Deadliest Fiction Wiki

Imperial Picnicking Front[]

You look like a bunch of kids about to go on a picnic with their daddy to me.
— Jingo

Initially known as the Reborn Imperial Liberation Front, the group was formed as a cover by Rufus Albarea, who had escaped Erebonian imprisonment and was attempting to investigate why someone who looked exactly like him was trying to take over Crossbell. The one-man group grew to four when he encountered Nadia Rayne and Swin Abel, transporting cargo from noted dollmaker Jeorg Rosenberg. Instructed to deliver it to the one who went by "<C>," Rufus' borrowed codename, they came to realize the cargo was an intelligent doll, Lapis Rosenberg, who requested to join Rufus to regain her memories.

Since her goals took her in the same direction as him, he saw no reason to refuse, and hired Nadia and Swin as agents on the spot. The Reborn Imperial Liberation Front then headed to Erebonia's capital city, Heimdallr, to bait Rean Schwarzer and the rest of Class VII into uncovering a coup plot. With this ultimately successful, <C> publicly revealed his identity and declared that he had no more use for the "Reborn Imperial Liberation Front" name. The group was picked up by Jingo, a young arms dealer, and headed to Crossbell.

Upon being roasted by Jingo with the quote above, Nadia found it funny and christened the group as the "Imperial Picnicking Front." As the only objection to this name was from Swin, whose opinion doesn't matter because he kinda sucks, this was the name Nadia would continue to use to introduce them.

Upon their arrival in Crossbell, Rufus bluffed their way past his doppelganger's guards to investigate the city. They do so, and find clues leading them to the Rosenberg Studio, where Lapis was built. They infiltrate it with the help of Renne Bright, fighting off the Ouroboros machines within. They then encounter The Emperor, a supposedly-dead figure from Nadia and Swin's past, and through him discover that their ultimate foe was able to create perfect copies of other people, one of which was Rufus' double. They defeat him, and follow the trail of Lapis' memories to Crossbell's prison.

They infiltrate it with the help of Arios MacLaine and Duvalie, and finally recover all of Lapis' memories. She is revealed to have been the former administrator of a powerful AI known as Elysium, created when the Orbal Net and the Spiritual Veins running under the continent came into contact. Among its many probability simulations was the Normal End in Cold Steel IV, where Ishmelga was able to fully incarnate in the Great One. The evil of Ishmelga managed to manifest its consciousness, which kicked Lapis out of the system.

The Picnicking Front would go on to assist in the reindependence movement of Crossbell, freeing it from the imposter Rufus' clutches and proving instrumental in taking down the corrupted Elysium once and for all. Olivert Reise Arnor then declares Rufus dead, allowing the real Rufus to continue living outside of jail. While Rufus quickly realizes this isn't actually a mercy, he is content to travel with Swin, Nadia, and Lapis as they journey across Zemuria.

We are not at school, and I am not your instructor. I have no obligation to answer anything you ask.
— Rufus Albarea

Rufus Albarea is the firstborn son and heir of Helmut Albarea, and the older half-brother of Jusis Albarea. In reality, Rufus was born of an affair between Helmut's wife and brother, and thereby not actually related to Jusis at all. Despite this, he was treated better than his half-commoner cousin due to being born purely of nobility, causing him to sour on Erebonia's noble structure. He would later be taken under the wing of Chancellor Giliath Osborne, who he would come to respect as a father. As the Jade Rook, the first and most secret member of the Ironbloods, he would work to advance his chosen parent's schemes.

He would later find that Osborne had lost a biological son, and given his prior daddy issues twisted his outlook to a need to surpass the Chancellor. He acted as a perfect example of what the Empire's nobility should be, hiding his ruthless nature and manipulations behind that mask. He would finally reveal himself at the close of the Imperial Civil War, betraying the Noble Alliance that had utilized his strategic prowess in favor of the Chancellor. Finding that Osborne's son was actually alive and well, as Rean Schwarzer, would twist his outlook further.

He took a more public place as the leader of the Ironbloods, directing his fellow members Lechter, Claire, and Millium to better fill Osborne's schemes. He was appointed the Governor-General of Crossbell during the Imperial annexation of it, putting him in direct conflict with the Special Support Section. He also was chosen by the Divine Knight El-Prado, basically a magic mecha powered by a fusion of two demigods, to take part in the Rivalries. Said Rivalries would herald the end of the world, but Rufus was too focused on being able to surpass Osborne to care. The death of Millium in service to this plan shook him, but he resolved to continue onwards.

He was ultimately defeated by Rean and his allies, collectively known as Thors Class 7, and took full blame for the crimes committed by Lechter and Claire. He was imprisoned, and shortly afterwards an attempt on his life was made. He foiled it and escaped, learning that an imposter had taken over Crossbell using his face and name. Donning a mask and the name <C>, he learns that the imposter was leading a terrorist cell. He attempts to uncover who this person is, taking Swin, Nadia, and Lapis under his wing.

He bonds with the two assassins and the doll, finally finding a purpose in life that wasn't driven by others. During their quest to unmask the imposter, they find that it is actually a robotic duplicate created by a rogue AI, which Lapis was formerly the morality core for. After working through the teams numerous mental issues, Rufus finds a sense of self-worth of his own. After the death of the imposter, Rufus is stripped of his name and title, declared legally dead in Erebonia. He then continues to travel with Lapis, Swin, and Nadia as they travel around Zemuria.

Rufus' main weapon is a large sword, wielded in one hand. He uses a fairly orthodox version of Court Fencing. This style focuses on rapid cuts and thrusts, as well as on controlling distance to incorporate Arts into the swordplay seamlessly. It is a very technical style, and Rufus is a noted master of it. He fights far dirtier than the nobility this style is associated with, freely cheating in duels and using tactics like blinding opponents with sand.

In order to utilize Orbal Arts, Rufus must be in physical possession of a Combat Orbment. Each Orbment has slots for a quartz, a tiny crystal with an attunement to one or more of the seven elements: Earth, Wind, Fire, Water, Space, Time, and Mirage. Said quartz can offer various benefits, enable the casting of one or more Arts, or do both. Arts able to be cast will be highlighted in green to make telling them apart easier. Note that all Arts take a time to cast and can be interrupted. This time varies, but is generally longer for stronger spells. Arts also cost a resource known as EP. Cold Steel and Reverie use a grading system for relative power. It goes from D to S, with even more powerful attacks having either a plus or a scalar multiplier to the S.

Rufus will have a maximum of 1890 EP. Potential for status effects from quartz and spells applies separately.

Master Quartz are powerful Quartz with unique capabilities. There is a dedicated Master Quartz slot on the orbment, which this fits into.

Cherub, Lv 15: Rufus' Master Quartz with the following functions:

  • Recovers 1.2% of damage dealt by weapon attacks and crafts as EP
  • Recovers an additional 21 CP when casting offensive arts
  • Increases the chance of a critical hit by 7%

It further allows the casting of the following Arts:

Air Strike
Attacks one enemy with compressed air. Deals C+ Wind damage and has a 50% chance to inflict Blind for 4 turns. Costs 30 EP.
Blind
Greatly reduces the accuracy of non-spell attacks
Nemesis Arrow
Fires a blast of lightning in a medium line. Deals B Wind damage and has a 20% chance to inflict Seal for 2 turns. Costs 120 EP.
Seal
Prevents the affected target from performing non-magical attacks
Breath
Restores a small amount of HP to allies in a medium area. Costs 50 EP.
Aerial Dust
Creates a tornado over a large area with sharp debris. Deals A+ Wind Damage and has a 100% chance to inflict Blind for 4 turns. Costs 220 EP.
Blind
Greatly reduces the accuracy of non-spell attacks EP.
Recuria
Cures all status ailments for allies in a very large area. Costs 80 EP.
Ixion Volt
Calls down a rain of lightning strikes over a very large area. Deals SS Wind Damage and has an 80% chance to inflict Seal for 2 turns. Costs 430 EP
Seal
Prevents the affected target from performing non-magical attacks
Holy Breath
Restores a medium amount of HP to allies in a large area. Costs 200 EP.

Sub-Master Quartz are Master Quartz located in the Sub-Master slot. They provide more limited effects than if they were equipped in the Master Quartz slot.

Andvari, Lv 15: Rufus' Sub-Master Quartz with the following functions:

  • Reduces incoming damage after being hit. Maximum damage reduction is 50%, which occurs after being hit thrice. Resets after every engagement.

It further allows the casting of the following Arts:

Crest
Raises the defense of allies in a medium area by a small amount for four turns. Costs 10 EP.
La Crest
Raises the defense of allies in a very large area by a medium amount for four turns. Costs 60 EP.
Adamantine Shield
Gives a single stack of Craft Guard to allies in a medium area. Costs 150 EP.
Craft Guard
Protects from a single physical attack. Does not get applied if target already has one or more stacks of Craft Guard from any other source.
Crescent Mirror
Raises the physical and magical defenses of all allies by a large amount for four turns. Also grants a single stack of Art Reflect. Costs 140 EP
Art Reflect
Reflects a single magical attack. Does not get applied if target already has one or more stacks of Art Reflect from any other source.
Gravion Hammer
Spikes erupt from the ground over a large area. Deals SS Earth Damage. Also lowers the speed at which actions are taken as well as the speed of movement for enemies hit by a large amount for four turns. Costs 450 EP.

Dazzling Odin Gem
Greatly increases magical and physical strength, as well as analyzing defeated enemies.
Saintly Force
Increases physical strength and defense of one ally by a large amount for four turns. Also removes all stat debuffs. Costs 60 EP.
Crescent Mirror
Raises the physical and magical defenses of all allies by a large amount for four turns. Also grants a single stack of Art Reflect. Costs 140 EP
Art Reflect
Reflects a single magical attack. Does not get applied if target already has one or more stacks of Art Reflect from any other source.
Sword Breaker IV
Greatly increases physical strength. Has a 40% chance to reduce enemy strength by a small amount for four turns upon striking them with a non-spell attack.
Sleep IV
Greatly increases physical strength. Has a 30% chance to put an enemy to sleep for five turns upon striking them with a non-spell attack.
Sleep
All attacks landed are critical hits and end Sleep.
Dazzling Diabolos Gem
Drastically increases magical strength. Decreases the time needed to cast Arts by 60%.
Lost Genesis
Temporarily manifests a black hole, hitting all enemies on the field. Deals SSS Time Damage, delays their next action, and has a 50% chance to inflict Deathblow. Costs 620 EP
Deathblow
Instantly kills the affected target.
EP 3
Increases EP by 600. Already factored in to the total above.
Dazzling Nohval Gem
Greatly increases the speed at which actions are taken.
Dazzling Argem Gem
Immensely increases magical strength.

Crafts cost a resource known as CP, which is built by dealing and receiving damage to a maximum of 200, and unlike Arts have no cast time. Cold Steel and Reverie use a grading system for relative power. It goes from D to S, with even more powerful attacks having either a plus or a scalar multiplier to the S. If enough Break Damage is dealt, the enemy is stunned with lower defenses, suffers a large turn delay, has their casting interrupted, and skips their next turn.

Rufus will start with 100 CP. Potential for status effects from quartz and crafts applies separately.

Soul Eater 2
Stabs forward rapidly, ending with a slash that propels Rufus forwards to hit enemies in a smallish area. Deals C+ Physical and Break Damage, inflicts Imepede, and restores the HP and CP of all allies proportional to how much damage is dealt. Costs 30 CP.
Impede
Interrupts the preparation of skills and casting of magic.
Renegade Edge 2
Creates three magic orbs before charging one's sword with magic, swinging in a arc and releasing it to make the spheres explode. Hits enemies in a medium-large area. Deals A Magical and S Break Damage. Inflicts Mute and Blind, as well as slightly delaying the next actions of those hit. Costs 60 CP.
Zevarl
Rufus charges his sword with energy, slashing several times to hit enemies in a medium-large area. Deals S Physical and D Break Damage. Grants self Brandish and greatly increases the speed at which actions are taken for three turns. Costs 80 CP.
Brandish
All Crafts and normal attacks deal a small amount of additional damage.
Noblesse Rune
Poses dramatically, infusing oneself with a noble aura. Boosts own physical and magical attack strength by a large amount for three turns, clears any status ailments or stat decreases, and restores 1 BP. Costs 40 CP.
Blutgang Rain 2
Rufus creates several spectral copies of his weapon, which slice through enemies following his strikes. They then rise into the air, creating a magic circle which multiplies them before they rain down over the field, hitting all enemies. Deals 5S Physical and S Break Damage. Costs all CP, with a miniumum of 100.

As part of the ARCUS II's functionality, it allows characters to support each other with Brave Orders. This costs BP, and the Picnicking Front will start with 8 BP. BP can be regenerated by assisting linked partners in battle. Rufus will begin the match in a combat link with Lapis.

Criminal Raid
Increases the chance for self and all allies to critically hit by 30% for five turns, and restores 15 CP. Costs 1 BP.
Dark Requiem
Reduces the cast time of Arts for self and all allies by 70% for eight turns and restores 20% of their EP. Costs 2 BP.

Pragmatist
Rufus is an extremely pragmatic planner and fighter, willing to use whatever means necessary to achieve his goals. While he's less willing to put civilian lives on the line than he was prior to meeting the rest of the Picnicking Front, he will absolutely forego helping allies he thinks are in a good position to get the job done.
Picnic Dad
He has grown quite attached to the rest of the Picnicking Front, providing moral and battle support in their endeavors. He genuinely cares about their well-being, and he will do his best to secure it. Even if he occasionally lies to boost their self-confidence.

Oh, I am SO going to murder those creeps! If anyone so much as lays a finger on my S, I will show you no mercy!
— Nadia Rayne

Nadia Rayne was born in an abusive household, with her only ally being her brother, Ace. Ace was sold to an assassin group known as Garden, though he managed to find a way to keep in touch with his sister. He told her about Swin Abel, his partner, but after Ace's letters ceased she joined the organization herself. She learned that her brother tried to defect and was killed by Swin, and swore to avenge him. Nadia then trained and worked hard, eventually becoming one of Garden's most talented members and being given the code name Nine of Swords. She suffers from nightmares around this time, which interrupt her sleep.

She is then partnered with Swin, known as Three of Swords, and rapidly realizes that he could never have killed Ace willingly. She sets her sights on Garden and her immediate superior, a man known a Emperor. While planning her and Swin's escape, she finds that she can sleep normally by his side. This, combined with the boy's kindness towards her, causes her to fall in love with him. She is successful in their escape, and the two go on the run, assisted by Van Arkride.

Garden does not take the defection well, and puts out an open contract. They do this by writing a novel detailing the pair's appearance and betrayal of their organization. Said novel proves to be highly popular, and ends up topping best-seller lists across the continent. Nadia is particularly annoyed by the lack of royalties from using her likeness and story. They make a living as mercenaries, taking contracts and avoiding ones that involve assassination.

After wandering around Calvard, Erebonia, and Crossbell for a while, they accept a contract from Jeorg Rosenberg to deliver a package to someone named C. This being the current alias of Rufus Albarea, they deliver it to him successfully and find out that the package is a living doll known as Lapis. C hires them for a new job on the spot, and they agree to help him on condition that they are not forced to kill. They grow close to him and Lapis, bantering and helping each other work out their respective traumas. She christens the group the Imperial Picnicking Front.

They learn that Rufus has an imposter, a robot created by a rogue AI. Said AI also created a simulacrum of Emperor, who chases after the Picnicking Front and a new ally of theirs, Renne Bright. The recreated Emperor tries to use their dark pasts to drive a wedge between Swin, Nadia, and the rest of the group, but fails miserably and is defeated. They go on to foil the plans of Rufus' imposter, as well as the AI that created him. Rufus himself is declared dead, so she and Swin decide to accompany him and Lapis on their travels across Zemuria.

Nadia's primary weapon are her needles. Much larger than an average sewing needle, they are more like throwing spikes. She still can attach very thin steel threads to them, which she can use to set traps, bind people, or simply slice them to ribbons. She generally stores these needles within her teddy bears.

These teddy bears comprise her secondary weapon, which she often fills with explosives.

In order to utilize Orbal Arts, Nadia must be in physical possession of a Combat Orbment. Each Orbment has slots for a quartz, a tiny crystal with an attunement to one or more of the seven elements: Earth, Wind, Fire, Water, Space, Time, and Mirage. Said quartz can offer various benefits, enable the casting of one or more Arts, or do both. Arts able to be cast will be highlighted in green to make telling them apart easier. Note that all Arts take a time to cast and can be interrupted. This time varies, but is generally longer for stronger spells. Arts also cost a resource known as EP. Cold Steel and Reverie use a grading system for relative power. It goes from D to S, with even more powerful attacks having either a plus or a scalar multiplier to the S.

Nadia will have a maximum of 2300 EP. Potential for status effects from quartz and spells applies separately.

Master Quartz are powerful Quartz with unique capabilities. There is a dedicated Master Quartz slot on the orbment, which this fits into.

Vega, Lv 15: Nadia's Master Quartz with the following functions:

  • Offensive Arts have an 80% chance to deal critical damage
  • Offensive Arts have an 80% chance to inflict a random abnormality
  • Reduces the delay before the next action after casting a Fire Art by 40%

It further allows the casting of the following Arts:

Fire Bolt
Launches a ball of fire at one foe. Deals C+ Fire damage with a 50% chance to cause Burn. Costs 15 EP.
Burn
Deals heavy damage at the end of the afflicted's turn.
Forte
Increases the strength of allies in a medium area by a small amount. Costs 10 EP.
Venom Flame
A gout of purple flame erupts from the ground, hitting foes in a medium area. Deals C+ damage, with a 50% chance each to inflict Poison or Burn. Costs 60 EP.
Burn
Deals heavy damage at the end of the afflicted's turn.
Poison
Deals light damage at the end of the afflicted's turn.
Flare Butterfly
A few butterflies of fire appear around foes in a large area before exploding. Deals A+ damage with a 25% chance to inflict Burn. Costs 100 EP.
Burn
Deals heavy damage at the end of the afflicted's turn.
Heat Up
Restores 20 CP and cures any stat decreases for all allies. Costs 35 EP.
Zeruel Cannon
Manifests a fiery orb above a foe, which launches beams downwards before hitting a small area with a larger fiery laser. Deals SS+ Fire Damage and has a 100% chance to inflict Burn for 2 turns. Costs 155 EP.
Burn
Deals heavy damage at the end of the afflicted's turn.
Impassion
Increases one ally's CP by 30 per turn for 4 turns. Costs 20 EP.

Sub-Master Quartz are Master Quartz located in the Sub-Master slot. They provide more limited effects than if they were equipped in the Master Quartz slot.

Kusanagi, Lv 15: Nadia's Sub-Master Quartz with the following functions:

  • Increases critical damage dealt by 120%

It further allows the casting of the following Arts:

Air Strike
Attacks one enemy with compressed air. Deals C+ Wind damage and has a 50% chance to inflict Blind for 4 turns. Costs 15 EP.
Blind
Greatly reduces the accuracy of non-spell attacks
Breath
Restores a small amount of HP to allies in a medium area. osts 25 EP.
Nemesis Arrow
Fires a blast of lightning in a medium line. Deals B Wind damage and has a 20% chance to inflict Seal for 2 turns. Costs 60 EP.
Seal
Prevents the affected target from performing non-magical attacks
Recuria
Cures all status ailments for allies in a very large area. Costs 40 EP.
Aerial Dust
Creates a tornado over a large area with sharp debris. Deals A+ Wind Damage and has a 100% chance to inflict Blind for 4 turns. Costs 110 EP.
Blind
Greatly reduces the accuracy of non-spell attacks EP.
Holy Breath
Restores a medium amount of HP to allies in a large area. Costs 100 EP.
Ixion Volt
Calls down a rain of lightning strikes over a very large area. Deals SS Wind Damage and has an 80% chance to inflict Seal for 2 turns. Costs 215 EP
Seal
Prevents the affected target from performing non-magical attacks

True Pyre Bell
Increases magical attack, Fire Damage increased by 40%, can act twice as fast after using a Fire spell.
Flare Butterfly
A few butterflies of fire appear around foes in a large area before exploding. Deals A+ damage with a 25% chance to inflict Burn. Costs 100 EP.
Burn
Deals heavy damage at the end of the afflicted's turn.
Dazzling Diabolos Gem
Increases magical attack strength. Cuts the time to cast Arts by 60%.
Lost Genesis
Temporarily manifests a black hole, hitting all enemies on the field. Deals SSS Time Damage, delays their next action, and has a 50% chance to inflict Deathblow. Costs 310 EP
Deathblow
Instantly kills the affected target.
Melville Arc
Increases physical and magical attack strength, movement speed, and grants an additional 20% chance to dodge attacks.
Melville Ray
A biblically accurate whale appears, firing lasers at all foes before diving in to ram them, dealing 6S magic Damage. The biblically accurate whale does not stick around. Costs 1130 EP. May only be used once per battle.
Dazzling Deus Gem
Increases magical attack and defensive strength, as well as boosting EP. Also reduces the cost of Arts by 50%.
Lenan's Touch
Greatly increases magical attack and defense, boosts EP, and increases the chance to evade attacks by 20%.
Lenan's Kiss
Increases CP by 100 and increases all stats by a large amount for all allies. Inflicts Charm on all enemies. Costs 1130 EP. May only be used once per battle.
Charm
Attacks allies and aids enemies.
Holy Breath
Restores a medium amount of HP to allies in a large area. Costs 100 EP.
Seraphic Ring
Restores all HP and revives all allies. Costs 250 EP.
Dazzling Skanda Gem
Chrono Drive
Increases movement and action speed for all allies in a very large area. Costs 30 EP.
Chrono Break
Time magic affects enemies in a very large area, decreasing the speed at which actions are taken by a medium amount for four turns, as well as delaying their next action. Costs 45 EP.
Chrono Burst
Speeds up time, allowing two turns in rapid succession before anyone else can act. Costs 200 EP. Cannot be used on either of the turns granted by this spell.
True Epoch Bell
Increases magical attack, Time Damage increased by 40%, can act twice as fast after using a Time spell.
Calvary Edge
A magic circle appears over a medium area, and a lance sprouts from the ground to absorb the vitality of foes hit. Deals A+ Time Damage, absorbing 10% of the damage dealt as HP. Costs 100 EP.

Crafts cost a resource known as CP, which is built by dealing and receiving damage to a maximum of 200, and unlike Arts have no cast time. Cold Steel and Reverie use a grading system for relative power. It goes from D to S, with even more powerful attacks having either a plus or a scalar multiplier to the S. If enough Break Damage is dealt, the enemy is stunned with lower defenses, suffers a large turn delay, has their casting interrupted, and skips their next turn.

Nadia will start with 100 CP. Potential for status effects from quartz and crafts applies separately.

Punitive Pierce 2
Nadia throws six needles laced with poison in a small line. Inflicts Nightmare and Burn for two turns as well as Impede on those hit. Deals B Magical (somehow) and D Break damage. Costs 30 CP.
Impede
Interrupts the preparation of skills and casting of magic.
Nightmare
Affected character can take no actions and all hits landed on them are criticals. Inflicts a random status effect (Poison through Charm or Deathblow) when it wears off. Wears off after being hit once or two turns.
Burn
Deals heavy damage at the end of the afflicted's turn.
Pep Boost
Throws a teddy bear into the air, which explodes and heals allies in a medium area and cures status ailments. Costs 40 CP.
Threaddy Bear 2
Throws several threads around a medium- area, which cover it with thin threads that slice enemies within. Inflicts Weakness for three turns and has a 40% chance to inflict Deathblow. Costs 80 CP.
Weakness
Affected enemy is more likely to be caught off-balance, allowing for allies to follow up with their own strikes, and takes additional 50% damage from elemental attacks.
Deathblow
Instantly kills the afflicted party
Super Nadia Special
Nadia uses her threads to manipulate a horde of teddy bears, striking foes before tossing another one that explodes, hitting all enemies on the field. Has a 120% chance to inflict enemies with a random status effect. Deals 4S Magical and D Break damage. Costs all CP, with a minimum of 100.

As part of the ARCUS II's functionality, it allows characters to support each other with Brave Orders. This costs BP, and the Picnicking Front will start with 8 BP. BP can be regenerated by assisting linked partners in battle. Nadia will begin the match in a combat link with Swin.

Fanciful Spell
Halves the EP cost to cast Arts for self and allies, as well as increasing their magical attack strength and the speed at which actions are taken by a small amount for two turns. Costs 3 BP.
Analysis Complete
Increases Break Damage by 700% for eight turns, as well as increasing all stats for all allies by a large amount for five turns. Costs 2 BP. Can only be used if given sufficient time to analyze a particular enemy, which requires a decent bit of stalling from the other three members of the Picnicking Front.

Troll
Nadia is a skilled actor, and loves using this ability to get under peoples' skin and annoy the fuck out of them. Whether it be concealing plans, scaring someone into talking by discussing torture cheerily, or simply fucking with Swin because she's teasing the boy she likes, Nadia always finds a way to have fun at someone else's expense.
Master Analyst
Nadia's other major ability is analyzing data, both in combat or without. She will occasionally fake taking a nap during the fighting to accurately diagnose an enemy's weaknesses, which she will then relay to Swin who follows without question. This is shown in gameplay with the Analysis Complete Brave Order, only used against one enemy who she's had the time to analyze, which utterly trivializes the fight it's available for.

What friendship? No one here likes you.
— Swin Abel

Swin Abel was sold to an assassination organization known as Garden at a young age, graduating from its training program at the age of 10 and receiving the title Three of Swords, along with his blades. He was partnered with a man known as Ace, whose title was One of Swords, who he came to look up to as a surrogate older brother. The pair executed their missions, and plotted to escape the organization. Their attempt to flee was discovered, and Ace was forced to feign a betrayal of Swin to keep the younger man alive. He was then partnered with a young woman, Nine of Swords, and the two operated as a duo while Swin plotted to escape again.

Nine, actually Ace's younger sister Nadia, had her own plans. She faked a betrayal of Swin, allowing the pair to kill their handler, The Emperor, and escape. Garden does not take the defection well, and puts out an open contract. They do this by writing a novel detailing the pair's appearance and betrayal of their organization. Said novel proves to be highly popular, and ends up topping best-seller lists across the continent. They make a living as mercenaries, taking contracts and avoiding ones that involve assassination.

After wandering around Calvard, Erebonia, and Crossbell for a while, they accept a contract from Jeorg Rosenberg to deliver a package to someone named C. This being the current alias of Rufus Albarea, they deliver it to him successfully and find out that the package is a living doll known as Lapis. C hires them for a new job on the spot, and they agree to help him on condition that they are not forced to kill. They grow close to him and Lapis, bantering and helping each other work out their respective traumas.

They learn that Rufus has an imposter, a robot created by a rogue AI. Said AI also created a simulacrum of Emperor, who chases after the Picnicking Front and a new ally of theirs, Renne Bright. The recreated Emperor tries to use their dark pasts to drive a wedge between Swin, Nadia, and the rest of the group, but fails miserably and is defeated. They go on to foil the plans of Rufus' imposter, as well as the AI that created him. Rufus himself is declared dead, so he and Nadia decide to accompany the former noble and Lapis on their travels across Zemuria.

Swin's weapon is a pair of swords, one smaller than the other. These two blades comprise an orbment, and he is able to use them with notable speed. In order to use the orbment's abilities, Swin must hit a point on the target with both blades. He then combines the blades into a large greatsword, striking a third time to create an explosion.

In order to utilize Orbal Arts, Swin must be in physical possession of a Combat Orbment. Each Orbment has slots for a quartz, a tiny crystal with an attunement to one or more of the seven elements: Earth, Wind, Fire, Water, Space, Time, and Mirage. Said quartz can offer various benefits, enable the casting of one or more Arts, or do both. Arts able to be cast will be highlighted in green to make telling them apart easier. Note that all Arts take a time to cast and can be interrupted. This time varies, but is generally longer for stronger spells. Arts also cost a resource known as EP. Cold Steel and Reverie use a grading system for relative power. It goes from D to S, with even more powerful attacks having either a plus or a scalar multiplier to the S.

Swin will have a maximum of 1140 EP. Potential for status effects from quartz and spells applies separately.

Master Quartz are powerful Quartz with unique capabilities. There is a dedicated Master Quartz slot on the orbment, which this fits into.

Altair, Lv 15: Swin's Master Quartz with the following functions:

  • Increases break damage with higher health, up to a maximum of 75%
  • Raises the speed at which actions are taken by a large amount for 7 turns at the start of a battle and when health is low
  • Regain 5% of maximum HP per turn

It further allows the casting of the following Arts:

Soul Blur
Three dark discs fire towards a foe. Deals C+ Time Damage and has a 50% chance to inflict Nightmare. Costs 40 EP.
Nightmare
Affected character can take no actions and all hits landed on them are criticals. Inflicts a random status effect (Poison through Charm or Deathblow) when it wears off. Wears off after being hit once or two turns.
Chrono Drive
Increases movement and action speed for all allies in a very large area. Costs 60 EP
Chrono Break
Time magic affects enemies in a very large area, decreasing the speed at which actions are taken by a medium amount for four turns, as well as delaying their next action. 90 EP
Calvary Edge
A magic circle appears over a medium area, and a lance sprouts from the ground to absorb the vitality of foes hit. Deals A+ Time Damage, absorbing 10% of the damage dealt as HP. Costs 200 EP.
Chrono Burst
Speeds up time, allowing two turns in rapid succession before anyone else can act. Costs 400 EP. Cannot be used on either of the turns granted by this spell.
Lost Genesis
Temporarily manifests a black hole, hitting all enemies on the field. Deals SSS Time Damage, delays their next action, and has a 50% chance to inflict Deathblow. Costs 620 EP
Deathblow
Instantly kills the affected target.

Sub-Master Quartz are Master Quartz located in the Sub-Master slot. They provide more limited effects than if they were equipped in the Master Quartz slot.

Kusanagi, Lv 15: Swin's Sub-Master Quartz with the following functions:

  • Increases critical damage dealt by 120%

It further allows the casting of the following Arts:

Air Strike
Attacks one enemy with compressed air. Deals C+ Wind damage and has a 50% chance to inflict Blind for 4 turns. Costs 30 EP.
Blind
Greatly reduces the accuracy of non-spell attacks
Breath
Restores a small amount of HP to allies in a medium area. Costs 50 EP.
Nemesis Arrow
Fires a blast of lightning in a medium line. Deals B Wind damage and has a 20% chance to inflict Seal for 2 turns. Costs 120 EP.
Seal
Prevents the affected target from performing non-magical attacks
Recuria
Cures all status ailments for allies in a very large area. Costs 80 EP.
Aerial Dust
Creates a tornado over a large area with sharp debris. Deals A+ Wind Damage and has a 100% chance to inflict Blind for 4 turns. Costs 220 EP.
Blind
Greatly reduces the accuracy of non-spell attacks EP.
Holy Breath
Restores a medium amount of HP to allies in a large area. Costs 200 EP.
Ixion Volt
Calls down a rain of lightning strikes over a very large area. Deals SS Wind Damage and has an 80% chance to inflict Seal for 2 turns. Costs 430 EP
Seal
Prevents the affected target from performing non-magical attacks

Grail Therion
Increases health, combat speed, movement speed, and accuracy.
Grail Thelas
Restores 200% health and cures KO. Costs 1140 EP. Can only be used once per battle.
Adamantine Shield
Gives a single stack of Craft Guard to allies in a medium area. Costs 150 EP.
Craft Guard
Protects from a single physical attack. Does not get applied if target already has one or more stacks of Craft Guard from any other source.
Crescent Mirror
Raises the physical and magical defenses of all allies by a large amount for four turns. Also grants a single stack of Art Reflect. Costs 140 EP
Art Reflect
Reflects a single magical attack. Does not get applied if target already has one or more stacks of Art Reflect from any other source.
Dazzling Mars Gem
Greatly increases physical strength, increases the chance of a critical hit by 10%, and restores CP by attacking enemies out of combat.
Dazzling Carnelia Gem
Drastically increases physical strength.
Lion King
Greatly increases physical strength. Deals more damage the less enemies are engaged in battle.
True Genbu
Increases strength. Attacks and crafts have a 30% chance to inflict poison or petrify.
Poison
Deals low damage at the end of the afflicted's turns for 6 turns.
Petrify
Prevents the afflicted party from acting, instantly killing them with the next attack.
Dazzling Vulcan Gem
Increases magical and physical strength, as well as EP. EP recovers out of combat.
Zeruel Cannon
Manifests a fiery orb above a foe, which launches beams downwards before hitting a small area with a larger fiery laser. Deals SS+ Fire Damage and has a 100% chance to inflict Burn for 2 turns. Costs 310 EP.
Burn
Deals heavy damage at the end of the afflicted's turn.
Dazzling Nohval Gem
Greatly increases the speed at which actions are taken.

Crafts cost a resource known as CP, which is built by dealing and receiving damage to a maximum of 200, and unlike Arts have no cast time. Cold Steel and Reverie use a grading system for relative power. It goes from D to S, with even more powerful attacks having either a plus or a scalar multiplier to the S. If enough Break Damage is dealt, the enemy is stunned with lower defenses, suffers a large turn delay, has their casting interrupted, and skips their next turn.

Swin will start with 100 CP. Potential for status effects from quartz and crafts applies separately.

Mark EX
Hits enemies in a small area with a flurry of strikes, inflicting Mark for 4 turns. Deals C physical and D break damage. Costs 20 CP.
Mark
The next attack by Swin is an automatic critical hit. Counts as an affliction for other abilities.
Revelation EX
Rushes in, combining both swords into one to strike one foe. Has a 60% chance to cause Seal as well as a 60% chance to inflict Mark for 4 turns. Deals S+ Physical and A Break damage. Costs 60 CP.
Seal
Prevents the affected target from performing non-magical attacks
Mark
The next attack by Swin is an automatic critical hit. Counts as an affliction for other abilities.
Zoom Zone 2
Increases own strength and the speed at which actions are taken by a medium amount for four turns. Also restores 25 CP per turn for four turns. Costs 30 CP.
Three of Swords A
Sends out several slashes from both blades, hitting enemies in a very large area, before combing them into one and letting out a three-slash combo. Inflicts Mark for 4 turns. Deals 4S+ Physical and B+ Break damage. Costs all CP, with a minimum of 100.
Mark
The next attack by Swin is an automatic critical hit. Counts as an affliction for other abilities.

As part of the ARCUS II's functionality, it allows characters to support each other with Brave Orders. This costs BP, and the Picnicking Front will start with 8 BP. BP can be regenerated by assisting linked partners in battle. Swin will begin the match in a combat link with Nadia.

Shadow Step
Halves the recovery time after taking an action for self and all members of the party for six turns, as well as boosting physical attack strength and movement speed by a small amount for two turns. Costs 2 BP.

Straight Man
Ends up as the unwilling foil for the antics of the rest of the Picnicking Front. He has pretty much resigned himself to this fate, which was preordained the instant he met Nadia.
Offensive Support
Swin is very good at following the lead of the rest of the party, using his speed and his weapons to follow up on strikes or to keep them away from his squishier friends. Mainly Nadia. If you're wondering why I'm putting this here instead of the weapon and fighting style bit, it's because he's kinda boring so there's not a whole lot else to him.

I don't see what you've done or haven't done, what you possess or what you lack... Because none of those are what make you exist as a person.
— Lapis Rosenberg

Lapis Rosenberg is the rogue morality core of the superintelligent AI singularity, Elysium. She was separated from the main program when it was corrupted by Ishmelga's malice, and was housed in a child-sized doll made by master dollmaker Jeorg Rosenberg. As part of this process, she loses most of her memories. Her new body is then smuggled by Swin and Nadia to Rufus Albarea, at that time going by the codename <C>. She asks him to escort her to Crossbell, and he accepts due to his own goals lying in that area. He hires Swin and Nadia, taking the name Reborn Imperial Liberation Front to throw off some pursuers and attract others.

During their travels, from Heimdallr to Crossbell, Lapis struggles with her identity as a doll and her loss of memory. Through interacting with the rest of the Picnicking Front, she eventually comes to regain her memories, and retain her personality. She forms a particularly strong bond with Rufus, helping him move on from his daddy issues while he affirms her worth as an individual. After Rufus fails to sacrifice himself, she decides to have him accompany her, Swin, and Nadia as they travel through Zemuria.

Lapis uses a massive axe, whose handle alone is taller than she is. Said axe can collapse into a black suitcase. Somehow. There's nothing overly special about the axe or its use, aside from its size.

In order to utilize Orbal Arts, Lapis must be in physical possession of a Combat Orbment. Each Orbment has slots for a quartz, a tiny crystal with an attunement to one or more of the seven elements: Earth, Wind, Fire, Water, Space, Time, and Mirage. Said quartz can offer various benefits, enable the casting of one or more Arts, or do both. Arts able to be cast will be highlighted in green to make telling them apart easier. Note that all Arts take a time to cast and can be interrupted. This time varies, but is generally longer for stronger spells. Arts also cost a resource known as EP. Cold Steel and Reverie use a grading system for relative power. It goes from D to S, with even more powerful attacks having either a plus or a scalar multiplier to the S.

Lapis will have a maximum of 2880 EP. Potential for status effects from quartz and spells applies separately.

Master Quartz are powerful Quartz with unique capabilities. There is a dedicated Master Quartz slot on the orbment, which this fits into.

Talisman, Lv 15: Lapis' Master Quartz with the following functions:

  • Prevents [[abnormal status effects and stat decreases
  • All stats raised by a large amount for seven turns when health is low.
  • Recovers 15 EP every turn.

It further allows the casting of the following Arts:

Needle Shoot
Fires a spike of stone at one enemy. Deals C+ Earth Damage. Costs 20 CP.
Crest
Increases the defense of allies in a medium area by a small amount for four turns. Costs 10 EP.
Earth Pulse
Gradually restores the HP of one ally by 25% each turn for four turns. Costs 40 EP.
Ivy Nail
Spiked vines erupt over a medium area. Deals D+ Earth Damage, with a 50% chance to inflict poison and petrify. Costs 90 EP.
Poison
Deals low damage at the end of the afflicted's turns for 6 turns.
Petrify
Prevents the afflicted party from acting, instantly killing them with the next attack.
Megalith Fall
A massive stone manifests in the air and is pulled to the ground, hitting enemies in a large area. Decreases the defense of hit enemies by a medium amount for four turns. Costs 220 EP.
Gravion Hammer
Spikes erupt from the ground over a large area. Deals SS Earth Damage. Also lowers the speed at which actions are taken as well as the speed of movement for enemies hit by a large amount for four turns. Costs 450 EP.
Adamantine Shield
Gives a single stack of Craft Guard to allies in a medium area. Costs 150 EP.
Craft Guard
Protects from a single physical attack. Does not get applied if target already has one or more stacks of Craft Guard from any other source.

Sub-Master Quartz are Master Quartz located in the Sub-Master slot. They provide more limited effects than if they were equipped in the Master Quartz slot.

Keeper, Lv 15: Lapis' Sub-Master Quartz with the following functions:

  • Reduces damage received as HP decreases, from a minimum reduction of 25% to a maximum of 90%.

It further allows the casting of the following Arts:

Silver Thorn
Six silver swords fall from the sky around a medium area, creating a hexagram with each sword as its points before firing a laser upwards. Deals C+ Mirage Damage and has a 60% chance to inflict Confuse. Costs 100 EP.
Confuse
Affected character takes actions at random, targeting random combatants.
Analyze
Analyzes the combat info of enemies. Costs 10 EP.
Saintly Force
Increases physical strength and defense of one ally by a large amount for four turns. Also removes all stat debuffs. Costs 60 EP.
Galion Fort
A massive tower appears, firing lasers in a large line. Deals A+ Mirage damage and reduces a random stat by a large amount for four turns. Costs 260 EP.
Crescent Mirror
Raises the physical and magical defenses of all allies by a large amount for four turns. Also grants a single stack of Art Reflect. Costs 140 EP
Art Reflect
Reflects a single magical attack. Does not get applied if target already has one or more stacks of Art Reflect from any other source.
Albion Wolf
A wolf howls, sending a massive blast of silver energy that hits all enemies on the field. Deals SS+ Mirage damage and removes all positive effects from those hit. Costs 580 EP.

EP 3
Increases EP
Dazzling Odin Gem
Greatly increases magical and physical strength, as well as analyzing defeated enemies.
Saintly Force
Increases physical strength and defense of one ally by a large amount for four turns. Also removes all stat debuffs. Costs 60 EP.
Crescent Mirror
Raises the physical and magical defenses of all allies by a large amount for four turns. Also grants a single stack of Art Reflect. Costs 140 EP
Art Reflect
Reflects a single magical attack. Does not get applied if target already has one or more stacks of Art Reflect from any other source.
Dazzling Sapphirl Gem
Greatly increases HP and EP.
Dazzling Skanda Gem
Greatly increases the speed at which actions are taken
Chrono Drive
Increases movement and action speed for all allies in a very large area. Costs 60 EP.
Chrono Break
Time magic affects enemies in a very large area, decreasing the speed at which actions are taken by a medium amount for four turns, as well as delaying their next action. Costs 90 EP.
Chrono Burst
Speeds up time, allowing two turns in rapid succession before anyone else can act. Costs 400 EP. Cannot be used on either of the turns granted by this spell.
Dazzling Amberl Gem
Greatly increases physical and magical defense
True Sacred Mirror
Shows information of enemies that haven't been analyzed, enemies and chests show up on minimap (gameplay effects)
Silver Thorn
Six silver swords fall from the sky around a medium area, creating a hexagram with each sword as its points before firing a laser upwards. Deals C+ Mirage Damage and has a 60% chance to inflict Confuse. Costs 100 EP.
Confuse
Affected character takes actions at random, targeting random combatants.
Analyze
Analyzes the combat info of enemies. Costs 10 EP.
Frozen Epochs
Greatly increases physical and magical defense, health, and EP.
Frozen Epoch
A massive comet of ice falls from the sky, shattering on all enemies on the field. Deals 5S magic damage and reduces all stats for all enemies hit. Costs 2880 EP.

Crafts cost a resource known as CP, which is built by dealing and receiving damage to a maximum of 200, and unlike Arts have no cast time. Cold Steel and Reverie use a grading system for relative power. It goes from D to S, with even more powerful attacks having either a plus or a scalar multiplier to the S. If enough Break Damage is dealt, the enemy is stunned with lower defenses, suffers a large turn delay, has their casting interrupted, and skips their next turn.

Lapis will start with 100 CP. Potential for status effects from quartz and crafts applies separately.

Emerald Eye
Analyzes the strengths and weaknesses of a single enemy. Reduces their physical and magical defenses, as well as their movement speed, by a small amount for 4 turns. Also inflicts Balance Down for 4 turns. Costs 20 CP.
Balance Down
Affected enemy is more likely to be thrown off-balance by an attack, allowing for allies to follow up with their own strikes.
Adamas Ripper 2
Lapis smashes her axe against the ground, causing a massive shockwave traveling in a medium line. Reduces the physical and magical defenses of those struck, as well as their movement speed, by a small amount for 4 turns. Deals S Physical and A+ Break damage. Costs 50 CP.
Edel Heart
Lapis boosts her own performance, increasing her physical attack strength, magical attack strength, and defense by a medium amount for 4 turns. Also restores 40% of her health and 40 CP. Costs 160 EP.
Grimoire Arc 2
Collapses her axe into a suitcase, opening it and releasing an evil skull spirit that strikes a medium-large area. Has a 30% chance to cause Faint, Confuse, or Nightmare for two turns to those hit. Deals A+ Magical and D+ Break damage.
Faint
Affected character cannot move or act, and all hits landed on them are criticals.
Confuse
Affected character takes actions at random, targeting random combatants.
Nightmare
Affected character can take no actions and all hits landed on them are criticals. Inflicts a random status effect (Poison through Charm or Deathblow) when it wears off. Wears off after being hit once or two turns.
My Mirror Image 2
Lapis manifests several mirrors around (area), with her inside. The enemies within the circle are then trapped within the mirrors, while Lapis spins in the center with her axe, breaking them. Has a 120% chance to cause Faint. Deals 4S+ Physical and C Break damage. Costs all CP, with a minimum of 100.

As part of the ARCUS II's functionality, it allows characters to support each other with Brave Orders. This costs BP, and the Picnicking Front will start with 8 BP. BP can be regenerated by assisting linked partners in battle. Lapis will begin the match in a combat link with Rufus.

Palace Coppelion
Reduces damage received by self and all party members by 60% for 12 turns. Also restores 20% HP on activation. Costs 3 BP.

Proud Rosenberg Doll
Lapis generally takes it as a given that she is physical perfection and that others should be honored to be in her presence. While the rest of the Picnicking Front takes this in stride and makes jokes about it (sometimes at her expense), not everyone outside of it agrees.
Foodie
The most prominent manifestation of her natural curiosity is her fondness for food. She's quite interested in trying new and varied cuisines, and generally spends her first time in a new place touring food stands with Nadia.

Add any more colorful characters in this group and we'll make a rainbow
— Swin Abel
Ragtag Bunch of Misfits
A motley crew of a reformed imperialist, two former child assassins, and a living doll looking for her memories. They've seen most of the worst the world has to offer, which only makes their bond stronger. Those trying to fracture them from within, such as the simulacrum of The Emperor, are met with first a laugh and then a beating.
Crazy Prepared
Thanks to a blend of Nadia's information processing, Rufus' pragmatism, Lapis' "fuck it we ball" attitude, and Swin being... jut kinda there, the Picnicking Front tends to have a plan in place, or at least some form of countermeasure, for most situations they encounter. Most, not all.

East Europan Army[]

Forward we march/To conquer those who defile the graves of our fathers/For the everlasting glory of the Emperor, king of kings
— Excerpt from the Anthem of the East Europan Imperial Alliance

The East Europan Imperial Alliance is a nation formed from the union of several other nations in eastern Europa. During the Industrial Revolution, these nations banded together, already close do to a network of royal marriages. They pledged their allegiance to the Emperor, and as such the nation is commonly known as the Empire. Though it is technically not an autocracy, its emperor has nearly limitless authority. Thanks to this, aspects of feudalism remain in its society.

Shortly after the Industrial Revolution began, disputes over resources pitted them against their fellow Europan superpower, the Atlantic Federation. Upon the assassination of the Imperial Crown Prince, a major war broke out between the two powers, known as the First Europan War. Despite a technological and manpower advantage on the side of the Empire, its conservative doctrines ended up forcing a stalemate through a mire of trench warfare. The two powers signed a ceasefire agreement, which also halted their attempts to fight the Gallian Army, headed off by General Belgen Gunther.

About two decades later, the Empire would then start the Second Europan War. Its attempted re-incursion into Gallia met with initial success, but was rapidly repelled by forces led by Welkin Gunther. It faced more success against the armies of the Federation, making large initial gains. When the Federation counterattacked with Operation Northern Cross, it appeared as if the Empire was being pushed back, eventually losing the highly-fortified Siegval Line. Once winter came, however, the Empire struck back swiftly and routed the Federation, forcing a long march back.

I do hope you'll all get along
— Heinrich Belgar

The leaders present in the base are the four principal combat members of the Imperial Science Bureau's Experimental Weapons squad, X-0. Powerful combatants on their own, they also can increase the effectiveness of their soldiers by giving them various orders, which can have a variety of effects. These range from increasing accuracy to being able to walk through fire unscathed.

A Valkyria under the command of the Imperial Army, transferred to X-0. The strongest Valkyria in terms of pure power output, yet due to a lack of control over it is one of the weaker Valkyria in combat. The lover of Klaus Walz. If she loses control of her emotions, her power may go berserk and turn her into a nuke. The only known instance of this happening was when she thought Klaus Walz was dead. Should this occur and she not be killed before she blows up, it will be a tie.

Fenrir
A wolf that stays by her side.
Staff
A focus made of pure ragnite, it amplifies her already incredible powers. With it, she can create bilzzards and launch exploding crystals strong enough to sink a Federation Snow Cruiser, effectively an ice-borne battleship. The crystal at the center can be damaged to nullify her abilities.

A maverick, but effective, tank commander. His unit is known as the Ausbruch. Does not fight outside his tank, the Vulcan, but is notably brutal on the field. His abilities have earned him fame despite being the bastard son of an Imperial noble. His lineage has protected him within the military, as it is much harder to reprimand a noble for ignoring orders. The lover of Crymaria Levin.

A fucking psycho loli, trained and entirely loyal to Heinrich Belgar. Often works alongside Chiara Rocino, despite their mutual dislike. The two are pretty much interchangeable. At this point in time, she has undergone "calibrations," making her less mentally stable as well as making her likely to blow herself up if she fails to defend the base. The suicide bomb is strong enough to damage a tank.

Dunkel
A highly advanced crossbow issued to Nikola and Chiara. Specialized for assassination, it is fairly powerful, very precise, and almost completely silent. Nikola and Chiara carry a variety of bolts for many situations, such as barbed ones or ones coated with venom.

Also a fucking psycho loli, trained and entirely loyal to Heinrich Belgar. Often works alongside Nikola Graf, despite their mutual dislike. The two are pretty much interchangeable. At this point in time, she has undergone "calibrations," making her less mentally stable as well as making her likely to blow herself up if she fails to defend the base. The suicide bomb is strong enough to damage a tank.

Dunkel
A highly advanced crossbow issued to Nikola and Chiara. Specialized for assassination, it is fairly powerful, very precise, and almost completely silent. Nikola and Chiara carry a variety of bolts for many situations, such as barbed ones or ones coated with venom.

The Scouts are one division of the East Europan infantry. Armed with rifles and hand grenades, they boast high maneuverability, decent attack power, and low defense.

Armament:

ZM Kar
The standard issue rifle of the East Europan armed forces. Has an overall length of 851mm (approx. 2'10"), carries five 7.62mm rounds per clip, weighs 4.32kg (9.5 lb), and is effective out to 330 m (~361 yd)
VB WF
The standard issue hand grenade of the East Europan armed forces. Has an overall length of 286mm (11.25 in), with a payload of 363 g (12.8 oz) of an unknown explosive.
Ragnaid
Heals the user or an ally.

The Shocktroopers are one division of the East Europan infantry. Armed with machine guns and hand grenades, they boast decent maneuverability, high attack power, and low defense.

Armament:

ZM MP
The standard issue machine gun of the East Europan armed forces. Has an overall length of 673mm (approx. 2'2"), carries 20 9mm rounds per clip, weighs 3.63kg (8 lb), and is effective out to 200 m (~218 yd)
VB WF
The standard issue hand grenade of the East Europan armed forces. Has an overall length of 286mm (11.25 in), with a payload of 363 g (12.8 oz) of an unknown explosive.
Ragnaid
Heals the user or an ally.

The Engineers are one division of the East Europan infantry. Armed with rifles and hand grenades, they boast decent maneuverability, decent attack power, and low defense. Their main tasks are support, and they are able to resupply ammunition for all other classes. They also can repair battlefield structures, as well as machinery.


Armament:

ZM Kar
The standard issue rifle of the East Europan armed forces. Has an overall length of 851mm (approx. 2'10"), carries five 7.62mm rounds per clip, weighs 4.32kg (9.5 lb), and is effective out to 330 m (~361 yd)
VB WF
The standard issue hand grenade of the East Europan armed forces. Has an overall length of 286mm (11.25 in), with a payload of 363 g (12.8 oz) of an unknown explosive.
Engineering Tools
Allows for the repair of tanks and disarming of mines.
Revival Ragnaid
Heals the user or an ally, potentially bringing a mortally wounded ally back up.

The Lancers are one division of the East Europan infantry. Armed with anti-tank lances, they boast low maneuverability, high attack power, and high defense.

VB PL
The standard issue anti-tank lance of the East Europan armed forces, and one of the earliest conceived models. Takes the form of an actual lance, with a tip that launches a rocket warhead. Each lance is a total of 3.366 m (~11 ft) long and weighs 18.8 kg (~41.5 lbs) while loaded. Each lance can fire a single 105mm (413.38 cal) warhead with an effective range of 500 m. For a real-life comparison, the M101 Howitzer has the same caliber.
Ragnaid
Heals the user or an ally.

The Snipers are one division of the East Europan infantry. Armed with (shockingly) sniper rifles, they boast low maneuverability, high attack power, and decent defense.

ZM SG
The standard issue sniper rifle of the East Europan armed forces. Has an overall length of 1065mm (approx. 3'6"), carries a single 7.62mm round per clip, weighs 3.58kg (7.9 lb), and is effective out to 1800 m (~1.12 mi)
Ragnaid
Heals the user or an ally.

A light model of tank, initially created before the outbreak of the Second Europan War. Despite seeing considerable use, it is objectively inferior to other tanks. Like all Valkyria Chronicles tanks, it has a big blue glowing weak spot on its rear. Has a top speed of 45 km/h (~28 mph) with its 330 hp/1800 rpm engine

6.69 m (just under 22 ft) long
3.02 m (just under 10 ft) wide
3.24 m (10'7") tall
Weighs 14 tons

Carries the following armaments:

Krimm N-237 34/75 mm cannon
Krimm M-210 10/85 mm mortar
Uranus 7.62 mm machine gun

A specialized model of tank developed during the Second Europan War, based on the Imperial Medium Tank. It was one of the first tanks to incorporate sloped armor, giving it a considerable defensive advantage. Like all Valkyria Chronicles tanks, it has a big blue glowing weak spot on its rear. Has a top speed of 45 km/h (~28 mph) with its 400 hp/2000 rpm engine

5.51 m (18 ft) long
2.89 m (just under 9'6") wide
2.83 m (9'3") tall
Weighs 33 tons

Carries the following armaments:

Krimm N-237 41/76.2 mm cannon
Uranus 9 mm machine gun

A heavily specialized model of tank developed during the Second Europan War. The personal vehicle of Klaus Walz, it boasts better armor and weaponry than a standard Imperial tank. Further, its big glowing weak spot is on the top of the vehicle facing upwards, keeping it safe from Lancers on the ground but more vulnerable to strikes from above. Or the brand-new Grenadier class. Has a top speed of 64 km/h (~40 mph) with its 1000 hp/2500 rpm engine.

8.28 m (27 ft) long
3.38 m (11'10") wide
2.97 m (9'9") tall
Weighs 65 tons

Carries the following armaments:

Mustela P-43/2 71/88 mm cannon
Uranus 9 mm machine gun
This machine gun reduces the attack power of those it hits.

Notes[]

An East Europan military base contains information that the Imperial Picnicking Front is very interested in getting. They will have to infiltrate the heavily armed and guarded base, retrieve the information requested, and exfiltrate successfully. The base will have multiple buildings and an outdoor area. I will be giving you neither a map of the base nor the exact numbers of the grunts and tanks present for the following reasons:

  1. The exact layout isn't important as to whether or not they can fulfill this mission.
  2. With the Picnicking Front's general combat capability, the numbers of soldiers they're facing aren't exactly necessary, just a note that they will be numerous.
    • As the Vulcan is unique, there will be only one of those on the field, under the personal command of Klaus
  3. Since this is an infiltration and information retrieval mission, killing the entire base is not necessary.

One thing that should be noted, however, is that tanks cannot enter buildings.

The victory conditions are as follows:

  • Picnicking Front: Retrieve the information and get out of the base
  • East Europan Army: Prevent the Picnicking Front from completing its objectives, either by killing them, forcing a retreat without the intel, or some other manner

  • Imperial Picnicking Front: Just after the events of Trails into Reverie
  • East Europan Army: Taken as they are during the events of Valkyria Chronicles 4, prior to the events leading to Crymaria and Klaus deserting

    • Please have at least couple paragraphs as to who you think will win and why
    • Evaluating the warriors used based on a different canon or different point in their timeline as given will invalidate a vote
    • I have the final say on whether or not a vote counts
      • Contact me via Discord if you think I made a mistake with vote counts
    • Only votes on this blog will count.
    • Rebuttals can reduce a vote by a half point or more.
      • Counter-arguments can restore the vote to full
    • Rebuttals will not be accepted less than 48 hours before the close of voting, save for the following:
      • Should a vote be made less than 48 hours before the close of voting, rebuttals will be accepted up to 48 hours after the close of voting, and the voter waives the right to defend their vote to restore it.
    • Votes made less than 24 hours before the close of voting (or close enough that I can gauge this to be their intent) will count for half at most.
    • If I have reason to believe a vote isn't being made in good faith, it will remove a point from the warrior(s) you are voting for.
      • If you're stupid enough to try game this, further penalties will be applied to your vote at my discretion.
    • )

    Battle[]

    Prologue[]

    A blonde man in a dark coat walks towards the wall separating New Latveria from DFederal, a picnic basket resting on one arm. A silver-haired girl with a frilly purple dress holds his other hand, her blue and yellow eyes darting around. The two are trailed by a brown-haired boy wearing a blue jacket over a white shirt and brown pants, and a pink-haired girl in a matching blouse and skirt clinging to the youth’s arm. They approach a small door in the wall, a large sign above proclaiming the establishment as “The Third Rail.” It had been there almost as long as the wall itself, alongside its elderly proprietor.

    They open the door, and a man in a wig and fine silks pops out from… somewhere.

    “Ah, welcome. We are The Third Rail, the only official import/export business in DFederal and New Latveria. How can I help you?”

    “We’re looking for some friends,” Rufus says as his younger companions look curiously around the store. It has various odds and ends, some mundane and others seemingly artifacts of great value. A small set of dull grey tubes running along the ceiling catch his eye, before he hears Luthen’s reply.

    “Oh? Friends here?”

    “We happen to have friends everywhere.”

    “Ah, I see, I see,” Luthen says, casting a doubtful glance at the picnic basket on Rufus’ hand and the man’s companions, “Well, for someone so well connected we do have some special stock in the back. Come, come, look around,” he says, bringing them around a shelf to a nondescript door, opening it and waving them inside, “I’ll be minding the store, so do come to the counter if you find something you like.”

    Rufus looks around the decorated room, a sliver of dull grey metal once again grabbing his eye. He walks towards the table in the center as the other three fan out, surreptitiously tapping on their ARCUS II orbments. A man stands on the opposite side of the room, aware of their presence but politely waiting until they’ve finished.

    The other Picnicking Front members nod at their nominal leader, taking places near the perimeter while acting casual. Nadia takes particular care to stand near a collection of masks with a discolored section of wall behind them, while Swin looks at several antique metal mirrors. Lapis, for her part, seems genuinely absorbed in the collection of glass cases in a corner. The former noble then taps on the table rhythmically, signaling that they were ready. The man turns, showing a rather nondescript face while wearing a fairly generic-looking military guard uniform.

    “Hey there,” he says, voice gruff and gravelly, “You the Picnicking Front? You come highly recommended.”

    “That’s good to hear, but I’m afraid you have us at a disadvantage. And we typically like to operate as equals.”

    “I’ve claimed the name Ian Farmer, as I refuse to lead my life being known as ‘CIA 3’”

    “Very well, Ian,” Rufus says, extending his hand, “And with that introduction, Vox Miles?”

    “I am indeed. And my request for you relates to politics. The Monarchists, specifically; those bastards who have seen how the Users have run things and think they want more of it.”

    “That explains why you’re asking us here instead of the Iceberg,” Rufus says, voice carefully neutral.

    “Exactly. Can’t tell who’s listening in,” Ian says, leaning in closer and flicking his eyes towards Nadia, glaring at the mask she’s examining with interest. “I have reason to believe the Monarchists are getting illegal assistance from a User. The one who runs Ice-T Puppy Inc. I know they have evidence stored in their so-called Campaign Headquarters.”

    “You’re going to need something more solid if you’re asking us to play thief. One of their biggest names, Cullen Rutherford, is known to be high up in Ice-T’s security corps. I’ll not risk our reputation and freedom for nothing.”

    “We’ve intercepted chatter. The Monarchists are promising to add something regarding ‘Mothman’ to the DFederal Charter in exchange for ‘help at the polls.’ And we all know what his favorite abuse of power is. I can get you a map and a likely location of the intel in the base. Copy it, bring it to a drop point, and you’ll get paid big money. Might even get your fight sanctioned and score a home of your own.”

    Rufus glances at his partners; Nadia and Swin give a lazy thumbs up, while Lapis is too busy sneering at a bisque doll in a glass case to notice. Taking this as majority rule, the blonde man turns back to the CIA agent and extends his hand.

    “Deal.”

    They shake on it, and the man offhandedly grabs a decorative sword before heading out. Nadia tosses a small object to Swin, who looks it over before passing it to Rufus. Lapis dashes over, the two looking curiously at the finely-carved, palm-sized wooden pipe organ. He gives a wry smile, exiting the back room as Ian walks out with his new sword. Rufus walks to the front, presenting it to Luthen.

    “Ah, an excellent choice,” he says, taking out a small pair of stained, small metal rods. He taps the keys, sending a few warbling notes through the shop.

    “Impressive,” Rufus says, looking at it, “Though I’m told lead carries sound better,” he says, looking up at the ceiling.

    “Connected and knowledgeable,” Luthen says, practiced smile turning strained, “I’ll have to give you a discount.”

    “Thank you.”

    A quick exchange of money later, and the four of them walk out of the shop, picnic basket a little larger. Swin sighs, stretching, as Lapis plays with the pocket piano.

    “Maybe we should use this one more often,” Swin says, “Like Ian said, never know who’s listening in at the Iceberg.”

    “Yeaah, ’least here there’s only one culprit,” Nadia says, yawning.

    “What? But we scanned it, right?” Lapis says, “Came up with nothing.”

    “And you were watching that mask with the obvious eye door,” Swin says.

    Nadia locks eyes with Rufus for a second, who nods at her.

    “Weeell, that’s what we like to call ‘misdirection.’ The actual ‘bug’ was entirely analog. The table’s a biiiig ol’ drum that amplified what we said and pushed it through those tubes on the ceiling. There’s probably some sort of electronic amplifier, but it’s outside the room. Impressed, S?”

    “As always,” Swin says as Lapis claps, halfway between impressed and mocking, “But what does that mean for us?”

    “Nothing,” Rufus says, “We do the job and get paid.”

    “And if we’re stabbed in the back, beat the shit out of them and get paid anyway, right?” Swin asks, sighing as his three companions nod in unison.

    “But first we live up to our name!” Nadia says, poking at the picnic basket, “I even packed a super special surprise for LP!”


    “Look alive, we just got new intel,” Klaus Walz says, walking into the command room. A scout and a lancer salute him, while Cymaria – the only one in a fashionable dress rather than drab black-and-faded-red uniforms – pats Nikola and Chiara on the shoulder. The two girls jump, making their way to the table with thousand-yard stares. Whatever damage Belgar had done to them remained even here. And, despite the lodgings provided by the Monarchists, they were still considered homeless. Ineligible for psychiatric counseling at DF General. Klaus sighs, pushing his concerns to the side.

    “So?” Crymaria asks.

    “We’ve been warned about a raid. Seems the Vox Miles suspects the Monarchists of colluding with a User, and they’ve hired some mercenaries to get at our data. Now, I know we decided to back the Monarchists instead of the Vox by a narrow majority; if any of your men feel like they can’t defend them – ”

    “No need to worry about that, sir,” the scout says, “With how good they’ve been to us, everyone’s talking about repaying the favor. This’ll let us.”

    “Good. I want half of our infantry inside here,” he says, pointing to the central building that contains their data repository, “And the other half patrolling outside. The armor and I will be hiding here under tarps,” he says, pointing to several locations nearby, “So that we can be ready to smash them against the building. Nikola, Chiara, do you think you can help with the building defense?”

    The two girls give shaky nods, gripping their crossbows. Klaus falters again, but shakes his head and forges on. He could get this recognized by petition, and they could finally receive the mental healthcare they need.

    “And what about me, Klaus? Don’t tell me you want me to sit this out,” Crymaria asks.

    “No, you’ll be stationed here,” he says, pointing to a long corridor leading to the only data terminal with admin access, “This should give you enough line of sight to spear them if they bypass everyone else. Any questions?”

    “One, though it might be a little late,” the lancer asks, metal helmet hiding his face, “How confident are we in this source?”

    “I’m not,” Klaus says, “It’s anonymous, and I didn’t hear the call directly. But it’s a source that both Cullen and ol’ Henry trust, on a line reserved for their most important contacts. I’d rather be prepared than ignore it.”

    The two soldiers salute, running off to organize the infantry, trailed by Nikola and Chiara, their eyes wide and shaking while a grin rips their mouths open. Klaus walks over to Crymaria, sweeping her in a quick hug before the two leave the room, tending to their own tasks.

    Ch. 1[]

    A group of four approaches the Monarchist’s headquarters in the Upper District, a large city block surrounded by walls, with multiple buildings inside. Lapis is deliberately not looking at the others, as Rufus leans on Swin to keep his balance as he laughs.

    “Hey, LP…” Nadia says, only for Lapis to turn her head farther. And abruptly shift her head back, as she had been looking in the opposite direction already.

    “When you said an ‘explosion of flavor,’ I didn’t think you meant literally,” the doll says in a huff.

    “They were… pfft… Pop Rocks,” Rufus says, gaining control of his laughter for a split second, “hardly an explosive.”

    “Hmph. I’m going with Swin.”

    “But our plan requires – ” the young assassin starts, but is cut off by Rufus pushing off him and patting him on the shoulder

    “That’s the thing about plans, Swin. They tend to change. We’ll meet in front of the server building. Here, a peace offering for the road,” he says, drawing a black, palm-sized pouch from his bag. He tosses it to Lapis. She snatches it out of the air, looking at the bold, red letters announcing the popping candy’s name.

    She looks up, snarling, only to see the manhole cover in front of her slam shut.


    A few minutes later, a klaxon blares in the upper level of one of the buildings near the entrance as several Imperial troops take defensive positions in the mess hall. The sound of blows hitting the metal door reverberates through the room as they flip tables over, the scouts and engineers taking cover behind them, while a lone sniper takes aim. The two lancers in the room move towards the door, not able to help much other than letting their armor take the brunt. The door finally bursts open, revealing a girl in a frilly dress with a massive battle axe. The sniper fires, only for the shot to stop midair.

    Lapis glows with magic, using Needle Shoot to launch a spike of stone at the sniper. It rips through the man, impaling him on the wall, as she slams her axe into the ground, sending bits of flooring flying and knocking one of the lancers back with the shockwave. She spins and hits the other with her weapon, sending him flying as the axe collapses back into its carrying case. As the East Europans recover from their shock, the case opens as a skull flies out towards the left half of the room.

    The doll slides behind the recovering lancer, using his armor to block fire from the other Europans while the skull explodes, sending the left half of the room into chaos as its members are incapacitated or, worse, turn on their allies. One of the scouts fires on the girl as she leaves the bleeding corpse of the lancer behind, feeling his movements grow sluggish as she speeds around one of the tables. He primes one of his grenades as he hears a sickening thud, throwing it up and over as he hears a second strike.

    His opponent vaults onto the table as the grenade explodes, riding the shockwave up and over his makeshift cover as he, the engineer next to him, and the soldiers behind him all try and fail to track their target, moving just a bit too slow as the bullets trail her. The engineer finally corrects his oddly sluggish movements as she closes in. A shot hits her in the cheek, chipping off a piece of ceramic as she spins with the force. He freezes at the sheer hate in her glare as she brings her axe down onto him, using the handle as leverage to kick the scout across the room.

    The Imperial hits a broken piece of table, his unfocused eyes skimming over a youth with two swords in the corner as he watches the ground itself erupt in bloodied spikes over the other half of the room. He shakes his head, refocusing and spotting the surviving lancer in front of him. The armored man’s eyes gleam madly behind his black helmet as the anti-tank lance jabs forwards.

    The scout grips the warhead, slightly behind the detonator, and struggles, pushing against the mad strength of a man already able to lift and fire the massive weapon. The two strain for a second, before the scout shoves the lance back before letting go and leaping to the side. The weapon slams into the piece of rubble he had been leaning against, blowing him towards the other end of the mess and the lancer backwards, into the waiting axe blade of the doll.

    The scout rolls, pulling out a grenade before making a show of closing his eyes and lying still. He hears nothing but the sound of two sets of footsteps, as he carefully, surreptitiously unscrews the cap on his grenade to toss as they walk past. He feels a sword bite into the hand holding the grenade, and his body petrifies rapidly.


    Rufus sprints through an underground tunnel, one of the many branches of DFederal’s suspiciously spacious sewer system. Several shocktroopers swerve, spraying SMGs. Slim spikes speed past him, the thin needles embedding themselves precisely into the barrels of the imperial guns. Rufus’ sword glows, a few quick slashes killing the helpless guards before they could radio for help.

    “You know, throwing that packet to LP might have been a bit much,” Nadia says, catching up to him and tossing a teddy bear down a side corridor.

    “She was determined to work separately. So I made her mad enough that she’d make a big enough distraction,” Rufus says, matter-of-fact as the screams of imperials are cut off by a collapsing ceiling, “I’ll probably have to take her on a food tour in the Upper District to placate her fully.”

    He grabs one of Nadia’s mysteriously abundant teddy bears and throws it around the corner, nodding to the girl as several dozen bullets perforate the toy. Nadia runs forwards, ACRUS II glowing as she slides around the corner. A circle appears under the shocktroopers as they adjust their aim, a few bursts hitting her shoulder as a massive lance erupts from the ground, killing them. Nadia sighs, feeling her wounds close as the spell restores some of her vitality, and turns to her friend.

    “You know, I can only imagine how she’d react if she learns the provocation was actually manipulation.”

    Rufus stops cold, the former assassin and the fallen noble staring at each other. A few seconds pass in silence, broken by the sound of onrushing boots.

    “I was going to invite you and Swin anyway,” Rufus grumbles, his orbment glowing as he unleashes a blast of lightning that stuns the shocktroopers.

    “But you’d’ve made us pay,” Nadia says, the light around her own orbment fading as several fiery butterflies descend and explode around the imperial soldiers, “This way I can gaslight, gatekeep, and girlboss our way to some free grub.”

    “Why can’t you just say ‘blackmail’ like a normal person?” Rufus asks, sending a blast of air up a ladder, sending a manhole cover flipping into the air. The sounds of tank fire reverberate down into the tunnel as Rufus climbs rapidly up the steel bars.

    “Plausible deniability,” Nadia says, struggling to follow him. Rufus leaps up from a high rung, landing on solid ground behind a group of soldiers. His sword glows, several magical orbs appearing in front of him as he slices forwards, shattering them and taking the troopers out. Nadia hauls herself up beside him, throwing another teddy bear explosive to cause more chaos as they both look up, seeing Lapis standing on a roof and laughing maniacally, her orbment physically plugged into a charging station as she rains magic down on the lines of tanks.

    “I think she’s trying to imitate you during your C days,” Nadia whispers.

    “Shut up.”

    Across the courtyard, Lapis follows their initial plan: make a massive scene to draw attention. There was an orbal charging station on the roof for some reason, so she had nearly unlimited energy to work with. She summons a massive stone pillar, sending it crashing onto a tank that tries to use the wreckage of another one as a shield. She dashes back slightly as another opens fire with its machine guns, the bullets raking the walls of the building. A few gaping holes in the side demonstrate a design flaw with Imperial engineering: the cannons on their assault tanks had a hard time aiming upwards.

    An explosion hits the roof beside her, and she casts another spell, dropping another stone on a light tank. As long as they didn’t get the chance to correct their aim, it would take a lucky shot to hit her. She looks over the field, planning how to draw out even more armor, when Swin taps her on the arm.

    “I see Rufus and Nadia. One more blow.”

    “Well, since I have the energy to spare…” she says, channeling a massive burst of energy into her orbment. The sky darkens as a massive ice comet materializes in the sky, shattering as it falls towards the base. She smirks as the pieces crash and sow confusion, only to squawk in protest as Swin hauls her over his shoulder.

    “We gotta go.”

    “But I need to recharge – ”

    “No time,” he says, sprinting across a catwalk, “They got a fancy tank set up on an incline; it’ll be able to hit us.”

    “But I’m out of energy! If I can’t use my Arts, then…”

    Lapis continues complaining as Swin runs, an explosion behind them confirming his fears. The walkway jogs around the side of the building, where he spots Rufus carrying Nadia under one arm. His partner gives him a cheery wave as Rufus stops, examining the door in front of him. Swin does the same, squinting at the electronic lock.

    “Rufus, this one’s got an electronic lock. A little more complicated than I can figure out on my own.”

    “Mine’s physical, but a bit large for me…” Rufus says, trailing off as he and Swin lock eyes, and then look at the women in their arms.

    “Oh no,” Nadia says as Rufus takes a pose, activating Noblesse Rune to boost his physical strength, “Oh no no no no I know that look do not – ”

    “Swin, what are you doing?” Lapis asks as the boy assassin takes hold of her feet.

    “Count of three,” Rufus says, “One…”

    “Stop!”

    “Two,”

    “Wait, Swin, no!”

    “Three!”

    Heedless of their companions’ objections, Swin hurls Lapis downwards as Rufus chucks Nadia upwards.

    “Damnit, Rufus, I’m going to remember thiiiiiiis,” Nadia growls as she soars through the air, immediately cooling down as Swin catches her in a bridal carry. She looks down, seeing Rufus holding a flailing Lapis by the collar of her dress like a misbehaving cat.

    “Sorry, Nadia, but I’m not good with these,” Swin says.

    “Oh, it’s fine, S. I’m mad at Rufus, not you,” she says, hopping down as the sounds of steel rending steel reach her from below, “Let’s see if we can get this open.”

    Ch. 2[]

    “I was this close to forgiving you, you know,” Lapis says as the door crashes down and the pair dives to the side, narrowly dodging the hail of gunfire and explosive warheads that pour out. She points to the corner of the building, where the sound of tank treads rapidly grows louder.

    “And what must a doll’s favorite attendant do to earn clemency?” Rufus asks as their orbments glow. The fallen noble leans towards the door, casting his Art and causing spikes to erupt from the earth. Lapis conjures an earthen barrier around them, blocking a shot from the tank rounding the corner.

    They run into the garage, the magically slowed soldiers unable to track them as Rufus’ sword glows with energy, summoning ghostly blades in front of him. He swings his sword as he leaps sideways out of the path of a lancer’s rocket, sending the magical blades slicing through his massed foes. Another set of swipes kill the unlucky and drive the rest behind cover as he raises his sword, sending the other blades into the air, where they multiply. He swings it down, eliminating the rest in a rain of spectral swords.

    “You’ll have to think about that yourself,” Lapis says, slamming her axe into another door and sending it flying, “But next time you catch me, make sure you do it in a manner befitting a Rosenberg doll.”

    “I’ll do my best,” Rufus says as the two enter the building proper, making their way through the narrow, maze-like corridors. A few swings at the scouts attempting to ambush them is enough to keep them moving, as Lapis activates Palace Coppelion to reduce the impact of any stray hits.

    As they run down another corridor, Lapis’s ears catch a mechanical click. She yanks on Rufus’ coat, halting him and sending him staggering backwards as a crossbow bolt flies past them, embedding into the wall. It beeps and explodes, throwing the doll backwards into her attendant, who wraps an arm around her stomach and skids back before letting her down.

    “See, that wasn’t so hard!” Lapis says, rapping him on the chest as a dark-skinned girl in a red beret rounds the corner, crossbow at the ready. Chiara fires as Rufus steps in front of his charge, blocking it with a swipe of his sword. He rushes forward, sword level as he stabs forwards. His opponent deflects the strike with the crossbow’s bayonet as the next bolt mechanically pops into place, which she then fires at point-blank range.

    The bolt sinks into his shoulder, and immediately the room swims. Rufus stumbles back, gasping as he collapses on the floor.

    “Lapis, be careful,” he gasps out, “Bolts are poisoned.”

    Chiara’s mouth curls in a sadistic smirk, which fades rapidly as Lapis lets out a bloodcurdling yell. She charges, overclocking her heart as she pulls out every inch of power she can as she leaps in the air, over an oncoming bolt. She flips, kicking off the ceiling and slamming the flat of her axe into her foe hard enough to dent the wall behind the Imperial girl. Lapis slams her axe into the pile of flesh again for good measure, her orbment glowing as she prepares a healing spell.

    She turns as she hears something clatter to the floor, seeing Rufus grit his teeth as a greenish glow surrounds them both. He pulls himself to his feet, rolling his shoulder gingerly as she stares at him.

    “I said it was poison. Nothing Recuria can’t take care of.”

    Lapis stares at him for a second longer before several spectral vines sprout around him, fading as he feels his wounds healing rapidly.

    “I’m adding my worry to your tab,” she says, striding away. Rufus jogs to catch up, patting the doll on the head as they continue further into the compound.


    On the higher levels of the base, Nadia throws several threaded needles, which embed themselves in the machine guns of a few shocktroopers. She pulls on the strings, spinning as she pulls the guns out of their hands and using them as a makeshift flail to knock them out. On the other side, Swin dashes around in close quarters, giving each gun a few swipes with his blade.

    A few turn to stone as he dashes out of the knot, giving the troopers space to aim for a second as he combines his two shorter blades into one larger one. He dashes back in, leaving the bullets behind as he swings Each slice hits the marks he placed earlier, detonating the guns – ammo and all – and hurling the soldiers backwards. They slam into the walls, stray crates, and their own comrades – both stone and flesh – with enough force for them to collapse into unconsciousness.

    The two former assassins nod at each other, sprinting towards the doorway, flanking it and peering out into the corridor ahead. They see numerous doors lining the hall, hearing soldiers lining up on the other side of them, ready to charge out if they enter. Swin frowns, noticing keypads next to each door.

    “Hey, Nadia, they use normal electricity here, right?”

    “They do, S. Good thinking,” she says, as her orbment glows green. She leans out, firing a blast of lightning down the hall that fries the circuits of the electronic locks. They run through, ignoring the frantic pounding as the newly-trapped Imperials call for help. Nadia throws a bear at the door at the end, blowing it inside the room. The pair dashes in through the smoke, Nadia throwing her needles as she hears the click of a crossbow. The two projectiles collide as Nikola reloads, the blonde girl in a purple beret clicking her tongue in irritation. Swin dashes in and slices at her crossbow twice, marking it. He leaps backwards as Nadia throws an explosive teddy bear, forcing Nikola to waste her next shot to pin it against the ceiling as Swin combines his swords, leaping back in with a third strike to trigger the mark. The crossbow blows up, sending the girl across the room.

    “We need to get downstairs from here, right?” Swin asks as they make their way across the room, neither noticing that Nikola isn’t quite knocked out.

    “Yep. There’s a balcony in the next room. We can use my threads to get down from there.”

    “Good, we can… what was that?” Swin asks, the pair noticing Nikola’s actions just a smidge too late. The girl has a manic grin as she slams her finger down on a detonator, blowing herself up. Swin leaps to cover Nadia as the floor below them collapses, the pair slamming into the floor below.

    “S? S?” Nadia asks in a panic, as her partner lies still on the floor. She turns as she hears boots thud on the floor, seeing a shocktrooper aiming at them. She throws a needle through his neck, winding threads around a teddy bear as more run in. She throws it, the plushie exploding as the makeshift shrapnel tears through the onrushing soldiers.

    She scoops Swin onto her back, taking small comfort in the fact that he’s still breathing, though the breaths are increasingly shallow. She skids on the blood in a daze as she staggers out through the hallway. She moves on, hoping to find Rufus and Lapis. They would be calm enough to help.

    Ch. 3[]

    Lapis opens a door, looking around it into the corridor ahead before yanking her head back in. A massive shard of ice flies past her, embedding itself into the nearby blast door on the other side and exploding. Rufus checks through the open doorway, noting that the massive piece of steel is warped and smoking, despite it being an explosion of ice. They hear a yell across the corridor as an Imperial shocktrooper runs into view, firing wildly behind her before a pair of throwing spikes impale her through the throat, pinning her corpse to the wall.

    The doll and her attendant look at each other in surprise as Nadia stumbles through, carrying a heavily injured Swin upon her back. The other two nod in understanding, Rufus holding a hand up to stop the relieved girl from entering the corridor. Lapis casts Earth Guard, Rufus waving them through. The shield takes the brunt of the ice spike, reuniting the four. The girl lets her partner down against a wall, running over to the fallen noble in a panic as the doll examines the unconscious boy.

    “Rufus, S is… He shielded…”

    “Nadia, calm down,” Rufus says, kneeling down so that they’re at eye-level.

    “How can I be calm? S…”

    “Nadia! Look at me,” He says, putting his hands on her shoulders and looking straight in her eyes. She shudders, but seeing that her employer is calm and has a plan quickly lets her regain her composure.

    “Oh,” she says, blushing in embarrassment as her orbment glows with a golden light.

    “Good,” Rufus says, nodding as a halo surrounds the four of them, stitching wounds, “Seraphic Ring. It’s why you’ve got it, right?”

    “Yeah, sorry, I just…” Nadia says, trailing off as she sees Swin opening his eyes and rises. Nadia tackles him in a tearful hug, as Rufus notices a pair of doll-hand-shaped marks on the youth’s cheeks. He gives Lapis an amused look as she turns away, feigning innocence. They allow a few moments, before nudging their friends back on track

    “We do have a job that needs doing,” Rufus says gently.

    “Right,” Swin says, tapping Nadia on the arms, “What’s the situation?”

    “Long corridor between us and our goal. One hostile, throwing ice shards at us.”

    “They do that,” Lapis says, helpfully pointing at the destroyed doors they could see, “Or two of them do.”

    “Right. Let’s Earth Guard and Crescent Mirror up and dodge like hell,” Nadia says, “Might take a few icicles for me to figure her out.”

    “Nadia, I’ll swap a Sword Breaker IV for your Lenan’s Touch. I’m full on orbal energy, and can use that to charm her as Plan B,” Rufus says, using a microfiber cloth to slide out the small, red gem from his orbment.

    “Let’s make that Plan A,” Nadia says, using a cloth of her own to dislodge a small, purple gem and swap it for the red, “I think we’re getting short on time.”

    “All right. We get in, scatter so she can’t aim, and rush her until I can use the Lost Art,” Rufus says, and the three children nod as Lapis’ orbment glows. He turns away from the group, putting a hand on Swin’s shoulder and whispering in his ear, “And no sacrifice plays this time.”

    “It was the only way,” he mutters back as the earthen energies form a shield around them, “And I thought she’d bring me back before now.”

    “If it were her corpse in front of you, would you be thinking straight?” Rufus asks as a silver light surrounds the doll’s orbment before expanding out to cover all of them.

    “Point taken. Let’s go.”

    Another silver glow surrounds Lapis’ orbment as they dash out into the hallway. It fades as Nadia uses her threads to run on the wall, a silver tower filling the corridor behind her. Swin uses his natural speed to sprint across the other side as a silver laser shoots out from the tower, crashing into the icicle and causing Crymaria to wince in pain as it hits her.

    Rufus feels himself move faster as Swin casts another Art, zigzagging down the hall to throw off their enemy’s aim. He rolls in front of her, grabbing his orbment to start casting the Lost Art. Another icicle hits him, bouncing off of him and deflecting another. Nadia throws her needles at the glowing crystal in the center of their foe’s staff, delaying another volley enough for Rufus to summon a woman to the field, who casts a powerful magic.

    The Picknicking Front feels themselves reinvigorated as Crymaria blinks and shakes her head, confused for a split second before waving them onwards.

    “Come on, what are you waiting for?” she says, pointing her staff down the hall as the four pass her, “I’ll hold them off.”

    She fires a cluster of icicles down the hallway, which pass through the ruined door and into the throng of soldiers attempting to reinforce the position. As the shards explode, Crymaria gasps in shock as a black sword erupts from her chest.

    “What… Why did I…” she mutters as the charm fades, falling dead as Rufus pulls his sword out, turning to the two girls as they access the compound’s mainframe.

    “Got it,” Nadia says, pulling out a data drive, “Helped our way out, too.”

    “And just for good measure,” Lapis says, raising her axe as the doors open behind them. The heavy downwards stroke shatters the machine, preventing anyone else from even trying to access it. They turn and sprint out through the shell-shocked base, only taking a few grazes from the machine guns of the tanks outside. The four disappear into the tunnels Rufus and Nadia had used to enter, quickly slipping into the underground.

    Epilogue[]

    Saturos exits the familiar elevator taking him below the streets under the DFPD, exiting to DFSB headquarters concealed within the sky above Dfederal. Menardi gives him a lazy wave as he walks into the common room of the city’s secret police, all the TVs tuned to DFNN.

    “And as the very first elections in our fair city draw nearer,” the anchor says, “I’ll be joined by our premier political commentator for analysis on the latest news.”

    “GRR, GRAR, GRAAAH!” the black-armored commentator says on the other half of the screen, “GRAWR!”

    “My, a break-in at the Monarchists? As a fringe party, you’d think they’d get less attention, no?”

    “GRR, RAWR, GRAH!”

    “You’re right, this does mean they’re likely an easier target, but why do you think now?” The anchor asks. The black-armored commentator holds up a finger, pressing the other to the side of his helmet. He nods a couple times, giving a low growl. “Well?” she asks.

    “GRR, RAH, GRAH, RARGH! MRAGH, GRAWR, GRR, ARGH! GOAR, RAH!”

    “So not only are Vox Miles taking credit, they’re accusing the Monarchists of soliciting Cfp for help?”

    “GRAWR! GRRRRRRRRR.”

    “Indeed, Lancy, this will be quite a scandal if true. Luckily, Vox Miles has provided some data for us to utilize. Please, roll the tape.”

    Saturos sighs and massages his head as the video plays, showing the unmistakable form of the head of Ice-T Puppy, Inc. as he coordinates with Henry VIII. He hears one of the doors open, and out walks a masked man in a long-sleeved polo and cargo pants. Leo tilts his head and points at the screen as Parcel jogs over, a black sphere opening to take the two away to yell at the man’s colleague.

    Maia,” Leo says, summoning the youngest member of the crew remaining at base. The silver-haired girl appears in a cluster of vines, looking at him with curiosity. “You’re to monitor Paine. Luthen is sending her to assist Beast as a double agent in his investigation on Doom at my suggestion. She’s so painfully his type he’ll get distracted, and with luck Ramona might fail to rein her in, too.”

    “I make sure she’s doing her job?”

    “No, just record what she’s doing. Minimal interference, remember.”

    “No nudges?”

    “No. I’ve got something else in the works.”