DefTG 2: Alchemiquest

Huh, I wonder what this longbow does? I also wonder if I could use it in my later crossbow recipes.

I progress further into Woodgrave forest, crossbow at the ready. If I'm being watched by anything, I've gotta make sure I can loose a bolt at it at a moment's notice.

By the way, if anyone wants to join me in this expedition, feel free to do so! The more manpower we have, the merrier.

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 (???)

- Dapper Stovepipe [Lvl.1] (20% chance to inflict Confusion (30% miss chance) to foes that attack you)

Charge: 22+3=25 CP
Grist Stores: 3460+150=3610 Build Grist, 925+200=1125 Talc, 270 Gallium, 230+40=270 Bismuth
 
Update XXII
(Orders) The Drone picks up the loot and assists Winkins in mining the deposit

(x1)(Broadsword+1) In the light of Paradise and the newly verdant landscape which has entangled Kama, and as Xorm has their viewers turned against them, Paradox bears the Broadsword once again. With a feverent wish, he invoked the Aspect of Breath and shrouds the Blade in the actual Counter Element of Ice, which is Wind.

With a singular strike, he blasts a blade of wind through Kama, granting the finishing blow

Kama, unable to dodge the effects, takes the full amount of damage needed to KO them!... yet they aren't reverting back to Grist or anything. It appears the Core Crystal tied to Kama's being is keeping them alive as functionally, an immortal being, but she's still completely exhausted! It's gonna take a while for them to recover...

CP:7
Build:3330
Lv 1:905
Lv 2:480
Lv 3:150


(x3)(Counterattack)(Paradoxic Wand)(Pinpoint Needles)
The Dragon inhales as the Light grows intense and becomes blinding. When Xorm(@KitRougard) opens their eyes again, it is not at the Outpost where they stand with the Paradox.

In a Hall of Polished Ceramic Tiles and Golden Arches, The Paradoxical Dragon stands before Xorm.

But he looks different, perhaps a slightly different hue of Green, a different arrangement of horns and spikes.

"Howdy."

"Nice to see you here. Well, maybe not."

"Well, let's cut to business, shall we??"

He immediately attacks Xorm with a barrage of bones and lasers, forming intricate patterns at light speed that trap Xorm in near-inescapable patterns. With each strike, an echo of the pain of Xorm's Soul-breaking attack on Paradox is felt.

The Dragon then ends their attack and creates waves of fireballs and crystal shards that home in onto Xorm, darting between Dimensions and sewing shut loopholes as they hit Xorm. Like all attacks, they each have a physical and soul component.

Meanwhile….in the past(this is the unaccounted action, not this turns 3 actions)

The Dragon takes the attack of Kama head-on, letting blood flow through the valley.

"Heh."

Taking into account the Paradox of his last action being unaccounted for, this Paradox performs a rubber-banding move. Taking advantage of the shock from Kama of him just taking the attack to immediately lag-teleport behind her for a final blow in case the last one didn't work.

"Sorry, again."


Back in the Judgement Hall…

The Dragon of Judgement reverses course, attacking Xorm from behind and the sides with tangerine coloured blades and cyan coloured knives as periodically, homing projectiles of Paradoxical Lasers attempt to strike Xorm.

The Dragon mutters under their breath as they prepare another set of attacks, dodging Xorm's Bullets and brutal attacks with elegance and twitching the Wand like a Conductor's Baton.

The Wound is reflected onto his form and he is now bleeding.

He smiles.

Invoking the power of Knock, he converts the opening of the self to the opening of Doors, opening gateways to imagination and dimensions. Invoking the Mother of Ants, he turns the wound into a new power source as he turns it into a form of Desperation move, despite him being above 50% HP and such.

Now as he attacks, other Shard of Paradoxes and other Judges enter the fray.

A sudden darkening as a Shard of Darkness takes hold of Xorm's Heart and squeezes it for good measure while blinding them to further attacks.

"Some may say that this is unfair. They are right, but vindication is a powerful force"

Another flux, and within a pair of time stops, a Road Roller and a barrage of a few hundred knives converted from temporal paradoxes and moonsilver strike down Xorm.

Another flux, and the Dragon grins.

Invoking the Aspect of Breath, he converts his attacks to even bigger waves of fireballs, icicles, crystal shards, blades and bones.

Invoking the Aspect of Blood, he traps Xorm in a whirling cage of chains that bind them to a singular place, time and dimension.

Invoking the Aspect of Space, he rends space and teleports away from Xorm's attack while teleporting them into attacks deliberately.

Invoking the Aspect of Time, he cuts time out of the battle to recover and rest while at the same time forcing time skips onto Xorm to mess them up while changing patterns.

The Paradoxical Dragon than prepares his Final Attack.

Meanwhile…

The Dragon at the Outpost proceeds to collect the Core Crystal of Kama and waits for the signal. He Orders his Drone to head to the new area and using its amazing Scouting abilities, scout out all the areas it can safely reach and not get immediately shot/incinerated/Blasted/EMPed etc.

Back in the Hall…

The Judge prepares his statement and brings down the hammer onto the gavel.

Invoking the nature of colours and souls, he takes up seven hovering blades of Colour, made out of Seven Pinpoint Needles and throws them up into the air with a mental effort.

Up high in the air, the swords multiply into a barrage that blocks light from the incredibly high ceiling.

The Bell tolls eight times.

The first for Patience, as Blades of Cyan rain down from up high, striking down with a graceful serenity that makes it difficult to avoid attacks as the blades wait upon each other to perform coordinated attacks that defy the imagination. They render Xorm's Soul Cyan, and summon Ice Fields where they hit the Ground, making Xorm slip and fall as the Soul slides on solid ground and is caught by Ice while the Body...is the opposite. Another Paradox.

The second is for Bravery, as Blades of Orange rain down from the ceiling, striking down with such speed and ferocity, their edges thirsting for blood as they strike and home in onto Xorm to fulfill their task. They render Xorm's Soul Orange and summon explosions when they hit the ground, causing a minefield of care needed as Xorm becomes overfilled with energy, unable to stop and think about where to go to avoid the raining bombs and blades.

The third is for Integrity, as blades of Blue rain down from the Heavens, striking down with the balance of a ballet dancer and the surety of absolute self-confidence. They strike and poison Xorm with their doubts and disquiet. Plaguing them with uncertainty. They render Xorm's Soul Blue, which forces it to obey Gravity. Each time they strike the floor, the subjective gravity of Xorm changes, causing them to smack into walls, ceilings and floors as they do so.

The fourth is for Perseverance, as blades of Purple rain down from space, striking down over and over and over again, lifting themselves back up just to strike down again in an attempt to hit Xorm. They render Xorm's Soul Purple, binding it to the purple threads attached to the ends of the blades as they lift and strike down again, causing Xorm to get jerked about and go where they probably don't wish to be, getting struck down by blades in an unceasing storm.

The fifth is for Kindness, as the blades of Green form shields about themselves as they rain down from the Vast Above, encased in blunted shells of Green. Although they lack the sharp edge of the others, purposefully blunt they are, they still strike with solid blows and hits. They strike the floor and reverse the damage done to it, and healing up the Dragon from the accepted Wound as they drain energy from Xorm with their myriad strikes and hits as they turn Xorm's Soul Green, granting them a shield, but also a myriad of spears that seek to skew them.

The sixth is for Justice, as blades of Yellow rain down from the Judgement Hall's Ceiling. They strike down, summoning even more swords of translucent yellow as they strike down to render back damage done from the previous attack. With each strike on the Earth, bullets spew out from the cracks that seek out Xorm, bullets that seek to lodge themselves into their Soul for even more damage. They turn Xorm's Soul Yellow, allowing Xorm to shoot Bullets, but rendering them stuck on the floor, which, in addition to the bullet geysers, is a bad Time.

The Seventh is for Determination, as blades of Red rain down from all sides. They gleam with glee as they cut away at Time and Space, hiding in subdimensions, in the past and the future to strike at Xorm where they least expected it. From inside them if necessary. The Blades never strike the floor, for each them they would do, they create a Paradox that makes Xorm to be at the place where they strike instead, forcing Xorm to always be the target of the Sword Strikes.

The Eight, and final, toll of the Bell is for Hope, as all the blades of all colours rain down in a final smash, blending their colours until a pure white emerges. From all the blades, all their abilities combined, Xorm is hit by all the blades and Judged. Found wanting, they is then tossed back out as they are struck in all their weak points. Thus, they are expelled from the Hall, much hurting and back out to the Outpost.

... And then the actual actions come in! Taking 160 damage from Kama's last slash, you proceed to attack with Aspects, Spells, the traits of Undertale's Souls and in total, potentially dealing 390 damage to Xorm and 39 to Xorm's Max HP... yikes. I can only hope that he's got a decent counter for this. The countering of Max HP damage comes first, thankfully, but... still.

I sit down and simply make one alchemy

Wrench && Shovel

Wrench and Shovel = Adjustable Shovel [LVL 2 Weapon]
- 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.

As you sit back and watch the ensuing chaos between Players, you alchemize a strange weapon that seems to be a combination of... a shovel and a wrench. At the very least, it seems good for keeping foes grounded where they are, so that's gotta be worth something! It costs you 200 Build Grist, 120 Talc, and 60 Gallium - which you should have more than enough of - to alchemize the strange weapon, but at least it seems neat.

>< Looks like the action was just charging after all.
> ...fudge. I really don't want to do this(what's that saying? this is a terrible idea and I hope I die? no, it's a bit less fatalistic then that...), but... I think, in order to survive... I'm going to have to find an intact Power Anchor.
...But that doesn't mean I'll be doing it directly. If I want to find something in a technically-infinite expanse, looking one step at a time is manifestly a fools task. Since the fort already has Walls, albeit somewhat broken ones... It'll probably be a decent place to fortify.
...no, that's a terrible idea, never mind. Why would I want a base that's visible from the ground? Ok, new plan. I walk to the crash site, descend the cliffs, phase through two meters of solid stone by manipulating my Self, and then start digging into the ground with the Chipped Pickaxe. Once a substantial amount of underground rocks are broken and loose, I eat them, phase back Up through the stone, climb the cliff, dump the rocks at the fort where they won't be amiss amid the rubble,and return to my hollowed underground area. Since natural caves exist, like the deposit, this should be undetectable geomatically. since there's no opening, it's not visible by land or sky. Since I dig beneath the Cliffs primarily, people will need to phase through quite some stone to get here if they don't know where the entrance is, and travel without altering the Self, or being inherently suited, will be difficult. And of course none of this will remotely make up for the complete lack of health.
To summarize, I make a map-unlisted cave place to work in.
> Using the Formation Calculator, and several loose rocks freed from the stone around me as I continue to expand the cave, I modify the formation from the previous round slightly. I leave the core functioning untouched, since the calculator isn't a good enough tool to improve on it, but I add in a solution for the inability to carry rocks out of this cave to expand it: A formation made of rocks and air, which turns Rocks into a mix of Earth Mana and Air, helping the formation from last round get started without a detectable mana footprint. Once I'm done, I have an... appreciable (collapsed-mana-crystal-based) Mana Supply up and running, the ability to expand my cave as needed, and the mana supply will keep growing without my input as long as the collapsed mana crystals have excess mana generation.
> +1 CP.
>< Say, I sent out that message a while ago... any players interested in my plane-based message yet?

E> Drone finishes current projects in 4->3. Drone projects: Mana Gathering, Player Assistance: Complete. Player Projection: in progress... Mana Generation: Pending.

CP:18->19
Grist: 3310->3460
Talc: 735->935
Galium: 430
Bismuth: 0->40
Items: Encyclopedia of Magical Structures [1/3]
Formation Calculator [2->3->0/3 Chargeup]
Heaven Comms Router
Broadsword +1
Formation Computer [0->1/2 Chargeup]
Alchemiter (Backup)
Assets:
Drone (Real)
Mana Gathering, P.Assistance Formations(Real)
Player Projection Formation (in progress...) (Real)
Mana Generation Formations (Pending.) (Real)
Mana Generation Formations (Cave in Orb) (1U)

... What do you mean by an intact Power Anchor being "needed to survive"? Those things are heavily guarded anyways, and they'd be far better broken. Trying to get one intact is a deathwish - both from the PG forces you'd be stealing it from and from the AGs who'd be after you for it once the information breaks loose. Others can read this thing as well, so there's not really a great way to keep it secret... and now it's out there anyways.

Either way... digging beneath the cliffs, you find a vast expanse of stone... and unfortunately, the stone is somewhat durable! With this entire place seemingly suffused and built somewhat by the Godmodder, it appears that even the stone here has a somewhat high level of durability... you'd need to get to somewhere in the ten-thousands to even consider making your own area beneath the cliffs, not to mention structural stability and all that! Phasing back out of the floor before you suffocate in stone, it occurs to you that there might be a significant problem with carving out that much space without a boatload of CP at the current level of Player Power.

Speaking of that, your CP total goes up by three due to being unable to set up a formation in solid stone and your charging actions both this and last turn. At the very least, you seem to have gotten a ping on Discord from that plane...
Audien - Saw your message and got bugged by the others to actually investigate it.
Audien - What's going on? We're kinda trying to not die here.


CP: 4
Armed Bot

I stand in the Radio Zone and choose a Frequency of 9. Armed Bot immediately starts playing music without my instructions throughout the entire field:




(Japanese: Uzou muzou hito no nari
English: A lot of bullshit, human nature)

(Japanese: Kyosei shinshou jingai aa Mononoke mitai da
English: Empty, illusory, uninhabited, ah like a ghost)

Following the music I reinforce my legs charge at Kama using Ren and my speed manipulation semblance, allowing me to disappear and appear in front of her with a swish of wind, reinforcing my arms and using Ko while focusing my Aura I slam my blade into her with an overhead swing cracking the ground beneath her feet.

(Japanese: Kyoshin tankai inochi yadoshi
English: With a calm and make mistakes)

(Japanese: Ato was pappara pa an nakami naki ningen
English: Furthermore, humans become stupid with bodies without content)

Armed Bot hacks into all the Radio Towers broadcasting the music to the people as well while shooting lasers and bullets at Kama.

(Japanese: Yoseru kitai fubyoudou an jinsei
English: The expectations that life brings are not fair)

(Japanese:
Sainou mo nai daijou hi nichijou ga
English: Without ability, to be opportunistic and unusual)

I fire with my magic gun and block with my sword, weaving through her attacks with the flow of the music.

Until...

(Japanese:
YAMI WO HARATTE, YAMI WO HARATTE!!!
English: CLEANSE THE DARKNESS, CLEANSE THE DARKNESS!!!)

As the climactic chorus plays, I
reinforce my entire body and use Ken on my body as well while using Ryu and Aura to strengthen my arms and legs.

Then I cut myself bleeding onto my blade, with a single thought the wound seals up instantly.

Forcing my
semblance, speed manipulation to its limits I moving at near-supersonic speeds, causing hurricane-like winds to batter the field from the speed and power I was wielding.

With the savageness and strength of a berserker and the skill of a surgeon, I slash at Kama.


The ground shook, trembled, broke, cracked, flew, and cratered beneath our feet sending dust and rubble into the air.

However, that was not all, as my limbs cracked like whips surpassing the speed of sound, my blade suddenly bursts into blood-red flame like a rocket. Using the Magecraft technique known as Alteration to make my blood a combustible, explosive, corrosive liquid.

My now acidic blood combusts like fireworks coloring my blade bright red.

Cutting, slicing, slashing, ripping, tearing, liquifying, melting, dissolving, burning, igniting, blistering, searing, scorching, boiling, broiling, baking, roasting, sizzling, cauterizing through Kama's body as I slice her to pieces.

(Japanese: Sekai ga matteru kono isshun wo
English: The world is waiting for me for times like this)


Despite the effort put behind the attack... not much of this really happens. Xorm, busy in countering attacks, and Kama, already incapacitated, is in no shape to fight! Your flurry of blows causes Kama to take even more damage, forcing her to retreat into the Core Crystal she originated from and completely rendering her unable to stay on the field!

(Focused Action)(Some Fluff and Specializing a Doggo: Aurora!)
As time flies by in the cave, I finally get around to figuring out another Name! Calling over the only female Glacier Husky first then the rest of the group to come around, Winks stretches his hands as he prepares to perform a maneuver... A move that was practiced over years of practicing by giving headpats to over hundreds of bunnies each and everyday... the LEGENDARY 100%-EFFICIENCY-MULTIPLE-PARRAREL-HIGH-SPEED-HEADPATS.

Winks hands blur as he's guided by his returning memories, touching, rubbing, and patting the huskies heads as it felt like it never left their heads to pat the other doggo beside them. Satisfaction bloom over the huskies faces and that soon turns euphoric as they tumble over in pure ecstasy. As the female husky tumbles unto his lap, Winks catches the good girl and told her her Name. From now she will be called... Aurora. And just like the last Naming, the change started immediately, the fur puffs up a bit, turning fluffier and the mane grow much larger... But more noticeably, lights flowed from the newly named husky, forming actual string of aurora lights to drift around her form... giving soothing lights that as Winks started to notice his wounds actually closing from being near her!

CP: 2
Grist Count:
[Build] 1430 Build Grist
[LVL 1] 390 Talc
[LVL 2] 300 Gallium
[LVL 3] 90 Bismuth

Alchemies:
[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.

Headpats have been given and Aurora named! ... Man I miss my dogs. I hope they're doing alright, honestly, but it has been a little while...
Never the less, Aurora changes her attack stat into a healing stat and gains a lot more HP, becoming the designated healer of the group and a very fluffy dog. If only I could give her the pets...

[[Dammit, Editwindow closed on me. Arbiter, please disregard my previous comment... started it in a panic, which is no longer in play.]]

[Build] 2530 Build Grist
[LVL 1] 540 Talc
[LVL 2] 300 Gallium
[LVL 3] 180 Bismuth

[Counter: Splashcat + 2CP: ...And Justice For All.]
Static cuts through Xorm's head, the rioting militia shaking him deeply... Until he realizes the focus on him is unfair. To judge one should be to judge all - So he looks up to the phones, and grimaces.
"Aye, I have sinned, and for this I repent." He growls. There's no glasses on his face, no dramatic static in his throat... Only true sorrow.
"But I will admit my mistake, and face my judgement. Can you all say the same?"
"How many times have you mangled the words to a song? Sung along to a remix, never giving a hum to the original, which festers, forgotten?"
"Your samples and quotes, your 10 seconds of 'fair use'... In the face of an honest mistake, there are far greater sins that go unpunished."
"I accept judgement... So long as only he... Or her, or they, before any rules lawyers jump in... who is without melodic sin cast the first Execute."
And so Xorm stared into the skies clotted with callers... And saw the light starting to shine through. As they looked upon their playlists of stolen songs ripped from YouTube, or pirated from only the sketchiest of sites... Their collection of terrible songs and guilty pleasures... They hung up their phones in shame. Indeed, the Karma Police was a powerful militia... But their judgement was meant for all, not merely one. And with an elegant hand and a silver tongue, Xorm split the pain as it should have been dealt - A small mark on all their consciousnesses... Not enough to hurt, but enough to learn from.

"And now, I'll queue up a few more songs for you all, starting with Rag 'n' Bones Man - Human."

[Counter: Paradoxdragon + 2CP]
I'm only human-
I'm only-
I'm only-
I'm only human- human.

The song starts slow... Right as he slips between dimensions. It takes him a moment to figure out where he is... It's a soulscape.

Soulscapes are dangerous places for anyone, even the one whose soul it's for. As evidenced by the bones, lasers, and bone lasers that fire on him almost instantly.

Looks like a bad time... Man, are my sins creeping up my back, or what? Xorm thinks fondly. It's actually fun to dodge all 23 rounds. He had to do that once, when he had to purge the Underworld for a Tale. In hindsight, that Tale was hardly worth it. That Tale from Under faded into Sands too fast.

Fireballs and crystal shards, a similar song and dance. Though these were more erratic... And more in sync with Xorm, due to his inherent dimensional instability. A few clipped him. Scarred him... And reminded him.

Brought him to a revelation. In the soulscape, time tended to desync... As such, only now did the next line ring free.


Maybe I'm foolish
Maybe I'm blind
Thinkin' I can see through this
And see what's behind
Got no way to prove it

So maybe I'm lyin'

In a soulscape, everything has a meaning. And revelations could be the end of a world.

The Wound, the Knock, the call of an Hour. While he may have forced the attack... It was planned. He temporarily went blind, deaf, numb. His scales turned to scars as Secret Histories aligned to give him the Edge he needed... He was as an Hour, he was the Colonel. For a minute, anyway. But it was enough to shake the Influence of the Mother of Ants, and that was enough.

But I'm only human after all
I'm only human after all
Don't put your blame on me

Don't put your blame on me

His soul pressed, he barely had time to look up and see...
A road roller and a few thousand knives?
Original. But here, a strong enough soul could take a Stand and own The World... So he did, dodging lethal rain before disappearing for long enough to allow his foe to gloat. Then he made his dramatic reveal...

Take a look in the mirror
And what do you see?
Do you see it clearer
Or are you deceived

In what you believe?

And was pinned by Aspects, locked inside a box of bullethell. There was no real escape from the amount of sheer paradoxical force that held him still.

Cause I'm only human after all
You're only human after all
Don't put the blame on me
Don't put your blame on me


The bell tolled for Patience, the first of a soul's virtues. And he knew there was nothing he could do but lie still, wait for the end.

An end that would never come. The lesson of Patience was taught in a twisted way - One who waited, rather than reacting, would find themselves unharmed by the Bell's tone.

Bell two for Bravery. A virtue learned only by fools and the fearful. Xorm was both.


Some people got the real problems
Some people out of luck
Some people think I can solve them
Lord heavens above


So Xorm, knowing the time for patience was over, RUSHED the source of the blade barrage... And they parted like the seas before Moses, because Xorm shoved aside Fear long enough to be considered Brave.

I'm only human after all
I'm only human after all
Don't put the blame on me
Don't put the blame on me


Three for Integrity. From this, Xorm struggled. What if he failed? What if he died here? What if he couldn't save Kama...

Just like he couldn't save so many others?

No, no, he couldn't crumble like that. He had learned from so many times that one simply had to do all they could... And all he could do was accept.

The soulscape was affected by his lesson... And though impact after impact shook him, no damage was dealt to his soul, only his 《figurative》 body.


Don't ask my opinion
Don't ask me to lie
Then beg for forgiveness
For making you cry
For making you cry


Perseverance he had already known. To be knocked down only to stand back up was a harsh skill... And as long as he stood back up, and wrenched those threads out of himself again, eventually he would find the end of that Bell's tone.

'Cause I'm only human after all
I'm only human after all
Don't put your blame on me
Don't put the blame on me


A kindness done for the fifth, which he takes in stride. But he was truly concerned for Kama, so he passed along the granted shields through his Driver's Link... And took the spears, as pain and suffering to be properly sustained. But he felt nothing from it... For he had fear for another, and passed his kindness. So the spears simply faded, unable to find their target.

Oh, some people got the real problems
Some people out of luck
Some people think I can solve them
Lord heavens above


Justice had already passed. He was found guilty, and so were the rest. To be tried twice for the same crimes was sacrilege, anathema for everything this virtue stood for. So he was found to be innocent, by proxy and precedent. His soul remained unmarred by way of twisted logic.

I'm only human after all
I'm only human after all
Don't put the blame on me
Don't put the blame on me
I'm only human
I make mistakes
I'm only human
That's all it takes
To put the blame on me
Don't put the blame on me


Determination he had held from the moment he arrived. Determination to punch the Godmodder. Determination to weaponize that around him. Determination to live.
So live he would. Even as the skies seared him, tried to tell him it was easier to just give up... He'd live.


'Cause I'm no prophet or Messiah
You should go looking somewhere higher

I'm only human after all
I'm only human after all
Don't put the blame on me
Don't put the blame on me


Hope... Failed him, however. For there was no such thing, not in a world like this. Not for him. Not for the Dragon... Not for anyone. Eventually everyone would die. And so hope was meaningless. A silly thought provided by those who left the future to others. Better to hold the future yourself.
Do not hope.
Simply do.


I'm only human
I do what I can
I'm just a man
I do what I can
Don't put the blame on me
Don't put your blame on me


Finally, he chose to SPARE himself this nonsense... Having reached the end of dialogue and attacks. He snapped back to his body, with only the slightest discomfort. His lessons learned, his scales ablaze with color...

[Something Has Changed. Gain Trait: Chromatic SOUL.]
[[Just another flavor-bit, nothing mechanical~]]

[Action 1: Recall Kama]
A single word escaped his lips in a panic, as he saw what had transpired... And he reached out a hand towards his Blade.

"Return!"

It was... Brutal. To return to a Cracked Core Crystal was painful, and Xorm saw it, felt it, knew it. But it was the only way to save them.

And so she slept restlessly, and Xorm turned to his final choice...

((Intent: Turn Kama into an item she can be summoned from later... At 1 HP. I mentioned it HURT, right? Item will drop if Xorm dies.))

[Actions 2 + 3, +1 CP: Calling All Units]
Sinful pride choked his throat, but his lessons in Virtues pushed him to do it. He opened a line of communication, on all channels (save for XORM's frequency, he wouldn't interrupt the tunes for $1 Million.)... and stated the facts.

"All [PG] units who can hear me, this is [PG] Player Xorm, Badge ID K17R021. I am located at the old Alchemiter Outpost, and have discovered an old Player Artefact I believe could be repurposed to our cause. However, I and my Entity have come under heavy Player fire, and as such... We need backup, fast. Or at least a pickup, out of this GORILLAstorm. Please respond if you can."

He didn't know if he'd actually reach anyone in his desperation. But he knew he had tried.

[[Meanwhile, on the "Sub-Arbiter" plane...]]
A wolf boy is seen choking on his own writing, keeled over in front of his computer.
"Gorilla. This is going to be... Tight."
His fingers ache, his mind raced, but he had to hold strong. After all, how could he escape this prison if his hard-won Avatar bit it?
"Stay with me, Xorm, just gotta get a Favor outta Him..." He mutters, regaining his composure.

[[End Sidestory]]

You admit the mistake with Karma Police, appeasing the viewers and taking only 12 damage in response, redirecting the other 37 points evenly to every AG Player currently in the battle as he spreads the mark to everyone! Paradox's attack has been countered, Xorm only taking 29 damage from the trials of the traits!

You gain Kama's Core Crystal, although... it's very clearly cracked. It's gonna take some work to even make it usable again... you can only hope that the Blade is okay within it.

On the other end of the radio, you hear noises... and then, they become much louder as you seem to have attracted a somewhat fast unit from elsewhere on the field! A black helicopter with blue accents flies in from over the cliffs, dropping down a rope ladder and seeming to provide cover fire for Xorm!
"Request for aid received. We leave at the end of the next round, so get in if you're done here. With this concentration of Players, it is unsafe to remain here for long..."

... I'm... not sure what to say in response here. Hey, person who's shown up in red text - can you even hear me? I'd... doubt it, for some reason, but I figure it can't hurt to check.

Huh, I wonder what this longbow does? I also wonder if I could use it in my later crossbow recipes.

I progress further into Woodgrave forest, crossbow at the ready. If I'm being watched by anything, I've gotta make sure I can loose a bolt at it at a moment's notice.

By the way, if anyone wants to join me in this expedition, feel free to do so! The more manpower we have, the merrier.

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 (???)

- Dapper Stovepipe [Lvl.1] (20% chance to inflict Confusion (30% miss chance) to foes that attack you)

Charge: 22+3=25 CP
Grist Stores: 3460+150=3610 Build Grist, 925+200=1125 Talc, 270 Gallium, 230+40=270 Bismuth

You ready your Heavy Crossbow, quickly checking the stats on the Hunter's Longbow to figure out what it does! It adds 15 damage per action, or 30 per action if more than one action is used in the attack. Could be useful!

Emerging into a forest clearing, you sense... a wide clearing opening up before you, before the forces stalking you become clear to see! You fire on one of them with your loaded crossbow, dealing 345 damage to it as the battle starts! It seems like there's not a real choice to engage in this fight or not - the enemies are clearly on your trail here already. You could run, but... who's to guarantee they wouldn't follow you?

-=+=-
End of Turn Battle -

Slated Cliffs -

Alchemiter Outpost -
Finally having something to attack, the Armed Bot and the Wicked Witch of the Wavelength begin to fire at the Formation Heli, causing it to take 100 damage! The Formation Heli begins to provide cover fire for Xorm, dealing 150 HP of damage to both the Armed Bot and the Wicked Witch! To prevent Xorm's escape, you'd need to take down the aircraft first!

Elsewhere -
At the Northern Outpost, the Mirror Golem relaxes and regains 10 HP due to its passive regen! Murai charges 3 CP.
The Wicked Witch of the Wavelength seems to be called upon by the Radio Zone's defilement... flying over there, she'll be considered a part of the Alchemiter Outpost's battle next turn!
The Glacier Huskies play with each other in the caves, Iceberg joining in! Aurora heals Winkins' wounds, restoring him to max HP!

Woodgrave -
Jake, caught off guard, summons a Resistance Defender using his actions and 2 CP!
The Stalker and the 2 accompanying scouts fire at the Defender, dealing 120 damage and inflicting Stun!

General/Miscellaneous -
Everything across the Soul Orb increments upwards!

Due to all challenges in the zone being bypassed and no entities, points of interest, nor Players remaining within the area, the Forest Transition is archived due to now being a glorified hallway!

Total Grist Attained -
[Build] +0 Build Grist
[LVL 1] +0 Talc
[LVL 2] +0 Gallium
[LVL 3] +0 Bismuth

-=+=-

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:
docs.google.com

DefTG 2: Alchemiquest - Maps & Miscellany (XXII)

Landing Page Alchemiquest Maps Sheet Rules of advice: Silver sheets mark incomplete areas, where the story objectives have not been finished. Golden sheets mark areas where the story objective's completed, but side objectives remain. Crimson sheets mark areas where all side and story objectives...

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...?
[PG] - Escape from the AG-dominated territory!

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 4] -
2200/3200 Build Grist, 500/720 Talc, 180/360 Gallium, 230/360 Bismuth

Foodstuff Coloration Person - 0/8 Inventory Slots used.
Nothing yet!

Gold - 0/8 Inventory Slots used.
Nothing yet!

Ninjatwist - 5/8 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 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 - 6/8 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 a bunch of 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 will have 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) - 7/8 Inventory Slots used.
[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] Returning Shot - A shotgun that fires spherical bullets attached by a string. The bullets also can retreat back to their holster, oddly enough.
- When used, splits actions given to deal damage to two different entities, adding 3 damage per action to each attack.
[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] Airy Sword - A sword imbued with minor air magics, giving the creator some lesser control over the winds.
- Deals an additional 4 damage per action using it.
[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 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 somehow restore their health.
- When used, restores 30 HP to anything on the field.
[LVL 1 Consumable] Six-Color Shooter [4/6 Uses]
- A rather colorful revolver with crayons seemingly loaded into the slots for a bullet.
- Uses one of your actions to fire a crayon, with varying effects based on its color. Remaining Colors: Orange, Green, Blue, Purple

Splashcat - 8/8 Inventory Slots used.
[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 and the three appeals to deal damage to opponents.
- Deals anywhere from 15-25 extra damage per Action, now dependent on quality wordplay! This can include puns, but it's not exclusively those anymore.
[LVL 2 Weapon] Chemist's Wand - A wand that looks a bit like a really narrow beaker, but more durable and 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 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 1 Weapon] Wordy Gun - An inexplicably ink-stained pistol. Fires puns so bad they hurt.
- Adds 2-4 damage per action to attacks using it. Damage dependent on the quality of the pun, with "worse" puns dealing more.

[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] Capcharoid Camera [4/5 Uses] - A camera that 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 - 5/8 Inventory Slots used.
[LVL 3 Weapon] Octuple Barreled Shotgun - It's taken on a standard revolver design, but with 8 slots for shotgun shells. Also, the barrel still unhinges.
- Adds 25 damage per Action to an attack. Still rather simple, but effective...
[LVL 2 Weapon] Berserker's Helm - The weapon of a monster. Focuses attention on one target and one target only.
- Adds 18 damage per action to an attack's damage, at the tradeoff of being focused on one person until they're dead.

[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 1 Consumable] Cracked Core Crystal [1/1 Uses] - Summons Kama... although it really doesn't seem like a good idea right now.
Kama would be resummoned at 1 HP and incredibly weakened while the Core Crystal's in this state. Be careful.

[AFK]Alastair(?) - 0/8 Inventory Slots used.
Nothing yet!

[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 - 38 CP
[AG] Gold - 488/500 HP, 4 CP
[AG] Ninjatwist_ - 500/500 HP - 25 CP
[AG] Paradox - 300/472 HP - 7 CP (Must defeat Xorm to regain lost Max HP!)
[N] Sdieve - "500/500" HP - 20 CP (Has 2 Attack Shields!)
[AG] Shin Kicker (Plague) - 475/500 HP - 6 CP
[AG] Splashcat - 323/500 HP - 10 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 1 more turn or until dispelled!]
- 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 - Xorm (Frequency 5) Paradox (Frequency 6), Gold (No Frequency), Splashcat (Frequency 10)

[AG - Gold] Armed Bot - 50/200 HP, 50 Attack (No Frequency)

[AG - Mr. Reception] Wicked Witch of the Wavelength - 150/300 HP, 25 HP Regen per turn, 10x5 Attack + Weakened (-5 Attack) for two turns. Also inflicts Weakened when hit. This can stack! (No Frequency)

[PG - Xorm] Radio Towers (x3) - 180/180 HP, Radio Zone Broadcast [ON]

[PG] Formation Heli - 1400/1500 HP, 50x6 Attack, Protecting Xorm, Leaving in 1 turn! (No Frequency), Weakened (-25 Attack) for two turns
Current Players - Winkins

[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] Glacier Huskies (x2) - 110/110 HP, Frost Breath (x2) [Deals 45 Damage and inflicts Frost (Can only move 1 zone away) for two turns.]

[N] Talc Deposit - 0/500 HP - Recharges in 4 turns!
Current Players - Shin Kicker

[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.

[RS] Murai - 500/500 HP, 12 CP
Current Players: Foodstuff Coloration Person

[RS] Forcefield Projector - -1000/-1000 Shields, heals for -100 HP every turn! Protects the entire zone.
Current Players: Sdieve

[PG] Broken Power Anchor
Current Players - None!

[N] Telescope - Usable to look at a faraway place!
Current Players - Ninjatwist

[RS] Jake - 500/500 HP, 8 CP
[RS] Resistance Defender - 350/350 HP, 10 Defense, 25 Attack

[PG - RN] Stalker - 255/600 HP, Stun Attack [70 Damage, inflicts Stun (10% chance to skip an action!) for 1 turn]
[PG - RN] Scouts x2 - 300/300 HP x2, 40 Attack x2
 
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>< I reply to the message "I'm a player trapped in the Soul Orb of the Alchemizing Godmodder. Player Power is devastatingly low here, but I've managed to scrounge together the ability to affect the Living World slightly, and creating Attack Shields doesn't depend on Player Power so I can build those fine. You have Player Power in the Thousands, right? for any action that a player such as you takes for me, I'll be willing to make 3 Attack Shields for you. or attack blockers. or 1.5 redirectors. or 3 mirrors. you get the picture."
a few minutes later, I add:
"I should probably try handing you some of my CP, might be more efficient. tell me if this works?" and then try to transfer 2 CP to this other player.
> I punch myself in the eyes, causing that wacky vision distortion effect that happens when a person stands up too fast or rubs their eyes too hard. I then use some Player Powers to make this vision distortion actually be me seeing a special kind of light to which Air is nearly-opaque, and everything else is transparent! Using that, I press my face against the cliff face and look for any large zones of underground air, which is to say, caves. And, once I find one, I grow my fingernail at a width of 0.01 centimeters through solid rock until it reaches that cave and then exchange the bulk of my soulform over to it.
If there's no special kind of light, I use something similar to echolocation except for rocks. I'm pretty sure that's a thing you can do with normal physics, vibrate the ground to find empty spaces. Not sure what it's called.
> Once I'm in a natural cave-not the talc deposit one from earlier- if it is empty, I make the formation from last round. If it's not empty, I change my soulform appearance into a rock and quietly wait for an opportunity to assassinate all the other beings there.
> +1 CP


E> Drone finishes current projects in 3->2. Drone projects: Mana Gathering, Player Assistance: Complete. Player Projection: in progress... Mana Generation: Pending.

CP:19 ->22 'parrently? and then ->23. possibly ->21 if my CP transfer works.
Grist: 3460
Talc: 935
Galium: 430
Bismuth: 40
Items: Encyclopedia of Magical Structures [1/3]
Formation Calculator [3/3 Chargeup]
Heaven Comms Router
Broadsword +1
Formation Computer [1->2/2 Chargeup]
Alchemiter (Backup)
Assets:
Drone (Real)
Mana Gathering, P.Assistance Formations(Real)
Player Projection Formation (in progress...) (Real)
Mana Generation Formations (Pending.) (Real)
 
"I smell trouble coming, so GORILLA yeah I'm catching a ride..."
Xorm looks at the heavily damaged Core Crystal in his claws. It hurt him to see his Entity... His ally like that, but...
Better to live to fight another day, right?
Come back stronger?
But so many of them never did...
Xorm almost choked on feelings, tuning out the chaos around him for a moment. It took the precise, loud meeting of two bullets right next to his head to snap him out of it.
"Yeah, let's... Let's get out of here." he says, solemnly. The opposition raged around him, but it was faded. Muted. Unimportant.
[Action 1: Annoying Amounts Of Verifiably In-Character Paranoia!]
First, the Crystal in his hand. A cracked orb of pure blue and white... Well, not so pure any more, with the texture of the internal damage. It was important, not just as a 4 CP Entity, but... as a Companion. And so many of their actions seemed intent on stealing her away. Not giving her a reason to turn. Not befriending her and putting her in a crisis of bonds. Just... breaking her and binding her to their will.
[[Trait Revealed: Inner Circles.
Xorm is a mercenary, and he understands that to have a close group of powerful allies that he trusts is far better than an army of minions he knew none of. He favors quality Entities over quantity... And he will fight scale and claw for them.]]
[[Whew! I should make a character sheet for Xorm or something!]]

If brutish methods were in play, well... He would simply give them a little Razzle Dazzle.
It was a simple trick of light, Player Power, and handwork that produced a large number of flawed, glimmering spheres all over his body, in every manner of jewelry. As for where Kama truly was? Well, eh... Xorm really hoped his Blade couldn't tell she was currently the gemstone in his tongue piercing. In his defense, it was a highly secure spot - He could bite down with the force of a crocodile... And that was IF they could pry his jaws open to begin with! And also have the guts to shove their hand into his mouth before anything else...

[Action 2: Leave Me With Them When You Go]
"Hey. Before I leave..." Xorm yells from halfway up the ladder. The [AG] forces watching see Xorm... vibrating on the ladder, seeming to climb up and down at the same time, before with a SNAP Xorm's soul separates, and there are now two Xorms on the ladder. The one going up is bleeding, and covered in glittering crystals. The one going down has a pep to their climb down, a flashy suit, and Kamina glasses on. Once he hits the ground, he totally ignores the war around him and starts repairs on the Radio Towers. They had been scratched up in the crossfire, and that was terrible for their audio quality. As a radio host, Radio!Xorm had standards that would not be tarnished.
"Radio Zone's had one big DJ change already, and I'd feel bad if it had to go through another. So here's Radio!Xorm for y'all."
"
He's a non-combatant, unless y'all start messing up his Station... And he doesn't listen to anyone but the fans. He isn't beholden to me, you, the Godmodder... Anyone. Just the music."
"And, eh... For your sake, don't mess with him. You saw what happened with Karma Police. People get really snippy when their music stops. Alright, I'll be off with that..."
Xorm finishes climbing into the one-way Heli to anywhere, leaving his charismatic doppelganger behind to man the Radio Towers in peace.

((Intent: Summon Radio!Xorm, a true Neutral who is only loyal to the music and those who listen. Cares little for the war... Both sides take breaks to relax and listen to the waves once in a while, after all. Is currently a paper bag in terms of Attack/HP, but to kill him would leave you with the retribution of a LOT of angry fans.))

[Action 3: Leave This Place]
"Alright, I'm loaded, let's scramble!" the [PG] Player yells, pulling himself into the Heli. He pounds a fist against the roof for good luck, and also at an odd rhythm, giving it a Frequency of 999999937. Because it's better to have a Frequency than not have one here. In addition, his emotionally charged fist has an odd... Healing effect on the metal. Fixing holes and clearing weird vibrational gun jams, that kinda stuff. Simple mechanics.

Even though he was hitting a machine.

With just enough force to leave a small dent.
 
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[ACTION 1: Steal Kama]
I look up at the helicopter, "Tch, I thought we had more time" I go to @paradoxdragon and help him up covering him allowing my aura to block the bullets.

Then I look at him I mouth sorry as my nails pierce his skin drawing blood.

Absorbing the power from the Dragon's blood, I look at @KitRougard, "You don't think that would actually work do you?" I had the ability to sense where my blood was, since my blood was in Kama's body I could see where he had hidden her, in his mouth.

Since I had covered my blade with my blood, some of my blood had entered Kama's body even after being turned into an item it was still in her.

"This'll be a bit hard," I said "and painful..., for you" I call to my blood, beckoning it to return to my body.

The blue crystal on his tongue was ripped from his tongue and through the soft flesh of the top of his mouth and the nose. (Use 2 CP to snatch Kama's Crystal from @KitRougard)

Using my blood I cut the connection between @KitRougard and Kama, and then use my power to bond myself and Kama together. Like a factory reset, I wipe all of Kama's memories and make sure she's subservient to me and heal her. (Use 2 CP to brainwash and bond Kama to me)

"Haha, I'm sorry it's just that the way you looked at this gem with such reverence and... feeling gave me no choice but to take it, after all, I think someone like you would know all about following the desires of one's souls."

[ACTION 2: Teleport to Base]
After I finish gloating to @KitRougard I teleport myself and @paradoxdragon back to my (Rented) Hyperbolic Time Chamber.

[ACTION 3: Heal @paradoxdragon and train]
Then I start fiddling with switches dilating time even more.

Then I start to train.

Learning advanced Aura techniques and Hatsu's.

Creating Mystic Codes, and Magecraft Techniques.

Learning Breathing and Walking.

Learning how to use Chi and Cursed Energy.

I also heal @paradoxdragon

I do in three days in the Time Chamber but only minutes have passed outside. Waiting for the PG Forces to come or else I'll come at them.
 
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CP:8
Build:3330
Lv 1:905
Lv 2:480
Lv 3:150

(x1)Charge!!

(x1)Using the aid of the hyperbolic Time Chamber, The Dragon focuses on his Damaged Soul and regenerates back it's Missing Max HP to 500 where Xorm wounded it. Using the Resonance of the entity that Xorm has left(his radio self), he doesn't damage it, but do exploit its connection to Xorm to start this off before he gets teleported away. Thus, with a Resonance(an Echo) of Xorm, which he crushes, he has technically also fulfilled the "kill Xorm" part by killing it. This of course does nothing to damage anything but allows for the Damaged Soul to be restored to full power.

(x1)The Dragon heals himself with the aid of a Travelling Physician. If he is already at full Health, he charges again
 
(Focus!)(Summoning Talc Snail!)
Winks gives one last look over in the hidden cave as he tries to list everything he needed to do before skedaddling... As his mind wanders over a mental checklist, his eyes settles on the Talc Deposit as an idle part of his brain just started brainstorming over entities... Which is still bloody weird to him how easily he got into it but chalking it up as something he used to do before the loss memories.

Once finished with the mental checklist, the rest of his mind caught up to what he's looking at and with some sort of idea already in hand summoned some sort of... snail.

Having been summoned just above the forming Talc Deposit's shell, it falls onto it and stills when it made contact with the Talc, after a few moments, it immediately moves in a... frenzy?

Okay look, its hard to figure out what's the difference between slow and quick for snails alright?

When moving as slowly as thickened molasse, the snail seemed to be munching at the deposit shell as quick as it could. Watching in curiosity along with the dogs who prods and bark at it, Winks notes that it seemed to be growing crystals along along its shell, as well as turning more crystal-like, albeit slowly. Taking a closer look at the Talc colored shell, the crystal deposits look to be removable and when examining them, Winks conclude is that its basically purified Talc itself.

Noting this, he grabs the shell deposits for what was basically 20 Talc Grist and ready himself to sled over to the Woodgrave, with a question that soon pops up in his head... Where does the impurities go to if what he picked up was purified Talc?

But those thoughts are left forgotten as he and the dogs quickly catch up to Plague and Jake.

While back in the cave, the shell is noticable bigger then as it start, impurities filtered to be caught in its biological design as it being used to strengthened its shell and size...

And so a snail dreams of a powdered shell to match the mountain.


CP: 2
Grist Count:
[Build] 1430 Build Grist
[LVL 1] 390 Talc
[LVL 2] 300 Gallium
[LVL 3] 90 Bismuth

Alchemies:
[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.
 
Last edited:
Man, my Grist is out of date. Updating...

[Build] Build Grist: 1450
[LVL 1] Talc: 405
[LVL 2] Gallium: 420
[LVL 3] Bismuth: 50

-----

Me and the Mirror Golem leave Xorm alone for once and head over to the Forest Transition, enter Woodgrave Forest, and head through the room transition into the room beyond.

Action 1 + Scrabbalistic Sniper: Peering through the rifle's scope, I check the surrounding area for secret rooms. The rooms are put in check, and are forced to move their king to escape check, making them easy to spot.

We've probably triggered an encounter at this point, so the Mirror Golem will attack anything that's acting hostile towards us.

-----

I hand the Periodic Wand to Ninja, because he's nearby and I need to free up inventory space.

-----

Action 2: I alchemize Quicksilver && Neodymium Magnets || Sword.

-----

Action 3: I charge 1 CP.
 
I'm in a bit of a conundrum- any assistance would be greatly appreciated! I'm glad Jake's on my side, though.

As for my actions, I cannot ignore that Stalker. Any chance of getting stunned would be absolutely detrimental!

Also, Splash, thank you for the Periodic Wand!

Firstly, I spend this turn getting into a position in which I can damage the Stalker and the Scout closest to it- if I already can from my position, I put this action into amplifying the power of my next attack.

I devote my next two turns to attacking with my newly-acquired Hunter's Longbow, taking advantage of its unique attributes! I enchant an arrow with Multishot, rush up to the Stalker, and nock the arrow, but before it gets the chance to strike, I loose the shot right into its most vital regions at point-blank- knowing my enchantment, the arrow expands into a flurry of five, all striking the Stalker because I'm up close and personal with it!

For my second shot, I decide to go with Dynamo for my next enchantment, which I apply to an arrow. I roll around a bit, trying to dodge the Scouts' fire, all the while building up my stored momentum in the arrow. On my third roll, I pirouette and nock the arrow in one single motion, then fire it at the Scout nearest to the Stalker, unleashing all of the built-up momentum and movement into the one critical shot!

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 [Unique?] (+15 damage per action used, increased to +30 damage per action used if more than one action is used)
- Periodic Wand [Lvl.?] (Gift from Splashcat, ???)

- Dapper Stovepipe [Lvl.1] (20% chance to inflict Confusion (30% miss chance) to foes that attack you)

Charge: 22+3=25 CP
Grist Stores: 3610 Build Grist, 1125 Talc, 270 Gallium, 270 Bismuth
 
Update XXIII
>< I reply to the message "I'm a player trapped in the Soul Orb of the Alchemizing Godmodder. Player Power is devastatingly low here, but I've managed to scrounge together the ability to affect the Living World slightly, and creating Attack Shields doesn't depend on Player Power so I can build those fine. You have Player Power in the Thousands, right? for any action that a player such as you takes for me, I'll be willing to make 3 Attack Shields for you. or attack blockers. or 1.5 redirectors. or 3 mirrors. you get the picture."
a few minutes later, I add:
"I should probably try handing you some of my CP, might be more efficient. tell me if this works?" and then try to transfer 2 CP to this other player.
> I punch myself in the eyes, causing that wacky vision distortion effect that happens when a person stands up too fast or rubs their eyes too hard. I then use some Player Powers to make this vision distortion actually be me seeing a special kind of light to which Air is nearly-opaque, and everything else is transparent! Using that, I press my face against the cliff face and look for any large zones of underground air, which is to say, caves. And, once I find one, I grow my fingernail at a width of 0.01 centimeters through solid rock until it reaches that cave and then exchange the bulk of my soulform over to it.
If there's no special kind of light, I use something similar to echolocation except for rocks. I'm pretty sure that's a thing you can do with normal physics, vibrate the ground to find empty spaces. Not sure what it's called.
> Once I'm in a natural cave-not the talc deposit one from earlier- if it is empty, I make the formation from last round. If it's not empty, I change my soulform appearance into a rock and quietly wait for an opportunity to assassinate all the other beings there.
> +1 CP


E> Drone finishes current projects in 3->2. Drone projects: Mana Gathering, Player Assistance: Complete. Player Projection: in progress... Mana Generation: Pending.

CP:19 ->22 'parrently? and then ->23. possibly ->21 if my CP transfer works.
Grist: 3460
Talc: 935
Galium: 430
Bismuth: 40
Items: Encyclopedia of Magical Structures [1/3]
Formation Calculator [3/3 Chargeup]
Heaven Comms Router
Broadsword +1
Formation Computer [1->2/2 Chargeup]
Alchemiter (Backup)
Assets:
Drone (Real)
Mana Gathering, P.Assistance Formations(Real)
Player Projection Formation (in progress...) (Real)
Mana Generation Formations (Pending.) (Real)

Audien - Hm. Alright, that seems like a decent deal.
Audien - Our attack power here is right around 5000... closer to 6500 due to alchemies that people managed to make.
Audien - Pretty sure we're facing the same Godmodder as well.


You attempt to grant 2 CP, forcing it through your device with all your power!...
Audien - ... Doesn't seem to have worked. I'd imagine items might work a little bit better?
Audien - Thinking behind that is that you can download items and compress them and stuff. Raw CP is a bit more difficult to define.


You proceed to find a naturally formed cave at the upper edge of a cave system and separated from the rest by a submerged cavern! There appears to be a few other entities in here, but your unique method of sight seems to have detected them already. The roper seems... pretty strong too, even with your ongoing shenanigans.

+1 CP, bringing your total to 23!

"I smell trouble coming, so GORILLA yeah I'm catching a ride..."
Xorm looks at the heavily damaged Core Crystal in his claws. It hurt him to see his Entity... His ally like that, but...
Better to live to fight another day, right?
Come back stronger?
But so many of them never did...
Xorm almost choked on feelings, tuning out the chaos around him for a moment. It took the precise, loud meeting of two bullets right next to his head to snap him out of it.
"Yeah, let's... Let's get out of here." he says, solemnly. The opposition raged around him, but it was faded. Muted. Unimportant.
[Action 1: Annoying Amounts Of Verifiably In-Character Paranoia!]
First, the Crystal in his hand. A cracked orb of pure blue and white... Well, not so pure any more, with the texture of the internal damage. It was important, not just as a 4 CP Entity, but... as a Companion. And so many of their actions seemed intent on stealing her away. Not giving her a reason to turn. Not befriending her and putting her in a crisis of bonds. Just... breaking her and binding her to their will.
[[Trait Revealed: Inner Circles.
Xorm is a mercenary, and he understands that to have a close group of powerful allies that he trusts is far better than an army of minions he knew none of. He favors quality Entities over quantity... And he will fight scale and claw for them.]]
[[Whew! I should make a character sheet for Xorm or something!]]

If brutish methods were in play, well... He would simply give them a little Razzle Dazzle.
It was a simple trick of light, Player Power, and handwork that produced a large number of flawed, glimmering spheres all over his body, in every manner of jewelry. As for where Kama truly was? Well, eh... Xorm really hoped his Blade couldn't tell she was currently the gemstone in his tongue piercing. In his defense, it was a highly secure spot - He could bite down with the force of a crocodile... And that was IF they could pry his jaws open to begin with! And also have the guts to shove their hand into his mouth before anything else...

[Action 2: Leave Me With Them When You Go]
"Hey. Before I leave..." Xorm yells from halfway up the ladder. The [AG] forces watching see Xorm... vibrating on the ladder, seeming to climb up and down at the same time, before with a SNAP Xorm's soul separates, and there are now two Xorms on the ladder. The one going up is bleeding, and covered in glittering crystals. The one going down has a pep to their climb down, a flashy suit, and Kamina glasses on. Once he hits the ground, he totally ignores the war around him and starts repairs on the Radio Towers. They had been scratched up in the crossfire, and that was terrible for their audio quality. As a radio host, Radio!Xorm had standards that would not be tarnished.
"Radio Zone's had one big DJ change already, and I'd feel bad if it had to go through another. So here's Radio!Xorm for y'all."
"
He's a non-combatant, unless y'all start messing up his Station... And he doesn't listen to anyone but the fans. He isn't beholden to me, you, the Godmodder... Anyone. Just the music."
"And, eh... For your sake, don't mess with him. You saw what happened with Karma Police. People get really snippy when their music stops. Alright, I'll be off with that..."
Xorm finishes climbing into the one-way Heli to anywhere, leaving his charismatic doppelganger behind to man the Radio Towers in peace.

((Intent: Summon Radio!Xorm, a true Neutral who is only loyal to the music and those who listen. Cares little for the war... Both sides take breaks to relax and listen to the waves once in a while, after all. Is currently a paper bag in terms of Attack/HP, but to kill him would leave you with the retribution of a LOT of angry fans.))

[Action 3: Leave This Place]
"Alright, I'm loaded, let's scramble!" the [PG] Player yells, pulling himself into the Heli. He pounds a fist against the roof for good luck, and also at an odd rhythm, giving it a Frequency of 999999937. Because it's better to have a Frequency than not have one here. In addition, his emotionally charged fist has an odd... Healing effect on the metal. Fixing holes and clearing weird vibrational gun jams, that kinda stuff. Simple mechanics.

Even though he was hitting a machine.

With just enough force to leave a small dent.

First off, you set yourself up with all sorts of jewelry and such to disguise Kama along with all of it! Hopefully, this should deter any theft attempts by the AGs. ... Hm. Despite you being a PG, you have taken an incredible amount of care and... well, honest sympathy, towards what you've done. I really do appreciate it... and honestly? Despite everything, I am kinda rooting for you along with the rest of the Players!

Radio!Xorm has been created as a complete Neutral! Sustained by the Radio Towers and waves itself, he claims a Frequency of 0!... apparently that's legal, and nobody thought about that. Seems rather fitting that the DJ claimed it, though - after all, who else should claim the highest position except the new master of this music himself?

You grant the Formation Heli a somewhat odd Frequency before restoring its HP with something that probably shouldn't! Regardless, it works perfectly fine, and you get a nod from the pilot confirming your intent to leave immediately!

[ACTION 1: Steal Kama]
I look up at the helicopter, "Tch, I thought we had more time" I go to @paradoxdragon and help him up covering him allowing my aura to block the bullets.

Then I look at him I mouth sorry as my nails pierce his skin drawing blood.

Absorbing the power from the Dragon's blood, I look at @KitRougard, "You don't think that would actually work do you?" I had the ability to sense where my blood was, since my blood was in Kama's body I could see where he had hidden her, in his mouth.

Since I had covered my blade with my blood, some of my blood had entered Kama's body even after being turned into an item it was still in her.

"This'll be a bit hard," I said "and painful..., for you" I call to my blood, beckoning it to return to my body.

The blue crystal on his tongue was ripped from his tongue and through the soft flesh of the top of his mouth and the nose. (Use 2 CP to snatch Kama's Crystal from @KitRougard)

Using my blood I cut the connection between @KitRougard and Kama, and then use my power to bond myself and Kama together. Like a factory reset, I wipe all of Kama's memories and make sure she's subservient to me and heal her. (Use 2 CP to brainwash and bond Kama to me)

"Haha, I'm sorry it's just that the way you looked at this gem with such reverence and... feeling gave me no choice but to take it, after all, I think someone like you would know all about following the desires of one's souls."

[ACTION 2: Teleport to Base]
After I finish gloating to @KitRougard I teleport myself and @paradoxdragon back to my (Rented) Hyperbolic Time Chamber.

[ACTION 3: Heal @paradoxdragon and train]
Then I start fiddling with switches dilating time even more.

Then I start to train.

Learning advanced Aura techniques and Hatsu's.

Creating Mystic Codes, and Magecraft Techniques.

Learning Breathing and Walking.

Learning how to use Chi and Cursed Energy.

I also heal @paradoxdragon

I do in three days in the Time Chamber but only minutes have passed outside. Waiting for the PG Forces to come or else I'll come at them.

And the controls and whims of fate deem so. Getting lucky as the Frequency dodge doesn't take place here, you still manage to steal Kama's Core Crystal despite Xorm's precautions. Breaking the bond between Kama and Xorm, you use your actual action to resummon the Blade and heal 100 HP to her form. There's a lot I could say here, but your gloating is quickly cut off by Kama's voice.
Kama - Hello. Though we just met, I hope to maintain expectations. What are your orders?
... Neutrality, Torix.

You don't have a base, and the Hyperbolic Time Chamber is not an entity on the field currently. You instead warp back to the Resistance Base, and once Paradox joins you, healing them to full HP and helping to restore their HP decrease.

CP:8
Build:3330
Lv 1:905
Lv 2:480
Lv 3:150

(x1)Charge!!

(x1)Using the aid of the hyperbolic Time Chamber, The Dragon focuses on his Damaged Soul and regenerates back it's Missing Max HP to 500 where Xorm wounded it. Using the Resonance of the entity that Xorm has left(his radio self), he doesn't damage it, but do exploit its connection to Xorm to start this off before he gets teleported away. Thus, with a Resonance(an Echo) of Xorm, which he crushes, he has technically also fulfilled the "kill Xorm" part by killing it. This of course does nothing to damage anything but allows for the Damaged Soul to be restored to full power.

(x1)The Dragon heals himself with the aid of a Travelling Physician. If he is already at full Health, he charges again

You charge 2 CP, and then destroy an echo of Xorm to regain your max HP with the help of Gold's hyperbolic chamber (which is still flavor text, but still.) Hey, at least you're back to full health.

(Focus!)(Summoning Talc Snail!)
Winks gives one last look over in the hidden cave as he tries to list everything he needed to do before skedaddling... As his mind wanders over a mental checklist, his eyes settles on the Talc Deposit as an idle part of his brain just started brainstorming over entities... Which is still bloody weird to him how easily he got into it but chalking it up as something he used to do before the loss memories.

Once finished with the mental checklist, the rest of his mind caught up to what he's looking at and with some sort of idea already in hand summoned some sort of... snail.

Having been summoned just above the forming Talc Deposit's shell, it falls onto it and stills when it made contact with the Talc, after a few moments, it immediately moves in a... frenzy?

Okay look, its hard to figure out what's the difference between slow and quick for snails alright?

When moving as slowly as thickened molasse, the snail seemed to be munching at the deposit shell as quick as it could. Watching in curiosity along with the dogs who prods and bark at it, Winks notes that it seemed to be growing crystals along along its shell, as well as turning more crystal-like, albeit slowly. Taking a closer look at the Talc colored shell, the crystal deposits look to be removable and when examining them, Winks conclude is that its basically purified Talc itself.

Noting this, he grabs the shell deposits for what was basically 20 Talc Grist and ready himself to sled over to the Woodgrave, with a question that soon pops up in his head... Where does the impurities go to if what he picked up was purified Talc?

But those thoughts are left forgotten as he and the dogs quickly catch up to Plague and Jake.

While back in the cave, the shell is noticable bigger then as it start, impurities filtered to be caught in its biological design as it being used to strengthened its shell and size...

And so a snail dreams of a powdered shell to match the mountain.


CP: 2
Grist Count:
[Build] 1430 Build Grist
[LVL 1] 390 Talc
[LVL 2] 300 Gallium
[LVL 3] 90 Bismuth

Alchemies:
[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.

You create the Talc Snail as a somewhat unique entity! It's unique in that it not only has an inventory, but that it will consume Talc as it obtains it. Although half the Talc will be outputted into the snail's inventory, the other half will go into upgrading its stats at a rate of 3 HP per Talc consumed, and 1 Attack per 2 Talc consumed. Who knows, it might even reach a couple of milestones based on how much it eats!

You then proceed to catch up to Ninjatwist and Jake over in Woodgrave, taking your team of dogs with you!

Man, my Grist is out of date. Updating...

[Build] Build Grist: 1450
[LVL 1] Talc: 405
[LVL 2] Gallium: 420
[LVL 3] Bismuth: 50

-----

Me and the Mirror Golem leave Xorm alone for once and head over to the Forest Transition, enter Woodgrave Forest, and head through the room transition into the room beyond.

Action 1 + Scrabbalistic Sniper: Peering through the rifle's scope, I check the surrounding area for secret rooms. The rooms are put in check, and are forced to move their king to escape check, making them easy to spot.

We've probably triggered an encounter at this point, so the Mirror Golem will attack anything that's acting hostile towards us.

-----

I hand the Periodic Wand to Ninja, because he's nearby and I need to free up inventory space.

-----

Action 2: I alchemize Quicksilver && Neodymium Magnets || Sword.

-----

Action 3: I charge 1 CP.

You enter the Forest Clearing with the small congregation of other entities and Players that have gathered there! The Scouts and Trapper are beginning to realize they may be a bit outmatched...

Nevertheless, you search for secret rooms - and actually, find a small hidden exit to some other area of the forest! Good thing you checked.

Handing the Periodic Wand to Ninja, you then proceed to alchemize...

(Quicksilver && Neodymium Magnets) || Sword == Lodestone Sword [LVL 3 Weapon]
- A sword composed of some sort of magnetic stone, infused with mercury in the process. Seems to polarize attacks.
- Adds 30 damage per action to its attack, but subtracts 2/3rds of that amount from another.


Finally, you charge 1 CP as you ponder your new sword. Looks cool, at least!

I'm in a bit of a conundrum- any assistance would be greatly appreciated! I'm glad Jake's on my side, though.

As for my actions, I cannot ignore that Stalker. Any chance of getting stunned would be absolutely detrimental!

Also, Splash, thank you for the Periodic Wand!

Firstly, I spend this turn getting into a position in which I can damage the Stalker and the Scout closest to it- if I already can from my position, I put this action into amplifying the power of my next attack.

I devote my next two turns to attacking with my newly-acquired Hunter's Longbow, taking advantage of its unique attributes! I enchant an arrow with Multishot, rush up to the Stalker, and nock the arrow, but before it gets the chance to strike, I loose the shot right into its most vital regions at point-blank- knowing my enchantment, the arrow expands into a flurry of five, all striking the Stalker because I'm up close and personal with it!

For my second shot, I decide to go with Dynamo for my next enchantment, which I apply to an arrow. I roll around a bit, trying to dodge the Scouts' fire, all the while building up my stored momentum in the arrow. On my third roll, I pirouette and nock the arrow in one single motion, then fire it at the Scout nearest to the Stalker, unleashing all of the built-up momentum and movement into the one critical shot!

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 [Unique?] (+15 damage per action used, increased to +30 damage per action used if more than one action is used)
- Periodic Wand [Lvl.?] (Gift from Splashcat, ???)

- Dapper Stovepipe [Lvl.1] (20% chance to inflict Confusion (30% miss chance) to foes that attack you)

Charge: 22+3=25 CP
Grist Stores: 3610 Build Grist, 1125 Talc, 270 Gallium, 270 Bismuth

I... think you found the assistance you're looking for.

I digress, though! Using the Hunter's Longbow, you tear through the Trapper's defenses and manage to fully reduce it to the base Grist it was made of. Another 138 damage is dealt to one of the Scouts!

All in all, you seem to have gained 400 Build Grist and 60 Gallium from the Trapper's defeat. Not bad!

As for weapon clarification...
The Hunter's Longbow is an LVL 3 Weapon. The Periodic Wand is only LVL 1, adding 3 damage per action to attacks and having a 20% chance to activate Chemical Reaction, which deals 2 extra damage when it does hit!

-=+=-
End of Turn Battle -

Slated Cliffs -

Alchemiter Outpost -
As things wind down, the Formation Heli takes off to the skies above! Though still technically located in the Alchemiter Outpost, it will remain untargetable for the time being due to flying well out of reach of near everything and everyone. The pilot looks to Xorm... "So, where do you wanna go next? We'll drop ya off somewhere if you want, but we have places to be. Resistances to crush and all that."

Meanwhile, far below... the Wicked Witch of the Wavelength seems... to actually appreciate Radio!Xorm and their attempt to keep the radio waves going! Retiring from the battle, she decides to assist the DJ in his goal to grant beats to everyone throughout the war. As a fellow being of music and wavelengths, it fits her interests and roles rather well! This also marks the end of the second conflict here, as there's... not much left to fight about.

Sdieve's Cave -
Nothing much happens, but... how'd these guys even get here? Last I checked, neither Darkmantles nor Ropers have a swim speed...

Elsewhere -
The Talc Snail, having already consumed everything within the grove for the time being, awaits new food impatiently! Everywhere else seems to be fairly quiet, most of the main attacking forces having moved on to Woodgrave or just idling. Murai does charge 3 CP, though.

Woodgrave -
Forest Clearing -
At the Forest Clearing... well, the Scouts really don't stand a chance with everyone else rolling in. The Mirror Golem and Glacier Huskies make quick work of them, Jake easily cleaning up the rest of the conflict! Although 200 Build Grist and 60 Talc is dropped, the main question now is... well, which way does everyone go?

General/Miscellaneous -
Shin Kicker charges 3 CP! Everything else on the field increments accordingly.

Although no zones are archived or anything along those lines, I'm realizing that a biweekly update schedule is somewhat unrealistic... I pulled it off for a grand total of 1 week before slipping back into this. Expect weekly updates to remain as the status quo for a while.

Total Grist Attained -
[Build] +600 Build Grist
[LVL 1] +60 Talc
[LVL 2] +60 Gallium
[LVL 3] +0 Bismuth

-=+=-

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:
docs.google.com

DefTG 2: Alchemiquest - Maps & Miscellany (XXIII)

Landing Page Alchemiquest Maps Sheet Rules of advice: Silver sheets mark incomplete areas, where the story objectives have not been finished. Golden sheets mark areas where the story objective's completed, but side objectives remain. Crimson sheets mark areas where all side and story objectives...

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 4] -
2200/3200 Build Grist, 500/720 Talc, 180/360 Gallium, 230/360 Bismuth

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 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 - 6/8 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 will have 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 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] Returning Shot - A shotgun that fires spherical bullets attached by a string. The bullets also can retreat back to their holster, oddly enough.
- When used, splits actions given to deal damage to two different entities, adding 3 damage per action to each attack.
[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] Airy Sword - A sword imbued with minor air magics, giving the creator some lesser control over the winds.
- Deals an additional 4 damage per action using it.
[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 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.
[LVL 1 Consumable] Six-Color Shooter [4/6 Uses] - A rather colorful revolver with crayons seemingly loaded into the slots for a bullet.
- Uses one of your actions to fire a crayon, with varying effects based on its color. Remaining Colors: Orange, Green, Blue, Purple

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 1 Weapon] Wordy Gun - An inexplicably ink-stained pistol. Fires puns so bad they hurt.
- Adds 2-4 damage per action to attacks using it. Damage dependent on the quality of the pun, with "worse" puns dealing more.

[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] Capcharoid Camera [4/5 Uses] - A camera that 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 - 5/8 Inventory Slots used.
[LVL 3 Weapon] Octuple Barreled Shotgun - It's taken on a standard revolver design, but with 8 slots for shotgun shells. Also, the barrel still unhinges.
- Adds 25 damage per Action to an attack. Still rather simple, but effective...
[LVL 2 Weapon] Berserker's Helm - The weapon of a monster. Focuses attention on one target and one target only.
- Adds 18 damage per action to an attack's damage, at the tradeoff of being focused on one person until they're dead.

[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.

[AFK]Alastair(?) - 0/8 Inventory Slots used.
Nothing yet!

[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 - 38 CP
[AG] Gold - 488/500 HP, 0 CP
[AG] Ninjatwist_ - 500/500 HP - 25 CP
[AG] Paradox - 500/500 HP - 9 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 - 11 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 - Xorm

[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)

[PG] Formation Heli - 1500/1500 HP, 50x6 Attack, Transporting Xorm, Weakened (-25 Attack) for one more turn. Currently unattackable!
Current Players - None

[AG - Paradox] Recon Drone - 100/100 HP, 25 Attack

[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.

[N] Talc Deposit - 40/200 Talc, gains 40 Talc per turn!
Current Players - Shin Kicker

[RS] Murai - 500/500 HP, 15 CP
Current Players: Foodstuff Coloration Person, Paradox, Gold

[AG - Gold] Armed Bot - 50/200 HP, 50 Attack
[AG - Gold] Kama -101/250 HP, 80 Attack (10% chance of critical, doubling damage)

[RS] Forcefield Projector - -1000/-1000 Shields, heals for -100 HP every turn! Protects the entire zone.
Current Players: None

[PG] Broken Power Anchor
Current Players - None!

[N] Telescope - Usable to look at a faraway place!
Current Players - Sdieve

[H] Darkmantles (x3) - 180/180 HP, 40 Attack (x3)
[H] Roper - 2600/2600 HP, 400 Attack, 6/6 Tendrils
- Tendrils - 300/300 HP, Grapple Attack [Gives the Roper an additive x2 attack bonus until broken. Can stack with other tendrils!]
Current Players - Ninjatwist, Winkins, Splashcat

[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.

[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] Glacier Huskies (x2) - 110/110 HP, Frost Breath (x2) [Deals 45 Damage and inflicts Frost (Can only move 1 zone away) for two turns.]

[RS] Jake - 500/500 HP, 8 CP
[RS] Resistance Defender - 290/350 HP, 10 Defense, 25 Attack
 
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Aaah, fantastic! I'm glad to see that everyone here is present. (turns to Jake) Including you, Jake.

I'm going to run some Alchemizing up and then head north. Time for me to make use of some of the Bismuth I have stored!

For my first alchemy, I decide to add a bit of spark and pizzazz to my current ensemble:

Tailed Coat && Puzzling Trapezohedron == Trickster's Tailed Coat [Lvl.3]
Trickster's Tailed Coat [Lvl.3] (X% chance to reduce an incoming attack's damage by 50%)

I craft the Trickster's Tailed Coat to try to increase both my defensive prowess!

Now time for an offense-based alchemy... I'm fine with my current weaponry, so now to craft some equipment that can boost their effectiveness.

Enthusiast's Timepiece && Daemon's Cauldron == Warlock's Timepiece [Lvl.3]

Warlock's Timepiece [Lvl.3] (X% chance for attacks to deal 25% of their damage to an enemy close to the target)

I craft the Warlock's Timepiece to try buffing the offensive power of my attacks!

Running the math, these two level 3 alchemies should run me 900 Build Grist, 360 Talc, and 180 Bismuth.

As for my final action, I head over to the northern side of the Forest Clearing to try to investigate what's going on in that part of the woods.

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] (X% chance to reduce an incoming attack's damage by 50%)
- Warlock's Timepiece [Lvl.3] (Y% chance for attacks to deal 25% of their damage to an enemy close to the target)

Charge: 22+3=25 CP
Grist Stores:
3610+600=4210-900=3310 Build Grist
1125+60=1185-360=825 Talc
270+60=330 Gallium
270-180=90 Bismuth
 
>< "eh... most types of Items I make probably won't help you much, since my power's peanuts, and I already know I can send Attack Shields over. Anyway, want attack shields?"
If they want any right now, I spend as much CP as they ask for Shields to make shields for them. The first Action-payment I ask for- since this guy thinks items should be transferable- is a single-use item with a modest- to them- 3200-ish damage, area-targetting. or, if they can manage it, 3200 damage plus summoning the killed entities as allied shades, or something. My second priority is for them to put an action into my Drone's everything, which should probably speed things up by an order of magnitude or two. Like, in terms of numerical stats, something along the lines of... 1000 HP, 1000 generic action abilities, something like that?
...that'll make my drone stronger then me, heh.
>< My guess, the Ropers and whatnot spawned here. That's how monsters work, right? they just kinda... appear, in dark areas?
...or am I taking too many cues from video gaems?
>>If the Item Transfer doesn't work out, or nobody needs attack shields, I use the Formation Computer and Calculator without removing either from my inventory, constructing a new Formation. But what shall I make my formation out of? why, the very stuff of my soul!... I think that technically counts as spellcraft. Anyway, I expand my soulform into the shape of the formation's design, disguising it as spiderwebs equivalent to hair. When the Formation is ready, I saw away at a stalactite for a little until it crashes down on the Roper. little does the Roper know, the tip of the stalactite had been subtly carved by me to leave a very precise indent in the Roper when it impacted. specifically, a Rune! the Rune absorbs the power of the Formation to become a persistent effect and optimise its nature, with the final result being the creation of a broad-spectrum illusion controlling the Ropers perceptions so it will not see me- or anything I do- even if I undisguise myself... but Will see the mantles, and as enemies(invading players, maybe?) at that! To bypass any inherent magic-resistance, the formation acts indirectly by modification of light that reaches the Roper, as well as sound, heat, mana, and every sensoratorium it could plausibly have. from the outside, it looks like a slight haze around the Roper, but from within the illusion is flawless.
If it did work, this two-actions action is instead CP storage / attack shield creation.
> +1 CP


E> Drone finishes current projects in 2->1. Drone projects: Mana Gathering, Player Assistance: Complete. Player Projection: finishing... Mana Generation: Pending.
If the drone is buffed, it instead finishes its projects now I 'magine, and I'll give it new orders come next round.

CP: 23->??
Grist: 3460->4060
Talc: 935->995
Galium: 430->490
Bismuth: 40
Items: Encyclopedia of Magical Structures [1/3]
Formation Calculator [3/3 Chargeup]
Heaven Comms Router
Broadsword +1
Formation Computer [2/2 Chargeup]
Alchemiter (Backup)
Assets:
Drone (Real)
Mana Gathering, P.Assistance Formations(Real)
Player Projection Formation (finishing...) (Real)
Mana Generation Formations (Pending.) (Real)
 
[Build] Build Grist: 2050
[LVL 1] Talc: 465
[LVL 2] Gallium: 480
[LVL 3] Bismuth: 50

-----

To clear up more inventory space, I offer Jake the Wordy Gun, discarding it if he doesn't want it.

Action 1: I alchemize Swiss Army Knife && Bear Trap.

-----

I head down the secret passage I opened up.

Action 2: I keep the Chemist's Wand at the ready to encase any danger that might lurk within in a block of solid titanium. If no such dangers lurk, I charge 1 CP.

-----

Action 3: I charge 1 CP.

-----

The Mirror Golem will follow Ninjatwist, and if anything attacks Ninja, it will attack back with its laser beams.
 
CP:0
Build:3930
Lv 1:965
Lv 2:540
Lv 3:150

(Move)The Paradoxical Dragon heads to the Forest Clearing where others seem to have gathered. He gives a command to the Drone to meet him there as well.

(9CP)(x1) At the Forest Clearing, where the Sunlight can first be seen, there is a certain sense. Hmm...

The Dragon crafts a ritual. He mutters that another Awakened Paradox has given this Plan for the Entity he is about to summon, while leaving that Inner Place. Invoking that sense of Timeless Paradise, the place where all hurts are healed, where grudges are rested and Peace reigns. Invoking the Pure Moonlight and the Golden Sunlight, shining down onto an untouched meadow for hundreds and thousands of years. From that spring water and that autumn breeze, the soothing certainty that all will be well, a construct takes shape. A rustle of wind that shakes the leaves of this place and changes the pattern of sunlight and shadow here.

Glowing Hardlight springs forth from Generators, mutable yet solid. A Hospital on wheels springs forth with all of it's attendent staff. A Curious Mix of Hooded Servants and White-Carapaced Beings. The Outpost Hospital is constructed with this Paradisal Command and it is to Heal.

The Outpost Hospital
4 CP in 400 HP(Hardlight Walls and structural Integrity)
4 CP in "+100 to healing actions by entities or players"(Army of Nurses and Doctors and Equipment to aid in aid)
2 CP in 5 turn special, produce an Item worth 3 CP(There's actually a small team of scientists and engineers here working on new things. Mostly in the name of life-preservation)

(x2) A Shield of Light, drawn from the Light, surrounds the Dragon and the Drone. The Drone is now ready for it's next task.

(Orders) The Outpost Hospital and the Paradoxical Dragon accompanies Splash.The Drone pokes it's head into every currently open room before going to the Dragon. The Dragon renames it the Exploratory Drone if it survives and notes down to improve it next turn.
 
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[Build] 3130 - 1000 = 2130 Build Grist
[LVL 1] 600 - 220 = 480 Talc
[LVL 2] 360 - 180 = 180 Gallium
[LVL 3] 180 - 130 = 50 Bismuth

S.P.E.C.I.A.L. Stats
-These stats are used whenever The Narrator decides to add a bit of uncertainty to his Acts.
Strength: 5
Perception: 7
Endurance: 5
Charisma: 3
Intelligence: 8
Agility: 5
Luck: 7

Traits
-These tell you about Xorm's character, and may be mentioned directly by Rolls or seemingly illogical Acts.

[Inner Circles]
Xorm is a mercenary, and he understands that to have a close group of powerful allies that he trusts is far better than an army of minions he knew none of. He favors quality Entities over quantity... And he will fight scale and claw for them.

[Chromatic Soul]
Having gone through the Genocidal Trials, not once but twice, Xorm's soul has taken in the Lessons of the Seven Humans, and will reference them often.

[???]
A good character always has room to grow, change, shrink. A character is never fully developed. -KitRougard, Narrator.

Skills
-Esoteric bits of knowledge he's picked up through the game, that may impart actual mechanical benefits.

[Power Anchor Knowledge 1]
Analyzing a shattered Power Anchor gave Xorm a glance into it's workings. Anything with an effect that reduces Player Power that Xorm Alchemizes costs less Grist as a result.

Scars
-Xorm has racked up his fair share of failures. But some run deeper than others. These are like temporary Traits, and can be resolved if their Source is cured.

[NEW!][One Too Many. Source: The Loss of Kama]
387 times, I swore I'd never lose another ally. 387 times, I broke that promise. By my rotten blood, Kama, you will not be another number on my shoulders. -Xorm, Avatar

A Summary Of Colors And Characters
-Good gods, this Narrator is a colorful one! This should help some...

[[Dark Grey Strikethrough: Full OOC. Used to conversate with the actual person on the other side of the screen.]]
[[Dark Grey: IC "OOC." Used when KitRougard as a character is talking to Xorm, Arbiter Torix, or another character directly.]]

Teal: Used when Xorm is talking. "Quotations" are for spoken words, while [[Double Brackets]] are for digital messages. Italics implies thoughts or psychic conversation.
Light Grey: [[OUT OF ORDER]]
[NEW!] Purple: Used for Jets. Same "Quotations" and [[Double Brackets]] as Teal/Xorm.
[[Dark Red: The Warden's Direct Feed. Patched into Kit's updates sometimes for The Warden's amusement.]]
[[Undecided: Used for Ranieh's... HEY! Who authorized this early release?]]

The Terms
-Wait. Why are there all these Capitalized Words? Good question! Here's the answers~

[The Narrator]
Narrators are powerful beings, similar to Arbiters... And Godmodders. But rather than seek the submission of all, or the fairness of a battlefield, Narrators seek to spin an enticing story by way of their Avatars. With their Avatar as a conduit, a Narrator can pluck at the strings of The Almighty Narrative through a variety of methods, most commonly some form of digital writing device, though there have been Narrators who used typewriter, quill and pen, even one who forever sang a ballad whose words he made up on the spot. Narrators are easily confused for Players, and indeed, there are few differences between them.

[Avatars]
Avatars are powerful Characters, strong enough that they can function as a conduit for a Narrator's ability. Easily confused for a Player's Player Character. The major difference is that an Avatar can potentially disobey its Narrator, while a Player Character is, well, a Player's puppet.

[The Warden]
Known as such for their literary might, The Warden is the Narrator who created the Ex Machina Prison, and rules it. He is his own Avatar, and this makes him dangerous.

[Kit Rougard]
The Narrator bound to Avatar Xorm. Currently cell-bound in the Ex Machina Prison for the highest crimes - 7 confirmed counts of The Unfnished Story. Sentence: Life, or Until Finished... Whichever comes last. Has managed to curry enough favor with The Warden to be granted access to an Avatar. Seeks a Godmodder's Favor to escape.

[The Magnum OPUS]
A well known branch of the Omniverse Police - Unwritten Security forces, who have made their name known by capturing many a threat to literary culture, including the infamous Mykan. The ones who brought Kit in... And a creation of The Warden.

[Free Action(?): DISPENSER GOING UP.]
It's not clear where, or how, or why, but it seems like Xorm's Grist Pile got... a LOT lighter all of a sudden. And now there's another funny-shaped canister stapled to the Alchemizer. Weird.
(Upgrade Alchemizer.)

[Focus Action: Don't Let Me Go]
Xorm felt that moment when Gold ripped Kama from his mouth in more way than one. Sure, it hurt. But something else twinges hard, too. His soul. He had read that a Blade could fall and their Driver wouldn't feel a thing.

Lies. Every one of them.

His blood, his torn flesh, it almost instinctively reached forward to try to grab her Crystal. But it was unplanned, and Xorm was weak. It only succeeded in closing the wound as it was made, reforming Xorm's face to appear more reptilian, with a pronounced snout and long, toothy jaw. One word escaped it.
"NO."
[[A wolf boy types frantically at a computer, trying to wrangle his Avatar. Various swearwords are censored.]]
But Xorm knew he didn't have a chance. They were already gone, an-
"
NO. I CAN FEEL WHERE THEY WENT."
[TRAIT TRIGGERED: INNER CIRCLES]
He though long and hard about how he could save her, bu-
"NO. I WILL NOT LET THIS HAPPEN. THREE HUNDRED. EIGHTY. SIX. AND NOT. ONE. MORE." Xorm roared aloud, flipping down the visor of his Berserker's Helmet.
[[The wolf boy stops typing. This swear word rings clear.
"...Shit."
He reaches forwards for the letter "X," but is rebuked by an arc of teal electricity from his keyboard.]]

[FLAW TRIGGERED: BERSERKER'S HELMET.]
Xorm gritted his teeth. It was difficult to wrest the narrative from his Narrator, but with two Triggers that focused on the same thing, he could do it. He just had to focus.

[["Shit. Dammit. No. Nonononono. He's taken his Narrative back. Shit." The wolf mutters, fingers twitching above his keyboard. He couldn't control Xorm when he was under a Double-Trait...
But he could control the Narrative of those around Xorm, still.
"Oh Gods above and Godmodders below, this is a longshot." And he leans in and begins to type.]]

Time seems to slow, as it does at Tipping Points. Xorm is on the edge of the heli's floor, grabbing at a backpack so he can jump. There's a few Formation Soldiers in the craft with him, and one of them is actually looking at Xorm with concern.
[["A Plothook. Perfect."]]
He grabbed the parachute bag and slung it on. The wind buffeted him, seeming to beg him to go back inside, but he knew he couldn't do that. Gold had to die. And Kama had to live. That was all.

The concerned Formation Soldier feels an entry into his mind. It's panicked and rushed, and he knows it means no harm, even as he starts to grow panicked as well. Psychic Resonance did that to a guy.
You. Soldier. What's your name? A voice in his head asks. He could feel it rooting around in there, trying to figure out who he was.
[[The wolf boy has opened the Data Files of the Soldier, and is browsing through the generic, copypasted text that the Godmodder gave him.]]
Designation #J375... Soldiers don't have names, they train that into us at the Acadmey. he replies warily.
Not for much longer, Kit delivers, straight into the Soldier's head. Grit your teeth, you're gonna get a custom fit personality, courtesy of one Narrator!
That's... Wait! A Narratoooooooo The soldier responds, before being temporarily fried by the upload.
[[UPLOAD PROCESSING...]]
Number J375, or "Jets," as they called him in the Acadmey, was Everything's Second Best Pilot. He was just shy of stellar in everything he did, which put him, logistically, as the top student.
If they counted those kind of things logically.
As it was, he was considered the second best, even though on average, he was the best pilot. This meant he was everyone's co-pilot, everyone's wing man.


[["Alright, good Entity... But he needs trauma. A reason to grab Xorm. A reason to be a Companion." The wolf boy says aloud, stretching his fingers for a moment.]]

Everyone's designated survivor.
He was always reading the books and manuals on safety in any vehicle he was in. The "top pilots" he was paired with? They didn't. They were too confident.
5 times.
5 times, they had been consumed by their egos.
5 times, they had crashed.

5 times, he had been the sole survivor. He had a bit of a bad rep because of it. That's why he volunteered for this. Because he could help someone else stay alive.

Jets looked at Xorm, the Player he and his crew were picking up. He saw him about to jump. And he saw a chance to redeem himself.
A Player on the [PG] side was rare. And he was about to jump out of the heli... And basically commit suicide. He knew how it felt to lose another.
And he knew Xorm had been through so much more than he had.
But Jets was CERTAIN about this. He saw that Xorm was overly eager. He was fingering the release string. If he pulled that before he had fallen enough, he'd get sucked into the blades and get shredded. So he stood up.
Xorm fingered the ring, bent his knees, and stepped forward-
A hand fell on his shoulder. And an arm wrapped around his chest.
"Who the-?" Xorm growls, struggling against the surprisingly firm grip.

"It's fine. You're fine. You can't save them if you die." Jets says softly.
The helmet! Get rid of the helmet! Kit broadcasts into Jets' head. And he does, flipping up the front of the helmet. Then he eases it off, and tosses it down into the Radio Zone below, where it shatters into some form of... Narrative energy, that flows back up and circles around Xorm and Jets.
"
No, I can't, she's still..." Xorm struggles... then stills.
[["Holy shit. It actually worked." The wolf sighs, slumping backwards in his seat. The Act Update writes itself from the momentum he had imparted.]]
Xorm couldn't fight against reason, or against the Narrator reigning him in. All he could do was crumple in Jets' arms...
And cry.

Xorm cried. Jets pulled him back into the heli properly, and sat him down on a chair.

"
So, uh, I don't think Xorm's in much of a Player-fighting state right now..." Jets says to the pilot. He looks back at Xorm quietly shuddering next to him. "Or much talking, really. I think he needs a Sidequest. Let's just take him with us, see if we can't give him a win."

[Scar created: One Too Many.]

((Intent: 3 Actions, and sacrifice the Berserker's Helmet, to Summon Jets, a high-ranking Formation Soldier.

Skills:
Everything's Second-Best Pilot
Provides notable buffs to any vehicle-type Entity he crews or pilots.

Safety First
Nearly impossible to kill while he's inside a vehicle-type Entity.))
 
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Desperate for alchemy material, I rush over yo the talc deposit in the cave, and, not even using any of my alchemies, try to kick the deposit for Talc for more alchemy for more shin destruction
 
(Free action)(Move to a separate path that's not being taken)
Seeing as there isn't much to do... and that the two fellow... Players? Wait what IS he?

Winks immediately switches thoughts to stave off the existential dread stemming from forgotten memories and blank states. Best to figure out more of his memories before confronting those thoughts again... And so he focus on the present and decides to take a path not being trekked on.


(Focused Action)(Specializing a Husky: Icicles!)
Trying to get his mind off from the previous worries, Winks starts interacting with the dogs that seem to keep him happy. As they move through the path, Winks grabs an arm full of branches and like any good dog owner, play fetch with the crew! Sticks were toss left and right, and never straying to far... at this point Winks was throwing as the sticks as soon as they brought em back, in fact, 13 sticks were constantly in the air as this game of fetch grew to greater speeds. Eventually, the dogs tire themselves against his Player empowered throwing arm... or so he thought...

While Aurora gave a good showing, she was first to slow, only to be followed by the Unnamed husky as they took side lines... And while the increased stamina and strength of Iceberg kept him from tiring too much in the beginning, he was too encumbered by his armor to truly move quick enough to match the pace and speed of sticks flew too fast in the air.

And so left the last husky in this grueling gauntlet of sticks and catches. Flying through the air as he caught multiple sticks at once, the dog move with enough finesse and speed and coming back with a mouthful of the wooden branches. Only to repeat to the boy and Wink's joy... only to finally stop when there was no more of the Player energy that was forced into his arms...

Laughing at the exertion and tails wagging all around to be accompanied with some heavy petting to go with this joyful mood. Winks gives the quick husky a his attention and gave him its new Name: Icicle!

And so the wind the around the dog changes, a flow a of biting winds seem to envelop the dog as actual icicles lazily float around the husky as his coat of fur then darkens and sharpen out to give a slicker look.


CP: 2
Grist Count:
[Build] 2080 Build Grist
[LVL 1] 450 Talc
[LVL 2] 360 Gallium
[LVL 3] 90 Bismuth

Alchemies:
[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.
 
Update XXIV
Aaah, fantastic! I'm glad to see that everyone here is present. (turns to Jake) Including you, Jake.

I'm going to run some Alchemizing up and then head north. Time for me to make use of some of the Bismuth I have stored!

For my first alchemy, I decide to add a bit of spark and pizzazz to my current ensemble:

Tailed Coat && Puzzling Trapezohedron == Trickster's Tailed Coat [Lvl.3]
Trickster's Tailed Coat [Lvl.3] (X% chance to reduce an incoming attack's damage by 50%)

I craft the Trickster's Tailed Coat to try to increase both my defensive prowess!

Now time for an offense-based alchemy... I'm fine with my current weaponry, so now to craft some equipment that can boost their effectiveness.

Enthusiast's Timepiece && Daemon's Cauldron == Warlock's Timepiece [Lvl.3]

Warlock's Timepiece [Lvl.3] (X% chance for attacks to deal 25% of their damage to an enemy close to the target)

I craft the Warlock's Timepiece to try buffing the offensive power of my attacks!

Running the math, these two level 3 alchemies should run me 900 Build Grist, 360 Talc, and 180 Bismuth.

As for my final action, I head over to the northern side of the Forest Clearing to try to investigate what's going on in that part of the woods.

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] (X% chance to reduce an incoming attack's damage by 50%)
- Warlock's Timepiece [Lvl.3] (Y% chance for attacks to deal 25% of their damage to an enemy close to the target)

Charge: 22+3=25 CP
Grist Stores:
3610+600=4210-900=3310 Build Grist
1125+60=1185-360=825 Talc
270+60=330 Gallium
270-180=90 Bismuth

Jake - Thanks. Never hurts to have some backup, right?
Jake - Either way... well then, where to next? I'll stick with you for the time being.


Conversations aside, you take your turn to alchemize a few items!
Tailed Coat && Puzzling Trapezohedron ==
Trickster's Tailed Coat [LVL 3 Armor]
- 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.


Enthusiast's Timepiece && Daemon's Cauldron == Warlock's Timepiece [LVL 3 Armor]
- A small timepiece that seems to glow with malevolent energy. Occasionally, bolts of dark red energy seem to break loose from the cover...
- 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.

You craft both of these items! Though possibly not as strong as you intended due to the nature of percentage buffs, they should still serve nicely for quite some time. Running the costs... hm. I think I have the formula listed wrong, one second.
... Okay, fixed! Since this is my mistake, I'll let you get by with 900 Build Grist instead of 1600 Build Grist, like it normally would cost. You're still correct on the 360 Talc and 180 Bismuth being consumed, however. In total, this leaves you with exactly what you calculated: 3,310 Build Grist, 825 Talc, and 90 Bismuth remain in your stores.

You also move upwards, coming across a strangely cluttered area of the forest! The trees seem a bit denser here, and there are a few odd-looking stone pillars off to the west. You still can't shake the feeling of being watched, but there doesn't seem to be any apparent encounter in this area. Jake and the defender join you, thankfully, so at least you're not alone here.

>< "eh... most types of Items I make probably won't help you much, since my power's peanuts, and I already know I can send Attack Shields over. Anyway, want attack shields?"
If they want any right now, I spend as much CP as they ask for Shields to make shields for them. The first Action-payment I ask for- since this guy thinks items should be transferable- is a single-use item with a modest- to them- 3200-ish damage, area-targetting. or, if they can manage it, 3200 damage plus summoning the killed entities as allied shades, or something. My second priority is for them to put an action into my Drone's everything, which should probably speed things up by an order of magnitude or two. Like, in terms of numerical stats, something along the lines of... 1000 HP, 1000 generic action abilities, something like that?
...that'll make my drone stronger then me, heh.
>< My guess, the Ropers and whatnot spawned here. That's how monsters work, right? they just kinda... appear, in dark areas?
...or am I taking too many cues from video gaems?
>>If the Item Transfer doesn't work out, or nobody needs attack shields, I use the Formation Computer and Calculator without removing either from my inventory, constructing a new Formation. But what shall I make my formation out of? why, the very stuff of my soul!... I think that technically counts as spellcraft. Anyway, I expand my soulform into the shape of the formation's design, disguising it as spiderwebs equivalent to hair. When the Formation is ready, I saw away at a stalactite for a little until it crashes down on the Roper. little does the Roper know, the tip of the stalactite had been subtly carved by me to leave a very precise indent in the Roper when it impacted. specifically, a Rune! the Rune absorbs the power of the Formation to become a persistent effect and optimise its nature, with the final result being the creation of a broad-spectrum illusion controlling the Ropers perceptions so it will not see me- or anything I do- even if I undisguise myself... but Will see the mantles, and as enemies(invading players, maybe?) at that! To bypass any inherent magic-resistance, the formation acts indirectly by modification of light that reaches the Roper, as well as sound, heat, mana, and every sensoratorium it could plausibly have. from the outside, it looks like a slight haze around the Roper, but from within the illusion is flawless.
If it did work, this two-actions action is instead CP storage / attack shield creation.
> +1 CP


E> Drone finishes current projects in 2->1. Drone projects: Mana Gathering, Player Assistance: Complete. Player Projection: finishing... Mana Generation: Pending.
If the drone is buffed, it instead finishes its projects now I 'magine, and I'll give it new orders come next round.

CP: 23->??
Grist: 3460->4060
Talc: 935->995
Galium: 430->490
Bismuth: 40
Items: Encyclopedia of Magical Structures [1/3]
Formation Calculator [3/3 Chargeup]
Heaven Comms Router
Broadsword +1
Formation Computer [2/2 Chargeup]
Alchemiter (Backup)
Assets:
Drone (Real)
Mana Gathering, P.Assistance Formations(Real)
Player Projection Formation (finishing...) (Real)
Mana Generation Formations (Pending.) (Real)

Audien - Yeah, I'll take a few... let's stick with three for the time being. That'd be nice.
Audien - Now then... single-use attack item. Let's see...

After you send the three attack shields over, some time passes before you get a response and a strange type of attachment.
Audien - Had to use some Grist on this, but here you are.

You obtain a Proximity Bomb after downloading the file!
[LVL 7 Consumable] Proximity Bomb [1/1 Use] - An unassuming sphere with a strange orange symbol on it depicting... some sort of bomb.
- Deals 3000 damage total to a room of enemies, targeting the strongest ones first before moving to weaker ones.

Audien - There's no way I can afford that again. I used most of the Grist I had on that.
Audien - I might be able to manage some less powerful items still, but nothing of that level.
Audien - Sure, we have higher Player Power, but Grist is still a commodity.


All of your actions this turn go to creating some Attack Shields for them, trading the files! Your CP total stays the same as a result.

[Build] Build Grist: 2050
[LVL 1] Talc: 465
[LVL 2] Gallium: 480
[LVL 3] Bismuth: 50

-----

To clear up more inventory space, I offer Jake the Wordy Gun, discarding it if he doesn't want it.

Action 1: I alchemize Swiss Army Knife && Bear Trap.

-----

I head down the secret passage I opened up.

Action 2: I keep the Chemist's Wand at the ready to encase any danger that might lurk within in a block of solid titanium. If no such dangers lurk, I charge 1 CP.

-----

Action 3: I charge 1 CP.

-----

The Mirror Golem will follow Ninjatwist, and if anything attacks Ninja, it will attack back with its laser beams.

Despite Jake not being in the same room as you anymore, you offer him the Wordy Gun! He politely declines, preferring freeform attacks and more of the support role anyway. With that settled, you discard the gun instead.

Swiss Army Knife && Bear Trap == Multifunction Snare [4/4 Uses] [LVL 2 Consumable]
- 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!

This costs you 200 Build Grist, 120 Talc, and 60 Gallium, which should be more than affordable! Moving along to the Bramble Passage, you look around and see... well, no immediate threat at all here - not even that strange feeling of being watched like throughout the rest of the area. Seems like this wasn't expected to be an area that you were going to access.

You also charge 2 CP after not getting jumped by anything in the passage! The Mirror Golem will do as you say.

CP:0
Build:3930
Lv 1:965
Lv 2:540
Lv 3:150

(Move)The Paradoxical Dragon heads to the Forest Clearing where others seem to have gathered. He gives a command to the Drone to meet him there as well.

(9CP)(x1) At the Forest Clearing, where the Sunlight can first be seen, there is a certain sense. Hmm...

The Dragon crafts a ritual. He mutters that another Awakened Paradox has given this Plan for the Entity he is about to summon, while leaving that Inner Place. Invoking that sense of Timeless Paradise, the place where all hurts are healed, where grudges are rested and Peace reigns. Invoking the Pure Moonlight and the Golden Sunlight, shining down onto an untouched meadow for hundreds and thousands of years. From that spring water and that autumn breeze, the soothing certainty that all will be well, a construct takes shape. A rustle of wind that shakes the leaves of this place and changes the pattern of sunlight and shadow here.

Glowing Hardlight springs forth from Generators, mutable yet solid. A Hospital on wheels springs forth with all of it's attendent staff. A Curious Mix of Hooded Servants and White-Carapaced Beings. The Outpost Hospital is constructed with this Paradisal Command and it is to Heal.

The Outpost Hospital
4 CP in 400 HP(Hardlight Walls and structural Integrity)
4 CP in "+100 to healing actions by entities or players"(Army of Nurses and Doctors and Equipment to aid in aid)
2 CP in 5 turn special, produce an Item worth 3 CP(There's actually a small team of scientists and engineers here working on new things. Mostly in the name of life-preservation)

(x2) A Shield of Light, drawn from the Light, surrounds the Dragon and the Drone. The Drone is now ready for it's next task.

(Orders) The Outpost Hospital and the Paradoxical Dragon accompanies Splash.The Drone pokes it's head into every currently open room before going to the Dragon. The Dragon renames it the Exploratory Drone if it survives and notes down to improve it next turn.

You move about the battlefield, ending with you and the Drone located at the Forest Clearing! There, you summon the Outpost Hospital with the stats outlined in your post! This'll prove to be a helpful boon throughout the area, as long as you keep it upgraded... hm. I might have to rewrite that last ability to make it stay in line with the current Player Power, but other than that it looks good. Its finished stats are present in the Forest Clearing below!

You also grant yourself and the newly renamed Exploratory Drone an Attack Shield each before both moving into the Bramble Passage with Splashcat!

[Build] 3130 - 1000 = 2130 Build Grist
[LVL 1] 600 - 220 = 480 Talc
[LVL 2] 360 - 180 = 180 Gallium
[LVL 3] 180 - 130 = 50 Bismuth

S.P.E.C.I.A.L. Stats
-These stats are used whenever The Narrator decides to add a bit of uncertainty to his Acts.
Strength: 5
Perception: 7
Endurance: 5
Charisma: 3
Intelligence: 8
Agility: 5
Luck: 7

Traits
-These tell you about Xorm's character, and may be mentioned directly by Rolls or seemingly illogical Acts.

[Inner Circles]
Xorm is a mercenary, and he understands that to have a close group of powerful allies that he trusts is far better than an army of minions he knew none of. He favors quality Entities over quantity... And he will fight scale and claw for them.

[Chromatic Soul]
Having gone through the Genocidal Trials, not once but twice, Xorm's soul has taken in the Lessons of the Seven Humans, and will reference them often.

[???]
A good character always has room to grow, change, shrink. A character is never fully developed. -KitRougard, Narrator.

Skills
-Esoteric bits of knowledge he's picked up through the game, that may impart actual mechanical benefits.

[Power Anchor Knowledge 1]
Analyzing a shattered Power Anchor gave Xorm a glance into it's workings. Anything with an effect that reduces Player Power that Xorm Alchemizes costs less Grist as a result.

Scars
-Xorm has racked up his fair share of failures. But some run deeper than others. These are like temporary Traits, and can be resolved if their Source is cured.

[NEW!][One Too Many. Source: The Loss of Kama]
387 times, I swore I'd never lose another ally. 387 times, I broke that promise. By my rotten blood, Kama, you will not be another number on my shoulders. -Xorm, Avatar

A Summary Of Colors And Characters
-Good gods, this Narrator is a colorful one! This should help some...

[[Dark Grey Strikethrough: Full OOC. Used to conversate with the actual person on the other side of the screen.]]
[[Dark Grey: IC "OOC." Used when KitRougard as a character is talking to Xorm, Arbiter Torix, or another character directly.]]

Teal: Used when Xorm is talking. "Quotations" are for spoken words, while [[Double Brackets]] are for digital messages. Italics implies thoughts or psychic conversation.
Light Grey: [[OUT OF ORDER]]
[NEW!] Purple: Used for Jets. Same "Quotations" and [[Double Brackets]] as Teal/Xorm.
[[Dark Red: The Warden's Direct Feed. Patched into Kit's updates sometimes for The Warden's amusement.]]
[[Undecided: Used for Ranieh's... HEY! Who authorized this early release?]]

The Terms
-Wait. Why are there all these Capitalized Words? Good question! Here's the answers~

[The Narrator]
Narrators are powerful beings, similar to Arbiters... And Godmodders. But rather than seek the submission of all, or the fairness of a battlefield, Narrators seek to spin an enticing story by way of their Avatars. With their Avatar as a conduit, a Narrator can pluck at the strings of The Almighty Narrative through a variety of methods, most commonly some form of digital writing device, though there have been Narrators who used typewriter, quill and pen, even one who forever sang a ballad whose words he made up on the spot. Narrators are easily confused for Players, and indeed, there are few differences between them.

[Avatars]
Avatars are powerful Characters, strong enough that they can function as a conduit for a Narrator's ability. Easily confused for a Player's Player Character. The major difference is that an Avatar can potentially disobey its Narrator, while a Player Character is, well, a Player's puppet.

[The Warden]
Known as such for their literary might, The Warden is the Narrator who created the Ex Machina Prison, and rules it. He is his own Avatar, and this makes him dangerous.

[Kit Rougard]
The Narrator bound to Avatar Xorm. Currently cell-bound in the Ex Machina Prison for the highest crimes - 7 confirmed counts of The Unfnished Story. Sentence: Life, or Until Finished... Whichever comes last. Has managed to curry enough favor with The Warden to be granted access to an Avatar. Seeks a Godmodder's Favor to escape.

[The Magnum OPUS]
A well known branch of the Omniverse Police - Unwritten Security forces, who have made their name known by capturing many a threat to literary culture, including the infamous Mykan. The ones who brought Kit in... And a creation of The Warden.

[Free Action(?): DISPENSER GOING UP.]
It's not clear where, or how, or why, but it seems like Xorm's Grist Pile got... a LOT lighter all of a sudden. And now there's another funny-shaped canister stapled to the Alchemizer. Weird.
(Upgrade Alchemizer.)

[Focus Action: Don't Let Me Go]
Xorm felt that moment when Gold ripped Kama from his mouth in more way than one. Sure, it hurt. But something else twinges hard, too. His soul. He had read that a Blade could fall and their Driver wouldn't feel a thing.

Lies. Every one of them.

His blood, his torn flesh, it almost instinctively reached forward to try to grab her Crystal. But it was unplanned, and Xorm was weak. It only succeeded in closing the wound as it was made, reforming Xorm's face to appear more reptilian, with a pronounced snout and long, toothy jaw. One word escaped it.
"NO."
[[A wolf boy types frantically at a computer, trying to wrangle his Avatar. Various swearwords are censored.]]
But Xorm knew he didn't have a chance. They were already gone, an-
"
NO. I CAN FEEL WHERE THEY WENT."
[TRAIT TRIGGERED: INNER CIRCLES]
He though long and hard about how he could save her, bu-
"NO. I WILL NOT LET THIS HAPPEN. THREE HUNDRED. EIGHTY. SIX. AND NOT. ONE. MORE." Xorm roared aloud, flipping down the visor of his Berserker's Helmet.
[[The wolf boy stops typing. This swear word rings clear.
"...Shit."
He reaches forwards for the letter "X," but is rebuked by an arc of teal electricity from his keyboard.]]

[FLAW TRIGGERED: BERSERKER'S HELMET.]
Xorm gritted his teeth. It was difficult to wrest the narrative from his Narrator, but with two Triggers that focused on the same thing, he could do it. He just had to focus.

[["Shit. Dammit. No. Nonononono. He's taken his Narrative back. Shit." The wolf mutters, fingers twitching above his keyboard. He couldn't control Xorm when he was under a Double-Trait...
But he could control the Narrative of those around Xorm, still.
"Oh Gods above and Godmodders below, this is a longshot." And he leans in and begins to type.]]

Time seems to slow, as it does at Tipping Points. Xorm is on the edge of the heli's floor, grabbing at a backpack so he can jump. There's a few Formation Soldiers in the craft with him, and one of them is actually looking at Xorm with concern.
[["A Plothook. Perfect."]]
He grabbed the parachute bag and slung it on. The wind buffeted him, seeming to beg him to go back inside, but he knew he couldn't do that. Gold had to die. And Kama had to live. That was all.

The concerned Formation Soldier feels an entry into his mind. It's panicked and rushed, and he knows it means no harm, even as he starts to grow panicked as well. Psychic Resonance did that to a guy.
You. Soldier. What's your name? A voice in his head asks. He could feel it rooting around in there, trying to figure out who he was.
[[The wolf boy has opened the Data Files of the Soldier, and is browsing through the generic, copypasted text that the Godmodder gave him.]]
Designation #J375... Soldiers don't have names, they train that into us at the Acadmey. he replies warily.
Not for much longer, Kit delivers, straight into the Soldier's head. Grit your teeth, you're gonna get a custom fit personality, courtesy of one Narrator!
That's... Wait! A Narratoooooooo The soldier responds, before being temporarily fried by the upload.
[[UPLOAD PROCESSING...]]
Number J375, or "Jets," as they called him in the Acadmey, was Everything's Second Best Pilot. He was just shy of stellar in everything he did, which put him, logistically, as the top student.
If they counted those kind of things logically.
As it was, he was considered the second best, even though on average, he was the best pilot. This meant he was everyone's co-pilot, everyone's wing man.


[["Alright, good Entity... But he needs trauma. A reason to grab Xorm. A reason to be a Companion." The wolf boy says aloud, stretching his fingers for a moment.]]

Everyone's designated survivor.
He was always reading the books and manuals on safety in any vehicle he was in. The "top pilots" he was paired with? They didn't. They were too confident.
5 times.
5 times, they had been consumed by their egos.
5 times, they had crashed.

5 times, he had been the sole survivor. He had a bit of a bad rep because of it. That's why he volunteered for this. Because he could help someone else stay alive.

Jets looked at Xorm, the Player he and his crew were picking up. He saw him about to jump. And he saw a chance to redeem himself.
A Player on the [PG] side was rare. And he was about to jump out of the heli... And basically commit suicide. He knew how it felt to lose another.
And he knew Xorm had been through so much more than he had.
But Jets was CERTAIN about this. He saw that Xorm was overly eager. He was fingering the release string. If he pulled that before he had fallen enough, he'd get sucked into the blades and get shredded. So he stood up.
Xorm fingered the ring, bent his knees, and stepped forward-
A hand fell on his shoulder. And an arm wrapped around his chest.
"Who the-?" Xorm growls, struggling against the surprisingly firm grip.

"It's fine. You're fine. You can't save them if you die." Jets says softly.
The helmet! Get rid of the helmet! Kit broadcasts into Jets' head. And he does, flipping up the front of the helmet. Then he eases it off, and tosses it down into the Radio Zone below, where it shatters into some form of... Narrative energy, that flows back up and circles around Xorm and Jets.
"
No, I can't, she's still..." Xorm struggles... then stills.
[["Holy shit. It actually worked." The wolf sighs, slumping backwards in his seat. The Act Update writes itself from the momentum he had imparted.]]
Xorm couldn't fight against reason, or against the Narrator reigning him in. All he could do was crumple in Jets' arms...
And cry.

Xorm cried. Jets pulled him back into the heli properly, and sat him down on a chair.

"
So, uh, I don't think Xorm's in much of a Player-fighting state right now..." Jets says to the pilot. He looks back at Xorm quietly shuddering next to him. "Or much talking, really. I think he needs a Sidequest. Let's just take him with us, see if we can't give him a win."

[Scar created: One Too Many.]

((Intent: 3 Actions, and sacrifice the Berserker's Helmet, to Summon Jets, a high-ranking Formation Soldier.

Skills:
Everything's Second-Best Pilot
Provides notable buffs to any vehicle-type Entity he crews or pilots.

Safety First
Nearly impossible to kill while he's inside a vehicle-type Entity.))

You provide a whole heck of a lot of terms and backstory lore behind everything that is apparently canon now! Time to figure out how to deal with this revelation and patch it into the world view I have from the Arbiter standpoint...

Anyways! Along with this, you manage to singlehandedly finish leveling up the Alchemiter! This enables the collection of Cerium, the [LVL 4] grist type, and the ability to craft [LVL 4] Alchemies using it! To craft something at that level, you'll need 3200(!) Build Grist, 240 Gallium, and 120 Cerium.

... And so Jets is summoned! Causing a major shift in the Formation Helicopter's statistics as a part of his transition, the pilot seems to have become a rather valid character in your brigade! Though his HP and Attack values are rather low, his special abilities definitely balance it out. In response to Xorm's incapacitated manner for the time being, Jets' co-pilot nods. "We're heading back to the headquarters at Bounds End anyway. I'm sure if he's up and functioning, we can find him something to do once we're there. Perhaps you could even head with him, J375. Seems like he might need it."

Desperate for alchemy material, I rush over yo the talc deposit in the cave, and, not even using any of my alchemies, try to kick the deposit for Talc for more alchemy for more shin destruction

You gain 40 Talc, much to the snail's dismay!... okay, we need to talk real quick, though. I think you've only been counting the Grist you've gained from the enemies you've killed, which is really discounting your abilities and what you've gotten. You should have more than enough for plenty of alchemies - up to 4 level 3s, and even a ton more level 2s and 1s! The proper amount of Grist gained at an end of the turn for everyone is located down at the End of Turn Battle, so don't forget to add that!

(Free action)(Move to a separate path that's not being taken)
Seeing as there isn't much to do... and that the two fellow... Players? Wait what IS he?

Winks immediately switches thoughts to stave off the existential dread stemming from forgotten memories and blank states. Best to figure out more of his memories before confronting those thoughts again... And so he focus on the present and decides to take a path not being trekked on.


(Focused Action)(Specializing a Husky: Icicles!)
Trying to get his mind off from the previous worries, Winks starts interacting with the dogs that seem to keep him happy. As they move through the path, Winks grabs an arm full of branches and like any good dog owner, play fetch with the crew! Sticks were toss left and right, and never straying to far... at this point Winks was throwing as the sticks as soon as they brought em back, in fact, 13 sticks were constantly in the air as this game of fetch grew to greater speeds. Eventually, the dogs tire themselves against his Player empowered throwing arm... or so he thought...

While Aurora gave a good showing, she was first to slow, only to be followed by the Unnamed husky as they took side lines... And while the increased stamina and strength of Iceberg kept him from tiring too much in the beginning, he was too encumbered by his armor to truly move quick enough to match the pace and speed of sticks flew too fast in the air.

And so left the last husky in this grueling gauntlet of sticks and catches. Flying through the air as he caught multiple sticks at once, the dog move with enough finesse and speed and coming back with a mouthful of the wooden branches. Only to repeat to the boy and Wink's joy... only to finally stop when there was no more of the Player energy that was forced into his arms...

Laughing at the exertion and tails wagging all around to be accompanied with some heavy petting to go with this joyful mood. Winks gives the quick husky a his attention and gave him its new Name: Icicle!

And so the wind the around the dog changes, a flow a of biting winds seem to envelop the dog as actual icicles lazily float around the husky as his coat of fur then darkens and sharpen out to give a slicker look.


CP: 2
Grist Count:
[Build] 2080 Build Grist
[LVL 1] 450 Talc
[LVL 2] 360 Gallium
[LVL 3] 90 Bismuth

Alchemies:
[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.

You specialize into your third of the four huskies, naming them Icicle! Their icicle weaponry and darker fur point to their method of quicker attacks, and although their HP goes up as well, most of their stat increase has gone into increasing their attack and splitting it into a 2-hit combo!

After the fetch session, you all decide to head east and emerge into a small... campfire area of sorts! Marking the first actual entities you've seen after entering this forest, a group of two sits around the fire and is seeming to discuss something before they notice you and ready their weapons.
Seems they're willing to fight fair, at least...

FCP 41 CP (38 + 3)
cughre

5100 Build Grist
1635 Talc Grist
600 Gallium Grist
200 Bismuth
I just train and charge in this round.
3x CP

+3 CP to the both of you!

-=+=-
End of Turn Battle -

Slated Cliffs -

Sdieve's Cave -
As the encounter continues... it occurs to the Ropers and the Darkmantles that there may be another hidden object in the room, if the sudden Attack Shield and the glow of Discord illuminating the cave is any indication. Though they still can't find Sdieve, they're definitely aware of his presence. Might wanna wipe these things out before they start attacking!

Elsewhere -
Murai returns to the Resistance Base! Noticing the beat-up entities, he sighs and quickly tends to the rather simple magic he uses, casting some sort of healing spell to restore both of the entities' health to full. Though Kama's presence seems... off to him, he doesn't;t seem to question it too badly.


Woodgrave -
Northern Trail -
Jake quickly uses an action to patch up the Resistance Defender, and then charges two CP.
The Mirror Golem and Defender stay alert for any possible attacks... yet none seem to come. Only that same uneasy sense from before fills the minds of this group of entities and Players...

Campfire -
Though everyone seems alert on both sides of the battlefield, the group at the campfire doesn't fire. Neither do the huskies - it seems as though the first move awaits Winks and the rest of the Players.

Bramble Passage -
Not much of anything happens here! Seems to be calm enough for the time being, at least.

Bounds End Base -
Meanwhile, after a somewhat short flight.... the Formation Helicopter touches down on the aforementioned base.
Pilot - Well, here we are. Something's not right here, though.
Looking around, Xorm notices their perch on a rather large building located in the midst of an even more sprawling city. A couple of soldiers seem to be loitering on the roof, though their state of being out of breath points to something else going on.
Pilot - Oy, you two! What's going on!?
Soldier - The lower floor's been taken by the Resistance! They've been charging for too long without interference!

The pilot scoffs in dismay, shaking his head.
Pilot - Fine. I've got air support. J375, take the Player and these worthless scraps of Grist and get this taken care of.
Pilot - You'll probably be fighting entities of theirs, so make sure you're prepared. It'd put us at a disadvantage to lose you.
Pilot - Player, you're helping out too! Get some CP from the Armory and fight back. I'll talk when this is done!


General/Miscellaneous -
Everything across the battlefield upticks!

Everyone gains the ability to craft LVL 4 Alchemies thanks to Xorm's contribution to it! Crafting them costs a whopping 3200 Build Grist, along with 240 Gallium and 120 Cerium. These should be somewhat nice things at this level, too - here's hoping some Cerium will drop soon!

Also, the Northern Passage has been archived due to inactivity and somewhat of a lack of purpose now. I'm considering archiving the Summit and the Run-Down Fort as well if everyone's okay with this. Please let me know if you'd like them to stick around!

Total Grist Attained -
[Build] +0 Build Grist
[LVL 1] +40 Talc
[LVL 2] +0 Gallium
[LVL 3] +0 Bismuth
[LVL 4] +0 Cerium

-=+=-

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:
docs.google.com

DefTG 2: Alchemiquest - Maps & Miscellany (XXIV)

Landing Page Alchemiquest Maps Sheet Rules of advice: Silver sheets mark incomplete areas, where the story objectives have not been finished. Golden sheets mark areas where the story objective's completed, but side objectives remain. Crimson sheets mark areas where all side and story objectives...

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 7 Consumable] Proximity Bomb [1/1 Use] - An unassuming sphere with a strange orange symbol on it depicting... some sort of bomb.
- Deals 3000 damage total to a room of enemies, targeting the strongest ones first before moving to weaker ones.
[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 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] Returning Shot - A shotgun that fires spherical bullets attached by a string. The bullets also can retreat back to their holster, oddly enough.
- When used, splits actions given to deal damage to two different entities, adding 3 damage per action to each attack.
[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] Airy Sword - A sword imbued with minor air magics, giving the creator some lesser control over the winds.
- Deals an additional 4 damage per action using it.
[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 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.
[LVL 1 Consumable] Six-Color Shooter [4/6 Uses] - A rather colorful revolver with crayons seemingly loaded into the slots for a bullet.
- Uses one of your actions to fire a crayon, with varying effects based on its color. Remaining Colors: Orange, Green, Blue, Purple

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.

[AFK]Alastair(?) - 0/8 Inventory Slots used.
Nothing yet!

[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 - 41 CP
[AG] Gold - 488/500 HP, 3 CP
[AG] Ninjatwist_ - 500/500 HP - 25 CP
[AG] Paradox - 500/500 HP - 0 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.

[N] Talc Deposit - 40/200 Talc, gains 40 Talc per turn!
Current Players - Foodstuff Coloration Person, Gold

[AG - Gold] Armed Bot - 200/200 HP, 50 Attack
[AG - Gold] Kama - 250/250 HP, 80 Attack (10% chance of critical, doubling damage)

[RS] Murai - 500/500 HP, 15 CP
[RS] Forcefield Projector - -1000/-1000 Shields, heals for -100 HP every turn! Protects the entire zone.
Current Players - None

[PG] Broken Power Anchor
Current Players - None!

[N] Telescope - Usable to look at a faraway place!
Current Players - Sdieve

[H] Darkmantles (x3) - 180/180 HP, 40 Attack (x3)
[H] Roper - 2600/2600 HP, 400 Attack, 6/6 Tendrils
- Tendrils - 300/300 HP, Grapple Attack [Gives the Roper an additive x2 attack bonus until broken. Can stack with other tendrils!]
Current Players - Splashcat, Paradox

[AG - Paradox] Recon Drone - 100/100 HP, 25 Attack, has 1 Attack Shield!
Current Players - Winkins

[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]
Glacier Husky - 110/110 HP, Frost Breath [Deals 45 Damage and inflicts Frost (Can only move 1 zone away) for two turns.]

[PG - RN] Beast Master - 1000/1000 HP, 100x2 Attack, Master's Mark [lll]
Master's Mark - Inflicts Marked on 1 creature, increasing the Beast Master's and Wolf's attack by 50 when attacking them!
[PG - RN] Wolf - 500/500 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!
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.

[RS] Jake - 500/500 HP, 8 CP
[RS] Resistance Defender - 350/350 HP, 10 Defense, 25 Attack
Current Players - Xorm

[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] Formation Heli - 1000/1000 HP, 40x6 Attack
[PG - F] Soldiers (x2) - 900/900 HP, 100 Attack (10% chance of crit, doubling damage!) (x2)
 
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[Build] Build Grist: 2050
[LVL 1] Talc: 505
[LVL 2] Gallium: 480
[LVL 3] Bismuth: 50

-----

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.

-----

Action 3: I charge 1 CP.
 
CP:2
Build:3930
Lv 1:1005
Lv 2:540
Lv 3:150

(x2) Charging Up!!

(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...
 
"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)

Charge: 25 CP
Grist Stores:
3310 Build Grist
825+40=865 Talc
330 Gallium
90 Bismuth
 
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> 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!


CP: 23
Grist: 4060
Talc: 995->1035
Galium: 490
Bismuth: 40
Items: Encyclopedia of Magical Structures [1/3]
Formation Calculator [3/3 Chargeup]
Heaven Comms Router
Broadsword +1
Formation Computer [2->0/2 Chargeup]
Alchemiter (Backup)
Assets:
Drone (Real)
Mana Gathering, P.Assistance Formations(Real)
Player Projection Formation (Real)
Mana Generation Formations (finishing, recursing.) (Real)
Wooden Walls (started.)
 
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