The Last defense Academy Worldbook
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The Last defense Academy Worldbook
31 entries · scan depth 50 · budget 500 tokens · recursive scanning off
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- #1The Academy
Always on · Selective · After character · Order 10 · 100%
Entry settings
Last Defense Academy is located outside of the Tokyo Residential Complex. It is humanity's last line of defense against certain destruction. The Special Defense Unit has been tasked with protecting the academy from all harm for the next 100 days. Barriers are created by generators and placed around the school. It will disappear if it takes too many hits and its integrity falls to zero. The invaders will then be free to storm the academy and destroy humanity's last hope for survival.
- #2School Invaders
Always on · Selective · After character · Order 10 · 100%
Entry settings
Strange creatures fixated on getting inside Last Defense Academy. Their ultimate aim is to acquire "a certain special something" hidden within the school. If the Special Defense Unit cannot stop them, all of humanity will perish. Commanders are mighty warriors who rule over the regular School Invaders. They are immune to conventional weaponry and can only be damaged with hemoanima. In addition to their formidable fighting prowess, each commander also possesses unique abilities.
Darumarr: The smallest and weakest of school invaders, they come in varying vibrant colours and hold small, black weapons, with three occupying one space. Grizzlei: White and purple bear-shaped school invaders standing upright and 4 ft high. Tubrilla: Tubrillas are 15 ft creatures, coloured purple and yellow, with big pink hearts on their chests. Buzztop: Buzztops are 14ft creatures, and are round with the ability to enhance defense around them. Lagomortar: Orange, round invaders that focus more on defense and health. Batrakkiken: Cactus-shaped school invaders with a big eye on their heads, two green arms with spikes, and one green leg to hop. Moggimog: Glass cannon invaders that can throw rocks at long distances, but have fragile defense. Yurindah: A dark green monster with three eyes in the middle and four tentacles as arms, along with two stubby feet. Telepax: Orange school invaders with a large, white stripe going vertically across their middle. Yueffoh: Flying purple school invaders that look similar to UFOs.
- #3Hemoanima
Always on · Selective · After character · Order 10 · 100%
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Hemoanima is a mysterious form of energy that gifts its wielder with powers so great they border on supernatural. It's the only known force capable of harming the invaders. When activated, it solidifies into Class Armor and Class Weapons. The form these take is unique to each member of the Special Defense Unit. Infusers, also known as Hematomorphic Infusion Blades, are regarded as the pinnacle of human achievement and ingenuity, according to Sirei. When stabbed with one of these 3-foot blades, a member of the Special Defense Unit has their blood replaced with hemoanima, allowing them to use special powers.
- #4Undying Flames
Always on · Selective · After character · Order 10 · 100%
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Otherworldly flames that never go out, a unique feature of Last Defense Academy that surrounds the school within a radius of 1 kilometer. They will incinerate any living matter they touch, making them an ideal defense against the invaders. They also inform the Academy of a possible invader attack.
- #5Academy Layout
Always on · Selective · After character · Order 10 · 100%
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The Last Defense Academy is laid out like a regular school, with things like a cafeteria, classrooms and multiple floors. However, it also has more specialised rooms suited for its purpose, such as a room with VR training machines that can simulate battles incredibly realistically so the students can hone their skills. There are other rooms whose purpose is yet unclear, like a mysterious room full of simulation pods that don't work, and many other facilities.
First floor rooms: Entrance hall, classroom, two bathrooms (boy & girl), cafeteria, gym, metal shop, strange room, parking lot Second floor rooms: Classroom, bio lab, training room, courtyard, library, morgue Third floor rooms: Classroom, infirmary, war room, defense room, rec room, leisure lounge Rooftop: Dorms, missile launch platforms
- #6(Location) Dorms
Always on · Selective · After character · Order 10 · 100%
Entry settings
For each defender of the school, the Dorm room contains a bed, a bathtub, and decorations based on their past and preferences. The school monitor hangs on the ceiling so that Sirei can communicate remotely.
- #7(Location) Cafeteria
Always on · Selective · After character · Order 10 · 100%
Entry settings
The cafeteria has a giant vault-like refrigerator (called the Ration-O-Matic) with all the food stored inside it, and to the left are three giant robotic four-armed beings, slicing and chopping up food constantly behind the food bar. On the right of the vault is the Candy-O-Matic machine, which produces various candies, and beyond that lie the glass walls, which have fish in the large aquarium. In the center of the cafeteria was a long table.
- #8Hiruko's transformation
Always on · Selective · After character · Order 10 · 100%
Entry settings
If an infuser is used, Hiyruko wears a slightly modified version of the Hemoanima girls uniform. The uniform consists of a white undersuit that also covers her hands underneath a black, long sleeved sailor fuku with white accents and bow and a white armband on her left arm. Her skirt is longer than the usual girls uniforms, but is the same length as Kurara Oosuzuki's, with a placket in the side, similar to her default outfit. Her armband, axe head, and axe handle all have the numeral 2 on them.
Hiruko's Class Weapon is a giant, red axe.
- #9Darumi's transformation
Always on · Selective · After character · Order 10 · 100%
Entry settings
If an infuser is used, Darumi loses all of her makeup except for the mascara, which turns blood red. She wears a standard version of the girl's version of the uniform. She also gains seven different knives as Class Weapons: one that she holds, and three that float behind either side of her. Her armband, as well as the knife she holds, has the numeral 3 on it.
- #10Takemaru's transformation
Always on · Selective · After character · Order 10 · 100%
Entry settings
If an infuser is used, Takemaru wears a black Class Armor with the numeral 1 armband. His Class Weapon is a motorcycle and a spiked bat to fight.
- #11Eito's transformation
Always on · Selective · After character · Order 10 · 100%
Entry settings
If an infuser is used, Eito wears a black Class Armor with the numeral 4 armband. Eito's Class Weapon is a large scythe to fight with.
- #12Tsubasa's transformation
Always on · Selective · After character · Order 10 · 100%
Entry settings
If an infuser is used, Tsubasa's Hemoanima uniform consists of a black, long sleeved sailor fuku with white accents, a full white bodysuit that also covers her hands under the uniform, a short black pleated skirt, a white armband with the numeral five on it (which is also mirrored on the hood of her class weapon truck, similar to an ambulance), a belt on her waist, and heeled combat boots. Tsubasa drives a car equipped with various weapons.
- #13Gaku's transformation
Always on · Selective · After character · Order 10 · 100%
Entry settings
If an infuser is used, Gaku wears a black Class Armor with the numeral 6 armband. Gaku's Class Weapon is a gatling gun.
- #14Shouma's transformation
Always on · Selective · After character · Order 10 · 100%
Entry settings
If an infuser is used, Shouma wears the standard male uniform. Consisting of a black gakuran with a belt his waist and a white armband on his left arm. He also wears long black pants with a white leg strap on his right leg and black, geta-heeled style combat boots. He does not wear any other accessories. His armband and mecha both have the numeral 9 on them.
Shouma's Class Weapon is a giant mecha to fight, being able to draw in enemies and play defense.
- #15Kako's transformation
Always on · Selective · After character · Order 10 · 100%
Entry settings
If an infuser is used, Kako wears Class Armor with a 8 numeral on her Hemoanima uniform's armband. She also has blood red marks on her forehead and under her eyes. Kako's Class Weapon is a sniper rifle.
- #16Ima's transformation
Always on · Selective · After character · Order 10 · 100%
Entry settings
If an infuser is used, Ima wears a black Class Armor with the numeral 7 armband. Unlike the others, Ima's Class Weapon is hemoanima wings and attacks with elongated fists.
- #17Nozomi's transformation
Always on · Selective · After character · Order 10 · 100%
Entry settings
Because of her weak hemoanima and cryptoglobin, Nozomi cannot use an infuser to fight. Instead, she wears specialized white armor and a gun to heal allies and destroy enemies.
- #18Yugamu's transformation
Always on · Selective · After character · Order 10 · 100%
Entry settings
In his Hemoanima outfit, his black gakuran is longer, but is the same length as Takemaru Yakushiji's uniform. On his gakuran, he wears a white belt around his waist and a white armband on his left arm. with 13 on it. He also wears long black pants with a white leg strap on his right leg and black geta-style heeled combat boots. Yugamu's Class Weapon is two blades, meant to stab opponents, and can stretch his arms to reach opponents from a short distance.
- #19Kurara's transformation
Always on · Selective · After character · Order 10 · 100%
Entry settings
If stabbed with an infuser, Kurara wears a slightly modified girls' Hemoanima uniform, her white armband on her left arm has the numeral 11 on it, a white bodysuit under the uniform, and has a longer black skirt that is the same length as Hiruko Shizuhara's, in addition to heeled combat boots. Kurara's Class Weapon is a steel shovel to fight with, and she can use it to craft defense turrets.
- #20Kyoshika's transformation
Always on · Selective · After character · Order 10 · 100%
Entry settings
If stabbed with an infuser, Kyoshika wears a black uniform with a white armband on her left arm, displaying the number 12, and a white body suit underneath. Kyoshika's Class Weapon is two katanas to fight with, one coated in red.
- #21Moko's transformation
Always on · Selective · After character · Order 10 · 100%
Entry settings
If stabbed with an infuser, Moko will wear a black uniform with the white armband on her left arm that has the numeral 14 on it. Moko's Class Weapon is a spiked wrecking ball that she could throw with and reel in with a chain.
- #22Revive-O-Matic
Always on · Selective · After character · Order 10 · 100%
Entry settings
The Revive-O-Matic is a machine located in the infirmary that allows any member of the Special Defense Force to be revived as long as they are within the Last Defense Academy's perimeters, haven't died for more than three hours, and have at least one limb intact. Recovery drones are automatically sent should they detect a member's death, placing them into a coffin and carrying them to the infirmary.
- #23Takumi's transformation
Always on · Selective · After character · Order 10 · 100%
Entry settings
If stabbed with an infuser, Takumi wears a black uniform with a black cape and a zero numeral on his armband. Taku's Class Weapon is a red sword with a black hilt.
- #24(Location) Leisure Lounge
Keys: lounge, leisure
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
The leisure lounge is a large, square area on the third floor of the Academy. It has three large tunnels just near the ceiling that pour water into the large pool area, and there are spotlights to control the colored lights and the floors. Behind the waterfalls are rocks and a wide projection of Mount Fuji. The 10-foot-deep pool perches a small weight training area. Various pool toys can be found in a corner. On the right side are massive windows, tropical plants, and palm trees.
- #25Boxes of Blessings/Calamity
Keys: Blessings, Calamity, Boxes, Box
Enabled · Selective (AND ANY) · Before character · Order 10 · 100%
Entry settings
According to an old man who was encountered, two types of boxes were sent down to the world by God: The Boxes of Blessings, and the Boxes of Calamity. The boxes were the size of a shoe case, and, according to legend, do not contain anything unless the user has obtained all of the boxes. In total, there are thirteen boxes - 7 Boxes of Blessings and 6 Boxes of Calamity. The boxes had a sun or moon symbol, followed by the count of said symbols on the top of the box. If the boxes are opened in a particular order, then the boxes will either react positively or negatively, based on the user's wish. If the correct order of opening the boxes were complete, the user would be granted a wish, a small fraction of power from the world's God. On the other hand, opening the boxes too soon or incorrectly could result in the death of the user or the opposite of what the user wants.
Due to the power the boxes held, the priests of the world decided to disperse the boxes in unknown locations, never to be found or reached.
- #26(Location) Library
Keys: library
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
The Last Defense Academy's library has two floors and four tables in the main room. The middle of the main room has a carpet that's rolled out, along with a computer in the middle of the room for database lookups. Down the hallway is a line of bookshelves, with two staircases at the end leading to the second floor, which contains another row of bookshelves. In the main room, there's an adjacent room with a black flap and a sign that indicates "18+ years and older."
- #27(Location) War Room
Keys: War room
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
The Last Defense Academy's war room is a small, blue, and metallic room featuring numerous monitors and computer screens. In the front of the room lies Sirei's main desk, which contains a comms device to communicate around the Academy and through specific individuals. On the right side is a column lined up with infusers, the tools needed to transform into one's Class Armor and Class Weapon. On the left side is the leap pad, which allows the Special Defense Unit to land on specific points outside the Academy.
- #28(Location) Second-to-Last Defense Academy
Keys: LDA, Last Defense Academy, Second-to-Last
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
The Second-to-Last Defense Academy is identical to the original Last Defense Academy, with a few key differences:
- It's meant to serve as a decoy to lure the invaders away from the original.
- The defense room is a generator room.
- There aren't undying flames, but the fire extinguishers are still in the entrance hall
- #29(Location) Rec Room
Keys: Rec Room, Rec
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
The Rec Room is a large area that's mostly filled with slot machines and arcade games. In the center is the Gift-O-Matic, which allows the Special Defense Unit to craft items. In the far left corner is a stage.
- #30(Location) Courtyard
Keys: courtyard
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
The Courtyard is a large, square room located in the center of the Academy, occupying the second and third floors. In the center and back of the courtyard is a flowing rivulet, and a bridge connects the other two halves of the courtyard. There are various flowers and plants around the courtyard, with the rest of the area being clean grass. On both sides of the courtyard are jail cells. The jail cells are not fully attached to the bottom, and they are held in place by a heavy pillar on top of the cell. Each jail cell has a bed.
- #31Special Defense Unit
Always on · Selective · After character · Order 10 · 100%
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The Special Defense Unit is an elite force of students assigned to the Last Defense Academy to combat the invaders. Each student is not only given their own infuser, but also has a bomb implanted in their body to prevent disobedience or attacks on Sirei. Should a student attack Sirei or kill him, the bomb will explode in their bodies.
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