as carriers. Glitch lasts two turns, or until removed with Status Cure, Glitch Eater or other similar effect.

Cover-Fire (Positive Glitch): The victim gains access to two passive buster shots per turn, which they may use at any time. Glitch lasts two turns, or removed with Status Cure, Glitch Eater or other similar effect.

Just A Little Closer (Cosmetic Effect): The victim feels the strong urge to touch or caress any target they attack, and may have trouble shaking this disposition. Lasts until the parent glitch is removed.

Hyper Sensitivity (Balance Glitch): The Victim's skin becomes extremely sensitive to the touch. They take an additional 15 points of null damage that cannot be reduced any time they take damage from an attack, however they also gain an innate 10% evasion chance against any attack, which functions on its own, or adds onto any existing evasion attempts. Lasts until combat ends, or removed with Status Cure, Glitch Eater or other similar effect.


((Terra has 4 Actions Remaining))
With the primed activation of the reflector shield, Terra's eyes clouded over. Her earlier moves were played back in her mind. In particular, she recalled the exact instance of her separating the twins. While Pronus had visibly shown how he had been affected by the battle thus far, Fortuna seemed less worried for herself than she was of her partner. The mass of wires and devices connecting the two of them seemed to hold the key.

Her eyes refocused once more, this time with her attention directed towards the male half of the pair, and the varying areas where the numerous wires snaked out of his metallic body. Sending a silent affirmative signal to her operator, she let her head fall forward, obscuring her eyes again as she muttered in a low voice.

"... Go ahead and try."

Scarlet exhaled in slight frustration. "Can't believe they survived the lava burst... These two are getting pretty tough," said Scarlet, as she parsed through the information that Terra had just asked her for. Mainly, whether the twins' data had changed when she had severed their connection briefly before. Along with that, the chips she asked for if her hunch turned out to be correct, which she had sent with a wave of her hand across the screen. In a stroke of luck, one of the glitches Terra had received flushed part of her chip processors and all of her signature processes and reloaded them. The Navi herself had noticed it, which was why one of the chips she had requested was a duplicate of one she had already used earlier, normally rendered unusable until her battle routine was disengaged.

"Their stats fuzzed out just a bit when they were separated... So they weren't a single unit after all," muttered Luke, who had been silently watching from the side.
"Any thoughts, Luke?"

"They don't seem to be Team-type Navis... The glitches and the damage mitigation. Those are exclusively Bug-type and Variable-type innate techniques. I'd like to see how they work," said Luke. "I don't suppose Terra's going to let me capture them alive?"
"She looks pretty pissed, I don't think anything's going to get through to her right now," mused Scarlet with a small laugh, eliciting a shrug from her resigned boyfriend. "Still..." her monologue was paused as she thought of the assassins' words. Terra had been doggedly chasing the strange anomaly from before, but for what reason exactly? Terra's response earlier was cryptic, saying that 'she didn't know'. Was it some instinctual draw towards the beast? Curiosity nagged at her, and Scarlet made a note to ask Terra about it after the danger had passed.

Terra's brief moment was over as she sensed her chips being received, and sprung into action. Raising her arms exactly as she did before, Terra's body began covering itself with the luminescent green circuitry. The bodily markings vanished as quickly as they came once more. However, this time, the resounding noise of her StoneBody protection mechanism did not come. Instead, Terra stood in place for a moment, before her figure blinked out of existence.

Her trickery would be shortly discovered, with the signature attack warping her directly behind the two twins, at a slight angle. Her image rematerialized her in a low crouching angle, her legs wide apart. Her upper body was twisted in mid-strike, her glowing palm drawn back, before she thrusted it forward powerfully. Her terraformer abilities fueled themselves into empty air, overloading the space in front of her with invalid rejection signals and creating a sudden pressurized pocket of airspace. The pocket of space then erupted loudly as an air cannon, aimed at Fortuna's backside -- both to separate her from her brother and send her tumbling into the pool of lava she had made, and to tear apart the fragile-looking bundle of wires that connected them to each other.

Her chips then activated themselves in rapid succession, with the first revealing itself not a moment later. Malignant swirls of energy appeared in the ground under Pronus and Fortuna, from which numerous white trails of light erupted out in unison. The trails of light rushed above to tangle themselves with their targets, after which they solidified into sticky white bindings. The swirl of energy near Fortuna then lit up in red after the light trails solidifed, emitting a slightly noticeable amount of heat. Terra's body crackled with her usual sphere of defensive elemental energy as she clenched her fist, which triggered the attack. The earth then cracked open to release a mighty wall of fire, roasting anyone who happened to still be in range of the binding trails.

// Summary
[Te.2] Sig: Terraforce: Spirit of Nature: Teleport @ Behind Fortuna
[Te.3] Sig: Terraforce: Force of Nature: Microburst @ Fortuna, aim to detach from Pronus and propel into lava pool
[Te.4] Chip: WhiteWeb1Damage: 40 + Snare x 3 targets
Accuracy: C
Description: Casts three spider webs on the ground as a snare or a net to capture, damage, or otherwise hinder your enemies. Can be destroyed with Slashing or Fire attacks, or other RP solutions. Destroying the webbing instantly ends its effects.
Duration: One turn
Element: Wood
Special: Snare: A combination of Hold, Grapple, and Trap effects. However, in exchange for RP versatility, the chip can backfire depending upon RP. Nullify cancels Snare. Snared targets can be set on fire for an extra 1x base fire damage, though the target will be free of Snare the following turn.
Trader Rank: D
: 40 + Snare x 3 targets (Acc: C) @ Pronus/Fortuna (Teleport/Take Aim: Acc++, Wood: SrcAtk+10, Refresh: PanelGrabEffect: Accuracy Enhancement
Accuracy: S
Description: Increases the accuracy of all other attacks this turn by 1 Rank.
Duration: Until end of turn.
Element: Null
Trader Rank: D
)
[Te.*] Sig: Terraskill: Earthen Barrier: 20 HP Planar Barrier @ Self (Metal: Elec)
[Te.*] Sig: Terraskill: Earthen Armor: 20 HP Planar Casing @ Self (Metal: Elec)
[Te.5] Chip: FlameLine2Damage: 120 + Ground Attack + Wide Attack
Accuracy: B
Description: A wall of fire erupts from the ground, burning up to 3 targets.
Duration: Once
Element: Fire
Trader Rank: C
: 120 + Ground Attack + Wide Attack (Acc: B) @ Fortuna/Pronus? (if Microburst/WhiteWeb failed) (Snare: +100%*SrcAtk, Refresh: SandWorm1Damage: 80 + Impact + Ground Attack + LineAttack3 + Back-Stab + Sand Boost
Accuracy: B
Description: Summons a SnakeArm virus to slam into the backs of enemies from underground. After leaping in an arc to attack, it burrows back into the ground and vanishes.
Duration: Once
Element: Null
Special: Sand Boost: +50 Attack Damage against targets on Sand.
Special: Back-Stab: Renders Dodges half as effective against this attack only.
Trader Rank: D
)
With Terra's stony challenge levied and little more chatter from the elementalist, the twins spared a glance for each other, then drew lifted their hands in unison while a number of crackling probe points lifted from the swirling maelstrom of electronics surrounding their lower halves. A moment later, however, Terra was gone, reappearing just behind the duo. Their heads snapped around and the laser points flicked, training as she reappeared, and though the four bright bolts of corrupted electrical charge fired towards her, it wasn't enough to delay or even shake Terra at all, the burst from her own over-loaded attack blasting into the other woman's side and launching her across the chamber at high speed.

Two of the four corrupted shots crackled against Terra's barrier, dispersing it and sending more tendrils of glitched coding snaking their way into her, but it probably didn't detract from the satisfaction of hearing Fortuna's suddenly shocked shriek of surprise as she was flung away. As before, the surrounding storm of parts thinned out as the two bodies separated, until it was just a thin line connecting the two, and leaving them both fully exposed. As Fortuna passed beyond that point, though, the line split in the middle and snapped back like a band, gathering up into two separate clusters of detritus swirling around the twins independently of one another.

"Fortuna!" The shout from beside her came at the same time as the woman's cry, but it was trailed with a low snarl that was much more clearly directed at Terra herself. Even as his sister landed and rolled over twice in the lava at the far side of the chamber, Pronus rounded on Terra, the electricity in his eyes blazing hot. "That was not wise, girl..." He gestured out to the side with one hand and the lava beneath Fortuna rumbled then rose into another of their metallic repair bays. Only part of it, since a goodly portion of the lava resisted his efforts, but the broad cone that had already fended off Terra's own stolen dragon attack converted to a slice of metal machinery that let the gynoid begin climbing to her feet. As the male twin advanced on her glowering, the furious glare was mirrored by his sister across the chamber, and as soon as Terra attempted to ensnare the two of them where they were, she felt a momentary flash of presence, like the metallic woman was standing behind her and running hands over hers, before it was gone, and the energy from her snaring efforts faded with it.

As the glitches settled in, Terra could feel the numbness spreading through her body grow worse, the slow uncoordinated drifting of her actions making her digits feel thick and her arms heavy. At once, the mass of cables and other electronic parts encroached on Terra while the male twin bore down on her, and the tendrils lashed up, coated in some mossy substance that sliced through the rest of her defences and dug in painfully as they wrapped about her arms and legs and made it harder still to move... though looking at the way they crushed at her limbs, it wasn't nearly as painful as it probably should have been. The damage had been substantially reduced against her numbed flesh. Fortuna's voice rang out, sounding furious and vindictive now, though all Terra was able to see in this particular moment was the intense fury of her brother's face.

"I'll hold her, brother! Don't let her get away with that!" Despite her predicament, though, Tera wasn't completely done yet, and managed to summon up her defences again, even through the painfully restraining bindings that had latched onto her. With renewed energy, she struck out a roaring line of fire towards the separated woman, hoping to catch her by surprise while she was apart from her brother, but the furious woman was watching Terra intently and as the flame rushed on she stood her ground, raising the back of one fist as the flame marched towards her. The glowing chevron that her brother had left flared into a full shield as the flames reached her and split to either side of the woman, then the concave shape returned a lance of red energy back towards Terra as it faded. the beam scattered across her renewed barrier, dispersing it, but as it did she got the sense in her mind of the flashing eyes that had drained her attacks before, and a voice whispering in her ear at an angry hiss.

"I was going to let you keep your sense of self, but not if you'd violate us like that, you little trull..." Fortuna did not sound like she was at all interested in flirting any more. Distracted for a moment by the sinister whispers, Terra was still alert enough to see Pronus dart quickly around to her front, ending his slow stalking approach with a burst of speed. Even aware of it, though, the restraining cables made it too hard for her to avoid him as he brought one hand around and slammed it, open palm, into the middle of her chest. The strike crackled with corrupted electrical energy, but even though her elementally aligned armour was well adapted to handle such surges, the blow was still potent enough to shatter it away and leave her without defence. It was almost enough to knock her down as well, and as it was Terra would find herself held up as much by her restraints, as by her own feet for a brief moment before she recovered. The corruption that followed made her feel, for a moment, like she had the time to get at least some form of cover to any blow, but before she could take advantage of it, Pronus' hand gripped her shoulder, fingertips digging in while the mechanical parts swirled and roared about them both in a cacophony of agitation. She felt some of the broken code that allowed the quick reactions drained away from her again while he glared into her eyes.

"You can keep fighting as long as you like, Terra..." The charm was gone, replaced by a threatening, gravely tone. "Neither of us are making much headway, for now, but sooner or later, you will run out of luck, and options. We never will. We adapt and we grow. Navis like you... crippled by the crutch of using energy from operators who treat you like toys? You're just food... and I'm done playing with you."

Despite the seemingly bad situation, the subtler side of the male twins words seemed true; Terra might not have caused the damage she hoped, but nor had they really managed to do much more than break through her defences again. The metal panelling was still firm beneath Terra's feet, despite the storm of parts enveloping her while Pronus was near, and she was only a moment from restoring her protections yet again, despite the binding wires and cables. The snare itself felt fragile now, between the pulses of her own energy and the attacks of the twins, it would barely take a quick struggle to throw it off, now.

-=Pronus-Fortuna, Assassin Twins=-
Pronus: 200Hp [Western side of the larger cave][Metal][Strengthen: 30][???]
Fortuna: 195Hp [Eastern side of the larger cave][Furnace][???]

-=Returned Battlers=-
Terra.Exe: 128Hp [Western side of the larger cave][Metal][Restrained!][Glitch: Chip Recovery][Glitch: SaS Overclock (1 Turn)][Glitch: Elemental Reflux (30)][Glitch: Spreading Numbness (2)][Glitch: Buster Crash (1 Turn)][Debuff: -30]

Carbide.SP: ESCAPED

-=Dark tunnels=-
15% Lava [Eastern side of the cavern, minus a pie-slice cone]
80% Metal [Most of the cavern]
5% Furnace [Small patch under Fortuna]

Area is an array of columns made of stone and hard earth, supporting a large, gradually sloping area.

-=Know Effects=-
[???]: Target may have unknown attributes or effects that can be discerned through experimentation, or by actions taken to deliberately observe/scan or otherwise learn.

- Twins exhibit aspects of both Glitch and Variable subtypes.
- Attack turning and chip-stealing effects do not appear to originate from signature abilities.
- Seem to generally attack in tandem, favouring Pincer attacks.
- Seem to be able to convert electrical energy into repair power at a greatly reduced conversion.
- Only seem to use their planar defences on Elec-aligned terrain.

- Targets appear to have full knowledge and sensory sharing with each other at all times.
- Targets can be presumed to be very intelligent, and may try to deliberately mislead and misdirect.
- Targets can move apart from one another, but will always remain at least partially connected by the mass of technological cast-offs that swarm about their lower portions.
- Targets have separate bodies and could, in theory, be damaged independently, despite appearing to share a single Hp value.
- Targets can be split up, resulting in separate Hp values and stats.
- They do NOT like this.

-When parted completely, twins seem to have only a portion of their combined ability set, and display independent Hp values.

Pronus:
- Seemingly responsible for Glitch-related effects
- Responsible for attack reflect abilities
- Eats glitches to store Strengthen

Fortuna:
- Seemingly responsible for Variable-related effects
- Responsible for chip-stealing abilities
- Can cure glitches and status effects

Both:
- Both seem to remain capable of most energy attacks while apart
- Most basic attacks all seem to bear glitched code.


The Glitches


Quick Brace (Positive Glitch): The victim gains the ability to trigger the Brace action as a free action, twice per turn. Uses do not stack; regardless of when the ability is triggered, only one instance of brace may be applied to any single attack. For an SP, this Glitch causes any Defend action they take to be counted as a Braced Defend. Lasts three turns, or until removed with Status Cure, Glitch Eater or other similar effect.

Numbness from Pain (Positive Glitch): The victim's skin feels less sensitive, but is also resistant to damage. They gain the effects of Damage Reduction 20. Break attacks ignore this, but they do not take increased damage. Lasts until over-written by another body effect, or removed with Status Cure, Glitch Eater or other similar effect.


Chip Recovery (Positive Glitch): The victim automatically refreshes one chip of their choice that has already been used this battle each time they successfully activate another chip. This does not allow any chip to be used more than once per turn. Chips broken or stolen by an opponent do not count as being successfully activated. Lasts until combat ends, or removed with Status Cure, Glitch Eater or other similar effect.

SAS Overclock (Balance glitch): The victim's signature abilities are all immediately refreshed, and for the duration are treated as having a cooldown of only one turn. For the duration, signatures may not be targeted with SigChill, custom programs or any other means of further reducing their cooldown. After two turns of this, however, the glitch burns out, and the victim's SAS crashes completely for an additional two turns. Glitch can be removed with Status Cure, Glitch Eater or other similar effect during its active turns, but is treated like a nerfing effect after it burns out, and cannot be removed until it expires.

Elemental Reflux (Negative Glitch): The victim suffers a backlash of elemental energy inside their body, which shifts wildly from element to element and grows stronger over time. On the first turn, the victim takes 10 elemental damage of their own element, or Fire if the victim is Null elemental. the damage increases by 10 each turn, and changes element at random. This damage is delivered on application, and then at the start of each turn, before any other actions occur (including passives). It cannot be reduced or mitigated in any way, but will be stopped by the Undershirt program. It is susceptible to being increased by the victim's elemental weakness if they have one. If the glitch ever deals 100 damage or more in one application, or if it triggers the victim's Undershirt, it is immediately burned out and removed. Otherwise, glitch lasts until combat ends, or removed with Status Cure, Glitch Eater or other similar effect.

Spreading Numbness (Negative Glitch)(Mutable Glitch): The victim suffers a creeping numbness of body, which makes it difficult for them to function in a coordinated manner. Melee and Slashing attacks are decreased in accuracy by 10%, and there is a 10% chance that any wielded gear will be automatically disarmed any time it is used or struck by an enemy. The victim's base evasion is also hampered by 10%. This glitch is prone to increasing in severity, and can increase to a maximum of five tiers. Lasts until combat ends, or removed with Status Cure, Glitch Eater or other similar effect.

Buster Crash (Negative Glitch): The victim suffers a short duration Buster Crash, as per the effect. Lasts two turns, or until removed with Status Cure, Glitch Eater or other similar effect.

Charge Limiter (Negative Glitch): The victim cannot charge their buster at all, and cannot use any signature abilities or chips that require buster charges. This also blocks signatures with the Charge Burner nerf. This Glitch has no effect on victims who do not possess a normal Buster. Lasts two turns, or until removed with Status Cure, Glitch Eater or other similar effect.

Lead-Foot (Negative Glitch): The victim's movements grow heavy; they cannot dodge or move effectively and dodges confer only the evasion bonus of a feint. Feints, in turn, confer only the evasion bonus of movement, and the victim cannot use the full Movement action at all. Lasts until combat ends, or removed with Status Cure, Glitch Eater or other similar effect.

Ocean-Drinker (Positive Glitch): The victim gains the Aqua-Eater effect, absorbing any aqua damage dealt to them and gaining 50% of the Final damage as healing. Their actual element does not change, so they may still take damage from other seemingly aqua sources, such as being submerged if their element is not Aqua already. Lasts until combat ends, or removed with Status Cure, Glitch Eater or other similar effect.

Ants in the Pants (Negative Glitch): The victim feels compelled to keep moving and running around, unable to keep their feet still. They must spend at least one action each turn using a Movement, and travelling as far as they can with it. This Glitch will not force a victim to flee from a battle, and they retain full control of where, when and how they move. The victim is also struck with the unshakable belief that removing all of their undergarments will placate the urge to move and run; this may or may not be true. Lasts three turns, or until removed with Status Cure, Glitch Eater or other similar effect.

Jelly Shakes (Negative glitch): The victim's fingers (or other appendages) feel like they've turned to quivering jelly. For every turn after the first that they hold a piece of wielded gear, there is a chance they will drop it, losing the item. Lasts until combat ends, or removed with Status Cure, Glitch Eater or other similar effect.

Viscous Film (Cosmetic Effect): The victim's skin looks and feels like it is covered in a very thin film of some warm, slippery, viscous fluid that defies being removed. Lasts until the parent glitch is removed.

Power Swell (Positive Glitch): The victim feels a surge of wild elemental energy. Elemental damage dealt by the victim is increased by and additional 50% of Base to Source. Lasts two turns, or until removed with Status Cure, Glitch Eater or other similar effect.

Piercing Eyes (Balance Glitch): The victim temporarily gains preternatural targeting ability, gaining the benefit of a take aim action on all attacks, which stacks with any other accuracy modifiers. After two turns of this, however, the glitch burns out, leaving their vision impaired for an additional two turns, and decreasing the accuracy of all attacks by one rank. Glitch can be removed with Status Cure, Glitch Eater or other similar effect during its active turns, but is treated like a nerfing effect after it burns out, and cannot be removed until it expires.

Lingering Gaze (Cosmetic Effect): The victim finds their gaze lingering on the features of their opponents that they would normally find most appealing, and may have a hard time shaking this disposition. Lasts until the parent glitch is removed, plus one additional turn thereafter.

Auto-Custom (Balance Glitch): The victim's navi customiser automatically re-purposes itself; they lose 40 points worth of NC space, but each turn may reduce one of their active signatures on cooldown by one turn, as per the Custom+1 NCP. Lost NC space may result in the deactivation of other NC parts — the victim may choose which ones if so. This glitch has no effect on viruses or Support Programs, who simply act as carriers. Glitch lasts two turns, or until removed with Status Cure, Glitch Eater or other similar effect.

Cover-Fire (Positive Glitch): The victim gains access to two passive buster shots per turn, which they may use at any time. Glitch lasts two turns, or removed with Status Cure, Glitch Eater or other similar effect.

Just A Little Closer (Cosmetic Effect): The victim feels the strong urge to touch or caress any target they attack, and may have trouble shaking this disposition. Lasts until the parent glitch is removed.

Hyper Sensitivity (Balance Glitch): The Victim's skin becomes extremely sensitive to the touch. They take an additional 15 points of null damage that cannot be reduced any time they take damage from an attack, however they also gain an innate 10% evasion chance against any attack, which functions on its own, or adds onto any existing evasion attempts. Lasts until combat ends, or removed with Status Cure, Glitch Eater or other similar effect.


Chip Refresh List


Available:
Valid for Refresh:

Not Valid for Refresh:

RedWave1Damage: 50 + Ground Attack + To-All-Clause (Others) + Lava Terrain Boost 50
Accuracy: B
Description: Creates a wave of lava to burn everything and everyone other than the user, even their allies. Can be jumped over, but requires perfect timing. More effective if there is lava in the vicinity to fuel it.
Duration: Once
Element: Fire
Trader Rank: D

Rope1Damage: 50 + Hold + Ground Attack
Accuracy: A
Description: A vine sprouts from the ground to grab and damage an enemy for three turns. Can be destroyed with Slashing or Fire attacks, or other RP-based solutions. Destroying the vine instantly ends its effects.
Duration: Three turns
Element: Wood
Trader Rank: D

RemotePlug3Damage: 140 + Homing + Phasing
Accuracy: C
Description: Fires an obstacle penetrating plug that moves forward. Its path can be adjusted by the user.
Duration: Once
Element: Elec
Trader Rank: B

Wave1Damage: 50 + Ground Attack + To-All(Others) + Sea/Onsen Terrain Boost 50
Accuracy: B
Description: Creates a tsunami to drown everything and everyone other than the user, even their allies. Can be jumped over, but requires perfect timing. More effective if there is already water in the vicinity to fuel it.
Duration: Once
Element: Aqua
Trader Rank: D

Gaia1Damage: 100 + Ground Attack + To-All-Clause (Others)
Accuracy: C
Description: Creates a massive shock wave that devastates all battle participants except the user, including their own allies. Due to its lack of width, it can be leaped over with great timing. Rare
Duration: Once
Element: Null
Trader Rank: C

MoonBlade1Damage: 90 + Slashing + Spin Attack
Accuracy: Depends on number of targets.
Description: Executes a spin cut with a Kunai.
Duration: Once.
Element: Null
Special: Spin Attack: Strikes at all enemies in an 8-panel circle around the user. Accuracy varies depending on the number of targets designated: 1-3 targets @ B Accuracy, 4-6 targets @ C Accuracy, 7-8 targets @ D Accuracy.
Trader Rank: D

ElementalRage2Damage: 90 + LineAttack3
Accuracy: A
Description: Fires a ray of energy in front of the player. If the user is standing on an elemental terrain, the blast gains that power. Can target up to three enemies.
Duration: Once
Element: Depends on Terrain
Trader Rank: C

TankCannon1Damage: 80 / 80 + Blast 2
Accuracy: A / C
Description: An enormous cannon whose ammunition can be altered to either a single high accuracy shot, or a low accuracy shot that can explode to hit several enemies.
Duration: Once
Element: Null
Special: Dual Mode: This chip has two separate modes of operation. The user may pick which one they wish to use at the time of activation.
Trader Rank: D

SwordDamage: 80 + Slashing
Accuracy: B
Description: Creates a sword made of solidified energy, with a very short blade. Hits one target per slash
Duration: Until Overridden/Broken. Breaks automatically after 6 swings.
Element: Null
Trader Rank: D

MarkCannon1Damage: 70 + Seeking + Lock-on
Accuracy: A
Description: A highly accurate cannon whose automatic aiming system locks onto heat signatures and fires.
Duration: Once
Element: Null
Special: Lock-on: Same effect as an automatic Take Aim.
Trader Rank: D

IronShell1Damage: 70 x 1-2 + Break
Accuracy: C
Description: IronShell hits up to four enemies, three once and the last one twice at max, and blocks frontal projectile attacks. User is immobile during usage and lowers their dodge for the turn. This chip counts as a Melee Chip.
Duration: Once
Element: Null
Special: Accuracy drops 1 rank for each enemy hit, making it harder to strike larger groups.
Special: IronShell can be destroyed by Break attacks with 40 or greater power.
Special: If two IronShells collide with each other, both are destroyed at the same time.
Trader Rank: D

Drain1Damage: Drain 50
Accuracy: C
Description: Summons a cloud of Skeeter viruses, and sends them flying at one enemy. They surround the target, proceed to drain HP from it, and send the stolen energy back to their summoner before vanishing. This attack has a slow travel speed.
Duration: Once
Element: Null
Trader Rank: D

GravityHold1Damage: 50 + Piercing + Altitude Change
Accuracy: D
Description: Creates a gravity well that penetrates obstacles. There is no limit to how many enemies this attack can hit, but as it moves very slowly and in a straight line, it is easily dodged.
Duration: Once
Element: Null
Special: Altitude Change: Forces all battle participants out of High Altitude or Submerged status, regardless of whether or not it hits them. This effect cannot be avoided.
Trader Rank: D

PickpocketDamage: 0
Accuracy: B
Description: Summons a Bandcoon to steal from opponents before vanishing.
Duration: Once
Element: Null
Special: Success and quality of theft affected by RP quality and luck.
Trader Rank: C

PanelGrabEffect: Accuracy Enhancement
Accuracy: S
Description: Increases the accuracy of all other attacks this turn by 1 Rank.
Duration: Until end of turn.
Element: Null
Trader Rank: D

AirStorm1Damage: 50 x3 shots + Variable Targeting
Accuracy: B
Description: Pulls three enemies towards user, than fires three tornadoes at them, may be divided however user wants.
Duration: Once
Element: Null
Special: Variable Targeting: Allows the user to select a target for each individual hit of an attack. This means they may strike the same target multiple times, multiple different targets, or a mix of the two as they wish.
Special: Wind Type: This chip counts as Wind Type for the purposes of Wind triggered effects, such as traps and terrain.
Special: Pull: Brings a target one movement space closer to the source. Use of this effect on anchored objects may move the user instead of the target.
Trader Rank: D

IronShield1Effect: 2-Hit Shield
Accuracy: S
Description: Block 2 attacks with Tower Shield, then breaks. Break attacks destroy the Shield.
Duration: Until broken or overridden.
Element: Null
Special: Status Guard: This chip blocks debuffs.
Trader Rank: D

SandWorm1Damage: 80 + Impact + Ground Attack + LineAttack3 + Back-Stab + Sand Boost
Accuracy: B
Description: Summons a SnakeArm virus to slam into the backs of enemies from underground. After leaping in an arc to attack, it burrows back into the ground and vanishes.
Duration: Once
Element: Null
Special: Sand Boost: +50 Attack Damage against targets on Sand.
Special: Back-Stab: Renders Dodges half as effective against this attack only.
Trader Rank: D


AuraHead1Damage: 90 + Break + Line Attack3 + Aura Boost
Accuracy: B / C / D
Description: Launches a Megallian Aura Head that smashes through up to 3 targets/objects in a straight line. Accuracy decreases with each hit.
Duration: Once
Element: Null
Special: Aura Boost: +20 Attack Damage when user of this chip is protected by a Barrier. +50 Attack Damage when user of this chip is protected by an Aura.
Trader Rank: D

ElementalRage1Damage: 60 + LineAttack3
Accuracy: A
Description: Fires a ray of energy in front of the player. If the user is standing on an elemental terrain, the blast gains that power. Can target up to three enemies.
Duration: Once
Element: Depends on Terrain
Trader Rank: D

Shadow2Effect: Shadow
Accuracy: S
Description: Grants the user Shadow. This reduces all incoming non-Slashing attacks to 0 damage, and reduces accuracy on ranged attacks by 20%.
Duration: 2 turns
Element: Null
Trader Rank: C

RedWave1Damage: 50 + Ground Attack + To-All-Clause (Others) + Lava Terrain Boost 50
Accuracy: B
Description: Creates a wave of lava to burn everything and everyone other than the user, even their allies. Can be jumped over, but requires perfect timing. More effective if there is lava in the vicinity to fuel it.
Duration: Once
Element: Fire
Trader Rank: D

RedWave1Damage: 50 + Ground Attack + To-All-Clause (Others) + Lava Terrain Boost 50
Accuracy: B
Description: Creates a wave of lava to burn everything and everyone other than the user, even their allies. Can be jumped over, but requires perfect timing. More effective if there is lava in the vicinity to fuel it.
Duration: Once
Element: Fire
Trader Rank: D

RedWave1Damage: 50 + Ground Attack + To-All-Clause (Others) + Lava Terrain Boost 50
Accuracy: B
Description: Creates a wave of lava to burn everything and everyone other than the user, even their allies. Can be jumped over, but requires perfect timing. More effective if there is lava in the vicinity to fuel it.
Duration: Once
Element: Fire
Trader Rank: D

FlameLine2Damage: 120 + Ground Attack + Wide Attack
Accuracy: B
Description: A wall of fire erupts from the ground, burning up to 3 targets.
Duration: Once
Element: Fire
Trader Rank: C


DoubleShotDamage: 60 + Small Broken Terrain Change x 2 Shots + Terrain Effect Bonus + Variable Targeting
Accuracy: B
Description: Rips up 2 panels and sends them flying at designated targets.
Duration: Once
Element: Depends on Terrain
Special: Terrain Effect Bonus: Adds an additional effect to an attack where applicable, depending on the type of terrain used.
Special: Variable Targeting: Allows the user to select a target for each individual hit of an attack. This means they may strike the same target multiple times, multiple different targets, or a mix of the two as they wish.
Trader Rank: C

LavaCannon1Damage: 90 + Lava Panel Boost(+40)
Accuracy: B
Description: Fires a blast of magma from a cannon. If the user is standing on Lava terrain at the time of use, this chip's power is boosted by 40.
Duration: Once
Element: Fire
Trader Rank: D

Shake1Damage: 90 + Wide Attack + Break
Accuracy: C
Description: Throws a dumbbell that slides through enemy lines for two turns. Can hit up to three enemies twice, second time having a 50% chance of hitting.
Duration: Two turns
Element: Null
Trader Rank: D

WoodDragon2Damage: 150 + Ground Attack + Medium Area Grass Terrain Change + Terrain Changer
Accuracy: C
Description: Summons a WoodDragon that attacks enemies as it glides across the ground. Changes terrain to Grass as it passes.
Duration: Once
Element: Wood
Special: Terrain Changer: Ceases attacking when the Terrain Change effect is completed (once 25% of the terrain is changed).
Trader Rank: C

WhiteWeb1Damage: 40 + Snare x 3 targets
Accuracy: C
Description: Casts three spider webs on the ground as a snare or a net to capture, damage, or otherwise hinder your enemies. Can be destroyed with Slashing or Fire attacks, or other RP solutions. Destroying the webbing instantly ends its effects.
Duration: One turn
Element: Wood
Special: Snare: A combination of Hold, Grapple, and Trap effects. However, in exchange for RP versatility, the chip can backfire depending upon RP. Nullify cancels Snare. Snared targets can be set on fire for an extra 1x base fire damage, though the target will be free of Snare the following turn.
Trader Rank: D

Being on the receiving end of Pronus's glare, Terra's eyes returned the hostility in defiance. The glowing lines that had coursed through her body now seemed to be almost permanently engraved into her skin; Terra was pushing herself to the limit. As the elemental energy surged around within herself, her defenses refreshed themselves at an almost frighteningly rapid pace. The whine of electrical energy hummed and reverberated throughout the cavern, and her body appeared to glow even brighter.

In fact, the machinery surrounding her that was supposed to have bound and restrained her seemed to be assisting her instead -- she had hijacked the bindings to enable her to further provide herself with energy from the ground. With the swirling wires around her tightly wrapped around her like a coil, it was almost as if Terra had converted herself into the core of a solenoid electromagnet. As the human core was surrounded by electric arcs, the smell of ozone quickly propagated through the cave.

"RemotePlug, slot in!"

While the display was brilliant, it only took moments before a rapid discharge would snake out from the coils binding her, searching for the closest target that it could ravage -- Pronus was naturally the most suitable target. A crackle predated the attack before an enormous thunderclap boomed out from the two Navis. The strong discharge was almost akin to an explosion, and the cavern shook once more, raining down some loose dirt from the ceiling up above. It almost appeared as if the cavern's groaning wasn't the direct result of Terra's attack, but of the earth itself warning its inhabitants that they had trifled with one of its own kind.

Terra herself was unshaken, and her glaring face was set in stone as her body had turned itself into its defensive state once more. The attacks and glitches that had ravaged her body slowly began to dissipate as her internals began to restore themselves in preparation for the next bout of attacks.

// Summary
[Te.*] Sig: Terraskill: Earthen Barrier: 20 HP Planar Barrier @ Self (Metal: Elec)
[Te.*] Sig: Terraskill: Earthen Armor: 20 HP Planar Casing @ Self (Metal: Elec)
[Te.1] Chip: RemotePlug3Damage: 140 + Homing + Phasing
Accuracy: C
Description: Fires an obstacle penetrating plug that moves forward. Its path can be adjusted by the user.
Duration: Once
Element: Elec
Trader Rank: B
: 140 + Homing + Phasing (Acc: C) @ Pronus (Debuff: SrcAtk-30, Metal: +100%*SrcAtk, Refresh: Shadow2Effect: Shadow
Accuracy: S
Description: Grants the user Shadow. This reduces all incoming non-Slashing attacks to 0 damage, and reduces accuracy on ranged attacks by 20%.
Duration: 2 turns
Element: Null
Trader Rank: C
)
[Te.2] Sig: Terraforce: Protector of Nature: StoneBody @ Self
[Te.3] Sig: Terraforce: Savior of Nature: Heal 60 @ Self
[Te.4] Sig: Terraforce: Blessing of Nature: Status Cure (Elemental Reflux)
[Te.5] Sig: Terraforce: Blessing of Nature: Status Cure (SAS Overclock)
Standing firm amidst the storm of electricity and technological parts, Terra felt the same wild recoil tear through her, a burst of wild electrical energy this time that only served to further channel her ire into her efforts to subsume the very fabric that her foes were trying to use against her, against them instead. The hum and pressure in the air grew thicker, almost snapping with tension and the two assassin navis seemed to revel in it as much as Terra was drinking it in. As parts of the maelstrom bound themselves to Terra instead, forming her armour, and her barrier, and more still began to lift themselves free and turn their beams and pointers and probes towards Pronus instead, the android turned his head with a curious look, the steely glower dropping for a moment as he tried to work out if this was a problem or not.

A second later, the full wrath of Terra's attack belted into him, slamming into the male's chest and pushing him back by the sheer force of energy until he staggered against a raised piece of the repair bay and widened his stance to regain balance. A moment later, he stood upright and rolled his shoulders, looking to meet Terra's eyes again.

"Was that a peace offering, little girl?" His body steamed fresh ozone, with much of his chest looking white hot on its surface, but his eyes crackled and blazed with a veritable light display of sparking energy as he stood forward, teeth snarling. The bolt clearly hadn't had the desired effect. "Because it's too late for that!!" This came out as a shouted, enraged roar that echoed through the chamber before he lifted both hands above his head, then thrust them forward palms out, to drown Terra in a blinding barrage of light spray. Electricity arced off the fixtures around them both, dancing through the space and filling it completely while individual beads of lightning chewed their way through her barrier bit by bit.

Just as this started, however, a second stream of electrical darts began slamming into Terra's back from behind, where Fortuna had mirrored her brother's attack from the other side, moving back towards him as she did. Her own shots ran down before her sibling's did, but between them both the barrage was enough to tear off her reclaimed armour and begin scorching and burning Terra's body. Her skin swiftly hardened to resistant stone, but not before several of the beads of light managed to do her harm.

While her body calcified, though, Fortuna closed the rest of the distance between them, and Terra would be able to feel the naked gynoid's body press up against her back suddenly, holding close to make contact with her all the way down to the thighs. The woman's hands slid over Terra's briefly, but there was no extra data for her to steal at that point and instead they lifted up, reaching out past the stationary navi to her brother instead. Pronus glided in, and as he took his sister's hands, the swirling mass of parts around each of them split and rejoined, now forming a miniature cyclone of electronics around all three of them. Many of the wires and cables that had bound Terra were still attempting to hold her in place, and with her body solid stone for a moment, the remaining restraints held on, but more worrisome than that was the manner in which the male android drew close and pressed his own body up against Terra as well, matching his sibling's unwanted intimacy from the front. Neither of them were looking at Terra herself now, but were simply embracing each other with her in the middle, their bodies tight against her form while their arms intermingled over her shoulders.

"We're going to bring the cavern down if we keep this up, brother... I want her badly too, but we're already behind time... If she gets away and we miss our next contract too..." The voice came from where Fortuna rested her head briefly on Terra's shoulder, looking past to her sibling. Pronus leaned in, looking for a moment like he was about to kiss Terra, but diverted to press his lips to Fortuna's mouth instead.

"I know my love. If we can't get her isolated soon, you might be right. We just need to be careful. and that means no more of this..." Suddenly, his head turned and Terra could feel his lips pressing against her neck, and drawing off fragments of code. The anomaly that was refreshing her battle chip queue faded away, leaving her routines with just the availability of whatever she hadn't used yet.

After another few seconds of the uncomfortable embrace, the twins slipped away, drawing back from her until they both stood facing Terra in the middle of their metal circle. As one they raised their arms and their own electrical wards lifted up again, crackling in the air while restorative mechanisms washed over their forms and repaired any lingering damage that had remained on either of them.

"Let's end this..." Both of their mouths moved when they spoke this time, eyes a twin pair of bright glows in the dark.


-=Pronus-Fortuna, Assassin Twins=-
Pronus-Fortuna: 400Hp [Western side of the larger cave][Metal][Strengthen: 60][1-Hit Reflect Shield (Fortuna)][???]

-=Returned Battlers=-
Terra.Exe: 118Hp [Western side of the larger cave][Metal][Restrained!][Glitch: Spreading Numbness (2)][Debuff: -30][StoneBody: Faded]

Carbide.SP: ESCAPED

-=Dark tunnels=-
15% Lava [Eastern side of the cavern, minus a pie-slice cone]
80% Metal [Most of the cavern]
5% Furnace [Small patch under Fortuna]

Area is an array of columns made of stone and hard earth, supporting a large, gradually sloping area.

-=Know Effects=-
[???]: Target may have unknown attributes or effects that can be discerned through experimentation, or by actions taken to deliberately observe/scan or otherwise learn.

- Twins exhibit aspects of both Glitch and Variable subtypes.
- Attack turning and chip-stealing effects do not appear to originate from signature abilities.
- Seem to generally attack in tandem, favouring Pincer attacks.
- Seem to be able to convert electrical energy into repair power at a greatly reduced conversion.
- Only seem to use their planar defences on Elec-aligned terrain.

- Targets appear to have full knowledge and sensory sharing with each other at all times.
- Targets can be presumed to be very intelligent, and may try to deliberately mislead and misdirect.
- Targets can move apart from one another, but will always remain at least partially connected by the mass of technological cast-offs that swarm about their lower portions.
- Targets have separate bodies and could, in theory, be damaged independently, despite appearing to share a single Hp value.
- Targets can be split up, resulting in separate Hp values and stats.
- They do NOT like this.

-When parted completely, twins seem to have only a portion of their combined ability set, and display independent Hp values.

Pronus:
- Seemingly responsible for Glitch-related effects
- Responsible for attack reflect abilities
- Eats glitches to store Strengthen

Fortuna:
- Seemingly responsible for Variable-related effects
- Responsible for chip-stealing abilities
- Can cure glitches and status effects

Both:
- Both seem to remain capable of most energy attacks while apart
- Most basic attacks all seem to bear glitched code.


The Glitches


Quick Brace (Positive Glitch): The victim gains the ability to trigger the Brace action as a free action, twice per turn. Uses do not stack; regardless of when the ability is triggered, only one instance of brace may be applied to any single attack. For an SP, this Glitch causes any Defend action they take to be counted as a Braced Defend. Lasts three turns, or until removed with Status Cure, Glitch Eater or other similar effect.

Numbness from Pain (Positive Glitch): The victim's skin feels less sensitive, but is also resistant to damage. They gain the effects of Damage Reduction 20. Break attacks ignore this, but they do not take increased damage. Lasts until over-written by another body effect, or removed with Status Cure, Glitch Eater or other similar effect.


Chip Recovery (Positive Glitch): The victim automatically refreshes one chip of their choice that has already been used this battle each time they successfully activate another chip. This does not allow any chip to be used more than once per turn. Chips broken or stolen by an opponent do not count as being successfully activated. Lasts until combat ends, or removed with Status Cure, Glitch Eater or other similar effect.

SAS Overclock (Balance glitch): The victim's signature abilities are all immediately refreshed, and for the duration are treated as having a cooldown of only one turn. For the duration, signatures may not be targeted with SigChill, custom programs or any other means of further reducing their cooldown. After two turns of this, however, the glitch burns out, and the victim's SAS crashes completely for an additional two turns. Glitch can be removed with Status Cure, Glitch Eater or other similar effect during its active turns, but is treated like a nerfing effect after it burns out, and cannot be removed until it expires.

Elemental Reflux (Negative Glitch): The victim suffers a backlash of elemental energy inside their body, which shifts wildly from element to element and grows stronger over time. On the first turn, the victim takes 10 elemental damage of their own element, or Fire if the victim is Null elemental. the damage increases by 10 each turn, and changes element at random. This damage is delivered on application, and then at the start of each turn, before any other actions occur (including passives). It cannot be reduced or mitigated in any way, but will be stopped by the Undershirt program. It is susceptible to being increased by the victim's elemental weakness if they have one. If the glitch ever deals 100 damage or more in one application, or if it triggers the victim's Undershirt, it is immediately burned out and removed. Otherwise, glitch lasts until combat ends, or removed with Status Cure, Glitch Eater or other similar effect.

Spreading Numbness (Negative Glitch)(Mutable Glitch): The victim suffers a creeping numbness of body, which makes it difficult for them to function in a coordinated manner. Melee and Slashing attacks are decreased in accuracy by 10%, and there is a 10% chance that any wielded gear will be automatically disarmed any time it is used or struck by an enemy. The victim's base evasion is also hampered by 10%. This glitch is prone to increasing in severity, and can increase to a maximum of five tiers. Lasts until combat ends, or removed with Status Cure, Glitch Eater or other similar effect.

Buster Crash (Negative Glitch): The victim suffers a short duration Buster Crash, as per the effect. Lasts two turns, or until removed with Status Cure, Glitch Eater or other similar effect.

Charge Limiter (Negative Glitch): The victim cannot charge their buster at all, and cannot use any signature abilities or chips that require buster charges. This also blocks signatures with the Charge Burner nerf. This Glitch has no effect on victims who do not possess a normal Buster. Lasts two turns, or until removed with Status Cure, Glitch Eater or other similar effect.

Lead-Foot (Negative Glitch): The victim's movements grow heavy; they cannot dodge or move effectively and dodges confer only the evasion bonus of a feint. Feints, in turn, confer only the evasion bonus of movement, and the victim cannot use the full Movement action at all. Lasts until combat ends, or removed with Status Cure, Glitch Eater or other similar effect.

Ocean-Drinker (Positive Glitch): The victim gains the Aqua-Eater effect, absorbing any aqua damage dealt to them and gaining 50% of the Final damage as healing. Their actual element does not change, so they may still take damage from other seemingly aqua sources, such as being submerged if their element is not Aqua already. Lasts until combat ends, or removed with Status Cure, Glitch Eater or other similar effect.

Ants in the Pants (Negative Glitch): The victim feels compelled to keep moving and running around, unable to keep their feet still. They must spend at least one action each turn using a Movement, and travelling as far as they can with it. This Glitch will not force a victim to flee from a battle, and they retain full control of where, when and how they move. The victim is also struck with the unshakable belief that removing all of their undergarments will placate the urge to move and run; this may or may not be true. Lasts three turns, or until removed with Status Cure, Glitch Eater or other similar effect.

Jelly Shakes (Negative glitch): The victim's fingers (or other appendages) feel like they've turned to quivering jelly. For every turn after the first that they hold a piece of wielded gear, there is a chance they will drop it, losing the item. Lasts until combat ends, or removed with Status Cure, Glitch Eater or other similar effect.

Viscous Film (Cosmetic Effect): The victim's skin looks and feels like it is covered in a very thin film of some warm, slippery, viscous fluid that defies being removed. Lasts until the parent glitch is removed.

Power Swell (Positive Glitch): The victim feels a surge of wild elemental energy. Elemental damage dealt by the victim is increased by and additional 50% of Base to Source. Lasts two turns, or until removed with Status Cure, Glitch Eater or other similar effect.

Piercing Eyes (Balance Glitch): The victim temporarily gains preternatural targeting ability, gaining the benefit of a take aim action on all attacks, which stacks with any other accuracy modifiers. After two turns of this, however, the glitch burns out, leaving their vision impaired for an additional two turns, and decreasing the accuracy of all attacks by one rank. Glitch can be removed with Status Cure, Glitch Eater or other similar effect during its active turns, but is treated like a nerfing effect after it burns out, and cannot be removed until it expires.

Lingering Gaze (Cosmetic Effect): The victim finds their gaze lingering on the features of their opponents that they would normally find most appealing, and may have a hard time shaking this disposition. Lasts until the parent glitch is removed, plus one additional turn thereafter.

Auto-Custom (Balance Glitch): The victim's navi customiser automatically re-purposes itself; they lose 40 points worth of NC space, but each turn may reduce one of their active signatures on cooldown by one turn, as per the Custom+1 NCP. Lost NC space may result in the deactivation of other NC parts — the victim may choose which ones if so. This glitch has no effect on viruses or Support Programs, who simply act as carriers. Glitch lasts two turns, or until removed with Status Cure, Glitch Eater or other similar effect.

Cover-Fire (Positive Glitch): The victim gains access to two passive buster shots per turn, which they may use at any time. Glitch lasts two turns, or removed with Status Cure, Glitch Eater or other similar effect.

Just A Little Closer (Cosmetic Effect): The victim feels the strong urge to touch or caress any target they attack, and may have trouble shaking this disposition. Lasts until the parent glitch is removed.

Hyper Sensitivity (Balance Glitch): The Victim's skin becomes extremely sensitive to the touch. They take an additional 15 points of null damage that cannot be reduced any time they take damage from an attack, however they also gain an innate 10% evasion chance against any attack, which functions on its own, or adds onto any existing evasion attempts. Lasts until combat ends, or removed with Status Cure, Glitch Eater or other similar effect.



While she still had yet to exhaust her combat supply, it was only a matter of time before she would be drained of her entire arsenal from Fortuna's sticky fingers. It didn't show on her facial expression, but she was getting more and more anxious. Even moreso when the twins rejoined themselves in an embrace around her; its warmth was unsettling even through her stoneskin defenses as Pronus fragmented her code even more. However, it wasn't all bad, as the twins had let loose a tantalizing piece of information -- they were even more pressed for time than she was. She wasn't their main target, and they had a priority above her.

If that was the case, then her next actions would be set. There was no more need to waste combat resources on them; all she needed to do was buy time and they would leave soon enough. As much as it gnawed at her, she wasn't strong enough to be able to take revenge for Carbide as she was now. Not both of them at the same time, at least. Regret washed over her as she recalled how unsettled she was upon meeting them for the first time, and she wished that she had had simply unleashed her full power from the start. There was no sense in crying over spilt milk, though. All she had left now was to do what she could in the moment.

She wouldn't have to do it alone, either.

"Hang on, Terra, I'll get you out of those ropes!" said Scarlet, re-inserting the cached Shadow chip once again. Crutch? Terra thought. It couldn't have been further from the truth; she threw the notion from her mind as far as she could. Trusting in her operator, she imbued herself with energy, restarting her defensive protocols once more, before expelling the energy she had stored forward from her feet to propel her from the binding coiled wires. Freed from her previous restraint, the metal beneath her feet then eroded rapidly into pure, untouched earth, restoring energy gradually into her numbed limbs. With the strength of the earth beneath her feet, Terra stared down the twins with renewed intensity, prepared to wage her war of attrition and evade anything they had in store for her.

// Summary
[Te.*] Sig: Terraskill: Earthen Barrier: 20 HP Planar Barrier @ Self (Metal: Elec)
[Te.*] Sig: Terraskill: Earthen Armor: 20 HP Planar Casing @ Self (Metal: Elec)
[Te.1] Chip: Shadow2Effect: Shadow
Accuracy: S
Description: Grants the user Shadow. This reduces all incoming non-Slashing attacks to 0 damage, and reduces accuracy on ranged attacks by 20%.
Duration: 2 turns
Element: Null
Trader Rank: C
: Shadow + 2-Turn (Acc: S) @ Self
[Te.2] Sig: Terraforce: Force of Nature: Microburst @ Restraints (Dodge?/RP)
[Te.3] Sig: Terraform: Fertile Soil: Large Soil Terrain Change @ Self (Preserver)
[Te.4] Act: Evade incoming attacks: Dodge (Shadow/Soil/Numbness: Eva+40%)
[Te.5] Act: Evade incoming attacks: Dodge (Shadow/Soil/Numbness: Eva+40%)
With the twins drawing lines again, Terra was quick to restore her defences and start making herself hard to hit. As the shadows took her and she expelled herself from the restraining cables, however, A whisper passed through her form, like an after-image of the female twin. Terra shot free, making distance from the pair, but the shadows ripped away from her as she did, drifting back down and over the woman behind her. Perhaps fortunately for Terra, however, the shadowy effect didn't seem to take as well to Pronus and Fortuna as it would have to her — the bright electric crackling of their bodies seemed to prevent the dark cloak from really disguising either of their forms particularly well, and it seemed unlikely that she would have much trouble targeting either individual despite the stolen chip.

Darting away from them, Terra hear, more than saw, the building well of energy that followed, and caught sight of the flares of light from the corners of her peripheral. The speed of her movement saw one burst of crackling, corrupted energy pass her by to the left, but as she tried to dodge away from the second it managed to slam into the outer layer of her defence all the same. The corruption seeped and crawled its way through her defences and into her system and her senses gradually came alive with progressively more and more auxiliary data and information about... just about everything around her. It was such an overload of information that it was hard for her to actually focus on any one detail exclusively, and still remain aware of everything else, but even as she moved and dodged, there was the sense that if she did focus on something, there was almost no limit to how computationally precise she could be.

A second set of shots followed the first and with the mass of new data, she was able to easily make a minor adjustment in her motion to let the shot go sailing past harmlessly. there was a small sense of satisfaction to be had about how easy it had been, really, and her eyes watched the corrupted blast impact against the far wall, knowing ahead of time exactly where it would hit, and when, down to the tiniest detail. Unfortunately, this focus left her completely unaware of the second shot that crashed into her barrier a moment later, stripping it back and sending another wave of broken and garbled code into her body. The numb feeling in her limbs spread further; her extremities were beginning to feel notably clumsy now, and her finger-tips felt thick and fat. It was an effort of her expanded awareness to compensate for the ungainly clumsiness that the numb sensation gave her.

With a safe distance between herself and the twins, Terra spread out some fresh soil and revitalised the land from its metallic and magma-ridden state, but the flow of information that came along with this change, as widespread and detailed as it was began to get positively overwhelming. She cold see the twins standing shoulder to shoulder, with their arms out together in the centre, charging a pair of even larger blasts of electrical energy meant for her. She could see every detail of their faces, every spark of electrical fall off that scattered from their forms, every curl of the lip and glint f the eye. She could see their forms, complete and whole, through the otherwise obscuring maelstrom of parts; see the millions of tiny drones that coursed through their metallic skin, repairing damage and fixing anomalies; the self same systems within the pair that were busily repairing burned out and drained components that had themselves been expent in the charging of their earlier abilities.

Amidst all of this, the encapsulated globes of electricity completed, released and flew towards her, spiralling around each other with an orbital magnetic effect that was in itself a beautiful master-work of mathematics. Even the corruption lacing the twin blast was itself fascinating in its wild complexity. Terra dodged at the last moment, shaking herself back to the moment, but she was a hair too slow to escape the expanding blast radius as the twin spheres exploded in pace where she had been. The edge of the blast wave ripped through her remaining armour and stung across her skin; even without looking, Terra could see and feel the lances of deranged glitch material that fused with the scorch marks on her body, and see them begin to affect her inner workings in unusual ways. The focus continued, seeing more and more details about her own inner workings, code and biology both, until it was almost paralysing. it was just too much detail, all at once and all there, all the time. Too much by far, and every where she looked there was more to see, more to understand. A pressure inside her mind told Terra that what she was experiencing was far too much to handle in the long term, and that as fascinating as it all was, the overload of sense data was in no way a good thing.

Almost distractingly, two more bug-ridden shots struck into her shoulder and torso as the twins attempted to load ever more glitches onto her person; Terra was too caught up to notice them overly much. One of the newest glitches was interacting with her planar abilities. Her body's element was shifting in response to everything around it; almost on contact, any element she came into contact with stirred a like-type reaction with that part of her. voices nearby drew her attention for a moment and as she looked up again, the twins were speaking. A moment later she focused on them, and the insights began to flow; subtle, perhaps, but little tells that she had struggled to see before seemed obvious now. Coupled with all the other details surrounding them, she grew increasingly certain of how they were going to move and respond next.


-=Pronus-Fortuna, Assassin Twins=-
Pronus-Fortuna: 370Hp [Western side of the larger cave][Metal][Strengthen: 60][1-Hit Reflect Shield (Fortuna)][Planar Casing: 20Hp(Elec)][Planar Barrier: 20Hp(Elec)][Piercing Insight: 6 Actions. 1)Reflect, 2) Beat Support]

-=Returned Battlers=-
Terra.Exe: 113Hp [Eastern side of the larger cave][Soil][Glitch: Spreading Numbness (3)][Glitch: Ultra Analytics (3 Turns)][Glitch: Too Much Detail (2 Turns)][Glitch: Planar Reaction][Glitch: Piercing Insight (2 Turns)][Debuff: -30]

Carbide.SP: ESCAPED

-=Dark tunnels=-
40% Soil [Eastern side of the cavern, around Terra]
60% Metal [Rest of the cavern]

Area is an array of columns made of stone and hard earth, supporting a large, gradually sloping area.

-=Known Effects=-

[???]: Target Details Fully Resolved!

Pronus — The Adapting Twin:

-Glitch Subtype abilities Glitch-Eater and Floating Point.
-Stores Strengthen, but does not use it.
-Responsible for the Reflect ability.
-Nullifies Electrical damage on his own, Absorbs it at a reduced percentage when with his partner.
-Has access to one of the pair's healing signatures, and one of their terrain signatures when alone.
-Gains Planar Armour when using their shared defence ability alone.
-Loves his sister more than himself.
-Prefers to be the more visible target when performing pincer attacks.

Fortuna — The Fate-Tossed Twin:

-Variable Subtype abilities Buff and Debuff
-Uses her brother's stored Strengthen to fuel debuffing when they are together.
-Responsible for Beat Support chip-stealing ability.
-Nullifies Electrical damage on her own, Absorbs it at a reduced percentage when with her partner.
-Has access to two of the pair's healing signatures, and one of their terrain signatures when alone.
-Has access to their shared passive status cure when alone.
-Gains Planar Barrier when using their shared defence ability alone.
-Fears for her brother's well-being.
-Stealthier of the two twins.

Pronus-Fortuna — Assassin Twins:

-Share complete sensory knowledge and feedback with each other at all times in real-time, regardless of separation.
-Electrical element attacks and signatures, most laced with Glitch effect. Both twins retain access to their respective parts of these attacks regardless of separation.
-Planar defence is electrical only, and fails to function on any non-electrically aligned terrain.
-Think and plan together; very intelligent. What they say aloud, for others to hear, is not necessarily what they've planned to do in private communications.
-Cannot use chips of their own, and appear to be unoperated, fending for themselves.
-Are program cannibals in some way; can only sustain themselves by consuming other programs.
-Assassin contract work perhaps the only viable means for them to survive in this manner?
-Are able to assimilate the essences of those they consume, gaining a portion of their capabilities and possibly more.
-Prey on operated navigators and SPs by corrupting them to the point that their emergency systems are compromised. Ten simultaneous glitches on one target seems to be their threshold for achieving this.
-Seem to harbour some resentment towards operated navis, but genuinely do seem to mean it when they say it's "nothing personal".

The Glitches

Ultra Analytics (Balance Glitch): The victim gains the ability to analyse anything and everything around them to a fantastic degree. At the same time, the volume of sense data available to them is almost overwhelming and they are easily distracted. Their general accuracy with all attacks is decreased by one rank, however, they gain one free use of Take Aim per round, and instances of Take Aim can stack on the same action — without limit. The more the victim analyses a single thing, the more certain their action becomes. The Blind status effect nullifies this glitch. Otherwise, Glitch lasts three turns, or until removed with Status Cure, Glitch Eater or other similar effect.

Too Much Detail (Negative Glitch): The victim begins to notice extreme amounts of detail about everything around them, and has a tendency to fixate on these things. For every two actions that they take, they lose one action to obsessing over the details of everything a round them. Glitch lasts two turns, or until removed with Status Cure, Glitch Eater or other similar effect.

Planar Reaction (Positive Glitch): The victim gains a rapidly adapting form of Planar Body and Planar Defences that respond to any and all elemental damage and terrain. The victim is always counted as being aligned with the element of terrain they stand on, and any damage they take from any source is always treated as though striking against an aligned target. The actual visible element of defences do not change (null elemental defences will appear null), except in the exact moment that they take elemental damage. Glitch lasts until combat ends or removed with Status Cure, Glitch Eater or other similar effect.

Piercing Insight (Positive Glitch): The victim gains a preternatural insight into the coming actions and behaviours of any opponents they face, whether they be virus, navi or something else. They will know automatically how many actions any target arrayed against them has each turn, and will be able to accurately predict what the first two actions they take next round will be (Your mod will list these after each target). Glitch lasts two turns, or until removed with Status Cure, Glitch Eater or other similar effect.


Quick Brace (Positive Glitch): The victim gains the ability to trigger the Brace action as a free action, twice per turn. Uses do not stack; regardless of when the ability is triggered, only one instance of brace may be applied to any single attack. For an SP, this Glitch causes any Defend action they take to be counted as a Braced Defend. Lasts three turns, or until removed with Status Cure, Glitch Eater or other similar effect.

Numbness from Pain (Positive Glitch): The victim's skin feels less sensitive, but is also resistant to damage. They gain the effects of Damage Reduction 20. Break attacks ignore this, but they do not take increased damage. Lasts until over-written by another body effect, or removed with Status Cure, Glitch Eater or other similar effect.

Chip Recovery (Positive Glitch): The victim automatically refreshes one chip of their choice that has already been used this battle each time they successfully activate another chip. This does not allow any chip to be used more than once per turn. Chips broken or stolen by an opponent do not count as being successfully activated. Lasts until combat ends, or removed with Status Cure, Glitch Eater or other similar effect.

SAS Overclock (Balance glitch): The victim's signature abilities are all immediately refreshed, and for the duration are treated as having a cooldown of only one turn. For the duration, signatures may not be targeted with SigChill, custom programs or any other means of further reducing their cooldown. After two turns of this, however, the glitch burns out, and the victim's SAS crashes completely for an additional two turns. Glitch can be removed with Status Cure, Glitch Eater or other similar effect during its active turns, but is treated like a nerfing effect after it burns out, and cannot be removed until it expires.

Elemental Reflux (Negative Glitch): The victim suffers a backlash of elemental energy inside their body, which shifts wildly from element to element and grows stronger over time. On the first turn, the victim takes 10 elemental damage of their own element, or Fire if the victim is Null elemental. the damage increases by 10 each turn, and changes element at random. This damage is delivered on application, and then at the start of each turn, before any other actions occur (including passives). It cannot be reduced or mitigated in any way, but will be stopped by the Undershirt program. It is susceptible to being increased by the victim's elemental weakness if they have one. If the glitch ever deals 100 damage or more in one application, or if it triggers the victim's Undershirt, it is immediately burned out and removed. Otherwise, glitch lasts until combat ends, or removed with Status Cure, Glitch Eater or other similar effect.

Spreading Numbness (Negative Glitch)(Mutable Glitch): The victim suffers a creeping numbness of body, which makes it difficult for them to function in a coordinated manner. Melee and Slashing attacks are decreased in accuracy by 10%, and there is a 10% chance that any wielded gear will be automatically disarmed any time it is used or struck by an enemy. The victim's base evasion is also hampered by 10%. This glitch is prone to increasing in severity, and can increase to a maximum of five tiers. Lasts until combat ends, or removed with Status Cure, Glitch Eater or other similar effect.

Buster Crash (Negative Glitch): The victim suffers a short duration Buster Crash, as per the effect. Lasts two turns, or until removed with Status Cure, Glitch Eater or other similar effect.

Charge Limiter (Negative Glitch): The victim cannot charge their buster at all, and cannot use any signature abilities or chips that require buster charges. This also blocks signatures with the Charge Burner nerf. This Glitch has no effect on victims who do not possess a normal Buster. Lasts two turns, or until removed with Status Cure, Glitch Eater or other similar effect.

Lead-Foot (Negative Glitch): The victim's movements grow heavy; they cannot dodge or move effectively and dodges confer only the evasion bonus of a feint. Feints, in turn, confer only the evasion bonus of movement, and the victim cannot use the full Movement action at all. Lasts until combat ends, or removed with Status Cure, Glitch Eater or other similar effect.

Ocean-Drinker (Positive Glitch): The victim gains the Aqua-Eater effect, absorbing any aqua damage dealt to them and gaining 50% of the Final damage as healing. Their actual element does not change, so they may still take damage from other seemingly aqua sources, such as being submerged if their element is not Aqua already. Lasts until combat ends, or removed with Status Cure, Glitch Eater or other similar effect.

Ants in the Pants (Negative Glitch): The victim feels compelled to keep moving and running around, unable to keep their feet still. They must spend at least one action each turn using a Movement, and travelling as far as they can with it. This Glitch will not force a victim to flee from a battle, and they retain full control of where, when and how they move. The victim is also struck with the unshakable belief that removing all of their undergarments will placate the urge to move and run; this may or may not be true. Lasts three turns, or until removed with Status Cure, Glitch Eater or other similar effect.

Jelly Shakes (Negative glitch): The victim's fingers (or other appendages) feel like they've turned to quivering jelly. For every turn after the first that they hold a piece of wielded gear, there is a chance they will drop it, losing the item. Lasts until combat ends, or removed with Status Cure, Glitch Eater or other similar effect.

Viscous Film (Cosmetic Effect): The victim's skin looks and feels like it is covered in a very thin film of some warm, slippery, viscous fluid that defies being removed. Lasts until the parent glitch is removed.

Power Swell (Positive Glitch): The victim feels a surge of wild elemental energy. Elemental damage dealt by the victim is increased by and additional 50% of Base to Source. Lasts two turns, or until removed with Status Cure, Glitch Eater or other similar effect.

Piercing Eyes (Balance Glitch): The victim temporarily gains preternatural targeting ability, gaining the benefit of a take aim action on all attacks, which stacks with any other accuracy modifiers. After two turns of this, however, the glitch burns out, leaving their vision impaired for an additional two turns, and decreasing the accuracy of all attacks by one rank. Glitch can be removed with Status Cure, Glitch Eater or other similar effect during its active turns, but is treated like a nerfing effect after it burns out, and cannot be removed until it expires.

Lingering Gaze (Cosmetic Effect): The victim finds their gaze lingering on the features of their opponents that they would normally find most appealing, and may have a hard time shaking this disposition. Lasts until the parent glitch is removed, plus one additional turn thereafter.

Auto-Custom (Balance Glitch): The victim's navi customiser automatically re-purposes itself; they lose 40 points worth of NC space, but each turn may reduce one of their active signatures on cooldown by one turn, as per the Custom+1 NCP. Lost NC space may result in the deactivation of other NC parts — the victim may choose which ones if so. This glitch has no effect on viruses or Support Programs, who simply act as carriers. Glitch lasts two turns, or until removed with Status Cure, Glitch Eater or other similar effect.

Cover-Fire (Positive Glitch): The victim gains access to two passive buster shots per turn, which they may use at any time. Glitch lasts two turns, or removed with Status Cure, Glitch Eater or other similar effect.

Just A Little Closer (Cosmetic Effect): The victim feels the strong urge to touch or caress any target they attack, and may have trouble shaking this disposition. Lasts until the parent glitch is removed.

Hyper Sensitivity (Balance Glitch): The Victim's skin becomes extremely sensitive to the touch. They take an additional 15 points of null damage that cannot be reduced any time they take damage from an attack, however they also gain an innate 10% evasion chance against any attack, which functions on its own, or adds onto any existing evasion attempts. Lasts until combat ends, or removed with Status Cure, Glitch Eater or other similar effect.



"Wha--?!"

As Scarlet was intently watching the exchange between the two, she saw the crackling flare strike Terra unawares, just before her display cut out. Then, her metal bracelet began to emit a multitude of beeps and warnings as a cascade of data windows flooded her entire field of vision. One after the other, it took mere moments for her PET's holographic display to be completely overloaded and frozen to the point of unusability.

As the corrupting influences lanced through Terra's body, her limbs locked up in shock, and her face immediately took on a frighteningly agonized expression. The amount of data pouring into her mind overflowed within a fraction of a second as she choked out a cry. Useless data. Battle parameters. Strategy considerations. Her own voice, and the ones only a few feet away. All of it intermixed within her mind until she could take it no longer, and her cries cut out briefly. Slightly obscured by her automatic defenses restarting around her, Terra's eyes clouded over as a long string of words began to pour out uncontrollably from her mind, her limbs twitching erratically as she did so.

"To shewing another demands to. Ever man are put down his very. And marry may table him avoid. Hard sell it were into it upon. He forbade affixed parties of assured to me windows. Verbose force set--Processing A46-A50. Us-Use-User-User override. Connected to parallel pipeline A46-A50. Pass. Marianne property cheerful informed at striking at. Parameter Scan: 2 OK. Trace--0: 370. 0.0: 178.5c/177.2k, 88.0c/70.0c/80.0c, 10.4c. 0.1: 167.8c/174.2k, 94.0c/66.0c/80.0c, 36G--User override. Pass. Defense Scan: 5, 4, 1. Trace--L5 20 P.A-E, L5 20 P.B-E, L4 1 R-N.C, L4 1 R-N.C, L1 E.B-E. L4: 1 active at 3.924r, 1 projected at 4.881r in 7356ms. L1: Lightningrod type. Clothes parlors however by cottage on. In views it or meant drift to. Trace--Innate, failure. Estimate--Capacity 10%-50%. Revise. E_AFF Converter OK. Trace--0.4/0.4. Pass. Heuristic: D.R. Filter. Signature not found. Analyze. Glitch Eater/Debuff pipe stack. Trace--Set threshold 0.6. Pass. Be concern parlors settled or do shyness address. S.A.S. Check--WARNING: P.B.E_AFF indeterminate. System override. Pass. WARNING: P.A.E_AFF indeterminate. System override. Pass. DANGER: Mobility parameters below acceptable thresho--User override. Pass. Remainder northward performed out for moonlight. Yet late add name was rent park from rich. WARNING: Targeting locus calculation unstable. User override. Pass. Pass. Return A46-A50... Access request: File mode bit--User override. Force root OK. Pass. Exit code 0."

Then, as if a great load had been lifted from her shoulders, her mind entered an exceedingly clear state, reflected on Scarlet's side with the data windows being cleared almost instantly, as if nothing had happened. "Terra? What happened?" Scarlet exclaimed with a slight note of distress, leaping to ascertain her Navi's status. In her haste, she didn't notice that the battlechip selection window had opened next to her, rapidly opening and transferring a set of four before closing by itself.

"... Thanks for the help, Scarlet, I'm fine now. Sorry, I briefly hijacked some folder permissions," said Terra.

The strange reply took the operator by surprise. "H-Huh? What's that mean?"

"... No, never mind. I don't know what I just said. Too much on my mind right now. Sorry."

The stream of information was, indeed, still flooding into her mind as she was speaking. It was just that she had diverted the flow elsewhere, as she had already extracted from it what she needed. Her focus returned to the twins. Still, from the data she had gleaned earlier, little things such as how little bits of data moved through their bodies, and how that translated into the actions she had seen repeatedly up until now. It was all now clear to her, as if everything was moving in slow motion, giving her a near precognitive state of awareness.

A defensive grid on all sides, consisting of protective armor, a bounded field, reflective shields, attack redirectors, an attack dampener, and an innate immunity. Beyond that, a harmonious set of abilities that mitigated and repaired anything that managed to pierce the myriad setup, and retaliated with slow, but relatively reliable counterattacks. Even to her encompassing analytics, it was a grand set of multiple layers of protection.

Still... All that means is...

All she had to do was figure out a weak point. Some manner of circumventing the closed gates before her, prying the hole in the defenses open to create an advantage, and striking decisively. Previously she had thought of stalling the battle out, but with her accelerated thoughts, the opportunity presented itself clearly to her now. A mistake she had made before was to only rely on attacks from under the ground to take them by surprise. Her first real attack that had hit on them came to mind--but that alone won't work now.

Terra raised her hand, and poured her energy into it. Imaginary cracks ran through her battered mind as she forcibly pushed the influx of data aside and activated her series of attacks. However, for her strategy to work properly, she had to do the impossible--processing the entire sequence of battlechips in parallel. Right now, she didn't have Carbide to support her as a separate processing instance. Alone, even with the greatest optimization, she could only theoretically only execute the tasks in a split-stage imitation of parallelization, which would take four times the processing time compared to true parallelization. In that regard, Pronus and Fortuna currently had the upper hand on her by being able to execute simultaneous pincer attacks with their cooperation.

Theoretical imitations don't even come close to a practical reality.

The fissures in her mind widened and filled. The energy in her hand materialized into a simple ball of light, just as she had used before. In a split second, almost in defiance to her own thoughts, the energy coalescence was so mirrored in near-perfect synchronization with the first. Front, rear, and underground. Surpassing a pincer attack, a perfectly simultaneous encirclement was created in order to destroy the omnidirectional defenses and circumvent the directional shields, materializing in the form of bursts of pure energy, each with varying effects and magnitudes!

--Or so it seemed.

In truth, she had only synchronized the attacks as tightly as she could have, and released all of them in almost imperceptible succession. Despite converting her theory into practical use, an imitation stayed an imitation, and four times the processing time was used. However, all she needed was the end result--that her targets wouldn't be able to react to three attacks at once, and that only one of the reflected attacks, if any, would most likely be aimed at her. Furthermore, as even she couldn't have surpassed the attack redirection on her own, an extra trap was only appropriate. One of the energy bursts would briefly cloak a hardy little Bandcoon, garbed with an eyepatch and an armband. Summoned without any combat expertise, it only served to become a stealthy little bandit, thereby serving as a completely useless attack to be redirected at her, in order to allow the attacks directly following it to land. The furry little decoy managed a brief determined squeak as it flew forward at high speed, excited to serve a different purpose from its usual.

// Summary
[Te.*] Sig: Terraskill: Earthen Barrier: 20 HP Planar Barrier @ Self (Planar Reaction: Variable)
[Te.*] Sig: Terraskill: Earthen Armor: 20 HP Planar Casing @ Self (Planar Reaction: Variable)
[Te.1] Sig: Terraforce: Blessing of Nature: Status Cure @ Self (Too Much Detail)
[Te.2] Chip: PickpocketDamage: 0
Accuracy: B
Description: Summons a Bandcoon to steal from opponents before vanishing.
Duration: Once
Element: Null
Special: Success and quality of theft affected by RP quality and luck.
Trader Rank: C
: Pickpocket (Acc: B) @ Pronus-Fortuna (Analytics: Acc-)
[Te.3] Chip: MarkCannon1Damage: 70 + Seeking + Lock-on
Accuracy: A
Description: A highly accurate cannon whose automatic aiming system locks onto heat signatures and fires.
Duration: Once
Element: Null
Special: Lock-on: Same effect as an automatic Take Aim.
Trader Rank: D
: 70 + Seeking + Lock-on (Acc: A) @ Pronus-Fortuna (Debuff: SrcAtk-30, Analytics/Lock-On)
[Te.4] Chip: Rope1Damage: 50 + Hold + Ground Attack
Accuracy: A
Description: A vine sprouts from the ground to grab and damage an enemy for three turns. Can be destroyed with Slashing or Fire attacks, or other RP-based solutions. Destroying the vine instantly ends its effects.
Duration: Three turns
Element: Wood
Trader Rank: D
: 50 + Hold + Ground Attack (Acc: A) @ Pronus-Fortuna (Wood: SrcAtk+20, Vs.Elec: +100%*SrcAtk, Analytics: Acc-)
[Te.5] Chip: SandWorm1Damage: 80 + Impact + Ground Attack + LineAttack3 + Back-Stab + Sand Boost
Accuracy: B
Description: Summons a SnakeArm virus to slam into the backs of enemies from underground. After leaping in an arc to attack, it burrows back into the ground and vanishes.
Duration: Once
Element: Null
Special: Sand Boost: +50 Attack Damage against targets on Sand.
Special: Back-Stab: Renders Dodges half as effective against this attack only.
Trader Rank: D
: 80 + Impact + Ground Attack + LineAttack3 + Back-Stab + Sand Boost (Acc: B) @ Pronus-Fortuna (Geomancer(Soil 10%): Wood, Vs.Elec: +100%*SrcAtk, Analytics/TakeAim)
Working through the mass of computations that were her alarmingly heightened processing, Terra made the best of the broken bonds she'd been given and devised an offensive strategy while it seemed as though the twins opposite her were meaning to push an assault and stop her from leaving. She was able to read their initial objectives enough to give the female twin some unfortunate bait, while her brother pulled his now familiar light shield over one arm and let it fade to a glowing chevron on his wrist.

The Bandcoon dived towards the pair, ahead of Terra's other processing, landing just on Fortuna's outstretched arm as she pointed towards the elementalist. Her eyes flicked down to it, in a rare moment of confusion, before the fingers of her other hand darted up. The small critter was too quick for her first grab, and a brief frustrated sound escaped the gynoid as it crawled on her and she clutched a few more times. This only lasted a second or two more, however, before she managed to grab it by the scruff of the neck and hold it up. A small pulse of electrical sparks passed through the creature, and a crackle of static passed over its good eye before she snarled and flung it back towards Terra at near terminal speeds. As it came towards her, Terra would be able to see outstretched claws and a near slavering showing of tiny fangs, fur laid flat and sleek... but just a second before it actually hit her, the momentum seemed to slow suddenly, and what actually landed on her form was a puff of fuzzy fur that clambered around her arms without scratching, then up to her shoulder where it could nuzzle her neck with a happy chitter. It curled around the back of her neck, one paw against the side of her head, so that it could look back at Fortuna, and raise one paw in a distinctly rude gesture, accompanied by a something that sounded very much like a giggle. It stuck around after that, curling up happily about Terra's neck for the time being.

Across the way, Fortuna's eye twitched. Then she raised one arm and sent a bolt of corrupt energy towards Terra, twisting aside so that her brother could dot he same right after, and circling around him smoothly to make a third shot. Caught up in her own calculations, Terra was pinged by each of the three minor blows in turn, and while they only managed to chip piece by piece through her defences, the steady flow of corrupting code continued to swell inside her from the repeated bolts. The first snake down through her lower body, and the sensation she had there quickly faded to nothing. Her extra ability to analyse everything about her showed that any signals and impulses she sent to move any part of her body below the navel were diffusing instantly and fading to nothing. She could still stand, but for the time being, movement seemed very suddenly off the table. A moment after she realised this, the next shot struck, and along with it she hears a small hiss of breath, and a draining feeling, while Pronus grinned at her from across the field and licked his lips. Her preternatural insight faded away, while a new sense of life and regrowth began to swell in the parts of her body that she could still feel — few, admittedly, as those were right at the moment.

The third shot seemed to reach some kind of corrupted critical mass in her lower belly, before it actualised in a pule of broken code and shattered processes, beneath her feet. The space immediately around Terra withered, died, and cracked, lacing fractures through the ground under her feet. Even as the remainder of her planar defences fella way, though, Terra would be keenly aware that it was her own body generating the cracked and broken land, somehow. there would be time to think about all of these things in a moment, however; for the time being, Terra was concentrating on executing her attacks in as efficient and unstoppable a manner as she could, aiming to catch the assassins off guard from some angle at least, of not all of them.

Her attacks came just as the twins were twisting around each other again, Pronus moving behind so that Fortuna could strike again, backs to each other. From the front, her first shot impacted the static array of energy and scattered it as Fortuna met her eyes again; her gaze had flared just after Terra released the canon shot, though even the female twin seemed startled by her second portion of debuffing being consumed so immediately. The burst of vines lanced up and whipped at both twins, getting between their raised shields and slicing through the remainder of their electrical defences despite the female's best efforts to weaken their bite. Gashes in both twins' otherwise smooth bodies revealed equal parts machinery and intricate electronics, and caused short, bitten-off exclamations of pain from both of them. As they struck, the vines tried to latch on and hold the assassins still, but brief touches even as they wrapped around, saw the bindings slip away again after their damage was spent.

Unfortunately for Terra's hopes, the manner of the twins' movements meant that her third attack, lancing up at them from behind, was directly in the path of Pronus' waiting shield as he faced away. Dealing with the assault from below, her got his shield to the surprise back-strike, letting it glance upwards as the defence took the blow, and moving his body with it. Foruna was bent low for the moment, hands reaching out to dispel the grasping hold of the vines and her brother rolled with the momentum of the back attack turning himself over her back and pointing the crackling face of his shield back at Terra just as it finished storing the energy and blasted back its return beam. The storm of broken parts had settled briefly as he landed, one knee down so he could present the shield to her in the moment, but it formed up again after the reflected energy had passed though. For all her planning, this left Terra to face down the attack that had been meant for her enemies, not for the first time this conflict. This time, though, it came at a moment when her other defences had run out, and the searing beam struck her clean in the middle with breath-stealing force.

Behind him, Fortuna rose up stretching a hand out over her crouched sibling and releasing a final bolt of crackling light that was more insult than injury, compared tot he blast that had just hit Terra, but as before, more corrupted and broken code began to interfere with her systems. She watched, steely eyed and with bridled fury while her brother rose back to standing beside her.

"Brother, we are out of time." All around her, small probes and thin cables were beginning to fuss over her damaged areas, examining the gashes that exposed parts of her inner workings, or rent the metallic flesh. Alongside her, Pronus seemed equally irate, and didn't take his eyes off Terra.

"We can take her. We're close." Subtle movements let the twins' bodies press together one behind the other and slightly to the side, so that they could both look at her, Fortuna resting her head on her twin's shoulder.

"Our mark will be moving through the dark spot in ten minutes. If we aren't there, we don't get another chance before the contract expires."
"This girl would give us so much more."
"And she may escape, even now. Our mark will not."
"He is a guarantee. This is not... don't you want to gamble, my love?"
"Not with your life, brother dearest. We have to leave, now." The exchange was softly spoken, but it carried across to Terra's ears from where they stood facing one another. Eventually, the male twin nodded to his sister. While they spoke, Terra felt a shift in the many glitches riddling her body. The sensation blocking her legs from moving intermingled briefly with the numb sensation plaguing her, and more warning signs emerged. The senseless void of feeling settled and took firmer root, and her legs gave out from under her without warning. Neither leg wanted to respond at all now, nor anything else below her navel; it was almost as though she was paralysed without feeling.


-=Pronus-Fortuna, Assassin Twins=-
Pronus-Fortuna: 300Hp [Western side of the larger cave][Metal][Strengthen: 80][1-Hit Reflect Shield (Fortuna)]

-=Returned Battlers=-
Terra.Exe: 38Hp [Eastern side of the larger cave][Cracked][Glitch: Spreading Numbness (4)][Glitch: Ultra Analytics (2 Turns)][Glitch: Planar Reaction][Glitch: Dead Still][Glitch: Fissured Growth (15)][Glitch: Corruption Step][Glitch: SAS Wild (2 turns)][Active Glitch Count: (7)]

Carbide.SP: ESCAPED

-=Dark tunnels=-
10% Cracked [Circle directly under Terra]
40% Soil [Eastern side of the cavern, around Terra]
60% Metal [Rest of the cavern]

Area is an array of columns made of stone and hard earth, supporting a large, gradually sloping area.

-=Known Effects=-

[???]: Target Details Fully Resolved!

Pronus — The Adapting Twin:

-Glitch Subtype abilities Glitch-Eater and Floating Point.
-Stores Strengthen, but does not use it.
-Responsible for the Reflect ability.
-Nullifies Electrical damage on his own, Absorbs it at a reduced percentage when with his partner.
-Has access to one of the pair's healing signatures, and one of their terrain signatures when alone.
-Gains Planar Armour when using their shared defence ability alone.
-Loves his sister more than himself.
-Prefers to be the more visible target when performing pincer attacks.

Fortuna — The Fate-Tossed Twin:

-Variable Subtype abilities Buff and Debuff
-Uses her brother's stored Strengthen to fuel debuffing when they are together.
-Responsible for Beat Support chip-stealing ability.
-Nullifies Electrical damage on her own, Absorbs it at a reduced percentage when with her partner.
-Has access to two of the pair's healing signatures, and one of their terrain signatures when alone.
-Has access to their shared passive status cure when alone.
-Gains Planar Barrier when using their shared defence ability alone.
-Fears for her brother's well-being.
-Stealthier of the two twins.

Pronus-Fortuna — Assassin Twins:

-Share complete sensory knowledge and feedback with each other at all times in real-time, regardless of separation.
-Electrical element attacks and signatures, most laced with Glitch effect. Both twins retain access to their respective parts of these attacks regardless of separation.
-Planar defence is electrical only, and fails to function on any non-electrically aligned terrain.
-Think and plan together; very intelligent. What they say aloud, for others to hear, is not necessarily what they've planned to do in private communications.
-Cannot use chips of their own, and appear to be unoperated, fending for themselves.
-Are program cannibals in some way; can only sustain themselves by consuming other programs.
-Assassin contract work perhaps the only viable means for them to survive in this manner?
-Are able to assimilate the essences of those they consume, gaining a portion of their capabilities and possibly more.
-Prey on operated navigators and SPs by corrupting them to the point that their emergency systems are compromised. Ten simultaneous glitches on one target seems to be their threshold for achieving this.
-Seem to harbour some resentment towards operated navis, but genuinely do seem to mean it when they say it's "nothing personal".

The Glitches

Status Catalyst (Negative Glitch)(Catalytic Glitch): The victim suffers a temporary status ailment, randomly determined, and taking effect immediately upon application. this effect lasts only until the end of the turn. At the end of the turn, the Glitch checks for any Mutable Glitches in the victim's system. If none are present, the glitch is dispelled. If a Mutable Glitch is present this glitch interacts with that one, and creates a new, long-term glitch of a related nature to one or the other, or both. If the Mutable Glitch and the Catalytic Glitch are of different natures (Positive, Negative, Balance), the new form will be either Balance, or the nature of the Catalytic Glitch. If multiple Mutable Glitches exist, one is randomly selected. Glitch lasts only for the turn that it is applied.

Dead Still (Negative Glitch): The victim suffers a permanent Hold effect, preventing movement. Teleports and other forms of forced movement still work. The victim loses all feeling and sensation from the middle down, and loses the ability to stand upright. Glitch lasts until combat ends or removed with Status Cure, Glitch Eater or other similar effect.

Fissured Growth (Balance Glitch): The victim gains regeneration, recovering 5Hp per action through this glitch. The glitch records how much Hp it has restored. If this glitch is removed, it immediately deals direct damage to the victim equal to half the amount of Hp it has restored at the time of removal. This damage cannot be reduced or mitigated in any way, but will be blocked by Undershirt/Second Chance. If this glitch resolves out of combat, it does not deal any damage. Glitch lasts until combat ends or removed with Status Cure, Glitch Eater or other similar effect.

Corruption Step (Negative Glitch): The victim generates a Small Area of cracked terrain directly beneath them when they receive this glitch. At the beginning of each turn, they generate another small area of cracked terrain around their feet. At the end of each turn, if the victim has not moved from the place they began the turn, they generate a Small Area of Broken terrain, and will fall in if they do not possess the appropriate footwear. This glitch will not cause the victim to generate Cracked terrain if they begin their turn already over Broken, or in a Broken hole. Glitch lasts until combat ends or removed with Status Cure, Glitch Eater or other similar effect.

SAS Wild (Balance Glitch): The victim suffers random instances of Sig Chill and Sig Burn each turn. Each turn, two of the victim's signatures will gain an additional turn of cool down, or be forced onto cool down as though they had been used, and they will receive two instances of Sig Chill to allocate to signatures already on cooldown. SPs with this glitch may allocate their Sig Chill to their navi, though the Sig Burn aspect will only take effect on signatures customised for the SP specifically. All instances of Sig Chill and Sig Burn created by this glitch may stack with each other on the same signature, increasing or decreasing the active cool down appropriately. Lasts two turns, or until removed with Status Cure, Glitch Eater or other similar effect.


Ultra Analytics (Balance Glitch): The victim gains the ability to analyse anything and everything around them to a fantastic degree. At the same time, the volume of sense data available to them is almost overwhelming and they are easily distracted. Their general accuracy with all attacks is decreased by one rank, however, they gain one free use of Take Aim per round, and instances of Take Aim can stack on the same action — without limit. The more the victim analyses a single thing, the more certain their action becomes. The Blind status effect nullifies this glitch. Otherwise, Glitch lasts three turns, or until removed with Status Cure, Glitch Eater or other similar effect.

Too Much Detail (Negative Glitch): The victim begins to notice extreme amounts of detail about everything around them, and has a tendency to fixate on these things. For every two actions that they take, they lose one action to obsessing over the details of everything a round them. Glitch lasts two turns, or until removed with Status Cure, Glitch Eater or other similar effect.

Planar Reaction (Positive Glitch): The victim gains a rapidly adapting form of Planar Body and Planar Defences that respond to any and all elemental damage and terrain. The victim is always counted as being aligned with the element of terrain they stand on, and any damage they take from any source is always treated as though striking against an aligned target. The actual visible element of defences do not change (null elemental defences will appear null), except in the exact moment that they take elemental damage. Glitch lasts until combat ends or removed with Status Cure, Glitch Eater or other similar effect.

Piercing Insight (Positive Glitch): The victim gains a preternatural insight into the coming actions and behaviours of any opponents they face, whether they be virus, navi or something else. They will know automatically how many actions any target arrayed against them has each turn, and will be able to accurately predict what the first two actions they take next round will be (Your mod will list these after each target). Glitch lasts two turns, or until removed with Status Cure, Glitch Eater or other similar effect.

Quick Brace (Positive Glitch): The victim gains the ability to trigger the Brace action as a free action, twice per turn. Uses do not stack; regardless of when the ability is triggered, only one instance of brace may be applied to any single attack. For an SP, this Glitch causes any Defend action they take to be counted as a Braced Defend. Lasts three turns, or until removed with Status Cure, Glitch Eater or other similar effect.

Numbness from Pain (Positive Glitch): The victim's skin feels less sensitive, but is also resistant to damage. They gain the effects of Damage Reduction 20. Break attacks ignore this, but they do not take increased damage. Lasts until over-written by another body effect, or removed with Status Cure, Glitch Eater or other similar effect.

Chip Recovery (Positive Glitch): The victim automatically refreshes one chip of their choice that has already been used this battle each time they successfully activate another chip. This does not allow any chip to be used more than once per turn. Chips broken or stolen by an opponent do not count as being successfully activated. Lasts until combat ends, or removed with Status Cure, Glitch Eater or other similar effect.

SAS Overclock (Balance glitch): The victim's signature abilities are all immediately refreshed, and for the duration are treated as having a cooldown of only one turn. For the duration, signatures may not be targeted with SigChill, custom programs or any other means of further reducing their cooldown. After two turns of this, however, the glitch burns out, and the victim's SAS crashes completely for an additional two turns. Glitch can be removed with Status Cure, Glitch Eater or other similar effect during its active turns, but is treated like a nerfing effect after it burns out, and cannot be removed until it expires.

Elemental Reflux (Negative Glitch): The victim suffers a backlash of elemental energy inside their body, which shifts wildly from element to element and grows stronger over time. On the first turn, the victim takes 10 elemental damage of their own element, or Fire if the victim is Null elemental. the damage increases by 10 each turn, and changes element at random. This damage is delivered on application, and then at the start of each turn, before any other actions occur (including passives). It cannot be reduced or mitigated in any way, but will be stopped by the Undershirt program. It is susceptible to being increased by the victim's elemental weakness if they have one. If the glitch ever deals 100 damage or more in one application, or if it triggers the victim's Undershirt, it is immediately burned out and removed. Otherwise, glitch lasts until combat ends, or removed with Status Cure, Glitch Eater or other similar effect.

Spreading Numbness (Negative Glitch)(Mutable Glitch): The victim suffers a creeping numbness of body, which makes it difficult for them to function in a coordinated manner. Melee and Slashing attacks are decreased in accuracy by 10%, and there is a 10% chance that any wielded gear will be automatically disarmed any time it is used or struck by an enemy. The victim's base evasion is also hampered by 10%. This glitch is prone to increasing in severity, and can increase to a maximum of five tiers. Lasts until combat ends, or removed with Status Cure, Glitch Eater or other similar effect.

Buster Crash (Negative Glitch): The victim suffers a short duration Buster Crash, as per the effect. Lasts two turns, or until removed with Status Cure, Glitch Eater or other similar effect.

Charge Limiter (Negative Glitch): The victim cannot charge their buster at all, and cannot use any signature abilities or chips that require buster charges. This also blocks signatures with the Charge Burner nerf. This Glitch has no effect on victims who do not possess a normal Buster. Lasts two turns, or until removed with Status Cure, Glitch Eater or other similar effect.

Lead-Foot (Negative Glitch): The victim's movements grow heavy; they cannot dodge or move effectively and dodges confer only the evasion bonus of a feint. Feints, in turn, confer only the evasion bonus of movement, and the victim cannot use the full Movement action at all. Lasts until combat ends, or removed with Status Cure, Glitch Eater or other similar effect.

Ocean-Drinker (Positive Glitch): The victim gains the Aqua-Eater effect, absorbing any aqua damage dealt to them and gaining 50% of the Final damage as healing. Their actual element does not change, so they may still take damage from other seemingly aqua sources, such as being submerged if their element is not Aqua already. Lasts until combat ends, or removed with Status Cure, Glitch Eater or other similar effect.

Ants in the Pants (Negative Glitch): The victim feels compelled to keep moving and running around, unable to keep their feet still. They must spend at least one action each turn using a Movement, and travelling as far as they can with it. This Glitch will not force a victim to flee from a battle, and they retain full control of where, when and how they move. The victim is also struck with the unshakable belief that removing all of their undergarments will placate the urge to move and run; this may or may not be true. Lasts three turns, or until removed with Status Cure, Glitch Eater or other similar effect.

Jelly Shakes (Negative glitch): The victim's fingers (or other appendages) feel like they've turned to quivering jelly. For every turn after the first that they hold a piece of wielded gear, there is a chance they will drop it, losing the item. Lasts until combat ends, or removed with Status Cure, Glitch Eater or other similar effect.

Viscous Film (Cosmetic Effect): The victim's skin looks and feels like it is covered in a very thin film of some warm, slippery, viscous fluid that defies being removed. Lasts until the parent glitch is removed.

Power Swell (Positive Glitch): The victim feels a surge of wild elemental energy. Elemental damage dealt by the victim is increased by and additional 50% of Base to Source. Lasts two turns, or until removed with Status Cure, Glitch Eater or other similar effect.

Piercing Eyes (Balance Glitch): The victim temporarily gains preternatural targeting ability, gaining the benefit of a take aim action on all attacks, which stacks with any other accuracy modifiers. After two turns of this, however, the glitch burns out, leaving their vision impaired for an additional two turns, and decreasing the accuracy of all attacks by one rank. Glitch can be removed with Status Cure, Glitch Eater or other similar effect during its active turns, but is treated like a nerfing effect after it burns out, and cannot be removed until it expires.

Lingering Gaze (Cosmetic Effect): The victim finds their gaze lingering on the features of their opponents that they would normally find most appealing, and may have a hard time shaking this disposition. Lasts until the parent glitch is removed, plus one additional turn thereafter.

Auto-Custom (Balance Glitch): The victim's navi customiser automatically re-purposes itself; they lose 40 points worth of NC space, but each turn may reduce one of their active signatures on cooldown by one turn, as per the Custom+1 NCP. Lost NC space may result in the deactivation of other NC parts — the victim may choose which ones if so. This glitch has no effect on viruses or Support Programs, who simply act as carriers. Glitch lasts two turns, or until removed with Status Cure, Glitch Eater or other similar effect.

Cover-Fire (Positive Glitch): The victim gains access to two passive buster shots per turn, which they may use at any time. Glitch lasts two turns, or removed with Status Cure, Glitch Eater or other similar effect.

Just A Little Closer (Cosmetic Effect): The victim feels the strong urge to touch or caress any target they attack, and may have trouble shaking this disposition. Lasts until the parent glitch is removed.

Hyper Sensitivity (Balance Glitch): The Victim's skin becomes extremely sensitive to the touch. They take an additional 15 points of null damage that cannot be reduced any time they take damage from an attack, however they also gain an innate 10% evasion chance against any attack, which functions on its own, or adds onto any existing evasion attempts. Lasts until combat ends, or removed with Status Cure, Glitch Eater or other similar effect.

For some reason, she felt the distinct lack of outward-facing energy from the elemental barrier that she usually took pride in, as well as the armor beneath her clothes. Her ground-bound senses told her all she needed to know; the earth had cracked beneath her feet, and the soft loamy dirt disappeared between the cracks, leaving her with cold hard ground ready to collapse in on itself. All wasn't yet lost, however, as seeing the efforts of her attack bringing fruit allowed her a small sliver hope once more. However, for now, though she had managed to land a successful hit on the twins, the distinct lack of she had to escape, and she needed to remove the numbing impediment that plagued her limbs and prevented her from moving as she wanted.

Restorative energy coursed through her limbs, and as she tightly balled up her hands into fists, she once again felt her fingertips dig into the palm of her gloves. However, the healing energy suddenly stopped short at her knees, as if repulsed by some thick blockage. Faced with the wall before it, the curative dissipated as she was still left standing, unable to move from her spot. Her footing felt unstable, but her legs were nonetheless rooted to the ground as if a vicegrip had latched around her ankles and dug into her calves. She could not see anything holding her down physically, and it was likely just an error from within herself, but for just a brief moment, a twinge of fear took root within herself.

Then, just as quickly as it appeared, something else swept away the fear in her heart. The information that had been flooding into her mind was still relentlessly overtaking any concrete thoughts that she was trying to form -- perhaps a small blessing. Unfortunately, she no longer could distinguish the important details from her enemy's movements that she so easily grasped not a moment ago. However, she could still form fleeting observations and file them away for later. One such observation was that the grasping feeling that rooted her to the ground merely prevented her from moving her legs away from the ground. Therefore, if she turned her way of thinking around and flipped the condition on its head, escape still presented itself -- she could still fight!

Terra lowered her upper body as far as she could, before her entire figure sank into the ground as if she had fallen through it. Utilizing the ultra-highspeed data lines through the ground, she reappeared moments later in another location, still holding the same posture. While she had been using her teleportation to sneak attacks behind her targets before, that wasn't an option now, she had to escape as far away as she could for the moment, and that meant retreat. Still, her feet were still very much rooted to the ground, and she had to fix that. Transported momentarily away from the assassin duo, her mind was taken off of them, and she could focus all of her efforts on undoing the blockage that prevented her from moving.

Unfortunately, the teleportation had left her somewhat exhausted, and the flood of information in her mind prevented her from focusing on the errors that plagued her legs. Gritting her teeth, she tried to overcome it once again, but as she experienced moments earlier, her mind was being overtaken by the glitch. She couldn't even start to focus on her defenses, which had just halfway started back up. In desperation, she shut her eyes and attempted to funnel the data away from her mind once more, but all that spilled out were her own desperate thoughts. Unconsciously, she began to mutter her own scared few wishes under her breath, for someone to help her.

"Heh, I guess I'll just have to help you, then!"

Terra's eyes shot open. In front of her, a mischievous grin greeted her once more.

Clad in crude but gleaming metallic armor, a severely injured but resolutely standing Carbide faced forward with a strong stance, her head turned back towards her with that all-too-familiar smile full of energy. Her own body, in contrast, was covered with Carbide's rocky spires along her arms and spine, ready to intercept any form of attack. Terra stared blankly at her unexpected savior, whom she had just saved scarcely a minute earlier. With her dumbfoundedness, it took her a moment before she realized that her mind was now clear, she could think clearly once again. Instead, it was the diminutive shield-wielder in front of her who now held that same grimace that she had had on her face earlier.

"Oof, ow, this is what you have to worry about all the time? It's okay though, I'm dumb enough to not have to worry about any of it, so just try to get back on your feet, Terra," said Carbide, maintaining a pained grimace as a cold sweat began to appear on her forehead.

A voice in the back of her mind began to talk right after. "Sorry, Terra, she just begged me to transfer back over to you, and it was hard to say no to her when you were having such a hard time," said Scarlet, clearing up the questions that had just popped up in her mind.

Faced with the overwhelming support from Carbide and Scarlet, Terra unexpectedly found her cheeks wet with streaks of tears, and a smile returned to her. "... Thanks!" was the only word that came from her lips. Her first order of actions was to funnel the healing that she had started up earlier into Carbide, patching up the wounds that she had received earlier in a flash. Then, as she was at rather critically low health herself, she opted to go for the safe route, and began to convert herself into hard rock once more, in order to absorb any further incoming attacks.

// Summary
// Preserver: Prevent Broken from overwriting Cracked from Corrupted Step glitch,
// Store Take Aim from Ultra Analytics
[Te.1] Sig: Terraforce: Blessing of Nature: Status Cure @ Self (Spreading Numbness)
[Te.*] Act: Glitch: SAS Wild @ Blessing of Nature (Sig Chill)
[Te.2] Sig: Terraforce: Spirit of Nature: Teleport @ Backwards as far away as possible

[Te.3] Act: Summon Support Program: Carbide @ In front of self
[Te.*] Sig: Terraskill: Earthen Armor: 20 HP Planar Casing @ Carbide (Metal: Elec, Sturdy Defense)
[Ca.*] Sig: Terraskill: Reflex Armor: 20 HP Casing @ Terra (Planar Reaction: Variable, Sturdy Defense)
[Ca.1] Act: Redirect one attack on Terra to self: Defend

[Te.4] Sig: Terraforce: Savior of Nature: Heal 60 @ Carbide
[Ca.2] Act: Redirect one attack on Terra to self: Defend

[Te.5] Sig: Terraforce: Protector of Nature: StoneBody @ Self