Xorm took the time in the Heli to get himself in check. Jets had a point - He couldn't save Kama if he got sidelined. And besides, he could actually still feel her out there, she was fine...
Hang on.
He could feel her out there.
Somehow, he was still Linked with her.
This did wonders for his nerves - he actually smiled as he called her weapon to his hands again... well, hand, he only pulled one scythe out of the Link. A reminder of how weak she was at the moment. But she was fine. She was still alive. And that would have to do.
Kama,he thought aloud. Hold on.
[Action 1: "WHAT A DAY! WHAT A LOVELY DAY!"]
Getting out of the Heli with Jets, Xorm notes how he seemed less durable than the Soldiers around him.
"Hey, you need a vehicle?" he asks. "Don't answer. I have an idea." He knew there was a few Alchemiter settings he didn't usually mess with... That is, calling out Level and Result. But he was gonna have fun with them today. Alchemize (Lego Power Miners Set 8956 && Lego Power Miners Set 8957) || Child's Imagination == Working, Fullsized Power Miners Combo Build [Level 2 Consumable]
"I'll pop it once we're inside. It should be able to go down and up stairs with its claw/tire mobility, but I don't want to try anything silly." Xorm says, pocketing the suspiciously small box for a moment.
[Action 2: One Squishy Boi]
...Actually, these Soldiers were making Xorm feel squishy himself... 900 HP to his 500. So he whips up another Alchemy, from memories of a cute, brutal world of technological magic. Preview VitaCanister && Spiral Knight's Flak Jacket == Vitasuit [Level ? Armor]
It would have to wait for now, though. He had scraps left in his Grist Pool - That fight had ripped a hole in his pouch and dumped out a bunch of it.
[Action 3: ...Huh. This is the first time I've Charged, I think.]
And finally, he tucks away an Action in crystalline form. Nifty!
"Alright, you two lead the breach, I'll follow behind, and Jets'll be rear guard. Let's dance with these [AG] chump changers." Xorm states firmly, his mind socketing into an XCOM-like state. This was going to be fun...
[Free Action: Down We Go...]
...Go down the stairs. Silly!
(Free Action)(Tactical positioning)
As the Turn starts, Winks briefly look at the surroundings to notice... some shifted soil and grass... Recalling how most of the enemies seems to be hunters and trappers of sorts, it's safe to assume those spots are traps of sort. Not want to fall for such things, Winks back away from the entrance he came from with the dogs and head through the secret entrance to avoid those traps entirely!
(Action 1)(Grappling the Beast Master into the actual camp fire)
As he and huskies move through the underbrush, Winks gave a moment to Name the last dog before arriving to the scene just in time to see the Dragon and Splash finishing up their attacks! Wanting to add to the Surprise themed attack, Winks gave the order for the huskies to engage the wolf before slinking off a bit... AND APEARING RIGHT BEHIND THE BEAST MASTER. Grabbing the Surprised victim of the Element of Surprise bullet, I further Surprise him by performing a SURPRISE Suplex into the Surprise enhanced camp fire which Paradox surprisingly fiddled with. Of course, the Beast Master is too surprise to immediately react to the Not-Quite-Fire that seems to begin grasp it's current occupant, spreading the burns much faster than normal fires would.
(Action 2)(Trapping Beast Master in the Not-Quite-Fire camp fire)
Having tossed the Beast Master into the fire, Winks quickly start casting to take advantage of the Beast Master's dazed state and toss out shrinking spells at the three logs area, shrinking them into the size of long sticks. With not too much time to spare as the spell is temporary, Winks dodge the Hunter and grab the stick-size log before doing grabbing the two other logs by the wolf, who is occupied with my own dogs. With the logs in hand and basically with almost no time left before spell wear off, Winks toss them precisely above the Beast Master being burned alive, just in time for the spell to dissipate and the logs falling onto the Beast Master at full size. With multiple thumps, the logs land in a way that the largest log crash first and parallel to the Beast Master's body, trapping him underneath that was followed by the two remaining logs that then landed perpendicular to the large log, keeping the large log from being rolled off easily.
All leading to trapping the Beast Master as the Not-Quite-Fire catches onto the log and starts burning him from above and below.
(Action 3 + 2CP)(Specializing final Doggo: Snow!)
Having glanced at the stats the opponents had in that confrontation, and a bit before their re-engagement with the enemy, Winks decided to getting around to getting a Name for the last doggo! While admittingly, the Name hadn't come to him naturally like with the other Names, (except Iceberg... sorry about that buddy) Winks kept an eye on all them as he noted some traits before Naming them.
Iceberg, a stalwart and proud Warrior.
Aurora, a soothing and kind Cleric.
Icicles, a quick and competitive Rogue.
And finally, a dog that's more curious of the world and its workings... And so a Name was given, and as like all other dogs, the winds around him changed. The frost that flowed freely from their fur, no longer drifts aimlessly, instead it's contained. Grasped into an area as snow starts to somehow form around the dog. Eyes that were already sharp, gains a a greater intensity to the point that it glow. Then finally, the fur shimmers, gaining a blueish tint as it glimmer not unlike snow in the few rays of light that shine through the forest's trees. With that, a dog looked upon the world with new eyes, for he is...
The Mirror Golem will pick up a branch and poke one of the highly suspicious red lines on the ground with it.
-----
Action 1 + Action 2 + Texter's Rifle + Chemist's Wand: Through a careful and complex synthesis of chemicals and puns, I synthesize an entirely new element and load it into the Rifle. From my hidden vantage point, I take aim at the Beast Master with the Rifle, unseen and unheard until the moment which I fire. The Rifle's barrel issues an earsplitting crack and a blinding muzzle flash as the bullet is launched into the air and strikes the Beast Master's head. He has no chance to react... because that bullet was made of no ordinary material, but of the Element of Surprise.
The Mirror Golem will do as you say at the end of turn battle!
Due to Paradox's added assistance, you deal 320 damage to the Beast Master, catching them off guard and turning his attention to you! I could've sworn I heard a small startled "Ah" from him as well - seems like you certainly got him with that shot!
Finally, you charge 1 CP. Nothing wrong with that!
(x1)(Paradoxic Wand)The Dragon prepares a Spell that enchants the Bullet from Splashcat that strikes the Beastmaster. Taking form of a Mystic, vaguely Liquid-like Aura that drips from the Paradoxic Wand to the Element of Surprise, the Bullet strikes it's intended target...with an additional Surprise. It's aura of Paradoxicality drips down into the Campfire, causing it to gain slightly more mystical properties and turning it...unstable in a sense, flickering between a bright light and a enveloping, creeping darkness in the worldthatsucksalllightinan- and back to it's cheery flames...is it creeping out of it's bounds ?? Who knows, maybe a person seeking to use this fire for an attack might know what to do with this...Not-Quite-Fire.
(Orders)The Exploratory Drone checks what is at the South of the Forest Clearing for a brief peek before immediately running back to the Outpost Hospital. It is a flying Drone so it shouldn't be triggering any forest traps. Well that and it has an Attack Shield.
Outpost Hospital awaits it's first patient, as the small group of Scientists begin tinkering about, something about a Consumable...
Along with retroactively enhancing the bullet, you alter the campfire to a paradoxical state between a normal campfire and... something that is clearly not one. We'll see what this does!
The Drone and Hospital will do what you say! To round out your turn, you also charge 2 CP.
"Great- the more people we have around, the better. I'm glad to have you around with me."
Also, new balance for my two items has been taken into account.
Hmm, regarding the map, I move over to the stone pillars and try to examine them. Is there any writing or art on them? If it's art, what does it look like? Stuff like that.
If I can, I also investigate what felled the trees in this area, and if they were knocked down by something powerful or if they died of natural causes.
Inventory:
- Heavy Crossbow [Lvl.2] ( +15 damage per action used)
- Retreating Spear [Lvl.2] (+8 damage per action used, moves user back one space after action)
- Hunter's Longbow[Lvl.3] (+15 damage per action used, increased to +30 damage per action used if more than one action is used)
- Periodic Wand [Lvl.1] (Gift from Splashcat, +3 damage per action, 20% chance to proc Chemical Reaction, dealing 2 additional damage)
- Dapper Stovepipe [Lvl.1] (20% chance to inflict Confusion (30% miss chance) to foes that attack you)
- Trickster's Tailed Coat [Lvl.3] (40% chance to deduct 60 damage from the total dealt by an attack)
- Warlock's Timepiece [Lvl.3] (30% chance for your attacks to chain off to another enemy, dealing 25% (Up to 75) of the attack's damage to them)
You investigate the trees, only to find they're still perfectly healthy! They just have really, really thick trunks. However, as you investigate the stone pillars, you find that they're far more interesting, engraved in Celtic-like runes and engravings! As you get closer and try to determine the meaning, though, you're suddenly caught in a snare!
Although this inflicts Ensnared (Takes 2 actions to break, halves attack power), you still find yourself more than able to determine the meaning. Something about this being a fast travel point...? Odd, considering that there's no limit on movement once you've discovered an area. Seems like it's a relic from an older version of this battlefield.
> I use the proximity bomb, guiding the blast slightly to ensure it strikes the Ropers main body first and ignores the tendrils. It would probably do that anyway, but... better safe then sorry! I then sink somewhat-further into the stone, granting me a moments reprieve from the single surviving Darkmantle. >< wait, that cost him grist? darnit. I reply back "oh, shoot, sorry! I didn't mean to cost you anything more then a single action, I'd assumed that you'd be able to store your player actions in an item-y form with just a player action! I can't do much to repay you, but... here, have another attack shield as thanks."
> I send over one more attack shield as a tip, since doing that apparently cost him quite a bit more then I'd thought it would.
>...oh wait, that leaves the Mantle low enough that I can kill it this round. I guess I'll do that... I use the formation computator to make a formation that works using the exploded corpses of darkmantles and roper tendrils, using an inversion lens formed out of mana suspended in the air to turn the resulting pulse of darkness into a ray of light,killing that Darkmantle. If the Darkmantle is on lower health then I'd've expected, like 40 or so, then the formation is modified slightly to 'hollow out' its form and refill it with light, turning it into an allied Lightmantle.
Now that this place is free, I can really set up... in two rounds. the formation computer has to recharge now.
E> Drone finishes current projects this turn! 1->0. Drone projects: Mana Gathering, Player Assistance: Complete. Player Projection: complete. Mana Generation: finishing...
Once the projects are finished, the drone puts all Mana towards Mana Generation until further notice.
...hm. I need a symbol for using the Projection formation...
P> yeah, that works. With the Projection Formation complete, I finally get a good look at my real-world base! which is, I believe, at the moment, a random clearing in the middle of a forest in the middle of nowhere, full of levitating dirt and magic. Unsightly, to say the least! My projection gets to work chopping down trees (by growing a fingernail into razorwire and slicing cleanly through; just like soul-projections, there's no need to get stuck up on physics! well... not that much need. the formation projection is more limited, it has to be something the formation can actually project, but it's still fairly freeform, inherently.) in order to build some rudimentary wooden walls around it.
Yeah, I can pilot projection and soulself at the same time. Remember the dolphin-brain? If I can split my brain into two halves, of course I can multitask on two things at once!
You use the Proximity Bomb, bypassing some of the tendril's defenses as it desperately defends against the attack! Getting rid of two Tendrils in the process and getting the Roper to critically low health was probably worth it, though... even though it knows where you are now, and you're bound to take a fair bit of damage at this point...
You also send Audien 1 more Attack Shield before realizing that that really wasn't the smartest choice in retrospect. Attempting to do something to lessen the damage you'll take, you then smack the Darkmantle with concentrated Light, turning it to your side! Somehow! How did you even do this with only one action?
The drone will do as you command! The Player Projector Sdieve will not do that, because it appears to require Actions in order to function! At the very least, you can interact with the world outside now. Thankfully, it's presence seems to have commanded its own zone, somehow, and things are at least provided proper statistics outside.
Xorm took the time in the Heli to get himself in check. Jets had a point - He couldn't save Kama if he got sidelined. And besides, he could actually still feel her out there, she was fine...
Hang on.
He could feel her out there.
Somehow, he was still Linked with her.
This did wonders for his nerves - he actually smiled as he called her weapon to his hands again... well, hand, he only pulled one scythe out of the Link. A reminder of how weak she was at the moment. But she was fine. She was still alive. And that would have to do.
Kama,he thought aloud. Hold on.
[Action 1: "WHAT A DAY! WHAT A LOVELY DAY!"]
Getting out of the Heli with Jets, Xorm notes how he seemed less durable than the Soldiers around him.
"Hey, you need a vehicle?" he asks. "Don't answer. I have an idea." He knew there was a few Alchemiter settings he didn't usually mess with... That is, calling out Level and Result. But he was gonna have fun with them today. Alchemize (Lego Power Miners Set 8956 && Lego Power Miners Set 8957) || Child's Imagination == Working, Fullsized Power Miners Combo Build [Level 2 Consumable]
"I'll pop it once we're inside. It should be able to go down and up stairs with its claw/tire mobility, but I don't want to try anything silly." Xorm says, pocketing the suspiciously small box for a moment.
[Action 2: One Squishy Boi]
...Actually, these Soldiers were making Xorm feel squishy himself... 900 HP to his 500. So he whips up another Alchemy, from memories of a cute, brutal world of technological magic. Preview VitaCanister && Spiral Knight's Flak Jacket == Vitasuit [Level ? Armor]
It would have to wait for now, though. He had scraps left in his Grist Pool - That fight had ripped a hole in his pouch and dumped out a bunch of it.
[Action 3: ...Huh. This is the first time I've Charged, I think.]
And finally, he tucks away an Action in crystalline form. Nifty!
"Alright, you two lead the breach, I'll follow behind, and Jets'll be rear guard. Let's dance with these [AG] chump changers." Xorm states firmly, his mind socketing into an XCOM-like state. This was going to be fun...
[Free Action: Down We Go...]
...Go down the stairs. Silly!
(Lego Power Miners Set 8956 && Set 8957) || Child's Imagination = Real Power Miner Combo Kit (1/1 Uses)[LVL 2 Consumable]
- Like it says on the box, but imbued with a bit of childhood imagination. Becomes usable once built!
- Summons the Power Miner Combo Kit, a vehicle with 100 HP and 25 Attack.
As Jets sees you combine the things in the Alchemiter, he chimes in! Jets - Got it. That'd be nice to be able to deploy, though I'm worried about its power. It is only a Level 2...
Jets - Never the less, thank you for your help.
You continue, previewing the following: VitaCanister && Spiral Knight's Flak Jacket = Vitasuit [LVL 4 Armor] - A dark green set of modern-looking armor. Has a canister strapped to the back of it as well, presumably filled with something.
- Deducts 30 damage per attack sent at the wielder, along with increasing their max HP by 50.
And... finally, you proceed downstairs into the Armory Floor! This place is jam-packed with a few barrels of Grist, a full-sized Alchemiter that doesn't just magically exist for everyone, and quite a few other simple battle implements. Outside, in the hallway, there's another set of stairs leading downwards, and you can hear the sounds of battle in the room below. Jets seems eager to go and sort this thing out!
Adjustable Shovel && Airy Sword == Sylphic Shovel [LVL 3 Weapon]
- A lightweight shovel with a white and blue color scheme. Contains the power of the winds.
- Adds 20 Damage per action to an attack, with a 10% chance of dealing Airbound (cannot change squares) for one turn.
Returning Shot && Six-Color Shooter == Rainbow Reloader[LVL 3 Weapon]
- A multicolored pistol, using the same return-shot system as the Returning shot.
- Can use Red, Orange, Yellow, Green, Blue, or Purple shots. Effects vary depending on color.
Golden Watch && Health Amplifier == Lifetime Extender[LVL 3 Armor]
- A secondary golden timepiece, seeming to run a bit slower than time itself...
- Increases Max HP by 40 when worn.
You alchemize all these for a grand total of 2400 Build Grist, 540 Talc, and 270 Bismuth! Due to the... major calculation derps, we'll leave it as you having roughly 800 Build Grist, 180 Talc, and 90 Bismuth left, plus a bit of Gallium - say 60 or so.
(Free Action)(Tactical positioning)
As the Turn starts, Winks briefly look at the surroundings to notice... some shifted soil and grass... Recalling how most of the enemies seems to be hunters and trappers of sorts, it's safe to assume those spots are traps of sort. Not want to fall for such things, Winks back away from the entrance he came from with the dogs and head through the secret entrance to avoid those traps entirely!
(Action 1)(Grappling the Beast Master into the actual camp fire)
As he and huskies move through the underbrush, Winks gave a moment to Name the last dog before arriving to the scene just in time to see the Dragon and Splash finishing up their attacks! Wanting to add to the Surprise themed attack, Winks gave the order for the huskies to engage the wolf before slinking off a bit... AND APEARING RIGHT BEHIND THE BEAST MASTER. Grabbing the Surprised victim of the Element of Surprise bullet, I further Surprise him by performing a SURPRISE Suplex into the Surprise enhanced camp fire which Paradox surprisingly fiddled with. Of course, the Beast Master is too surprise to immediately react to the Not-Quite-Fire that seems to begin grasp it's current occupant, spreading the burns much faster than normal fires would.
(Action 2)(Trapping Beast Master in the Not-Quite-Fire camp fire)
Having tossed the Beast Master into the fire, Winks quickly start casting to take advantage of the Beast Master's dazed state and toss out shrinking spells at the three logs area, shrinking them into the size of long sticks. With not too much time to spare as the spell is temporary, Winks dodge the Hunter and grab the stick-size log before doing grabbing the two other logs by the wolf, who is occupied with my own dogs. With the logs in hand and basically with almost no time left before spell wear off, Winks toss them precisely above the Beast Master being burned alive, just in time for the spell to dissipate and the logs falling onto the Beast Master at full size. With multiple thumps, the logs land in a way that the largest log crash first and parallel to the Beast Master's body, trapping him underneath that was followed by the two remaining logs that then landed perpendicular to the large log, keeping the large log from being rolled off easily.
All leading to trapping the Beast Master as the Not-Quite-Fire catches onto the log and starts burning him from above and below.
(Action 3 + 2CP)(Specializing final Doggo: Snow!)
Having glanced at the stats the opponents had in that confrontation, and a bit before their re-engagement with the enemy, Winks decided to getting around to getting a Name for the last doggo! While admittingly, the Name hadn't come to him naturally like with the other Names, (except Iceberg... sorry about that buddy) Winks kept an eye on all them as he noted some traits before Naming them.
Iceberg, a stalwart and proud Warrior.
Aurora, a soothing and kind Cleric.
Icicles, a quick and competitive Rogue.
And finally, a dog that's more curious of the world and its workings... And so a Name was given, and as like all other dogs, the winds around him changed. The frost that flowed freely from their fur, no longer drifts aimlessly, instead it's contained. Grasped into an area as snow starts to somehow form around the dog. Eyes that were already sharp, gains a a greater intensity to the point that it glow. Then finally, the fur shimmers, gaining a blueish tint as it glimmer not unlike snow in the few rays of light that shine through the forest's trees. With that, a dog looked upon the world with new eyes, for he is...
With a devastating combo finisher, you... circumvent the snares because of a way around them already being discovered! Fair warning, the Huskies might miss that - but either way, you proceed to throw the Beast Master into the Not-Quite-Fire, dealing 150 damage and inflicting Burning on him at a rather... wait. Err, it appears to be gone.
... Eh, I'm sure it's no big deal. You proceed to give Snow his purpose and name, and complete the quartet of good boys! On the scale of fluffiness, he is the second-most fluffy of the dogs behind Aurora... but I digress. His battle statistics are in the Campfire's zone!
-=+=-
End of Turn Battle -
Slated Cliffs -
In Sdieve's Cave, the two Darkmantles don't realize their friend has been turned in time to switch their attacks to it! Instead, Sdieve's Attack Shields take the brunt of the attack for Sdieve... but that still leaves the Roper! Attacking with all its Tendrils, that adds up to 2000 damage... threatening... only 200? ... Either way - Sdieve will take "200" damage if he doesn't counter this attack, and risks revealing his true HP bar as well!
Elsewhere, Murai resumes charging, only pausing for a moment as he ponders what that earthquake was beneath him. Oh well, probably doesn't matter.
Woodgrave - Northern Trail -
The Mirror Golem pokes the highly suspicious red lines, triggering one of the snares littered throughout the area! Would've been nice to know what they were before Ninjatwist got caught by one, though. Thankfully, it seems as if this particular set wasn't linked to anything major...
Jake uses 2 of his actions to release Ninjatwist from the trap he got caught in while inspecting the pillars! His third action goes towards charging, to prepare for whatever's up next. Jake - Well, at the very least, we know what they do now...
Jake - All the more reason to be cautious going through here!
The Defender seems to prepare for guarding against one of the entries to the room, noting the extended stay.
Campfire -
The group of Huskies takes their action first, Iceberg charging ahead - and... going straight into one of the snares. Well, it was going to happen to one of them. Aurora spends her action attempting to free Iceberg, and Icicles and Snow spend their actions attacking the Wolf, dealing a total of 130 damage!
The Wolf counterattacks, spending its action to prey on Iceberg and dealing 60 damage to him! The Hunter attacks Winks, threatening 60 damage if he doesn't come up with some sort of defense!
... The Beast Master is banished and cannot act, because it is ban- oh god
............
Okay, I'm back! Turns out that Campfire is a portal to a random plane of existence, and by all sorts of terrible luck, it happened to get teleported here. It smashed my map program while it was at it, too... so I'm gonna have to try and get that back and running soon, sorry. Good news, it is fairly dead now, though! If I just do this, then... 500 Build Grist and 60 Cerium has been added to the Grist pile for the turn due to being dropped by the thing!
Elsewhere -
Back at the Forest Clearing, the Hospital increases its item-building charge! (Not actually done yet.) Meanwhile, the Drone flies southwards to briefly explore what is now known to be the Barricade! Seems... pretty well defended, honestly, and in its better interest, the drone promptly retreats to the Forest Clearing!
The Lodestar -
At the Lodestar, the soldiers rush downstairs as Jets decides to stick with Xorm! Jets - I'd be dead if I ran down there myself. What's the plan?
General/Miscellaneous - @JOEbob Sdieve will take "200" damage if he doesn't block the Roper's attack, and risks revealing his true HP bar as well! @Winkins You will take 60 damage if you don't block the hunter's attack!
Everything across the battlefield needs to uptick!
To cut down on EoTB clutter, the Run-Down Fort, Summit, and Bramble Passage have been archived! This only cuts the total number of active zones down by one, though... oh well. What else did I expect to happen in a game focused on exploration?
The Soul Orb
A diversified world in itself, separated into biomes under the control of the Godmodder and his Companions.
The maps of the world can be found linked here: "That Beast Master took down the map system for the turn... I'll try and get it back up soon! Sorry for the inconvenience - maybe try using the one from last turn?"
Itinerary - [AG] - Destroy the Godmodder! [AG/N] - Increase Player Power by destroying the Power Anchors! [N] - Find your own goals! [PG] - Stop the AG effort to increase Player Power! [PG] - Reconvene with the Godmodder somewhere a bit more PG Biased...?
Player List - Player Power set to 100.
General Inventory / Key Items:
- The Alchemiter: allows for alchemy wherever and whenever! Required Grist for Upgrade to [LVL 5] -
0/12,000 Build Grist, 0/960 Gallium, 0/480 Bismuth, 0/480 Cerium
Foodstuff Coloration Person - 0/8 Inventory Slots used.
Nothing yet!
Gold - 0/8 Inventory Slots used.
Nothing yet!
Ninjatwist - 6/8 Inventory Slots used. [LVL 3 Weapon]Hunter's Longbow - A longbow made of sturdy oak, complete with plenty of fletched arrows made of the same tree.
- Adds 15 damage per action, or 30 per action if more than one action is used in the attack. [LVL 2 Weapon]Retreater's Spear - A light spear, designed to actually maximize physical recoil from the weapon.
- When used, it does 8 extra damage per action and springs the user back one space on the map from the enemy they're attacking. [LVL 2 Weapon]Heavy Crossbow - A somewhat difficult to wield crossbow made of iron and other heavy materials, including depleted uranium.
- Deals 15 additional damage per Action used to attack with it. [LVL 1 Weapon]Crossbow - A fairly simple wooden crossbow. Effective and easy to fire!
- Deals an additional 4 damage per action used. [LVL 1 Weapon]Periodic Wand - A wand with a really, really small version of the Periodic Table wrapped around its side lengthwise.
- Adds 3 damage per action to attacks. Also has a 20% chance to trigger Chemical Reaction (3 damage to another enemy) once a turn.
[LVL 3 Armor]Trickster's Tailed Coat - A coat that seems to be an optical illusion in itself. Seems to make some attacks hit a bit less, at least!
- Grants a 40% chance to deduct 60 damage from the total dealt by an attack. [LVL 3 Armor]Warlock's Timepiece - A small timepiece that seems to glow with malevolent energy.
- Grants a 30% chance for your attacks to chain off to another enemy, dealing 25% (Up to 75) of the attack's damage to them. [LVL 1 Armor]Dapper Stovepipe - A rather dapper looking top hat, if a bit plain.
- Upon being hit, has a 20% chance to cause the attacker to gain Confusion (30% miss chance) next turn.
Paradox - 8/8 Inventory Slots used. [LVL 3 Weapon]+1 Broadsword - Seems to be a mildly enchanted broadsword, with nothing more to it. Still cool, though.
- Adds 25 damage to an attack and negates up to a 15% chance of dodging. [LVL 2 Weapon]Paradoxic Wand - A wand with the power to create and control previously unknown paradoxes.
- Deals an additional 10 damage to the Max Health of a creature, due to mind-breaking paradoxes implanted within. [LVL 2 Weapon]Pinpoint Needles - Two needles with weak-point sensing tech inside, allowing them to be incredibly precise with their aim.
- Deals an additional 10 damage per action, with a 10% chance to double all damage dealt in the attack. [LVL 2 Weapon] Chipped Pickaxe - An iron pickaxe with a small chip in it. Seems effective at what it does.
- Adds 20 damage per action to an attack used to break down walls and other structures. [LVL 1 Weapon]Schrodinger's Wand - A wand with the power to make its enemies in an unknown state until looked at again.
- Deals an additional 2 damage per action to the Max Health of the target. [LVL 1 Weapon]Microscope Needles - Needles with near surgical precision. Has a magnifying glass attached as well to aid in a user's perception.
- Deals an additional 3 damage per action, with a 5% chance to double the attack's damage.
[LVL 3 Armor]Destiny Scarf - A dark-blue scarf with several bright teal markings across its surface.
- Grants the wearer a 10% chance to dodge an attack, and reduces the damage by 10 Attack when something does hit.
[LVL 1 Armor] Lucky Ribbon - A green ribbon... simple enough, honestly. It does blend in with the scales, though.
- Grants a 5% dodge chance to the player wearing it per attack.
Sdieve - 7/8 Inventory Slots used. [LVL 3 Weapon]+1 Broadsword - Seems to be a mildly enchanted broadsword, with nothing more to it. Still cool, though.
- Adds 25 damage to an attack and negates up to a 15% chance of dodging. [LVL 3 Weapon]Formation Computator [Cooldown: 0/2] - A far more capable computer, running the latest in calculation technologies!
- Usable to add roughly 50 damage per action or a weaker status effect to an attack using formations. Has a cooldown of 2 turns. [LVL 2 Weapon]Chipped Pickaxe - An iron pickaxe with a small chip in it. Seems effective at what it does.
- Adds 20 damage per action to an attack used to break down walls and other structures. [LVL 1 Weapon]Formation Calculator [Cooldown: 3/3] - A lightweight laptop with programs on it for creating and designing formations.
- Usable to add roughly 10 damage and an average chance of a status effect to a formation per action. Has a cooldown of 3 turns.
[LVL 1 Consumable]Encyclopedia of Magical Structures [1/3 Uses] - A purple leather-bound book filled with magic. Perhaps this has some info?
- Two functions here: Either can be used to learn for lore [0 charges used] or can create an example for 1 charge. Examples have varying effects.
[LVL 2 Passive]Heaven Comms Router - A small device, capable of being carried in a pocket. It works!
- Enables communications with Heaven, or what remains of it. From there, who knows what you can do?
- Backup Alchemiter
- $140
Shin Kicker (Plague) - 8/8 Inventory Slots used. [LVL 3 Weapon]Sylphic Shovel - A lightweight shovel with a white and blue color scheme. Contains the power of the winds.
- Adds 20 Damage per action to an attack, with a 10% chance of dealing Airbound (cannot change squares) for one turn. [LVL 3 Weapon] Rainbow Reloader - A multicolored pistol, using the same return-shot system as the Returning shot.
- Can use Red, Orange, Yellow, Green, Blue, or Purple shots. Effects vary depending on color. [LVL 2 Weapon] Adjustable Shovel - A shovel split into two halves of a blade, seemingly creating an adjustable width and length of the tool.
- Adds 10 damage per action to an attack, with a 50% chance of dealing Buried (cannot switch zones) for one turn. [LVL 1 Weapon]Lightning Mirror - A mirror rimmed with a coppery substance. Seems usable as a magical weapon, somehow...
- Adds 2 Damage to the attack per action, 10% chance for Paralyzed (70% chance to not move) for 1 turn as well. [LVL 1 Weapon]Slugger - Literally just a baseball bat with a revolver taped onto the handle.[/COLOR]
- Deals 3 damage with a 10% chance of inflicting Stunned (misses actions) for 1 turn.
[LVL 3 Armor]Lifetime Extender - A secondary golden timepiece, seeming to run a bit slower than time itself...
- Increases Max HP by 40 when worn. [LVL 1 Armor]Golden Watch - A golden watch. If you look closely, it seems to always be exactly on time, no matter what.
- When hit, has a 20% chance to give Slowed (-10% Attack Damage) on the attacker in return.
[LVL 1 Consumable]Health Amplifier [4/4 Uses] - A mix between radio and medical kits, boosting the signal of one's vitals to restore their health.
- When used, restores 30 HP to anything on the field.
Splashcat - 8/8 Inventory Slots used. [LVL 3 Weapon]Lodestone Sword - A sword composed of some sort of magnetic stone, infused with mercury in the process.
- Adds 30 damage per action to its attack, but subtracts 2/3rds of that amount from another. [LVL 3 Weapon]Reactionary Bat - A bat that seems to react to the slightest touch of anything upon its wooden surface.
- When attacks are countered, allows the user to take up to 40 of the countered damage and sends it back at the original attacker as an action. This damage is still able to be countered. [LVL 3 Weapon]Texter's Rifle - A black and white rifle-typewriter thing. Uses the power of wordplay to deal damage to opponents.
- Deals anywhere from 15-25 extra damage per Action, now dependent on quality wordplay! This can include puns. [LVL 2 Weapon]Chemist's Wand - A wand that looks a bit like a really narrow beaker, but closed off. An unknown liquid sloshes inside.
- Adds 8 damage to attacks utilizing it, along with a 20% chance of Chemical Confliction (10 damage to another enemy) occurring.
[LVL 3 Armor]Warded Dress - A nice dress, but seems somewhat stiff when given a second glance. Still very magic, lightning, and bulletproof.
- Deducts 20 damage from the total you take per attack. Rather nice effects, too! [LVL 1 Armor]Bulletproof Dress - A rather nice looking dress! You'd never guess it was infused with kevlar at first glance.
- Deducts 2 damage from the total you take every attack.
[LVL 2 Consumable]Multifunction Snare [4/4 Uses] - A very complex device based on the classic bear trap. Now with about 15 extra functions!
- Placable in an area as an action. The first enemy to enter the area then takes 100 damage from stepping on it! [LVL 2 Consumable]Capcharoid Camera [4/5 Uses] - Prints out Homestuck-styled Capchalouge Cards for anything it takes a picture of.
- Can be used as an action to easily determine how to alchemize something! Does not tell the level, though.
Winkins - 1/8 Inventory Slots used. [LVL 3 Weapon]Hunter's Longbow - A longbow made of sturdy oak, complete with plenty of fletched arrows made of the same tree.
- Adds 15 damage per action, or 30 per action if more than one action is used in the attack.
Xorm - 3/8 Inventory Slots used. [LVL 3 Weapon]Octuple Barreled Shotgun - It's taken on a standard revolver design, but with 8 slots for shotgun shells. The barrel still unhinges.
- Adds 25 damage per Action to an attack. Still rather simple, but effective...
[LVL 2 Armor]Formation Badge - A small badge with the same coloration and everything as the uniform of a Formation Soldier.
- Takes 10 damage off every attack launched at you, along with showing loyalty to the PG side. [LVL 1 Armor]Reactive Shield [10/20 Shields] - A shield that builds up deflection energy over time, thankfully compressed into a small trinket on your form.
- Builds up 2 HP of shield per turn. When you're hit, the damage is first taken from the shield and then your health bar. Caps at 20 Shields.
[LVL 2 Consumable] Real Power Miner Combo Kit (1/1 Uses) - Imbued with a bit of childhood imagination. Becomes usable once built!
- Summons the Power Miner Combo Kit, a vehicle with 100 HP and 25 Attack.
[AFK]Mr. Reception - 4/8 Inventory Slots used. [LVL 1 Weapon] S.FX Flamethrower Gauntlet - A flamethrower that somehow, can achieve a variety of special effects. Way ahead of its time!
- Adds 3 damage to the end attack per action with a 20% chance to inflict Burn (2 damage per turn) for 2 turns. [LVL 1 Weapon]Light-Tech Gauntlet - A gauntlet capable of controlling many different stage lighting effects, along with electricity.
- Adds 1-5 damage to the end attack per action. The actual amount depends on the flashiness of the attack.
[LVL 1 Armor]Radio Rocket Boots - A normally silent pair of rocket boots, but can be tuned somehow to a specific AM station. Nifty!
- The wearer has a 5% chance to dodge an attack.
[LVL 1 Consumable]Health Amplifier [4/4 Uses] - A mix between radio and medical kits, boosting the signal of one's vitals to somehow restore their health.
- When used, restores 30 HP to anything on the field.
Stick Figure Guy (GAWR) - 1/8 Inventory Slots used. [LVL 2 Weapon]CI-84 - A graphing calculator, complete with the user's manual. It appears to be able to do quite a few odd things, though.
- Grants +10 damage per action to any attacks regarding clever usage of mathematics.
The Frazzled Inventor - 0/8 Inventory Slots used.
Nothing yet!
Wondertainment - 1/8 Inventory Slots used. [LVL 2 Weapon]Anomaly Staff - A black staff with veins of gold throughout. It doesn't seem like it's at full power...
Grants +12 damage to a basic attack per action.
[AG] Foodstuff Coloration Person - 500/500 HP - 44 CP [AG] Gold - 488/500 HP, 3 CP [AG] Ninjatwist_ - 500/500 HP - 25 CP [AG] Paradox - 500/500 HP - 2 CP [N] Sdieve - "500/500" HP - 23 CP (Has 2 Attack Shields!), Cloaked [AG] Shin Kicker (Plague) - 475/500 HP - 9 CP [AG] Splashcat - 323/500 HP - 13 CP [N] Winkins - 500/500 HP - 2 CP [PG] Xorm - 317/500 HP - 0 CP [AG][AFK] Alastair??????? - 500/500 HP - 2 CP [AG][AFK] Mr. Reception - 500/500 HP - 0 CP [AG][AFK] Stick Figure (GAWR) - 500/500 HP - 8 CP [AG][AFK] The Frazzled Inventor - 500/500 HP - 0 CP [AG][AFK] Wondertainment - 500/500 HP - 6 CP
Godmodder HP - 69/70
Field Effect: RADIO ZONE! (Lasts as long as Radio!Xorm is alive!)
- All entities that choose a frequency have a 50/50 chance to dodge attacks!
- This effect can be negated if the attacker has a frequency exactly double or half of the defender's.
- Frequencies for both you and your entities can be chosen as a free action once a turn.
Current Players - None
[N] Radio!Xorm - 130/130 HP, 30 Attack (Frequency 0) [N - Radio!Xorm]Radio Towers (x3) - 180/180 HP, Radio Zone Broadcast [ON] [N - Radio!Xorm] Wicked Witch of the Wavelength - 175/300 HP, 25 HP Regen per turn, 10x5 Attack + Weakened (-5 Attack) for two turns. Also inflicts Weakened when hit. This can stack! (Frequency 1)
Current Players - Shin Kicker
[N - Winkins] Talc Snail - 60/60 HP, 10 Attack, 20 Talc Eaten (Inventory: 0/60 Talc)
- Eats all available Talc, converting half of it to stats and gaining 3 HP and .5 Attack per Talc converted. Stores the other half in its inventory.
[RS] Murai - 500/500 HP, 18 CP [RS] Forcefield Projector - -1000/-1000 Shields, heals for -100 HP every turn! Protects the entire zone.
Current Players - Sdieve
[N - Sdieve] Lightmantle - 100/180 HP, 40 Attack
[H] Darkmantle - 180/180 HP, 40 Attack
- Darkmantle - 140/180 HP, 40 Attack [H] Roper - 400/2600 HP, 400 Attack, 4/6 Tendrils
- Tendrils - 300/300 HP, Grapple Attack [Gives the Roper an additive x2 attack bonus until broken. Can stack with other tendrils!]
Current Players - None!
[PG] Overly Obvious Snares - Takes an action to disarm! Ensnares anyone who tries to attack the Barricade or Scouts in melee! [PG] Barricade - 1500/1500 HP, provides Fortified (50% damage that would be taken by entities behind it instead goes to this one) to the Scouts! [PG] Scouts x2 - 300/300 HP x2, 40 Attack x2
Current Players - Winkins, Splashcat, Paradox
[N - Winkins] Iceberg - 400/400 HP, 10 Defense, Frost Breath [Deals 60 damage and inflicts Frost (Can only move 1 zone away) for two turns.], Ensnared (needs 1 more action to break, halves Attack power) [N - Winkins] Aurora - 380/380 HP, Aurora Pulse [Heals 50 HP across multiple entities!] [N - Winkins] Icicle - 300/300 HP, Icicle Spears x2 [Deals 50 damage and inflicts Frost (Can only move 1 zone away) for two turns.]
[N - Winkins] Snow - 250/250 HP, 30 Attack, Snowstorm [lll][Deals 120 Damage and inflicts Frostbite (-20 Attack) for two turns.]
[PG - RN] Wolf - 370/500 HP, 70 Attack
[PG - RN] Hunter - 800/800 HP, 60 Attack, Counterattack
Counterattack - Grants a 50% chance to deal 60 damage back to whoever attacked it!
Current Players - None!
[AG - Paradox] Outpost Hospital - 400/400 HP, Adds +100 to Player or Entity Heal Actions! [lllll] 0/5 - Produce Item: Makes 1 LVL 3 Alchemy! [AG - Paradox] Recon Drone - 100/100 HP, 25 Attack, has 1 Attack Shield!
Current Players - Ninjatwist
[AG - Splashcat] Mirror Golem - 210/580 HP, 10 HP Regen per turn, 90 Attack, + Copy Ability: gains a permanent bonus based on whatever it attacked last! Attack multiplies by 1.5x when below half (290) HP.
[PG - Xorm] Jets - 100/100 HP, 25 Attack, Everything's Second Best Pilot, Vehicular Bodyguard
Everything's Second-Best Pilot - Multiplies HP & Attack stats of any vehicle he's piloting by 1.5x!
Vehicular Bodyguard - Cannot be targeted while inside a vehicle!
Current "Players" - Sdieve's Projection
Current Mana - 70
[N - Sdieve] Constructor Drone - 50/50 HP, Constructor
Current Project - Mana Generation Formations, Completed!
[N - Sdieve] Player Projection Formation - 100/100 HP, Allows for Player Projection. Protect at all costs! [N - Sdieve] Mana Formations x2 - 60/60 HP, Gathers 5 Mana a turn! (x2)
(x2)(2CP)The Dragon calls the Recon Drone over and receive it's upgrade!! It gains slightly more HP but importantly it gains the Stealth Ability, a 3 turn charge that grants the Stealth status to the Drone if it doesn't have it already.
This Stealth would allow the Drone to be the last to be targetted by Enemy Entities and prevent traps from being sprung on it. It can be broken via entity shenanigans or players doing their thing. Also if it is in an area for less than a turn it will not be shot at all, but I think that's already a Thing so...
(x1)(Pinpoint Needles) The Shard of Paradox tosses the Pinpoint Needles up into the air to rain down across the Campfire, taking special care to not hurt Winkins or any of their Dogs(they are too cute!!). They are mainly here to trigger every single trap in here so as to disable them with their weakness sensing capabilities.
E> I'm a tad busy! just put that Mana into making another Mana Generation Formation for now! >< I think the lightmantle was a success because of shenanigans, that or I got lucky with the formation. speaking of which... Lightmantle, retreat! I can heal myself more easily then I can conjure up an entity with 40 attack! only slightly more easily, but still.
>> ...So.
That was a mistake.
I'd probably be dead or dying right now if I hadn't, well, the thing with the health. you know. Shows me right for... I don't know. expecting something to go right when I do it. Sure, it's a lot better then I'd've managed without that attack-shield trade, but you know where else I'd probably be without that trade? not in a cave, watching the tendrils of a roper swing towards in slow motion while I waste player powers on giving me time to call myself an idiot. I'd probably have just given up. More power isn't useful if all it does is let you take bigger, stupider risks, without even thinking they Are risks. I should've just asked for the thing with the Drone- then all the power beyond my pay grade would've been out in the real world. Where I couldn't use it to trick myself into thinking I was safe.
The plan... the hope... is to succeed this one time and never do that again. stay in a base which isn't at immediate risk of death, don't end up in huge fights. But... what are the odds, hm? Since in the past, what, day? I've been killed, run from the Tank (...admittedly, more quickly and effectively then most players managed in a stroke of luck.), and just now almost died.
...Still...
I should probably focus on the present, at least for another few minutes. I create an Attack Redirector, Redirecting the Ropers attack! ...into who? ... the Roper is the safer bet, but the darkmantles are more efficient if I...
...
I know I just said I should avoid risks. But I guess I'm just lying to myself, hm?
I direct the Attack Redirector to redirect the Ropers 400 damage into the Darkmantles, killing both. {{{{ I have very mixed feelings about last turn. On the one hand, I failed to kill the Roper, which is bad. On the other hand, Sdieve has really been lacking in terrible failures to recriminate himself over lately, so this is an excellent justification for him to continue to be the same person.
I also have mixed feelings about this action, because... well, I mentioned on discord, but I don't think you saw- my immediate instinct, or habit, was to write the entity order, and then follow it with "Of course, busy doesn't mean outclassed!" and conjure an attack redirector and kill the roper and be confident about everything like "Hah! I can turn any situation around! you see, they made two mistakes in this fight: the second one was attacking while they have as much attack as HP, and the first was being in my way!", but that's very much not Sdieve-y.
which I guess is the trouble with writing a character who starts out as "this is very Not Me.", they're not me. who'd've think'd it?}}}}
> I then create an Attack Blocker on the Roper, layered after the Redirector blocking the attack last-round, to deal with its Next attack. Risk-taking doesn't mean I'm suicidal, even if I've probably been stupid enough to seem like it.
"Hmm... Well, for one thing, there's a lot of resources here. I'm torn between bleeding them dry so I can build something proper and taking only half, in case there's another Player on our side, but..."
Xorm looks around. There wasn't... anyone else here, huh? Something inside him grinned wildly.
"But you know... I can't look at this Grist and *not* immediately want to make a more impressive vehicle, and that Vitasuit too. But that takes Actions, and Actions take precious time I don't think we have. So let's see what I can do..."
100 Player Power wasn't much to work with against containers that had that much HP to begin with. And he was pretty much on a timer here, so he had to pick his targets.
Because presumably the fact they had HP values meant they were a GORILLA to open or break, right?
...That gave him a crackpot idea.
[Action 1: Build Up]
It was a blur faster than the people in the commercials, with an impressive payoff - A large, rumbling, energy-crystal powered mining machine, with plenty of open spaces in its frame to lash anything a Power Miner might need to it.
Perfection.
[Use Real Power Miner Combo Kit.]
[Actions 2+3: Now Add A Little Mad Max~] "Ballyhoo - Callback." Xorm mutters.
"Alright, now I'm gonna just..." Out of somewhere, he pulls a large number of zipties, duct tape and bungie cords. "Perfect. Help me out here. We're gonna tie as many of these containers as we can to the machine."
Jets looks at him for a second.
"...What."
Xorm hefts a Grist container and starts strapping it to the Power Miner Build. "See, if these things are so durable, we can use them as makeshift armor, and make the [AG] gremlins do all the work breaking them open."
Jets thinks about this for a moment, then his eyes widen. "Woah. Woah woah woah woah. No. Raw CP is a volatile substance, if those tanks get hit too hard-"
"Then they'll crack open and shatter into a pretty glittery shardcloud." Xorm interrupts. "You said raw CP, which I'm guessing takes liquid form and is probably the most dangerous fuel this side of the Great Divide. This is branded CP. When a Character like me touches raw CP, they can change its composition to match their personal flavor. My CP is crystalline, because I think it's beautiful."
"...I don't know enough about that to disagree but it sounds reasonable."
Xorm knocks on one of the CP containers, and instead of the thoom of a liquid filled barrel, there's a solid thud. "That make you feel better about it?"
"..."
"Great, help me strap the rest down."
"This is still a really bad idea." Jets states, even as he starts strapping the rest of the containers down while Xorm holds them in place. The [PG] Player just grins.
"That's what makes it a good one!" He steps back to survey their work. "See, there's three kinds of fights. Out-gun, out-run, and out-crazy. This world's logic is broken... So you have to out-crazy the other guys here." Xorm then clambers on top of the pilot's cockpit and braces himself. "In an Entity vs. Entity fight, it's just a DPS slugfest. But now we're here, and that'll tip the scales. So let's smash them wide open."
Jets looks at the mess he was in now... and sighs. "Heh... We're all just Grist in the end anyways, eh?" he says with half a smile. And he climbs into the driver's seat. And starts that sweet, gravelly rumble of the engine grinding its solid crystal fuel into highly combustible dust. "Let's make a scene."
[Free Action]
DOWNWARDS INTO THE CHAOS WE SHALL DIVE.
Action 1 + Texter's Rifle: I shoot the H off the Hunter's name, turning them into an unter. "Unter" is German for "under", so the unter suddenly finds themselves buried underground.
Action 2 + Chemist's Wand: I fill up a beaker with ethanol and heat it over the Not-Quite-Fire. It presumably starts Not-Quite-Burning. I then dump it on the Hunter. What this does, I don't know.
Action 3: I charge 1 CP.
-----
The Mirror Golem, worried about walking into a bunch of traps while they can't see the map, idles, attacking anything that attacks Ninjatwist.
(Hey, I'm going through a minor slump IRL, I might make some simpler posts or miss an update in the following month or so.)
(Action 1)(Counter)
As Winks dusts himself after picking himself up from the forest floor, he became quickly aware of the incoming projectile that coming straight at him! With no time for anything fancy since he took some time to dust himself, Winkins grabs a miniature half-pipe from... somewhere, and slicken it in oil. Turning around to face the projectile, he holds the half-pipe in such a way that the projectile slides on the halfpipe and redirect itself back to the sender.
(Action 2)(Freeing/tossing an ensnared doggo at another doggo)
As he finishes up dealing with his assailant, Winks... feels oddly tired. Not in a physical sense... but more mental? Was it the Naming? or was it a something more meta? Seeing as his mental faculties are doing that great, Winks saunters up to the ensnared Iceberg and cut the top part off, which was made easy with Aurora chewing on it early... but not letting go, leaving Iceberg still in the net. Taking a stance, heels and toes limbered, and tightening the grip on the net's top, Winks starts starts a slow rotation and begun to speed up drastically, lifting the ensnared husky up and spinning! Continuing the swings and building up more velocity, Winks finally lets go once his muscles begin to burn up, which launches the Iceburg to crash into the ship that is the forest Wolf.
As for my actions, I charge up twice and proceed further to the right. The people down in the Campfire area should have the place under control, right?
Inventory:
- Heavy Crossbow [Lvl.2] ( +15 damage per action used)
- Retreating Spear [Lvl.2] (+8 damage per action used, moves user back one space after action)
- Hunter's Longbow[Lvl.3] (+15 damage per action used, increased to +30 damage per action used if more than one action is used)
- Periodic Wand [Lvl.1] (Gift from Splashcat, +3 damage per action, 20% chance to proc Chemical Reaction, dealing 2 additional damage)
- Dapper Stovepipe [Lvl.1] (20% chance to inflict Confusion (30% miss chance) to foes that attack you)
- Trickster's Tailed Coat [Lvl.3] (40% chance to deduct 60 damage from the total dealt by an attack)
- Warlock's Timepiece [Lvl.3] (30% chance for your attacks to chain off to another enemy, dealing 25% (Up to 75) of the attack's damage to them)
... You're getting awfully close to reaching 50. I wonder what'll happen when you do manage to hit it? Some all-out attack, or a massive entity, or... will you just keep charging? I guess we'll find out here in just a couple of turns.
(x2)(2CP)The Dragon calls the Recon Drone over and receive it's upgrade!! It gains slightly more HP but importantly it gains the Stealth Ability, a 3 turn charge that grants the Stealth status to the Drone if it doesn't have it already.
This Stealth would allow the Drone to be the last to be targetted by Enemy Entities and prevent traps from being sprung on it. It can be broken via entity shenanigans or players doing their thing. Also if it is in an area for less than a turn it will not be shot at all, but I think that's already a Thing so...
(x1)(Pinpoint Needles) The Shard of Paradox tosses the Pinpoint Needles up into the air to rain down across the Campfire, taking special care to not hurt Winkins or any of their Dogs(they are too cute!!). They are mainly here to trigger every single trap in here so as to disable them with their weakness sensing capabilities.
You upgrade the Recon Drone, granting it Stealth Drive and bumping its health up! The Drone is also renamed to the Exploratory Drone, as it should've been earlier. Sorry about that, but at least it should be more adept at its role now!
You also rid the Campfire's zone of traps as the last remaining set immediately snares the needles fired at it! At least we won't have to worry about those in the immediate vicinity anymore.
E> I'm a tad busy! just put that Mana into making another Mana Generation Formation for now! >< I think the lightmantle was a success because of shenanigans, that or I got lucky with the formation. speaking of which... Lightmantle, retreat! I can heal myself more easily then I can conjure up an entity with 40 attack! only slightly more easily, but still.
>> ...So.
That was a mistake.
I'd probably be dead or dying right now if I hadn't, well, the thing with the health. you know. Shows me right for... I don't know. expecting something to go right when I do it. Sure, it's a lot better then I'd've managed without that attack-shield trade, but you know where else I'd probably be without that trade? not in a cave, watching the tendrils of a roper swing towards in slow motion while I waste player powers on giving me time to call myself an idiot. I'd probably have just given up. More power isn't useful if all it does is let you take bigger, stupider risks, without even thinking they Are risks. I should've just asked for the thing with the Drone- then all the power beyond my pay grade would've been out in the real world. Where I couldn't use it to trick myself into thinking I was safe.
The plan... the hope... is to succeed this one time and never do that again. stay in a base which isn't at immediate risk of death, don't end up in huge fights. But... what are the odds, hm? Since in the past, what, day? I've been killed, run from the Tank (...admittedly, more quickly and effectively then most players managed in a stroke of luck.), and just now almost died.
...Still...
I should probably focus on the present, at least for another few minutes. I create an Attack Redirector, Redirecting the Ropers attack! ...into who? ... the Roper is the safer bet, but the darkmantles are more efficient if I...
...
I know I just said I should avoid risks. But I guess I'm just lying to myself, hm?
I direct the Attack Redirector to redirect the Ropers 400 damage into the Darkmantles, killing both. {{{{ I have very mixed feelings about last turn. On the one hand, I failed to kill the Roper, which is bad. On the other hand, Sdieve has really been lacking in terrible failures to recriminate himself over lately, so this is an excellent justification for him to continue to be the same person.
I also have mixed feelings about this action, because... well, I mentioned on discord, but I don't think you saw- my immediate instinct, or habit, was to write the entity order, and then follow it with "Of course, busy doesn't mean outclassed!" and conjure an attack redirector and kill the roper and be confident about everything like "Hah! I can turn any situation around! you see, they made two mistakes in this fight: the second one was attacking while they have as much attack as HP, and the first was being in my way!", but that's very much not Sdieve-y.
which I guess is the trouble with writing a character who starts out as "this is very Not Me.", they're not me. who'd've think'd it?}}}}
> I then create an Attack Blocker on the Roper, layered after the Redirector blocking the attack last-round, to deal with its Next attack. Risk-taking doesn't mean I'm suicidal, even if I've probably been stupid enough to seem like it.
As a counter, you create a retroactive Attack Redirector and redirect the majority of the Roper's attack before it shatters - sending several ethereal tentacles of pure Player Power at the remaining Darkmantles and destroying them completely! Although, even with that - a bit seems to get through, just due to the sheer damage behind the attack. Even those constructs independent of the number seem to have their limits when going too far, compared to it... and because of that, you take 500 damage. Just enough to knock off a tenth of your health bar.
Regardless - you then create an Attack Blocker on the Roper, blocking the majority of its next attack in advance! From the Darkmantles remains, there's roughly 200 Build Grist and 80 Gallium as well. You've got this!
"Hmm... Well, for one thing, there's a lot of resources here. I'm torn between bleeding them dry so I can build something proper and taking only half, in case there's another Player on our side, but..."
Xorm looks around. There wasn't... anyone else here, huh? Something inside him grinned wildly.
"But you know... I can't look at this Grist and *not* immediately want to make a more impressive vehicle, and that Vitasuit too. But that takes Actions, and Actions take precious time I don't think we have. So let's see what I can do..."
100 Player Power wasn't much to work with against containers that had that much HP to begin with. And he was pretty much on a timer here, so he had to pick his targets.
Because presumably the fact they had HP values meant they were a GORILLA to open or break, right?
...That gave him a crackpot idea.
[Action 1: Build Up]
It was a blur faster than the people in the commercials, with an impressive payoff - A large, rumbling, energy-crystal powered mining machine, with plenty of open spaces in its frame to lash anything a Power Miner might need to it.
Perfection.
[Use Real Power Miner Combo Kit.]
[Actions 2+3: Now Add A Little Mad Max~] "Ballyhoo - Callback." Xorm mutters.
"Alright, now I'm gonna just..." Out of somewhere, he pulls a large number of zipties, duct tape and bungie cords. "Perfect. Help me out here. We're gonna tie as many of these containers as we can to the machine."
Jets looks at him for a second.
"...What."
Xorm hefts a Grist container and starts strapping it to the Power Miner Build. "See, if these things are so durable, we can use them as makeshift armor, and make the [AG] gremlins do all the work breaking them open."
Jets thinks about this for a moment, then his eyes widen. "Woah. Woah woah woah woah. No. Raw CP is a volatile substance, if those tanks get hit too hard-"
"Then they'll crack open and shatter into a pretty glittery shardcloud." Xorm interrupts. "You said raw CP, which I'm guessing takes liquid form and is probably the most dangerous fuel this side of the Great Divide. This is branded CP. When a Character like me touches raw CP, they can change its composition to match their personal flavor. My CP is crystalline, because I think it's beautiful."
"...I don't know enough about that to disagree but it sounds reasonable."
Xorm knocks on one of the CP containers, and instead of the thoom of a liquid filled barrel, there's a solid thud. "That make you feel better about it?"
"..."
"Great, help me strap the rest down."
"This is still a really bad idea." Jets states, even as he starts strapping the rest of the containers down while Xorm holds them in place. The [PG] Player just grins.
"That's what makes it a good one!" He steps back to survey their work. "See, there's three kinds of fights. Out-gun, out-run, and out-crazy. This world's logic is broken... So you have to out-crazy the other guys here." Xorm then clambers on top of the pilot's cockpit and braces himself. "In an Entity vs. Entity fight, it's just a DPS slugfest. But now we're here, and that'll tip the scales. So let's smash them wide open."
Jets looks at the mess he was in now... and sighs. "Heh... We're all just Grist in the end anyways, eh?" he says with half a smile. And he climbs into the driver's seat. And starts that sweet, gravelly rumble of the engine grinding its solid crystal fuel into highly combustible dust. "Let's make a scene."
[Free Action]
DOWNWARDS INTO THE CHAOS WE SHALL DIVE.
You proceed to use the Power Miner Combo Kit!... and then proceed to Mad Max the living heck outta it. Attaching the CP Containers and Grist Caches to the Power Vehicle, you make a really, really complicated stat block come into existence as a result of it!... but still. The thing seems more or less ready for battle! At the very least, it seems pilotable and you've given it quite a bit of beneficial-to-lose HP! The attack leaves something to be desired, but... still.
Moving downstairs, you see a large amount of chaos occurring! The battlefield seems to be relatively balanced, oddly enough... perhaps you can shift the tides of battle a bit? The Conglomerate Mess seems to be like the biggest issue for your side, with its non-standard HP bar... perhaps try taking that out first! ... A Ballyhoo, though? What's that?
Action 1 + Texter's Rifle: I shoot the H off the Hunter's name, turning them into an unter. "Unter" is German for "under", so the unter suddenly finds themselves buried underground.
Action 2 + Chemist's Wand: I fill up a beaker with ethanol and heat it over the Not-Quite-Fire. It presumably starts Not-Quite-Burning. I then dump it on the Hunter. What this does, I don't know.
Action 3: I charge 1 CP.
-----
The Mirror Golem, worried about walking into a bunch of traps while they can't see the map, idles, attacking anything that attacks Ninjatwist.
The Unter takes 144 damage from being suddenly buried, along with having the Buried condition inflicted on them! They won't be able to move until they take an action to free themselves!
... Well, good news, there isn't a second entity here to smash up my systems - in fact, it still seems to be located in the little pile of dirt you buried it in and seems pretty damaged as well! Along with taking 60 damage, it doesn't burn - but instead seems to inflict some sort of Necrosis effect. It functionally seems similar to Burning, but... different flavor text, I suppose.
For the Hunter's counterattacks, they manage to get off both, threatening a total of 120 damage as they manage to fire several shots with their longbow in your direction! Though not the most accurate thing in the world, it gives enough of a threat to warrant being countered...
(Hey, I'm going through a minor slump IRL, I might make some simpler posts or miss an update in the following month or so.)
(Action 1)(Counter)
As Winks dusts himself after picking himself up from the forest floor, he became quickly aware of the incoming projectile that coming straight at him! With no time for anything fancy since he took some time to dust himself, Winkins grabs a miniature half-pipe from... somewhere, and slicken it in oil. Turning around to face the projectile, he holds the half-pipe in such a way that the projectile slides on the halfpipe and redirect itself back to the sender.
(Action 2)(Freeing/tossing an ensnared doggo at another doggo)
As he finishes up dealing with his assailant, Winks... feels oddly tired. Not in a physical sense... but more mental? Was it the Naming? or was it a something more meta? Seeing as his mental faculties are doing that great, Winks saunters up to the ensnared Iceberg and cut the top part off, which was made easy with Aurora chewing on it early... but not letting go, leaving Iceberg still in the net. Taking a stance, heels and toes limbered, and tightening the grip on the net's top, Winks starts starts a slow rotation and begun to speed up drastically, lifting the ensnared husky up and spinning! Continuing the swings and building up more velocity, Winks finally lets go once his muscles begin to burn up, which launches the Iceburg to crash into the ship that is the forest Wolf.
((OOC: Sorry to hear... Hope things get better for you soon.))
To deflect the Hunter's attack, you summon a miniature halfpipe and send the arrow shot at you right back at the hunter, dealing 20 damage with your Counter in itself! It thankfully doesn't counterattack its own arrow, at least.
You then proceed to launch Iceberg and the trap he was caught at the Wolf, allowing Iceberg to break free of the trap and causing the wolf to take 156 damage as icy plating and snarling dog slams into it! The dogs should be able to nearly finish the wolf this turn, now that Iceberg is free - so well done!
As for my actions, I charge up twice and proceed further to the right. The people down in the Campfire area should have the place under control, right?
Inventory:
- Heavy Crossbow [Lvl.2] ( +15 damage per action used)
- Retreating Spear [Lvl.2] (+8 damage per action used, moves user back one space after action)
- Hunter's Longbow[Lvl.3] (+15 damage per action used, increased to +30 damage per action used if more than one action is used)
- Periodic Wand [Lvl.1] (Gift from Splashcat, +3 damage per action, 20% chance to proc Chemical Reaction, dealing 2 additional damage)
- Dapper Stovepipe [Lvl.1] (20% chance to inflict Confusion (30% miss chance) to foes that attack you)
- Trickster's Tailed Coat [Lvl.3] (40% chance to deduct 60 damage from the total dealt by an attack)
- Warlock's Timepiece [Lvl.3] (30% chance for your attacks to chain off to another enemy, dealing 25% (Up to 75) of the attack's damage to them)
You charge up and then proceed further to the right, as you stated above - and doing so, you come across a small riverbank of sorts! Seems like this area is still laden with traps of various types, and... well, although there doesn't seem to be any enemies out in the open, they're almost certainly here... I'd get outta here quick. Across the log bridge seems like the way towards the Power Anchor, but I doubt it could be as straight forward as that.
Either way - stay on your guard. Something's bound to happen if you're not careful here.
-=+=-
End of Turn Battle -
Slated Cliffs -
In Sdieve's Cave, the Lightmantle tries its best to avoid the conflict! The Roper's stuck hitting an unfortunately placed Attack Blocker,
Elsewhere, Murai... well, actually charges 3 CP as well, but decides to do something else with it! Murai - ... You've been charging for some time, but I've noticed you're about to hit 50.
Murai - Here. Perhaps it'll save you a turn if you're gonna summon something. He then grants the Foodstuff Coloration Person the 3 CP he charged, bringing them to a total of 50!... oh boy, this will be interesing.
Woodgrave - Campfire -
Iceberg, Icicle, and Snow continue to engage in their fight against the wolf, bringing it to critical health and dealing 190 damage! Although the wolf deals 70 damage in retaliation to Icicle, Aurora heals them by 50 HP to minimize it!
Elsewhere -
At the Northern Trail, the Mirror Golem idles due to not wanting to hit any traps! Jake and the Resistance Defender follow Ninjatwist to the Riverside! Paradox's entities charge up their special abilities! At the Riverside, there is definitely an entity, but it seems to have hidden its stats and position... stay careful!
The Lodestar -
The tides of battle shift and turn and many different attacks are fired off! In the interest of my own sanity, we're just gonna say the stats I've provided are updated to this turn and continue from here. You've got this, Xorm!
General/Miscellaneous - @Splashcat You're gonna have to counterattack the counterattack by the Hunter, or risk 120 damage.
Everything across the battlefield has upticked, twice! I forgot to do so last round. Also, Plague charges 3 CP!
Other good news, I've got the map up and running again as well! It'll be right where it normally is!
Itinerary - [AG] - Destroy the Godmodder! [AG/N] - Increase Player Power by destroying the Power Anchors! [N] - Find your own goals! [PG] - Stop the AG effort to increase Player Power! [PG] - Reconvene with the Godmodder somewhere a bit more PG Biased...?
Player List - Player Power set to 100.
General Inventory / Key Items:
- The Alchemiter: allows for alchemy wherever and whenever! Required Grist for Upgrade to [LVL 5] -
0/12,000 Build Grist, 0/960 Gallium, 0/480 Bismuth, 0/480 Cerium
Foodstuff Coloration Person - 0/8 Inventory Slots used.
Nothing yet!
Gold - 0/8 Inventory Slots used.
Nothing yet!
Ninjatwist - 6/8 Inventory Slots used. [LVL 3 Weapon]Hunter's Longbow - A longbow made of sturdy oak, complete with plenty of fletched arrows made of the same tree.
- Adds 15 damage per action, or 30 per action if more than one action is used in the attack. [LVL 2 Weapon]Retreater's Spear - A light spear, designed to actually maximize physical recoil from the weapon.
- When used, it does 8 extra damage per action and springs the user back one space on the map from the enemy they're attacking. [LVL 2 Weapon]Heavy Crossbow - A somewhat difficult to wield crossbow made of iron and other heavy materials, including depleted uranium.
- Deals 15 additional damage per Action used to attack with it. [LVL 1 Weapon]Crossbow - A fairly simple wooden crossbow. Effective and easy to fire!
- Deals an additional 4 damage per action used. [LVL 1 Weapon]Periodic Wand - A wand with a really, really small version of the Periodic Table wrapped around its side lengthwise.
- Adds 3 damage per action to attacks. Also has a 20% chance to trigger Chemical Reaction (3 damage to another enemy) once a turn.
[LVL 3 Armor]Trickster's Tailed Coat - A coat that seems to be an optical illusion in itself. Seems to make some attacks hit a bit less, at least!
- Grants a 40% chance to deduct 60 damage from the total dealt by an attack. [LVL 3 Armor]Warlock's Timepiece - A small timepiece that seems to glow with malevolent energy.
- Grants a 30% chance for your attacks to chain off to another enemy, dealing 25% (Up to 75) of the attack's damage to them. [LVL 1 Armor]Dapper Stovepipe - A rather dapper looking top hat, if a bit plain.
- Upon being hit, has a 20% chance to cause the attacker to gain Confusion (30% miss chance) next turn.
Paradox - 8/8 Inventory Slots used. [LVL 3 Weapon]+1 Broadsword - Seems to be a mildly enchanted broadsword, with nothing more to it. Still cool, though.
- Adds 25 damage to an attack and negates up to a 15% chance of dodging. [LVL 2 Weapon]Paradoxic Wand - A wand with the power to create and control previously unknown paradoxes.
- Deals an additional 10 damage to the Max Health of a creature, due to mind-breaking paradoxes implanted within. [LVL 2 Weapon]Pinpoint Needles - Two needles with weak-point sensing tech inside, allowing them to be incredibly precise with their aim.
- Deals an additional 10 damage per action, with a 10% chance to double all damage dealt in the attack. [LVL 2 Weapon] Chipped Pickaxe - An iron pickaxe with a small chip in it. Seems effective at what it does.
- Adds 20 damage per action to an attack used to break down walls and other structures. [LVL 1 Weapon]Schrodinger's Wand - A wand with the power to make its enemies in an unknown state until looked at again.
- Deals an additional 2 damage per action to the Max Health of the target. [LVL 1 Weapon]Microscope Needles - Needles with near surgical precision. Has a magnifying glass attached as well to aid in a user's perception.
- Deals an additional 3 damage per action, with a 5% chance to double the attack's damage.
[LVL 3 Armor]Destiny Scarf - A dark-blue scarf with several bright teal markings across its surface.
- Grants the wearer a 10% chance to dodge an attack, and reduces the damage by 10 Attack when something does hit.
[LVL 1 Armor] Lucky Ribbon - A green ribbon... simple enough, honestly. It does blend in with the scales, though.
- Grants a 5% dodge chance to the player wearing it per attack.
Sdieve - 7/8 Inventory Slots used. [LVL 3 Weapon]+1 Broadsword - Seems to be a mildly enchanted broadsword, with nothing more to it. Still cool, though.
- Adds 25 damage to an attack and negates up to a 15% chance of dodging. [LVL 3 Weapon]Formation Computator [Cooldown: 0/2] - A far more capable computer, running the latest in calculation technologies!
- Usable to add roughly 50 damage per action or a weaker status effect to an attack using formations. Has a cooldown of 2 turns. [LVL 2 Weapon]Chipped Pickaxe - An iron pickaxe with a small chip in it. Seems effective at what it does.
- Adds 20 damage per action to an attack used to break down walls and other structures. [LVL 1 Weapon]Formation Calculator [Cooldown: 3/3] - A lightweight laptop with programs on it for creating and designing formations.
- Usable to add roughly 10 damage and an average chance of a status effect to a formation per action. Has a cooldown of 3 turns.
[LVL 1 Consumable]Encyclopedia of Magical Structures [1/3 Uses] - A purple leather-bound book filled with magic. Perhaps this has some info?
- Two functions here: Either can be used to learn for lore [0 charges used] or can create an example for 1 charge. Examples have varying effects.
[LVL 2 Passive]Heaven Comms Router - A small device, capable of being carried in a pocket. It works!
- Enables communications with Heaven, or what remains of it. From there, who knows what you can do?
- Backup Alchemiter
- $140
Shin Kicker (Plague) - 8/8 Inventory Slots used. [LVL 3 Weapon]Sylphic Shovel - A lightweight shovel with a white and blue color scheme. Contains the power of the winds.
- Adds 20 Damage per action to an attack, with a 10% chance of dealing Airbound (cannot change squares) for one turn. [LVL 3 Weapon] Rainbow Reloader - A multicolored pistol, using the same return-shot system as the Returning shot.
- Can use Red, Orange, Yellow, Green, Blue, or Purple shots. Effects vary depending on color. [LVL 2 Weapon] Adjustable Shovel - A shovel split into two halves of a blade, seemingly creating an adjustable width and length of the tool.
- Adds 10 damage per action to an attack, with a 50% chance of dealing Buried (cannot switch zones) for one turn. [LVL 1 Weapon]Lightning Mirror - A mirror rimmed with a coppery substance. Seems usable as a magical weapon, somehow...
- Adds 2 Damage to the attack per action, 10% chance for Paralyzed (70% chance to not move) for 1 turn as well. [LVL 1 Weapon]Slugger - Literally just a baseball bat with a revolver taped onto the handle.[/COLOR]
- Deals 3 damage with a 10% chance of inflicting Stunned (misses actions) for 1 turn.
[LVL 3 Armor]Lifetime Extender - A secondary golden timepiece, seeming to run a bit slower than time itself...
- Increases Max HP by 40 when worn. [LVL 1 Armor]Golden Watch - A golden watch. If you look closely, it seems to always be exactly on time, no matter what.
- When hit, has a 20% chance to give Slowed (-10% Attack Damage) on the attacker in return.
[LVL 1 Consumable]Health Amplifier [4/4 Uses] - A mix between radio and medical kits, boosting the signal of one's vitals to restore their health.
- When used, restores 30 HP to anything on the field.
Splashcat - 8/8 Inventory Slots used. [LVL 3 Weapon]Lodestone Sword - A sword composed of some sort of magnetic stone, infused with mercury in the process.
- Adds 30 damage per action to its attack, but subtracts 2/3rds of that amount from another. [LVL 3 Weapon]Reactionary Bat - A bat that seems to react to the slightest touch of anything upon its wooden surface.
- When attacks are countered, allows the user to take up to 40 of the countered damage and sends it back at the original attacker as an action. This damage is still able to be countered. [LVL 3 Weapon]Texter's Rifle - A black and white rifle-typewriter thing. Uses the power of wordplay to deal damage to opponents.
- Deals anywhere from 15-25 extra damage per Action, now dependent on quality wordplay! This can include puns. [LVL 2 Weapon]Chemist's Wand - A wand that looks a bit like a really narrow beaker, but closed off. An unknown liquid sloshes inside.
- Adds 8 damage to attacks utilizing it, along with a 20% chance of Chemical Confliction (10 damage to another enemy) occurring.
[LVL 3 Armor]Warded Dress - A nice dress, but seems somewhat stiff when given a second glance. Still very magic, lightning, and bulletproof.
- Deducts 20 damage from the total you take per attack. Rather nice effects, too! [LVL 1 Armor]Bulletproof Dress - A rather nice looking dress! You'd never guess it was infused with kevlar at first glance.
- Deducts 2 damage from the total you take every attack.
[LVL 2 Consumable]Multifunction Snare [4/4 Uses] - A very complex device based on the classic bear trap. Now with about 15 extra functions!
- Placable in an area as an action. The first enemy to enter the area then takes 100 damage from stepping on it! [LVL 2 Consumable]Capcharoid Camera [4/5 Uses] - Prints out Homestuck-styled Capchalouge Cards for anything it takes a picture of.
- Can be used as an action to easily determine how to alchemize something! Does not tell the level, though.
Winkins - 1/8 Inventory Slots used. [LVL 3 Weapon]Hunter's Longbow - A longbow made of sturdy oak, complete with plenty of fletched arrows made of the same tree.
- Adds 15 damage per action, or 30 per action if more than one action is used in the attack.
Xorm - 3/8 Inventory Slots used. [LVL 3 Weapon]Octuple Barreled Shotgun - It's taken on a standard revolver design, but with 8 slots for shotgun shells. The barrel still unhinges.
- Adds 25 damage per Action to an attack. Still rather simple, but effective...
[LVL 2 Armor]Formation Badge - A small badge with the same coloration and everything as the uniform of a Formation Soldier.
- Takes 10 damage off every attack launched at you, along with showing loyalty to the PG side. [LVL 1 Armor]Reactive Shield [10/20 Shields] - A shield that builds up deflection energy over time, compressed into a small trinket on your form.
- Builds up 2 HP of shield per turn. When you're hit, the damage is first taken from the shield and then your health bar. Caps at 20 Shields.
[AFK]Mr. Reception - 4/8 Inventory Slots used. [LVL 1 Weapon] S.FX Flamethrower Gauntlet - A flamethrower that somehow, can achieve a variety of special effects. Way ahead of its time!
- Adds 3 damage to the end attack per action with a 20% chance to inflict Burn (2 damage per turn) for 2 turns. [LVL 1 Weapon]Light-Tech Gauntlet - A gauntlet capable of controlling many different stage lighting effects, along with electricity.
- Adds 1-5 damage to the end attack per action. The actual amount depends on the flashiness of the attack.
[LVL 1 Armor]Radio Rocket Boots - A normally silent pair of rocket boots, but can be tuned somehow to a specific AM station. Nifty!
- The wearer has a 5% chance to dodge an attack.
[LVL 1 Consumable]Health Amplifier [4/4 Uses] - A mix between radio and medical kits, boosting the signal of one's vitals to restore their health.
- When used, restores 30 HP to anything on the field.
Stick Figure Guy (GAWR) - 1/8 Inventory Slots used. [LVL 2 Weapon]CI-84 - A graphing calculator, complete with the user's manual. It appears to be able to do quite a few odd things, though.
- Grants +10 damage per action to any attacks regarding clever usage of mathematics.
The Frazzled Inventor - 0/8 Inventory Slots used.
Nothing yet!
Wondertainment - 1/8 Inventory Slots used. [LVL 2 Weapon]Anomaly Staff - A black staff with veins of gold throughout. It doesn't seem like it's at full power...
Grants +12 damage to a basic attack per action.
[AG] Foodstuff Coloration Person - 500/500 HP - 50 CP [AG] Gold - 488/500 HP, 3 CP [AG] Ninjatwist_ - 500/500 HP - 27 CP [AG] Paradox - 500/500 HP - 0 CP [N] Sdieve - 4500/500 HP - 23 CP [AG] Shin Kicker (Plague) - 475/500 HP - 12 CP [AG] Splashcat - 323/500 HP - 14 CP [N] Winkins - 500/500 HP - 2 CP [PG] Xorm - 317/500 HP - 1 CP [AG][AFK] Alastair??????? - 500/500 HP - 2 CP [AG][AFK] Mr. Reception - 500/500 HP - 0 CP [AG][AFK] Stick Figure (GAWR) - 500/500 HP - 8 CP [AG][AFK] The Frazzled Inventor - 500/500 HP - 0 CP [AG][AFK] Wondertainment - 500/500 HP - 6 CP
Godmodder HP - 69/70
Field Effect: RADIO ZONE! (Lasts as long as Radio!Xorm is alive!)
- All entities that choose a frequency have a 50/50 chance to dodge attacks!
- This effect can be negated if the attacker has a frequency exactly double or half of the defender's.
- Frequencies for both you and your entities can be chosen as a free action once a turn.
Current Players - None
[N] Radio!Xorm - 130/130 HP, 30 Attack (Frequency 0) [N - Radio!Xorm]Radio Towers (x3) - 180/180 HP, Radio Zone Broadcast [ON] [N - Radio!Xorm] Wicked Witch of the Wavelength - 175/300 HP, 25 HP Regen per turn, 10x5 Attack + Weakened (-5 Attack) for two turns. Also inflicts Weakened when hit. This can stack! (Frequency 1)
Current Players - Shin Kicker
[N - Winkins] Talc Snail - 180/180 HP, 30 Attack, 60 Talc Eaten (Inventory: 40/60 Talc)
- Eats all available Talc, converting half of it to stats and gaining 3 HP and .5 Attack per Talc converted. Stores the other half in its inventory.
[RS] Murai - 500/500 HP, 18 CP [RS] Forcefield Projector - -1000/-1000 Shields, heals for -100 HP every turn! Protects the entire zone.
Current Players - Sdieve
[N - Sdieve] Lightmantle - 100/180 HP, 40 Attack
[H] Roper - 400/2600 HP, 400 Attack, 4/6 Tendrils
- Tendrils - 300/300 HP, Grapple Attack [Gives the Roper an additive x2 attack bonus until broken. Can stack with other tendrils!]
Current Players - None!
[PG] Overly Obvious Snares - Takes an action to disarm! Ensnares anyone who tries to attack the Barricade or Scouts in melee! [PG] Barricade - 1500/1500 HP, provides Fortified (50% damage that would be taken by entities behind it instead goes to this one) to the Scouts! [PG] Scouts x2 - 300/300 HP x2, 40 Attack x2
Current Players - Winkins, Splashcat, Paradox
[N - Winkins] Iceberg - 400/400 HP, 10 Defense, Frost Breath [Deals 60 damage and inflicts Frost (Can only move 1 zone away) for two turns.], Ensnared (needs 1 more action to break, halves Attack power) [N - Winkins] Aurora - 380/380 HP, Aurora Pulse [Heals 50 HP across multiple entities!] [N - Winkins] Icicle - 280/300 HP, Icicle Spears x2 [Deals 50 damage and inflicts Frost (Can only move 1 zone away) for two turns.]
[N - Winkins] Snow - 250/250 HP, 30 Attack [lll] 2/3 - Snowstorm: Deals 120 Damage and inflicts Frostbite (-20 Attack) for two turns!
[PG - RN] Wolf - 24/500 HP, 70 Attack
[PG - RN] Hunter - 576/800 HP, 60 Attack, Counterattack, Buried (cannot move, 1 action to free self), Necrosis (40 damage taken per turn, 2/2)
Counterattack - Grants a 50% chance to deal 60 damage back to whoever attacked it!
Current Players - None!
[AG - Paradox] Outpost Hospital - 400/400 HP, Adds +100 to Player or Entity Heal Actions! [lllll] 2/5 - Produce Item: Makes 1 LVL 3 Alchemy! [AG - Paradox] Exploratory Drone - 250/250 HP, 25 Attack, has 1 Attack Shield! [lll] 1/3 - Stealth Drive: Grants Stealthed to the Drone, causing grounded traps not to trigger and the drone to be the last entity attacked!
Current Players - None
[AG - Splashcat] Mirror Golem - 210/580 HP, 10 HP Regen per turn, 90 Attack, + Copy Ability: gains a permanent bonus based on whatever it attacked last! Attack multiplies by 1.5x when below half (290) HP.
[PG - Xorm] Power Miner Combo Kit - 150/150 HP, 40 Attack, Piloted by Jets! [N] CP Containers x2 - 200/200 HP, Each contains 5 CP that goes to Xorm when broken! Being used as armor! [N] Grist Chests x4 - 100/100 HP, Contains Talc, Gallium, Bismuth, and Build Grist! Being used as armor! [PG - Xorm] Jets - 100/100 HP, 25 Attack, Everything's Second Best Pilot, Vehicular Bodyguard Everything's Second-Best Pilot - Multiplies HP & Attack stats of any vehicle he's piloting by 1.5x! Vehicular Bodyguard - Cannot be targeted while inside a vehicle!
[PG - F] Infantry x17 - 70/70 HP, 20 Attack x17 [PG - F] Soldiers x4 - 900/900 HP, 100 Attack [10% chance to double damage] x4
Soldier - 440/900 HP, 100 Attack [10% chance to double damage] [PG - F] Banneret - 1500/1500 HP, 250 Attack, [lll]2/3 - Rally Cry: Heals all other PGs for up to 300 HP!
Current "Players" - Sdieve's Projection
Current Mana - 70
[N - Sdieve] Constructor Drone - 50/50 HP, Constructor
Current Project - Mana Generation Formations - [lllll] 0/5
[N - Sdieve] Player Projection Formation - 100/100 HP, Allows for Player Projection. Protect at all costs! [N - Sdieve] Mana Formations x3 - 60/60 HP, Gathers 5 Mana a turn! (x3)
E> Lightmantle, Attack the Roper if it survives its own attack.
Drone orders are the same as last round.
>> I make another Attack Redirector on the Roper. Either it kills itself(with the Lightmantle's help), or it doesn't attack. Both are functionally identical, aside from grist. Since its attack Last round didn't hurt me, I surmise the Tendril attack boost only triggers after the attack has been launched, and so it won't pierce through this redirector in any quantity.
>I place an attack shield on myself.
He had a pretty good idea what he needed to do. Honestly, a handful of Really Powerful Bullets would clean the room neatly.
But that eldrich thing in the background was a major problem. Its HP block wasn't even sensical.
"Jets, set it to ramming speed and see if you can't draw the Bismuth Golem's ire. I have something to pick apart..."
Entity thus ordered, Xorm leaped over the mighty mess of Entities in the center of the room to get a good view of...
[Focus Action: The Thing That Came Through.]
Worlds had rules. And this monstrosity didn't obey a single one of them. No owner tag. No legible HP bar. And a chaos-type entity that wasn't even generally Hostile.
It was time to clean up.
First, its HP. When something came through from another dimension, it tended to bring it's own logic with it, local laws be damned. A perfect example of this was ERROR/XXXX HP. That had to be a base... 26 system, at least! Sheesh. No place for it here, though... So Xorm came down on it and did the only thing he could.
He shoved his left arm right into that fleshy catastrophe... and he synched his mind with its.
THAT WAS A MISTAKE, OF COURSE.
[Cut to Kit, at his computer, nursing a burn on his hand. His keyboard clacks itself with an eldrich rhythm and an ominous pink glow.]
THERE WAS NOTHING FOR XORM TO SAVE HERE. ONLY HATRED AND MADNESS AND AGONY AND HIM.
Oh Godmodders. This is thick with proper madness,XORM THINKS, BLISSFULLY UNAWARE OF THE HELL HE HAS PLUNGED HIS MIND INTO. Kit. Kit! Are you there?HE THOUGHT-YELLS, COMPLETELY SEALED OFF FROM THE OUTSIDE WORLD, NOW.
TO THE WAR RAGING IN THE HALLWAY, XORM SIMPLY DISAPPEARED. SUCKED INTO THE DEPTHS OF GIBBERING FLESH. BUT INSIDE HIS HELL HAS ONLY BEGUN. UNBIDDEN MEMORIES WELL UP INSIDE HIM, TEARING AT HIS MIND FROM THE INSIDE OUT. MEMORIES OF DEATHS THAT HE EXPERIENCES PERSONALLY, OVER AND OVER.
DECAPITATED.
DROWNED.
FORGOTTEN TO ROT.
SUICIDE.
RAPE.
EXECUTED IN FRONT OF FAMILY.
EXPREIMENTED UPON AND TOSSED ASIDE.
BLED OUT AND TRAMPLED.
[XORM TAKES 100 DAMAGE FROM REMEMBERING FORGOTTEN DEATHS.]
[XORM TAKES 100 DAMAGE FROM EXPERIENCING FORGOTTEN DEATHS.]
THESE ARE JUST A FEW OF THE DEATHS THAT WE HAVE EXPERIENCED, AND WE HAVE SO MUCH MORE PAIN TO- WAIT, HOW ARE YOUUUUUUU...
Xorm could see clearly through the chaos, at least for a moment.
Xorm, that was a... really good, really bad idea. Kit says to him mentally. He's still reeling from the assault on mind and body, and can't respond. I got my hands on the Emporer's Speech To Text Device for the next few minutes, which LITERALLY cost me my tail. But it's worth it. Kinda. The creator of this thing left the Flavor Text way too open, which means it'll settle into a form on direct contact with a Character. Looks like it's a sort of... Redshirt Angst mound. It lives off its own hatred it draws from a wide variety of deaths across the multiverse. Nasty bugger, and every time someone attacks it without thinking it gets stronger. Hence the ERROR/XXXX HP, it's trying to bait people into striking it to see what happens. So you did good, trying to figure out what's inside it. Now hold on to your guts, I'm pulling you out of there--!
Xorm can barely contemplate what's happening. One moment he's drifting in repressed, liquid agony, the next he's being pulled through said liquid agony (which was now dragging against his skin as it tried to keep him inside...), and finally, he was outside the quivering mass, which he understood a bit better, maybe. Enough to kill it for good, at least. He stood up, shook off the gunk, and...
Hey, what was this? At some point, he had grabbed a cracked dark purple crystal, with a dim red glow. It was wholly unlike Kama's - This was a jagged, long, thing, where the Blade's Core was a sphere.
I think I know what that is. Warden's been recommending some good anime to me, and that looks just like a Monster Core from Is It Wrong To Pick Up Girls In A Dungeon. Cross that with the Redshirt Angst, and... No, no way- ALRIGHT, FINE, I'M GETTING OFF! You're NOT getting my ears!
Xorm blinks a few times. Shakes those odd images from his head. Then he looks on his formless foe with new eyes.
"Let's dance." he growls.
[Summary: Focus Action +200 HP sacrifice to analyze the Conglomerate Mess, make some sense out of its stat block.]
(x1)(Paradoxic Wand) The Dragon uses the Paradoxic Wand, controlling his Domain of Paradoxes and commanding the Not Campfire.
Fiery shapes burst from it, killing the Lone Wolf and singeing the Hunter whose return shots hit only flame and gas. The embers of which turn into the cold of Absolute Zero as their paradoxical nature is revealed, as they become the centres for Healing Snow to form that powdet down gently onto Icicle
"... Hm. Allow me to try something." On the Arbiter Plane, the narrative abruptly cuts to Torix as he seems to activate a second monitor. Fiddling around with it, the screen gradually fades from static to another version of the Arbiter Terminal he uses - this one not monitoring the Soul Orb, but rather, a prison of some sort. A single wolf-like being, oddly missing its tail, sits at a laptop and seems to be typing... "Alright. I think I've got another terminal running. And... let's see, I think that's Kit... as long as I have my info right. Seems like he's... not got access to much but an outdated version of Windows... hold on. Hey, can you hear me?" The being's ears seem to perk up as it acknowledges the voice. [I'm just messing around, trying to bust the joint for fun. But hey, I like a bit of chaos~] "I know what you're doing here, anyway. And why you're here... inference and a literal dump of information written by you makes that a whole heck of a lot easier. Either way, with this working, I figured I might as well try and lend a hand." A slight pause as Torix tries to consider what to say next. "Your work is important, and I understand burnout. Plus, with what you're doing for Xorm..."
"Seems like getting outta here might make your job easier, no?" [Hehe, sure~ I was just pushing words from my head when I dropped all that. No need for you to react. But sure, I wouldn't mind being the first Narrator to skip Ex Machina.] "Well then. Give me a moment or two to write your surroundings."
-=+=-
Alright. You find yourself in a small-ish prison cell with... not too much to work with, unfortunately. Iron bars and a sturdy door block your way out, but you've got your laptop with you to at least write for Xorm. Unfortunately, his actions seem to take up your time as well... but hey. Now then - I *think* by being here, I might be able to make this a bit more of a fair battleground for ya, and not some inescapable prison. Neutrality's the game here.
Either way - what would you like to do? Currently, you seem to have 1 more Action due to this sidequest just having started, but in the future, you and Xorm will have to share the set of three.
-=+=-
Ex Machina Prison - Cell Block A [N?] KitRougard - Not Injured
[EX] Metal Bars - 10,000/10,000 HP, Keeping Kit in his cell! Break either these or the door to get out. [EX] Cell Door - 7000/7000 HP, Locked. Needs Key.
[EX] Cell Block Guard x2 - 5,000/5,000 HP, 3000 Attack I think "Player Power" might function a bit differently here.
Inventory -
[LVL -- Passive] Laptop - Hey, it's your laptop! Seems a bit outdated, but still works great.
- Allows for write-ins for actions as Xorm. You and he still share three Actions, though!
[Well... As tempting as it is to pound a hole in the wall, I was only allowed my laptop through good behavior. And I don't know what a Narrator's Power is like in here - The Warden made sure to make things vague and uninteresting, so there were no Plot Points to make or expand. So for now... I guess I'll wait. See if I can find a proper Plot Point when they take be for the yard, or Mess or something. The Collector I sold my tail to might be willing to start a bit of a revolution... Heh.] You can feel his smirk through the screen. Then he closes his eyes and meditates, trying to center himself in the newly described world. How strong was he, compared to the rest? Who was he? He had to quantify... everything.
[Attempt to determine personal base stats. Wait for a normal chance to stretch my legs, see the rest of the prison through Arbitrated eyes.]
Then i rush to the hallway of the lodestar, wielding my Sylphic Shovel, and start spinning so fast a tornado forms around my body, as i charge through the Infantry.
With all this charge I have, I figure I should summon something...
I summon an Akimbo Sniper as my first summon! With a pair of sunglasses and two sniper rifles in his hands, he's sure to at least look cool while putting holes in any foes.
I'm putting 6 CP into its Health stat, and another 9 CP into its attack stat, so it should have a statline like this...
Let me know if this is alright or if he needs tweaking. I don't intend to make anything more complicated than that... It's my first entity here, after all.
Now that that's out of the way, the Akimbo Sniper stays on the lookout for any traps while I make my way over to the entrance to the Campfire and wait for backup.
Inventory:
- Heavy Crossbow [Lvl.2] ( +15 damage per action used)
- Retreating Spear [Lvl.2] (+8 damage per action used, moves user back one space after action)
- Hunter's Longbow[Lvl.3] (+15 damage per action used, increased to +30 damage per action used if more than one action is used)
- Periodic Wand [Lvl.1] (Gift from Splashcat, +3 damage per action, 20% chance to proc Chemical Reaction, dealing 2 additional damage)
- Dapper Stovepipe [Lvl.1] (20% chance to inflict Confusion (30% miss chance) to foes that attack you)
- Trickster's Tailed Coat [Lvl.3] (40% chance to deduct 60 damage from the total dealt by an attack)
- Warlock's Timepiece [Lvl.3] (30% chance for your attacks to chain off to another enemy, dealing 25% (Up to 75) of the attack's damage to them)
(I've only noticed now, but wasn't Iceberg supposed to be free from his snare last turn?)
Winkins ponders over what to do this turn, while not as enthused as he was when he started the engagement, he feels a bit obliged to do something at least... Sitting down, his hands began grabbing whatever was left around as his mind wanders in its thought, all while his body busy itself with something to do.
"How about... no..."
"...A ferris wheel? where would I get designs for that?"
"Read about a Peasant Railgun, interesting stuff, don't think it applies in this edition… Maybe."
"How about turkey? No no! Thanksgiving had already past! …or has it? Really feels like time has been finicky as of late..."
"... too much redstone and wouldn't fit enough anvils..."
... His thoughts continues on as he plans of awe-inspiring attacks... that seems to fail once he adds in any thought into them.
Eventually, Winkins snaps, and in frustration tosses whatever he was fiddling in-hand at the Hunter... which happened to be the remains of the snare that once held Iceberg.
Spinning in the air, the snare elegantly soars towards its target, and with the frustration-fueled throw, nimbly snared itself onto the Hunter. The end results in a extremely wrapped up hunter that is so thoroughly bounded, that they couldn't even move a muscle in its bindings, which means he won't be able to retaliate this this! Additionally, this isn't an attack and is counted as a pure debuff action, which doesn't proc the Hunter's ability! Unfortunately, it can't be all positives, since the fact the material for the snare was re-used to make this particular snare, it will most likely snap from the pressure it wasn't meant to take.
Winkins, watching all this, feels VERY PEEVED as his mind rages over the wasted time spent in brainstorming, but gives up to vocalize any of it and tiredly sits on one of the remaining not-on-fire logs.
At last, Winkins spent his last two actions along with his two remaining CP for some campfire stories with the huskies of their ancestors and recall their known and shared ability to Dogpile focused targets of the pack. Making for a good time and slightly easing the tiredness from Winkins' mind, giving the last order for the dogs to try and mimic the actions of their ancestors on the Hunter.
The Mirror Golem will head into the Campfire area and attack the Hunter, attempting to copy some of its Counterattack ability.
-----
Counter + Action 1 + Lodestone Sword: I hold up the sword in the way of the bullets and channel magnetic energy through it, causing the bullets to curve and stick to the sword rather than hitting me. The bullets partially amalgamate into its quicksilver surface, resulting in the sword growing even larger. If I have any action power left, I stab the Hunter with the sword, leaving his bullets behind in his own wound. Otherwise, I just eject the excess material harmlessly onto the ground.
Actions 2 and 3: I attempt to charge 2 CP, but I don't know if this will completely work thanks to the Lodestone Sword's drawback.
E> Lightmantle, Attack the Roper if it survives its own attack.
Drone orders are the same as last round.
>> I make another Attack Redirector on the Roper. Either it kills itself(with the Lightmantle's help), or it doesn't attack. Both are functionally identical, aside from grist. Since its attack Last round didn't hurt me, I surmise the Tendril attack boost only triggers after the attack has been launched, and so it won't pierce through this redirector in any quantity.
>I place an attack shield on myself.
The Lightmantle will follow your orders to the best of its ability! Additionally, you place a second Attack Redirector on the Roper, which should be just enough to destroy it fully! You also give yourself an Attack Shield to round out the turn and keep yourself safer.
He had a pretty good idea what he needed to do. Honestly, a handful of Really Powerful Bullets would clean the room neatly.
But that eldrich thing in the background was a major problem. Its HP block wasn't even sensical.
"Jets, set it to ramming speed and see if you can't draw the Bismuth Golem's ire. I have something to pick apart..."
Entity thus ordered, Xorm leaped over the mighty mess of Entities in the center of the room to get a good view of...
[Focus Action: The Thing That Came Through.]
Worlds had rules. And this monstrosity didn't obey a single one of them. No owner tag. No legible HP bar. And a chaos-type entity that wasn't even generally Hostile.
It was time to clean up.
First, its HP. When something came through from another dimension, it tended to bring it's own logic with it, local laws be damned. A perfect example of this was ERROR/XXXX HP. That had to be a base... 26 system, at least! Sheesh. No place for it here, though... So Xorm came down on it and did the only thing he could.
He shoved his left arm right into that fleshy catastrophe... and he synched his mind with its.
THAT WAS A MISTAKE, OF COURSE.
[Cut to Kit, at his computer, nursing a burn on his hand. His keyboard clacks itself with an eldrich rhythm and an ominous pink glow.]
THERE WAS NOTHING FOR XORM TO SAVE HERE. ONLY HATRED AND MADNESS AND AGONY AND HIM.
Oh Godmodders. This is thick with proper madness,XORM THINKS, BLISSFULLY UNAWARE OF THE HELL HE HAS PLUNGED HIS MIND INTO. Kit. Kit! Are you there?HE THOUGHT-YELLS, COMPLETELY SEALED OFF FROM THE OUTSIDE WORLD, NOW.
TO THE WAR RAGING IN THE HALLWAY, XORM SIMPLY DISAPPEARED. SUCKED INTO THE DEPTHS OF GIBBERING FLESH. BUT INSIDE HIS HELL HAS ONLY BEGUN. UNBIDDEN MEMORIES WELL UP INSIDE HIM, TEARING AT HIS MIND FROM THE INSIDE OUT. MEMORIES OF DEATHS THAT HE EXPERIENCES PERSONALLY, OVER AND OVER.
DECAPITATED.
DROWNED.
FORGOTTEN TO ROT.
SUICIDE.
RAPE.
EXECUTED IN FRONT OF FAMILY.
EXPREIMENTED UPON AND TOSSED ASIDE.
BLED OUT AND TRAMPLED.
[XORM TAKES 100 DAMAGE FROM REMEMBERING FORGOTTEN DEATHS.]
[XORM TAKES 100 DAMAGE FROM EXPERIENCING FORGOTTEN DEATHS.]
THESE ARE JUST A FEW OF THE DEATHS THAT WE HAVE EXPERIENCED, AND WE HAVE SO MUCH MORE PAIN TO- WAIT, HOW ARE YOUUUUUUU...
Xorm could see clearly through the chaos, at least for a moment.
Xorm, that was a... really good, really bad idea. Kit says to him mentally. He's still reeling from the assault on mind and body, and can't respond. I got my hands on the Emporer's Speech To Text Device for the next few minutes, which LITERALLY cost me my tail. But it's worth it. Kinda. The creator of this thing left the Flavor Text way too open, which means it'll settle into a form on direct contact with a Character. Looks like it's a sort of... Redshirt Angst mound. It lives off its own hatred it draws from a wide variety of deaths across the multiverse. Nasty bugger, and every time someone attacks it without thinking it gets stronger. Hence the ERROR/XXXX HP, it's trying to bait people into striking it to see what happens. So you did good, trying to figure out what's inside it. Now hold on to your guts, I'm pulling you out of there--!
Xorm can barely contemplate what's happening. One moment he's drifting in repressed, liquid agony, the next he's being pulled through said liquid agony (which was now dragging against his skin as it tried to keep him inside...), and finally, he was outside the quivering mass, which he understood a bit better, maybe. Enough to kill it for good, at least. He stood up, shook off the gunk, and...
Hey, what was this? At some point, he had grabbed a cracked dark purple crystal, with a dim red glow. It was wholly unlike Kama's - This was a jagged, long, thing, where the Blade's Core was a sphere.
I think I know what that is. Warden's been recommending some good anime to me, and that looks just like a Monster Core from Is It Wrong To Pick Up Girls In A Dungeon. Cross that with the Redshirt Angst, and... No, no way- ALRIGHT, FINE, I'M GETTING OFF! You're NOT getting my ears!
Xorm blinks a few times. Shakes those odd images from his head. Then he looks on his formless foe with new eyes.
"Let's dance." he growls.
[Summary: Focus Action +200 HP sacrifice to analyze the Conglomerate Mess, make some sense out of its stat block.]
Jets regards you with a quick nod. "Got it. I'll try my best to do so."
You then proceed to... oh gods, what the heck is that thing? Why is that thing even allied with the AGs, it's just straight-up terrifying! I'm surprised it hasn't gone Hostile at this point, but oh god Xorm, what the heck no no no stop -
---
Okay, are we back? Whatever you did in there, it appears that its stat block has become a whole lot more clear - but you really need to get some healing in, you look a lot worse for wear! The good news is that so does the now defined Congomerate Mess, and... roughly 20% of its Will seems to be missing! Stay safe and be sure not to die out there!
(x1)(Paradoxic Wand) The Dragon uses the Paradoxic Wand, controlling his Domain of Paradoxes and commanding the Not Campfire.
Fiery shapes burst from it, killing the Lone Wolf and singeing the Hunter whose return shots hit only flame and gas. The embers of which turn into the cold of Absolute Zero as their paradoxical nature is revealed, as they become the centres for Healing Snow to form that powdet down gently onto Icicle
Regardless of that, though - you then proceed to simultaneously destroy the Wolf, heal Icicle the rest of the way, and deal 30 uncounterable damage to the Hunter! Good job multitasking. The Wolf drops 200 Build Grist and 30 Bismuth as well.
Then i rush to the hallway of the lodestar, wielding my Sylphic Shovel, and start spinning so fast a tornado forms around my body, as i charge through the Infantry.
Lightning Mirror & Explosives = Thunder Mirror [LVL 3 Weapon]
- A mirror rimmed with magically infused copper. Seems to hold back immense levels of sound.
- Adds 10 damage to an attack action, along with a 30% chance for Paralyzed (cannot switch squares) for 1 turn.
... Hold on a moment, how do you plan on getting there? I know that movement's somewhat freeform here, but you can't just warp to entirely different areas without a clear path there - even the airspace seems like it'd be a bit restrained by the PG side!
With all this charge I have, I figure I should summon something...
I summon an Akimbo Sniper as my first summon! With a pair of sunglasses and two sniper rifles in his hands, he's sure to at least look cool while putting holes in any foes.
I'm putting 6 CP into its Health stat, and another 9 CP into its attack stat, so it should have a statline like this...
Let me know if this is alright or if he needs tweaking. I don't intend to make anything more complicated than that... It's my first entity here, after all.
Now that that's out of the way, the Akimbo Sniper stays on the lookout for any traps while I make my way over to the entrance to the Campfire and wait for backup.
Inventory:
- Heavy Crossbow [Lvl.2] ( +15 damage per action used)
- Retreating Spear [Lvl.2] (+8 damage per action used, moves user back one space after action)
- Hunter's Longbow[Lvl.3] (+15 damage per action used, increased to +30 damage per action used if more than one action is used)
- Periodic Wand [Lvl.1] (Gift from Splashcat, +3 damage per action, 20% chance to proc Chemical Reaction, dealing 2 additional damage)
- Dapper Stovepipe [Lvl.1] (20% chance to inflict Confusion (30% miss chance) to foes that attack you)
- Trickster's Tailed Coat [Lvl.3] (40% chance to deduct 60 damage from the total dealt by an attack)
- Warlock's Timepiece [Lvl.3] (30% chance for your attacks to chain off to another enemy, dealing 25% (Up to 75) of the attack's damage to them)
Using 15 CP and your three actions for this turn, you summon the Akimbo Sniper! He seems like an overall cool dude, even though I'm not sure how you're supposed to wield two sniper rifles that way. Despite it being originally formatted in Postnoctis's stat block style (AA isn't a faction), I've gone ahead and converted it and buffed it slightly, due to the 3 extra Actions in there.
Let me know if this works! You then head off to the campfire, leaving Jake and the Akimbo Sniper to defend their front.
(I've only noticed now, but wasn't Iceberg supposed to be free from his snare last turn?)
Winkins ponders over what to do this turn, while not as enthused as he was when he started the engagement, he feels a bit obliged to do something at least... Sitting down, his hands began grabbing whatever was left around as his mind wanders in its thought, all while his body busy itself with something to do.
"How about... no..."
"...A ferris wheel? where would I get designs for that?"
"Read about a Peasant Railgun, interesting stuff, don't think it applies in this edition… Maybe."
"How about turkey? No no! Thanksgiving had already past! …or has it? Really feels like time has been finicky as of late..."
"... too much redstone and wouldn't fit enough anvils..."
... His thoughts continues on as he plans of awe-inspiring attacks... that seems to fail once he adds in any thought into them.
Eventually, Winkins snaps, and in frustration tosses whatever he was fiddling in-hand at the Hunter... which happened to be the remains of the snare that once held Iceberg.
Spinning in the air, the snare elegantly soars towards its target, and with the frustration-fueled throw, nimbly snared itself onto the Hunter. The end results in a extremely wrapped up hunter that is so thoroughly bounded, that they couldn't even move a muscle in its bindings, which means he won't be able to retaliate this this! Additionally, this isn't an attack and is counted as a pure debuff action, which doesn't proc the Hunter's ability! Unfortunately, it can't be all positives, since the fact the material for the snare was re-used to make this particular snare, it will most likely snap from the pressure it wasn't meant to take.
Winkins, watching all this, feels VERY PEEVED as his mind rages over the wasted time spent in brainstorming, but gives up to vocalize any of it and tiredly sits on one of the remaining not-on-fire logs.
At last, Winkins spent his last two actions along with his two remaining CP for some campfire stories with the huskies of their ancestors and recall their known and shared ability to Dogpile focused targets of the pack. Making for a good time and slightly easing the tiredness from Winkins' mind, giving the last order for the dogs to try and mimic the actions of their ancestors on the Hunter.
He was, and is! My bad, I forgot to remove the status.
After a rather long chain of attack ideas that would supposedly fall apart, you just throw the former snare that Iceberg was trapped in at the Hunter, latching onto him and causing him to be Ensnared! Though the trap is firmly lodged onto him, it's still been used once, so I would be surprised if it lasted after an action's used to remove it. Even better, this applies to his counterattack too!
You then proceed to spend 2 CP and 2 Actions to... sit around the campfire and tell some stories of yore, completely disregarding the Hunter who seems to be very stuck. Due to this, Snow in particular gains the special attack Dogpile, which allows the Huskies to team up and deal more damage than they could independently!
The Mirror Golem will head into the Campfire area and attack the Hunter, attempting to copy some of its Counterattack ability.
-----
Counter + Action 1 + Lodestone Sword: I hold up the sword in the way of the bullets and channel magnetic energy through it, causing the bullets to curve and stick to the sword rather than hitting me. The bullets partially amalgamate into its quicksilver surface, resulting in the sword growing even larger. If I have any action power left, I stab the Hunter with the sword, leaving his bullets behind in his own wound. Otherwise, I just eject the excess material harmlessly onto the ground.
Actions 2 and 3: I attempt to charge 2 CP, but I don't know if this will completely work thanks to the Lodestone Sword's drawback.
The sword not only completely counters the bullets, but proves an effective counter-in-advance for your next attack as you slash it back at the Hunter, inflicting 70 damage! Seemingly unaffected due to rounding, you charge 2 CP just fine.
The Mirror Golem will do as you say!
-=+=-
End of Turn Battle -
Slated Cliffs -
In Sdieve's Cave, the entire area becomes clear as the Roper hits the Attack Redirector, and its attack is redirected right back it! Letting out an overly dramatic death screech, it then explodes into 1000 Build Grist, 300 Gallium, and 60 Cerium! The Lightmantle, unable to attack anything, instead goes about providing light to the cavern through magical means.
Murai, realizing that 50 CP was not the landmark the Foodstuff Coloration Person was aiming for, sighs. Murai - Well, that did a whole lot of nothing. Have fun charging.
Murai - If you're gonna stay here, mind making sure this place stays safe? Thanks.
He then decides to leave the base behind and quickly moves over to the concentrated force in Woodgrave's Campfire, ready to assist!
Woodgrave - Campfire -
The Mirror Golem attacks the Hunter, gaining the Counterattack ability for itself and dealing 140 damage! The Huskies soon dogpile onto the thing, dealing an additional 320 damage! As the damage adds up, the group of Huskies finds themselves suddenly drop and proceed to scatter as the Hunter seems to have been reduced to naught but a pile of Grist through the Necrosis effect! He drops 300 Build Grist, 180 Talc, and another 30 Bismuth! Some alchemy definitely seems in order...
Elsewhere -
The Gloom Stalker seems to retreat, hiding in the shadows once again... who knows where he'll pop up? Jake and the Akimbo Sniper hold their ground, Jake buffing the Resistance Defender and the Sniper increasing their coolness factor by 10 by simply existing! ((OOC: This is what you get when you try and write the update at 11 PM.))
The Lodestar -
The AG side fires off a slew of attacks! The Bismuth Golem, Defender, and the Strike Troops destroy 9 of the Infantry, causing the PG side to collectively drop 360 Build Grist and 180 Talc! The Conglomerate Mess shakes off Xorm's attack and Corrupts the Banneret, causing it to turn Hostile! The Arcanic Archer uses their Grasping Arrow, Restraining a Soldier and dealing 100 damage!
The Banneret, corrupted by the Conglomerate Mess, finishes off the damaged soldier! It drops 200 Build Grist and 60 Bismuth! Rally Cry, although corrupted, is ready but remains unused...
The PGs retaliate, dealing enough damage to kill four of the Strike Troops and heavily damage the Arcanic Archer, along with dealing a small amount to the Resistance Defender! Jets focuses on the Bismuth Golem, drawing its' attacks for the next turn! In total, another 100 Build Grist and 80 Talc is dropped!
General/Miscellaneous -
Everything across the battlefield has upticked!
To keep clutter low, the Northern Trail has been archived as a location!
Itinerary - [AG] - Destroy the Godmodder! [AG/N] - Increase Player Power by destroying the Power Anchors! [N] - Find your own goals! [PG] - Stop the AG effort to increase Player Power! [PG] - Reconvene with the Godmodder somewhere a bit more PG Biased...?
Player List - Player Power set to 100.
General Inventory / Key Items:
- The Alchemiter: allows for alchemy wherever and whenever! Required Grist for Upgrade to [LVL 5] -
0/12,000 Build Grist, 0/960 Gallium, 0/480 Bismuth, 0/480 Cerium
Foodstuff Coloration Person - 0/8 Inventory Slots used.
Nothing yet!
Gold - 0/8 Inventory Slots used.
Nothing yet!
Ninjatwist - 6/8 Inventory Slots used. [LVL 3 Weapon]Hunter's Longbow - A longbow made of sturdy oak, complete with plenty of fletched arrows made of the same tree.
- Adds 15 damage per action, or 30 per action if more than one action is used in the attack. [LVL 2 Weapon]Retreater's Spear - A light spear, designed to actually maximize physical recoil from the weapon.
- When used, it does 8 extra damage per action and springs the user back one space on the map from the enemy they're attacking. [LVL 2 Weapon]Heavy Crossbow - A somewhat difficult to wield crossbow made of iron and other heavy materials, including depleted uranium.
- Deals 15 additional damage per Action used to attack with it. [LVL 1 Weapon]Crossbow - A fairly simple wooden crossbow. Effective and easy to fire!
- Deals an additional 4 damage per action used. [LVL 1 Weapon]Periodic Wand - A wand with a really, really small version of the Periodic Table wrapped around its side lengthwise.
- Adds 3 damage per action to attacks. Also has a 20% chance to trigger Chemical Reaction (3 damage to another enemy) once a turn.
[LVL 3 Armor]Trickster's Tailed Coat - A coat that seems to be an optical illusion in itself. Seems to make some attacks hit a bit less, at least!
- Grants a 40% chance to deduct 60 damage from the total dealt by an attack. [LVL 3 Armor]Warlock's Timepiece - A small timepiece that seems to glow with malevolent energy.
- Grants a 30% chance for your attacks to chain off to another enemy, dealing 25% (Up to 75) of the attack's damage to them. [LVL 1 Armor]Dapper Stovepipe - A rather dapper looking top hat, if a bit plain.
- Upon being hit, has a 20% chance to cause the attacker to gain Confusion (30% miss chance) next turn.
Paradox - 8/8 Inventory Slots used. [LVL 3 Weapon]+1 Broadsword - Seems to be a mildly enchanted broadsword, with nothing more to it. Still cool, though.
- Adds 25 damage to an attack and negates up to a 15% chance of dodging. [LVL 2 Weapon]Paradoxic Wand - A wand with the power to create and control previously unknown paradoxes.
- Deals an additional 10 damage to the Max Health of a creature, due to mind-breaking paradoxes implanted within. [LVL 2 Weapon]Pinpoint Needles - Two needles with weak-point sensing tech inside, allowing them to be incredibly precise with their aim.
- Deals an additional 10 damage per action, with a 10% chance to double all damage dealt in the attack. [LVL 2 Weapon] Chipped Pickaxe - An iron pickaxe with a small chip in it. Seems effective at what it does.
- Adds 20 damage per action to an attack used to break down walls and other structures. [LVL 1 Weapon]Schrodinger's Wand - A wand with the power to make its enemies in an unknown state until looked at again.
- Deals an additional 2 damage per action to the Max Health of the target. [LVL 1 Weapon]Microscope Needles - Needles with near surgical precision. Has a magnifying glass attached as well to aid in a user's perception.
- Deals an additional 3 damage per action, with a 5% chance to double the attack's damage.
[LVL 3 Armor]Destiny Scarf - A dark-blue scarf with several bright teal markings across its surface.
- Grants the wearer a 10% chance to dodge an attack, and reduces the damage by 10 Attack when something does hit.
[LVL 1 Armor] Lucky Ribbon - A green ribbon... simple enough, honestly. It does blend in with the scales, though.
- Grants a 5% dodge chance to the player wearing it per attack.
Sdieve - 7/8 Inventory Slots used. [LVL 3 Weapon]+1 Broadsword - Seems to be a mildly enchanted broadsword, with nothing more to it. Still cool, though.
- Adds 25 damage to an attack and negates up to a 15% chance of dodging. [LVL 3 Weapon]Formation Computator [Cooldown: 2/2] - A far more capable computer, running the latest in calculation technologies!
- Usable to add roughly 50 damage per action or a weaker status effect to an attack using formations. Has a cooldown of 2 turns. [LVL 2 Weapon]Chipped Pickaxe - An iron pickaxe with a small chip in it. Seems effective at what it does.
- Adds 20 damage per action to an attack used to break down walls and other structures. [LVL 1 Weapon]Formation Calculator [Cooldown: 3/3] - A lightweight laptop with programs on it for creating and designing formations.
- Usable to add roughly 10 damage and an average chance of a status effect to a formation per action. Has a cooldown of 3 turns.
[LVL 1 Consumable]Encyclopedia of Magical Structures [1/3 Uses] - A purple leather-bound book filled with magic. Perhaps this has some info?
- Two functions here: Either can be used to learn for lore [0 charges used] or can create an example for 1 charge. Examples have varying effects.
[LVL 2 Passive]Heaven Comms Router - A small device, capable of being carried in a pocket. It works!
- Enables communications with Heaven, or what remains of it. From there, who knows what you can do?
- Backup Alchemiter
- $140
Shin Kicker (Plague) - 8/8 Inventory Slots used. [LVL 3 Weapon]Thunder Mirror - A mirror rimmed with magically infused copper. Seems to hold back immense levels of sound.
- Adds 10 damage to an attack action, along with a 30% chance for Paralyzed (cannot switch squares) for 1 turn. [LVL 3 Weapon]Sylphic Shovel - A lightweight shovel with a white and blue color scheme. Contains the power of the winds.
- Adds 20 Damage per action to an attack, with a 10% chance of dealing Airbound (cannot change squares) for one turn. [LVL 3 Weapon] Rainbow Reloader - A multicolored pistol, using the same return-shot system as the Returning shot.
- Can use Red, Orange, Yellow, Green, Blue, or Purple shots. Effects vary depending on color. [LVL 2 Weapon] Adjustable Shovel - A shovel split into two halves of a blade, seemingly creating an adjustable width and length of the tool.
- Adds 10 damage per action to an attack, with a 50% chance of dealing Buried (cannot switch zones) for one turn. [LVL 1 Weapon]Slugger - Literally just a baseball bat with a revolver taped onto the handle.[/COLOR]
- Deals 3 damage with a 10% chance of inflicting Stunned (misses actions) for 1 turn.
[LVL 3 Armor]Lifetime Extender - A secondary golden timepiece, seeming to run a bit slower than time itself...
- Increases Max HP by 40 when worn. [LVL 1 Armor]Golden Watch - A golden watch. If you look closely, it seems to always be exactly on time, no matter what.
- When hit, has a 20% chance to give Slowed (-10% Attack Damage) on the attacker in return.
[LVL 1 Consumable]Health Amplifier [4/4 Uses] - A mix between radio and medical kits, boosting the signal of one's vitals to restore their health.
- When used, restores 30 HP to anything on the field.
Splashcat - 8/8 Inventory Slots used. [LVL 3 Weapon]Lodestone Sword - A sword composed of some sort of magnetic stone, infused with mercury in the process.
- Adds 30 damage per action to its attack, but subtracts 2/3rds of that amount from another. [LVL 3 Weapon]Reactionary Bat - A bat that seems to react to the slightest touch of anything upon its wooden surface.
- When attacks are countered, allows the user to take up to 40 of the countered damage and sends it back at the original attacker as an action. This damage is still able to be countered. [LVL 3 Weapon]Texter's Rifle - A black and white rifle-typewriter thing. Uses the power of wordplay to deal damage to opponents.
- Deals anywhere from 15-25 extra damage per Action, now dependent on quality wordplay! This can include puns. [LVL 2 Weapon]Chemist's Wand - A wand that looks a bit like a really narrow beaker, but closed off. An unknown liquid sloshes inside.
- Adds 8 damage to attacks utilizing it, along with a 20% chance of Chemical Confliction (10 damage to another enemy) occurring.
[LVL 3 Armor]Warded Dress - A nice dress, but seems somewhat stiff when given a second glance. Still very magic, lightning, and bulletproof.
- Deducts 20 damage from the total you take per attack. Rather nice effects, too! [LVL 1 Armor]Bulletproof Dress - A rather nice looking dress! You'd never guess it was infused with kevlar at first glance.
- Deducts 2 damage from the total you take every attack.
[LVL 2 Consumable]Multifunction Snare [4/4 Uses] - A very complex device based on the classic bear trap. Now with about 15 extra functions!
- Placable in an area as an action. The first enemy to enter the area then takes 100 damage from stepping on it! [LVL 2 Consumable]Capcharoid Camera [4/5 Uses] - Prints out Homestuck-styled Capchalouge Cards for anything it takes a picture of.
- Can be used as an action to easily determine how to alchemize something! Does not tell the level, though.
Winkins - 1/8 Inventory Slots used. [LVL 3 Weapon]Hunter's Longbow - A longbow made of sturdy oak, complete with plenty of fletched arrows made of the same tree.
- Adds 15 damage per action, or 30 per action if more than one action is used in the attack.
Xorm - 3/8 Inventory Slots used. [LVL 3 Weapon]Octuple Barreled Shotgun - It's taken on a standard revolver design, but with 8 slots for shotgun shells. The barrel still unhinges.
- Adds 25 damage per Action to an attack. Still rather simple, but effective...
[LVL 2 Armor]Formation Badge - A small badge with the same coloration and everything as the uniform of a Formation Soldier.
- Takes 10 damage off every attack launched at you, along with showing loyalty to the PG side. [LVL 1 Armor]Reactive Shield [16/20 Shields] - A shield that builds up deflection energy over time, compressed into a small trinket on your form.
- Builds up 2 HP of shield per turn. When you're hit, the damage is first taken from the shield and then your health bar. Caps at 20 Shields.
[AFK]Mr. Reception - 4/8 Inventory Slots used. [LVL 1 Weapon] S.FX Flamethrower Gauntlet - A flamethrower that somehow, can achieve a variety of special effects. Way ahead of its time!
- Adds 3 damage to the end attack per action with a 20% chance to inflict Burn (2 damage per turn) for 2 turns. [LVL 1 Weapon]Light-Tech Gauntlet - A gauntlet capable of controlling many different stage lighting effects, along with electricity.
- Adds 1-5 damage to the end attack per action. The actual amount depends on the flashiness of the attack.
[LVL 1 Armor]Radio Rocket Boots - A normally silent pair of rocket boots, but can be tuned somehow to a specific AM station. Nifty!
- The wearer has a 5% chance to dodge an attack.
[LVL 1 Consumable]Health Amplifier [4/4 Uses] - A mix between radio and medical kits, boosting the signal of one's vitals to restore their health.
- When used, restores 30 HP to anything on the field.
Stick Figure Guy (GAWR) - 1/8 Inventory Slots used. [LVL 2 Weapon]CI-84 - A graphing calculator, complete with the user's manual. It appears to be able to do quite a few odd things, though.
- Grants +10 damage per action to any attacks regarding clever usage of mathematics.
The Frazzled Inventor - 0/8 Inventory Slots used.
Nothing yet!
Wondertainment - 1/8 Inventory Slots used. [LVL 2 Weapon]Anomaly Staff - A black staff with veins of gold throughout. It doesn't seem like it's at full power...
Grants +12 damage to a basic attack per action.
[AG] Foodstuff Coloration Person - 500/500 HP - 53 CP [AG] Gold - 488/500 HP, 3 CP [AG] Ninjatwist_ - 500/500 HP - 27 CP [AG] Paradox - 500/500 HP - 2 CP [N] Sdieve - 4500/500 HP - 23 CP [AG] Shin Kicker (Plague) - 475/500 HP - 12 CP [AG] Splashcat - 323/500 HP - 16 CP [N] Winkins - 500/500 HP - 2 CP [PG] Xorm - 317/500 HP - 1 CP [AG][AFK] Alastair??????? - 500/500 HP - 2 CP [AG][AFK] Mr. Reception - 500/500 HP - 0 CP [AG][AFK] Stick Figure (GAWR) - 500/500 HP - 8 CP [AG][AFK] The Frazzled Inventor - 500/500 HP - 0 CP [AG][AFK] Wondertainment - 500/500 HP - 6 CP
Godmodder HP - 69/70
Field Effect: RADIO ZONE! (Lasts as long as Radio!Xorm is alive!)
- All entities that choose a frequency have a 50/50 chance to dodge attacks!
- This effect can be negated if the attacker has a frequency exactly double or half of the defender's.
- Frequencies for both you and your entities can be chosen as a free action once a turn.
Current Players - None
[N] Radio!Xorm - 130/130 HP, 30 Attack (Frequency 0) [N - Radio!Xorm]Radio Towers (x3) - 180/180 HP, Radio Zone Broadcast [ON] [N - Radio!Xorm] Wicked Witch of the Wavelength - 175/300 HP, 25 HP Regen per turn, 10x5 Attack + Weakened (-5 Attack) for two turns. Also inflicts Weakened when hit. This can stack! (Frequency 1)
Current Players - Shin Kicker
[N - Winkins] Talc Snail - 240/240 HP, 40 Attack, 80 Talc Eaten (Inventory: 60/60 Talc)
- Eats all available Talc, converting half of it to stats and gaining 3 HP and .5 Attack per Talc converted. Stores the other half in its inventory.
[RS] Forcefield Projector - -1000/-1000 Shields, heals for -100 HP every turn! Protects the entire zone.
Current Players - Sdieve
[N - Sdieve] Lightmantle - 100/180 HP, 40 Attack
Current Players - None!
[PG] Overly Obvious Snares - Takes an action to disarm! Ensnares anyone who tries to attack the Barricade or Scouts in melee! [PG] Barricade - 1500/1500 HP, provides Fortified (50% damage that would be taken by entities behind it instead goes to this one) to the Scouts! [PG] Scouts x2 - 300/300 HP x2, 40 Attack x2
Current Players - Winkins, Splashcat, Paradox, Ninjatwist
[AG - Splashcat] Mirror Golem - 230/580 HP, 10 HP Regen per turn, 90 Attack, + Copy Ability: gains a permanent bonus based on whatever it attacked last! Attack multiplies by 1.5x when below half (290) HP.
[N - Winkins] Iceberg - 400/400 HP, 10 Defense, Frost Breath [Deals 60 damage and inflicts Frost (Can only move 1 zone away) for two turns.], [N - Winkins] Aurora - 380/380 HP, Aurora Pulse [Heals 50 HP across multiple entities!] [N - Winkins] Icicle - 300/300 HP, Icicle Spears x2 [Deals 50 damage and inflicts Frost (Can only move 1 zone away) for two turns.]
[N - Winkins] Snow - 250/250 HP, 30 Attack [lll] 3/3 - Snowstorm: Deals 120 Damage and inflicts Frostbite (-20 Attack) for two turns! Dogpile: Deals (80*Huskies Involved) damage. Requires 2+ Huskies to function!
[RS] Murai - 500/500 HP, 18 CP
[N] Loot Chest - 1/1 HP
Current Players - None!
[AG - Paradox] Outpost Hospital - 400/400 HP, Adds +100 to Player or Entity Heal Actions! [lllll] 3/5 - Produce Item: Makes 1 LVL 3 Alchemy! [AG - Paradox] Exploratory Drone - 250/250 HP, 25 Attack, has 1 Attack Shield! [lll] 2/3 - Stealth Drive: Grants Stealthed to the Drone, causing grounded traps not to trigger and the drone to be the last entity attacked!
[PG - Xorm] Power Miner Combo Kit - 150/150 HP, 40 Attack, Piloted by Jets! [N] CP Containers x2 - 200/200 HP, Each contains 5 CP that goes to Xorm when broken! Being used as armor! [N] Grist Chests x4 - 100/100 HP, Contains Talc, Gallium, Bismuth, and Build Grist! Being used as armor! [PG - Xorm] Jets - 100/100 HP, 25 Attack, Everything's Second Best Pilot, Vehicular Bodyguard Everything's Second-Best Pilot - Multiplies HP & Attack stats of any vehicle he's piloting by 1.5x! Vehicular Bodyguard - Cannot be targeted while inside a vehicle!
[AG - F] Banneret - 1350/1500 HP, 250 Attack, Corrupted for 1 more turn! [lll] 3/3 - Rally Cry: Heals all members of a random faction present for up to 300 HP!
[AG - ???] Conglomerate Mess - 80% Will, Corrupt [Deals 150 damage and inflicts Corrupt, changing an entity stat block for 2 turns!] [AG - ???] Arcanic Archer - 250/1000 HP, Arcane Arrow [Chooses from Bursting, Grasping, and Beguiling arrows!] [RS] Resistance Defender - 340/500 HP, 30 Defense, 100 Attack
Current "Players" - Sdieve's Projection
Current Mana - 85
[N - Sdieve] Constructor Drone - 50/50 HP, Constructor
Current Project - Mana Generation Formations - [lllll] 1/5
[N - Sdieve] Player Projection Formation - 100/100 HP, Allows for Player Projection. Protect at all costs! [N - Sdieve] Mana Generators x3 - 60/60 HP, Gathers 5 Mana a turn! (x3)
>Now that I've cleared out my cave...
(I think...)
I'll turn it into a proper base of operations! technically, step one should be defending it from intruders, but it's more Efficient to do that step as late as possible, so instead step one will be setting up a mana wellspring in the middle. You see, technically speaking there is no such thing as a mana wellspring. There are, however, such things as mana Generators, like the formations out in the real. As a player, I can create entities which do not exactly follow physics, partially because this is a soulscape. so by using an entity which has no power source, but nonetheless moves, in order to run a mana generator, I can produce an endless flow of mana. The advantage this has over mana generation formations is twofold. one, it is very slightly more compact. Two, it does not require a significant initial investment of mana. In order to construct this wellspring, I use the formation calculator, not the computer, as wellsprings aren't particularly Complicated.
>next, using the Formation Computer, I devise a variant of the Mana Generation Formation which requires only Mana, and no physical action, to expand. While this is likely quite expensive, it should be able to ramp up mana production faster then I make use of it, if I'm sufficiently conservative in my use of the wellspring.
>I create an attack shield around my setup so far. This is the twofold benefit of one, protecting it, and two, forming an impermiable barrier that keeps the mana in so it doesn't spread to the environment or dissipate. this isn't a problem in the real world, because all the mana generated by the formations is stored within the collapsed crystalstructure, not free-floating, but the mana wellspring I made doesn't have a central crystal, so...
E> Drone continues working on the Mana Generation formations. I'd give it something new to make, but I just used both my formation design tools.
Lightmantle is a living being with magic! this probably means it has Mana! the Lightmantle uses its Mana, worth 40 Attack, to boost my above-created Generation formation around the wellspring!
CP: 23
Grist: 4760->6820
Talc: 1035->1295
Galium: 570->870
Bismuth: 40 ->130
Cerium: 60->120
Items: Encyclopedia of Magical Structures [1/3]
Formation Calculator [3->1/3 Chargeup]
Heaven Comms Router
Broadsword +1 (damaged)
Formation Computer [2->0->1/2 Chargeup]
Alchemiter (Backup)
Assets:
85->100 Mana(Real)
Drone (Real)
Mana Gathering, P.Assistance, P.Projection Formations(Real)
Mana Generation Formations x3.2 (Real) (req.5 Turns per Formation, req.0 Mana to emplace and run.)
Lightmantle (Orb)
Mana Wellspring (Orb)
Mana Generation Formation x? (Orb)
[Action 1: Let's Talk About It]
"Hey! Hey. Easy, big fella." Xorm growls to the Conglomerate Mess. "I get it. You're angry. But I'm here to talk, ok?" The battle raged behind him, and he realized the Arcane Archer was eyeing him with a finger on that magical bow. "Let's... Let's take this somewhere a bit quieter. Calmer."
Xorm then straightens up and steps to the side, revealing a door. He opens it, then closes it, and inexplicably both he and the Conglomerate Mess are inside the pocket-dimensional room. It's a nice room - The walls are sky blue, with large windows that offer a view of a kind world, of open fields dotted with flowers, and a pure sky speckled with fluffy clouds. Gentle piano music plays distantly. The Conglomerate Mess finds itself laying on... Well, more like spread across one of those lounge chair-beds. Xorm sits in a fancy office chair, with a rather professional pair of glasses on his face.
"Now, Conglomerate... Can I call you Congo?" Xorm starts, his voice calmer, brighter than before. "I want you to know this a safe pla-" He is interrupted by the loud slam of a body ramming against the door.
"Ahem. This is a sa-" he resumes, only to be blocked by a full-auto gun going off next to the door. Xorm is getting visibly aggravated.
"This IS-" "THEY TOOK MY SQUEEZING ARM!" A Soldier screams outside, having had his left arm lopped off. "IT'S JUST A FLESH WOUND," the offending Strike Troop growls. "NOW WILL YOU FIGHT? OR WILL YOU DIE LIKE A DOG?"
The Soldier just chuckles. "My ancestors smile upon me, Imperial. Can yours say the same?" Xorm, meanwhile, has had enough of these nonsensical referential interruptions. He stands up.
(Intent: Begin therapy with the Conglomerate Mess, in a pocket dimension. Get interrupted. A lot.)
[Action 2: You Would Do Anything For Me?]
As always, the Alchemiter was willing.
[Action 3: Then Perish.]
Xorm walked through the door, back into The Hallway where a small war raged. He held his Octuple-Barreled Shotgun in one hand, and opened it up to load it with far too much dakka. With a chilling CHUNK. he closes it again.
"Everybody, SHUT UP!" he shouts.
And with a single dimension-splitting
BANG
the whole room went silent. Not just from shock, no. From the fact there were significantly more corpses lying about. Though Xorm had leveled his Shotgun at the Arcane Archer, the shotgun pellets packed around the rifle bullets went unsettlingly wide.
Read: They were controlled by such an anger that they sought out the obnoxiously loud [AG] faction and made sure they became members of the much quieter [SC] (Swiss Cheese) faction.
This is not a shenanigan. They were shot quite dead. All at once.
(Intent: Immediately use the fresh Alchemy to level the room. No I will not pay for damages to the building.)