One obervation grew painfully apparent: despite all the neglect in the area, Evans & Conway Law Practice sported an amazing view. Agents lingering on their building could see the lot of the area effortlessly. They could watch the Circle K, where Cinnabar and Schörl were confronting their knight, or play poker on the rooftops and still catch movement on the adjacent rowhouses in their peripheral vision. No one could sneak up on them there.
The business building held a similar view, though, and far more space for any ensuing battles. The roof remained gloriously flat, as compared to some of the surrounding buildings, and offered enough height that throwing someone off said building would have an impact. The building looked deceptively clean as compared with the surrounding area; perhaps gentrification tried to seep into the area.
For the more opportunistic, the post office held some promising-looking packages beyond its barred windows. Agents with teleportation would find no trouble getting in, but a curious senshi would require a good kick to bring the door down. Digging through the mail promised bad karma, however.
Finally, Cinnabar's flare lit the sky, asking for their lurking backup to power up into their agent forms.
With that came the familiar prickling of Order on the horizon, as beckoned by Scylla's Cell phone. Perhaps some of them felt the grouping of agents and took a detour to thrive on the chaos of a battle.
Posted: Sun Mar 05, 2017 3:46 pm
Map & Attendance
This ORP has a map system for ease of organization, and to keep post counts to a manageable level for anyone who needs to catch up. Each section is color zoned to keep things simple and straightforward.
The zoning map is available here. The detail map is available here. Both maps were made by the awesome Ivynian!
All players will be quoted into their respective threads and told which of their characters are in that thread. This is your initial location, not your permanent one!
All characters are allowed to relocate to a completely new zone twice. All characters are free to return to visited zones any number of times. If Kairatos starts in the red zone, then goes to the orange zone and then the purple zone, that's all the moves he can make. But he can jump between these three zones any number of times.
As all separate threads are part of the same battle, this ORP will count as one battle regardless of the zones jumped.
If you're wondering how to jump zones, please see the mechanics post!
Everyone's starting zone is recorded in the 'starting zone' tab of the spreadsheet here!
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Goals
It's good to have goals, but keep them realistic. You can't pet every cat on the planet, I say dejectedly.
For the general battle scheme:
The anti-Negaverse side wins overall when every Negaverse agent's HP reaches 0. The Negaverse wins overall when every anti-Negaverse character's HP reaches 0. If the battle is ended before one of the above requirements is met, HP totals will be tallied to determine which party 'won' tonight (don't get your jimmies rustled, Negas - it's all percentage-based).
For Scholomance's fate:
Scholomance will remain a Knight if Schörl and Cinnabar are eliminated and there are no remaining agents in his zone. Scholomance will be corrupted into Cuspidine if Scylla and Scholomance are eliminated, and Schörl or Cinnabar withdraws from battle with Scholomance's unconscious a**. An alternative deal may be struck by PER characters to keep Scholomance a knight, but Schörl isn't leaving without a new toy. If none of these are reached before the end of the battle, then Scholomance's fate will follow the same percentage-based battle calculations as above.
Since this battle has surefire victory requirements, I will announce the winning side at the end of the battle. Henceforth, characters looking back on this battle are free to ICly refer to the battle as a victory (or defeat) for their side.
This battle faces an inevitable end when the cops finally decide they want to protect the city. Rubber bullets hurt, so you might not want to stick around when they show up. This provides a concrete end to the ORP.
Posted: Sun Mar 05, 2017 3:47 pm
Dice Mechanics: General Guide
As I said before, this battle carries dice mechanics. This post is dedicated to explaining them in all their complicated glory.
Read the accuracy section in full, then reference other sections at need. This may keep things from seeming overwhelming.
Everything will be broken down by situation, with a general overview of accuracy, magic, energy, perception and physical damage at the top. You might have to reference this post a lot through the course of the event. It may seem like a lot at first, but it hopefully won't be very complicated once put into practice. If there are major problems, I may adjust things throughout the battle.
As a disclaimer, character classes are not necessarily balanced. There are a lot of magic attacks out there with a lot of caveats and a lot of extra abilities, so I've tried to distill them down into the mechanics below.
If you have questions or complaints, please PM me or catch me on Discord/AIM!
All posts are considered 10 seconds long for magic purposes. All posts are allowed one action. You can talk as much as you want, internal dialogue, or chew the scenery (personal favorite), but you can only do one thing. Actions include:
Persuading someone Physically attacking someone Using magic Changing zones
Click the spoiler for an example style for posts.
[b]Character Name[/b]
Your post goes here
HP: actual / total DMG: calculate any damage you did this round. Effects: Are you under any effects like ATK +5 or accuracy -1? NRG: actual / total ; Negaverse only (energy)
Accuracy
Quote:
Accuracy is what determines whether or not you'll hit something. Since these are all imperfect humans attacking other imperfect humans, there's seldom going to be surefire hits. Unless you're picking on the weak and helpless.
Except for when you're targeting yourself or changing zones, all actions have an accuracy roll. Your accuracy changes depending on your rank, your target's rank, and any modifiers (like if someone gives you an accuracy boost). Roll numbers for accuracy are based off of percentages.
For first stagers:
First stagers must roll 1d10 for their accuracy checks.
Roll 2+ to hit another first stager. Roll 4+ to hit a second stager. Roll 6+ to hit a third stager.
For example, Minkowski decides to punch Carnotite in the face. Attacker and defender are first stage, so Minkowski needs 2+ for her attack to land. She rolls 1d10 and gets a 2, therefore she successfully landed her punch.
Minkowski then decides to punch Quartz in the face. Minkowski is first stage and the defender is second stage, so Minkowski needs 4+ for her attack to land. She rolls a 1d10 and gets a 2, therefore her attack missed.
For second stagers:
Second stagers must roll 1d12 for their accuracy checks.
Roll 2+ to hit a first stager. Roll 3+ to hit another second stager. Roll 5+ to hit a third stager.
For example, Ceraskia decides to punch Meteora in the face. Ceraskia is second stage and the defender is first stage, so Ceraskia needs 2+ for her attack to land. She rolls 1d12 and gets a 2, therefore she successfully landed her punch.
Ceraskia then decides to punch Scylla in the face. Ceraskia is second stage and the defender is third stage, so Ceraskia needs 5+ for her attack to land. She rolls a 1d10 and gets a 2, therefore her attack missed.
For third stagers:
Roll 1+ to hit a first stager. Roll 3+ to hit a second stager. Roll 5+ to hit another third stager.
For example, Thraen decides to punch Cinnabar in the face. Thraen is third stage and the defender is third stage, so Thraen needs 5+ for his attack to land. He rolls 1d20 and gets a 5, therefore he successfully landed his punch.
Thraen then decides to punch Arsenopyrite in the face. Thraen is third stage and the defender is second stage, so Thraen needs 3+ for his attack to land. He rolls a 1d20 and gets a 2, therefore his attack missed.
Please note that there are many attacks in the game that affect your accuracy.
Increased accuracy means that you take your accuracy roll and add to it. For example, Altair has accuracy up by 1 stage and chooses to attack Huntite. Attacker is first stage and defender is first stage, so Altair needs a roll of 3+ to hit Huntite. Altair rolls a 2. 2 (roll) + 1 (boost) = 2; Altair still hits Huntite.
Decreased accuracy means that you take your accuracy roll and subtract from it. For example, Aptera has accuracy down by 2 stages and chooses to attack Schörl. Aptera is second stage and Schörl is third stage, so Aptera needs to roll 5+ to hit Schörl. Aptera rolls a 6. 6 (roll) - 2 (debuff) = 4; Aptera's attack still misses Schörl.
Physical Damage
Quote:
You want to punch some face. Good for you. Revenge solves everything. Physical damage = face punching = good.
Physical damage rolls change depending on the stage of the attacker. Your damage changes depending on your rank, your ATK, and the defender's DEF. The end result is subtracted from the target's HP.
First stagers roll 2d10 when attacking someone. Second stagers roll 2d12 when attacking someone. Third stagers roll 2d20 when attacking someone.
The first number you get is your accuracy roll. If you fail the accuracy check, the whole attack misses. the second roll is your damage roll. Damage rolls are damage that cannot be reduced except by magical means. No matter what, if you roll a 10, the target is taking that 10 damage.
ATK and DEF get factored in thusly: attacker's ATK - target's DEF = extra damage. Extra damage cannot be reduced below 0 (in the event that the target's DEF is greater than the attacker's ATK). An example would be: ATK of 6 - DEF of 4 = 2 extra damage. Extra damage is then added to the damage roll. For example, an attacker gets a damage roll of 10. With this example's extra damage calculation, 10 + 2 extra damage = 12 total damage subtracted from the target's HP. If the target has a higher DEF stat then the attacker's ATK, then you have a damage bonus of 0.
A tl;dr of how to fight:
Roll 2 dice based on your rank. Your first number is your accuracy. If you fail, you're punching air. Congratulations. If you pass your accuracy check, your second die is rolled damage that cannot be reduced except by magic. Target's DEF is subtracted from your ATK (to a minimum of 0) Your rolled damage + any remaining ATK is subtracted from target's HP.
Magic
Quote:
Why punch someone in the face when you can summon magical glitterbombs and give them craft herpes as a distraction? Magic is whatever spells or abilities your character received in their profile stamping process.
Using magic on other people necessitates an accuracy roll. Choose the correct roll for your rank.
Each post is considered 10 seconds long. If your magic has an effect on someone for 30 seconds, the magic lasts for 3 posts by the affected character. This standardization is to keep things simple and fair. Magic lasting some number of seconds that doesn't end in zero has been rounded down. Please check your magic at the top of this post for the necessary numbers and effects.
AoE spells have been altered for simplicity. It's fairly common practice now that people quote those they're directly interacting with - these people are considered 'in close proximity' to your character. Therefore, if your character has an AoE, your accuracy roll will determine if you can hit all of these characters. You just need one accuracy roll, I promise.
Channeled magic has been altered for simplicity. If you're a knight and you decide to use your magic, your magic only affects their targets for 1 post (10 seconds). You can string your channeling together by continuing to quote that target in successive posts, however.
Knight aspects last a long time (up to 10 minutes!) and therefore have no expiration in this battle. Keep in mind that you cannot channel magic and use your aspect simultaneously. It's written into the Knight information thread. Don't do it. Every cat on earth will judge you if you do.
A tl;dr of how to use magic:
Are you casting on someone other than yourself? Roll 1 die for your accuracy check. Quote your target with your staff-approved magic description and the effects I listed in the 'Magic' spreadsheet.
Energy (Negaverse only)
Quote:
Energy is how agents do the dastardly deeds they do. All agents have a certain amount of energy that they use for their abilities. It's sort of like a knight's magic pool, except you get to eat people's souls to refill it. Only Captains and Generals get special abilities, so only Captains and Generals get energy pools.
All agents start with 1 starseed. 1 starseed heals 20 energy.
If your agent has a personal youma, you may choose to have that agent start with their personal youma. This does not impact your energy. Please contact me with the staff-approved details of your personal youma if you wish to start with them. However, if you choose to take your personal youma and it gets dusted on the battle field, your agent will incur an accuracy penalty of 1 stage for the rest of the battle because losing a personal youma feels like hell.
For Captains:
Captains receive 40 energy.
You have three abilities at your disposal that consume energy: youma summoning, lieutenant summoning, and teleportation.
Teleportation costs 20 energy. Teleportation can be used in the same post as your action (in that you can, say, punch someone and teleport in the same post). Teleportation lets you swap zones, too. You can use this to 'hit and run'. It's also a useful tool for breaking duration damage (ie, taking x damage for 2+ posts). Lieutenant summoning costs 20 energy. Summoning a lieutenant requires that you receive player permission for summoning said lieutenant. Summoning that lieutenant allows them to swap zones without taking any remaining damage. Summoning takes 1 turn. Youma summoning costs 10 energy. Captains may control a maximum of 2 non-personal youma. These youma have 1/10th the HP of the summoner and do 5 flat damage to the specified target. They last 3 rounds or until killed and they do not receive accuracy rolls. Beware that many magic attacks will instant kill your youma! Once you summon 2, you may not summon more.
For Generals:
Generals receive 60 energy.
You have three abilities at your disposal that consume energy: youma summoning, agent summoning, and teleportation.
Teleportation costs 15 energy. Teleportation can be used in the same post as your action (in that you can, say, punch someone and teleport in the same post). Teleportation lets you swap zones, too. You can use this to 'hit and run'. It's also a useful tool for breaking duration damage (ie, taking x damage for 2+ posts). Agent summoning costs 15 energy for a Lieutenant and 30 energy for a Captain. Summoning an agent requires that you receive player permission for summoning said agent. Summoning that agent allows them to swap zones without taking any remaining damage. Summoning takes 1 turn. Youma summoning costs 10 energy. Generals may control a maximum of 5 non-personal youma. These youma have 1/10th the HP of the summoner and do 10 flat damage to the specified target(s). They last 3 rounds or until killed and they do not receive accuracy rolls. Beware that many magic attacks will instant kill your youma! Once you summon 5, you may not summon more.
A tl;dr on energy use:
Pick a thing to do with your energy from the list above. Do the thing. Subtract the cost from your total energy. If you're summoning youma, keep track of their HP in your posts.
Perception
Quote:
Perception/persuasion (PER) is the ability of a character to nonviolently interact with other characters or the environment. These interactions can prove exceedingly useful in swaying the outcome of the battle. If you happen to get terrible rolls, then maybe your character can look nice while uselessly flapping their gums.
Perception is a niche role in this game. Characters who have a PER stat can still use magic or physically attack others, but you don't have an ATK stat so it's not recommended.
PER rolls are primarily used to influence the events in the battle. PER rolls can demand the attention of Schörl, Cinnabar, Scholomance or Scylla and allow the character to propose a new deal. While I have not required that other characters set an internal PER value for persuasion attempts, you may ask someone to set a PER value for their character if you truly want to persuade them. Be warned that PER does not force someone to agree with your character. A successful PER roll only dictates that the target has to acknowledge and respond to what your character said in their next post. If your successful PER roll exceeds their internal PER score by 5, you may stop them from taking an action in that post.
PER rolls may also impact the setting and alter the mechanics of battle somewhat. For example, a character might be exploring an abandoned building while looking specifically for flammable items. I will set a PER value for this. If the character rolls high enough to reach the PER value specified, then the character may discover and interact with the flammable items. The resultant actions taken may incur a blanket accuracy decrease by 1 stage for the entire zone. Similarly, a character may explore a region while looking for nothing in particular. I will list a number of items and their PER values in a quote; if the character rolls high enough to hit multiple PER values then the character has 'seen' these items and can interact with them.
As a result of these flexibilities, PER characters may require a lot of thought, planning, and creativity to use. If you decide that PER is not for you, please tell me ASAP and I will change your stats. You may only do this once.
PER rolls are affected by stage.
First stagers roll a 1d10 then add their PER stat. Second stagers roll a 1d12 then add their PER stat. Third stagers roll a 1d20 then add their PER stat.
A tl;dr of how to to use PER on places:
Pick a target. Your target can be a building, a bush, anything. Quote Strickenized with the thing you want to investigate. Are you looking for something in particular? If yes, add the thing you're looking for into the quote. Wait for Strickenized to quote you back with the PER value for the object(s) in the area. Roll your stage's base PER value and then add your PER stat. If your combined PER value meets or exceeds any PER values listed by Strickenized, your character has 'seen' these objects and may interact with them accordingly.
A tl;dr of how to use PER on people:
Don't roll for accuracy. Accuracy is for people who hit things. You're above that. Roll your stage's base PER value and then add your PER stat. If your combined PER value meets or exceeds that character's internal PER score, they will respond to you in their post. Successful PER rolls do not guarantee that the target will agree with your character. If your total PER exceeds the character's internal PER score by 5 or more, you can delay their action.
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Posted: Sun Mar 05, 2017 3:47 pm
Dice Mechanics: FAQ and Examples
If you have specific questions, or the guides above don't cover the situation you're in, I will try to incorporate all answers below. The FAQ will have questions and comments regarding the mechanics themselves, and the Examples section covers scenarios that you may encounter.
FAQ:
Quote:
Can a third stager really drop my first stager in 5 hits or less?
Yes. The stage discrepancies are very obvious here, so be cautious about fighting above your rank. For example, Obsidian can drop a first stager in three hits and he doesn't really have to try for it, either. Said first stager has a rough 50% chance of hitting him.
I don't agree with the magic you gave me. What do I do?
Get ahold of me via AIM / PM / Discord and we can discuss changes! I do not claim to have a perfect interpretation of your character's magic, and mistakes happen!
I have to ask someone to set a PER value? Why not ask everyone to set one in the beginning?
Doing so asks too much (since it's picking a number in a vacuum) and assumes PER will be used on that character. PER wasn't intended for use on everyone, so if you really want someone to put up a PER check, please let them know in a PM or quote before you do the roll.
Examples:
Quote:
I want to use magic on myself!
Skip accuracy roll; assume you hit yourself with your own magic. Proceed with magic details as listed in the spreadsheet.
I want to AoE someone!
Good for you! Why burn one person when you can light the whole building on fire? AoE hit everyone that you've been actively quoting as part of your proximity. Roll one die for accuracy. You have one chance to hit them all.
I want to gang up on people!
ICly, all's fair in love and war. OOCly, approach the player who owns the target and make sure they're OK with their character being targeted by multiple people.
More than three people attacked before I wrote my next post!
If more than three people rolled successful damage rolls on your character, take the first three hits in your next post and discard the rest. You must take all successful non-damage status effects. If 3 people attack you, then someone casts a status effect on you that also does damage, disregard it.
I got immobilized / incapacitated / stunned!
Write your reaction to this status effect. All incapacitation-style attacks last one post unless otherwise specified. You may post again after someone else in your zone posts. If someone else doesn't post after you, you may post again in 1 hour.
My HP reached 0!
Congratulations, you got your a** handed to you! Reaching 0 HP doesn't have to mean you passed out, but you are too damaged to risk being in the area. You cannot attack or cast any more magic, and continued attacks against your person will incur severe consequences. It is highly advised that you escape.
I want to starseed someone!
You have to get the owner's permission for the target character to get starseeded. You don't have to do an accuracy roll for this if participating players choose not to. Starseeding does not do damage to a character's HP. The starseed must be returned before the end of the ORP for the character to survive.
I want to switch zones!
Switching zones takes 1 post. You cannot use this to circumvent damage. Write your exit in the current zone (you cannot attack or use magic in this post). Pick your zone, then write your entrance (you may attack or use magic in this post).
I want to do something creative / scripted / not listed above!
PM / AIM / Ping me on Discord!
Posted: Sun Mar 05, 2017 3:47 pm
Zone Effects
None! Check back later!
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Posted: Sun Mar 05, 2017 3:57 pm
Event is open! Negaverse agents are assumed to already be in the area, so Order characters are free to make their appearance at any time! Good luck and have fun!
Ara had gotten the message as she was leaving her mansion grounds to go on patrol. She had never gotten anything like it she she figured it must be important. She shouldered the whiffle bat she carried, something she had decided to start doing at her encounter with Ann. While it wasn't as good as a barbed wire bat it still would be helpful given how much bigger all of her enemies seemed to be.
She rushed toward the larger clustering of chaos aura that she felt, it was scary to be sure, was this what it felt like to go into a lions den. Still she wouldn't be deterred she was going to help in whatever small way she could. So she moved from roof top to roof top her quick speed carrying her like the wind towards her destination.
Golden eyes sparkled with determination as she reached a roof top with two agents both of them first level like herself but clearly much older. One of them was like a giant and wore what looked like hunting camouflages, she hated hunters she didn't understand how anyone could hurt innocent animals like that. The second one was really weird, she didn't even look human more like an alien than anything else. She had light bulbs attacked to her head and she wore a black military uniform with a skirt.
Normally Ara would have preferred to talk to the agent first to see if they were nice agents like Lopezite but now was not the time for talking, this was an emergency and if they were helping here it probably meant they were bad. So she wasted no time and gave no warning before her attack. "Ara Luminescent Starshine!" She shouted as she held her hand up towards the strange alien looking officer figuring it would be best to take her out first. A mote of iridescent light appeared in her hand and fired out towards the officer, she had aimed for the head in a hope to end this quickly. Her magic hit the strange light bulb woman in the face as it illuminated the roof top briefly before the light faded away.
HP: 100 / 100 DMG: 10 Effects: None
"Ara Basic Magic"
Ara holds her hand up and a mote of light forms in her palm before firing outwards towards her opponent. The blast of light can knock an opponent back and can make their skin feel like it was burned (however as a chibi it does not do any real damage) Time (burn): 20 seconds Uses: 3 - Strikes 1 target for 10 damage. May destroy 1 youma.
Kaefaux
She has come to chew bubblegum and kick butt and she left all of her bubblegum in her school bag
"Lepussssss," Onnie whined, dragging her beleagured compatriot by the wrist (it was not very fast, as Onnie was not very strong, considering her one source of athletic exercise was gym class), "Lepus come on can't you feel it, there's tons of people this way and the SOS is going off, come onnn!" It was the whining of a bratty teen, undoubtedly; and she pursed her lips and stared up at the rooftops, contemplating.
She could probably make that jump, if she really tried, but it'd be awkward and she might trip. What to do.
HP: 120 / 120 DMG: N/A Effects: N/A
Merurulince
Kaefaux rolled 1 10-sided dice:
5Total: 5 (1-10)
Posted: Sun Mar 05, 2017 8:48 pm
Lt. Carnotite
"Well this looks like it will be interesting." The sing-song voice came from the brightly lit half-youma, whom currently had a French manicured nail tapping against her chin. She meandered over to another agent, a rather tall and well-built man that she offered a smile as bright as the bulb crown she wore. "Hope you don't mind if I join you. I find working with a partner far more enjoyable."
Not that she had much of a chance to get to know tall dark and hopefully dangerous.
A pipsqueak punk made her presence known far too soon, and in the worst way possible. She freaking attacked her face.
Carnotite screamed--more in shock and rage than full-on pain, though it did burn and she had to close her three eyes. "You want to play, child?" The half-youma was snarling, her bulbs blaring bright and electricity crackling in the air around her. Her eyes watering, her third eye still shut, she could at least open her other two "normal" eyes, sneering at the little girl through the pain.
There was no need to announce her attack, merely darting forward on her long legs and heels, her hands reaching out with electricity crackling through the metal "flesh" of her forearms and hands. She let her electricity flow through her body, towards the child, not caring even for a moment that this was a little girl. She'd picked the fight!
She's gotten the call, and it didn't take Cassiopeia much time at all to get on the scene. But then, hard to miss this scene anyways. The young woman wavered, unsure of what was going on, or if there was another weird alien attacking people...
But then, she saw a familiar tiny blur of prismatic color and yellow, and Cassiopeia's heart dropped when she spotted Ara going after a agent that did not look human. Worse than that, there was a second agent right next to them!
Sucking in a breath, the starry senshi darted in as quickly as her legs could carry her, lunging at the agent in the hunting gear. Her fist went right towards his face--which was rather impressive for her short stature.
"Ara you have got to better pick your targets!" But at least this way, she could try to keep one of the agents off the chibi senshi's back.
Opal was mostly just here for the chaos. She grinned at her girlfriend, Onyx, and wanted to have a little fun. She wasn't part of the main brigrade; she didn't care what the hell happened with the knight they were after, but there was fun to be had when the White and Dark Moon gathered together in large groups. Her partner had her back, of course, and she gave the woman a quick grin and a nod.
"You ready, love?"
For everything else she was her lover was very enthusiastic about the Negaverse and was a delightful shade of crazy.
"Cassi!?" She said surprised to see the older senshi show up on the scene and intercept the other Negaverse agent. However that moment of distraction was a big mistake as her magic hadn't been enough to put the alien looking agent down and she retaliated with some sort of electrical attack.
Ara let out a shriek of pain as the volts coursed through her back. She stumbled forward as the pain pulsated through her body. But she managed to stay on her feet and turned to attack the monster like officer.
"I'm not here to play around!" She said through gritted teeth. She swung her bat as hard as her magically enhanced strength would allow her. She aimed for where she was pretty sure the older woman's kidneys were. She had read enough of her mom's doctor books, not that she understood most of them, to have a descent idea of where the kidneys were and to know they were a weak spot.
HP: 83 / 100 DMG: 5+10-2=13 Effects: none
Kaefaux
Natsuko-neko
Posted: Sun Mar 05, 2017 11:19 pm
Chibi Lepus of Rabbits
Lepus didn't really need to be dragged, really, maybe. The SOS call had been enough to let her know that things were going down, and that their help was needed, and while Lepus had her reservations about what a couple of chibi senshi could do, she wasn't about to pass on an opportunity to be a Defender of Justice and show that chibis could fight, too!
... Except, well, weren't they forgetting something? Or someone? As Onnie was trying to judge if they could make the jump, Lepus realized something.
When the half-youma Lieutenant(Carnotite) came over to him and started to speak, he gave her a once over and a nod. "Not at all, it is more enjoyable and you look like you can handle yourself." He said with a small smile back. However before anything else could be said suddenly there was a chibi Senshi(Ara) attacking. He would never admit it but he was glad she attacked the other Lieutenant simply thanks to his track record with chibi's.
Then he had a surprise himself by way of a punch to the face by a starry Senshi(Cassiopeia). He brushed off the hurt and responded with a punch of his own at the short Senshi.