DefTG 2: Alchemiquest

(x1)The Dragon finally wakes up from the impromptu snooze...+1 CP

(x2)Looking over the Enemies, he considers his options before deciding on a course of action.

Flashleaping onto the Sword Solider, he quickly ends their Duty with a gout of Dragonfire and a mumbled apology and survey the equipment they had worn, still yellow-hot from the Fire. Finding a sword, he quickly wields it, ignoring the heat due to his scales and making it a lot bigger with a quick application of Red Science. He than throws it at the last few Formation Soldiers to strike them with a Super-heated Sword of incredible mass. Needless to say, this does not end well for them.

CP:3
Build:200
Lv 1:40
 
Oh, yikes, I missed the last turn!

To compensate, I charge up 1 CP this turn, set my frequency to 256, and decide to attack the Sword Soldiers by charging at them with a lance. Until I split that lance into two, meaning dual-wielding lances! That'll be ruin just about any sword wielder's day, and I somehow manage to bring the two polearms to bear against the Sword Soldier by lining up the weapons, and then at the right moment, skewering them with both of my lances!

Did Ninjatwist_ go anywhere? I'm not sure. There could be anyone hiding behind this "I".

Charge: 1 CP
Grist Stores: 210 Build Grist, 40 Talc
 
Grist
Build: 210
Talc: 40

Frequency: 222

Beaming to the top of one of the RADIO ZONE towers, I call out "Mr. Reception here for today's morning entertainment broadcast, but first a word from our sponsors! Having a hard time keeping up with the competition? Want a taste of power? Then try Player Powers, there's nothing like them! And now without further delay, we present the pilot episode of Shadow Vampires From Mars!"

And with that, the architecture of the outpost takes a drastic turn for the astro-gothic. Steel airlocks are intermingled randomly with stonemasonry and gargoyles. Spires reach up to the skies featuring glass windows, harsh neon lighting, and hard lines. Elegant tapestries depicting violent murder share wall space with computer consoles and other machinery.

LIGHTS. CAMERA. ACTION.

I also undergo changes as I get into costume, donning a black-and-red opera cape and a pair of vicious fangs. Now in character, I call out "And let the show BEGIN!" as I transmit into the Outpost and begin stalking the soldiers through its corridors. As soon as I enter, I kill the lights in the room with the most soldiers and drag two of them away as they scream in terror.

I take the opportunity to whisper in their ears "Scream, SCREAM for me my pretties!" before I sink my fangs into them, draining most of their blood before I throw them back into the room I dragged them out of and turn the lights back on. They might be dead, they might still be alive. I don't particularly care; their purpose was more to spook the rest of the soldiers by being a grizzly example of the genre they were now inhabiting.

Judging by the screams from inside the room, it would appear that I was absolutely successful at this. The soldiers are dashing through the place trying to find me now, but by doing so they've committed the worst act any horror movie protagonist possibly could: They've split up. I take this opportunity to appear behind the remaining Sword Soldier (assuming they're still alive by this point, otherwise I just grab a normal Soldier) and shoot them in the back with an incredibly corny B-Movie sci-fi ray gun. No-one is close enough to save him, but all the other remaining soldiers can easily hear the agonized screams from what comes next, along with my villainous laughter. The cartoonish Lightning Bolts from my weapon lance out and put the sword soldier into convulsions as he slowly burns even while being tazed to death, my victim crying out in pain the entire time.

With that, I drag the carcass down to the Banquet Hall (because of course there's a banquet hall, it's a genre requirement). A few moments later, I've got the Sword Soldier crucified in the middle of the hall with their sword impaled right through their guts. Normally they'd be Grist already, but I need them intact right now for the psychological effects. The scene is set, as is the banquet table. I'm sitting in the chair at the head of the table directly below my crucified victim when I rearrange the corridors to bring all the remaining soldiers together in here.

As they enter, I stand up and proclaim "I see you have found your way to my lair, MEDDLESOME ADVENTURERS! It is I the great Mr. Reception who shall seal your doom tonight, are any brave enough to stand against me?"

Trick question, as the shadows force one of the armored soldiers forwards in a pale mockery of 'volunteering'. I nod and proclaim "Very well, you shall be the next to die!" before I transmit forwards and lift them to the ceiling via their neck, snapping it in the process of rising from the sheer violence of the ascent. I don't stop there, as I slam them into one of the light fixtures, electrocuting them even as I drain their blood in plain view of everyone else in the room. Moments later, I throw the corpse down as it disintegrates into Grist showering my horrified audience.

Still standing in midair, I proclaim "None of you here shall survive this night." and cut the lights one last time before I broadcast back outside. Who knows, they might take a bit of extra damage stumbling around in the dark before they get the lights fixed.

Back atop the RADIO ZONE towers I ditch the vampire getup even as the outpost's architecture reverts to normal. "I'm Mr. Reception, and thank you for watching the pilot episode of Shadow Vampires From Mars. If you want this program to return as a regular series, please contact the studio to take part in their ratings poll!"
 
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> So that's the formation for... attack boosts, it looks like. If it were a weakening formation everyone else would benefit... Well, I won't waste that benefit I've gained, I guess. Hm, I wonder what formation causes detonations?... No way to know the answer there, I suppose. Except trial and error. but there's even odds I'd just end up healing them instead. No, I shouldn't try more of those... If I can push them with player powers, maybe I can punch them with those too? but that doesn't... hm. First, I punch them all in the faces with player powers at once. then, I use the Radio Zone to transport myself right up to one of the injured formation soldiers, grasp their hand, and transmit myself Up. I hold myself up in the air, but let the formation soldier drop to hit another one. I teleport down, grab another, and repeat the process. Eventually, most of the formation soldiers konk themselves on the head enough times that they lose all intelligence and die.
> Next... Uh... Well, I want stuff to make formations out of, so... Well, there are a lot of rocks around. I pile up 20 pieces of Build Grist of various sizes to create a golem with one leg, one hand, and a sort of... basket, Which I write 'emit' on the forehead of to bring to life...
That didn't work. um... emote? no. emyt? no. emite? ...still not it. imet? no. what was that word, then?... If you erase one letter it turns into 'dead', I think... or maybe it turned into 'met'? like met its end or something?... amet. nope. omet. emet?... it works. Well, I got it eventually.
Uh, this is a golem made with 20 Build Grist and this action, It doesn't have that much health but it gathers rocks. Which are. probably worth something? The Golem chooses my frequency +1.
> +1 CP.
CP: 5
Grist: 210 -20
Talc: 40
Frequency: (Pi+e+delta)^342-173
 
Build Grist: 210
Talc: 40

-----

Action 1: I 360 onlyscope a Formation Soldier. What does that entail? Well, I spin around in a full circle and then chuck a scope really hard at their head.

Action 2: I challenge a Sword Soldier to a fencing duel. They draw their sword and advance on me, only to discover that I've built a fence around them, trapping them. Then I clobber them with a fence post.

Action 3: I charge 1 CP.
 
Update IV
I decide to quiz the Formation Soldiers on math with everyone's favorite site! Coolmathgames! However this was a ruse...it's actually hotmathgames! The sheer betrayal is so deep it hurts! The sadness! The pain!!

Pfft, everyone knows coolmathgames doesn't actually have anything to do with math. The Formation Soldiers, fully aware of this, go in and decide to play some Papa's Freezeria or something - only to be horribly betrayed by the ripoff that is hotmathgames! This betrayal is enough to kill three of the full health ones!

+30
Build Grist attained.

The frustration slows to a trickle, but it's enough to heal the Embodiment once more! Mostly by frustrating it that it's coming in so slowly now.

The other two Actions become an Embodiment of Misery! This miserable thing is rather large, but it can't seem to do much else than flop onto a nearby enemy miserably. This seems to satisfy the cathartic need to express misery, thankfully, and probably won't be upgraded.

However, on both of them, something in their energies seems to shift and begin building up?

-------------

1 Action - Heal the Embodiment of Frustration

2 Actions - make the Embodiment of Misery (1 HP, 1 ATK)

Flavortext - Energy buildup?

Grist:
Build: 210
Lvl 1: 40

Irritated that it isn't getting enough attention (in its twisted mind, at least), the Embodiment of Frustration takes the mere one action it's given and renews its rage! Health restored!

The Embodiment of Misery is created! It's a large blue, vaguely humanoid figure... that just sorta mopes around and flops on people sometimes. I guess it'll work well enough.

And finally, their energy seems to shift and change... I wonder what this could add up to?


+3 CP it is. It's been added to your total.

(x1)The Dragon finally wakes up from the impromptu snooze...+1 CP

(x2)Looking over the Enemies, he considers his options before deciding on a course of action.

Flashleaping onto the Sword Solider, he quickly ends their Duty with a gout of Dragonfire and a mumbled apology and survey the equipment they had worn, still yellow-hot from the Fire. Finding a sword, he quickly wields it, ignoring the heat due to his scales and making it a lot bigger with a quick application of Red Science. He than throws it at the last few Formation Soldiers to strike them with a Super-heated Sword of incredible mass. Needless to say, this does not end well for them.

CP:3
Build:200
Lv 1:40

The dragon charges 1 CP as it finishes its nap! Welcome back to the waking world.

Proceeding to burn the Sword Soldier to a crisp, you take their sword and throw it directly at the last two remaining Formation Soldiers! Narrowly hitting both of them, you manage to take them all out in one quick throw of the now-massive sword!

+35
Build Grist and +10 Talc is dropped from the attack.

Oh, yikes, I missed the last turn!

To compensate, I charge up 1 CP this turn, set my frequency to 256, and decide to attack the Sword Soldiers by charging at them with a lance. Until I split that lance into two, meaning dual-wielding lances! That'll be ruin just about any sword wielder's day, and I somehow manage to bring the two polearms to bear against the Sword Soldier by lining up the weapons, and then at the right moment, skewering them with both of my lances!

Did Ninjatwist_ go anywhere? I'm not sure. There could be anyone hiding behind this "I".

Charge: 1 CP
Grist Stores: 210 Build Grist, 40 Talc

You set your Frequency before attacking the Sword Soldiers... and realizing they don't exist anymore! Turning around your dual-lance charge, you skewer 2 of the Armored Soldiers, and deal 12 damage to a third as your lances somehow pierce through their armor!

+30
Build Grist and 20 Talc is stuck onto the end of your lance... well, it was, before it dropped to the ground. Neither Build Grist or Talc are sticky materials.

Grist
Build: 210
Talc: 40

Frequency: 222

Beaming to the top of one of the RADIO ZONE towers, I call out "Mr. Reception here for today's morning entertainment broadcast, but first a word from our sponsors! Having a hard time keeping up with the competition? Want a taste of power? Then try Player Powers, there's nothing like them! And now without further delay, we present the pilot episode of Shadow Vampires From Mars!"

And with that, the architecture of the outpost takes a drastic turn for the astro-gothic. Steel airlocks are intermingled randomly with stonemasonry and gargoyles. Spires reach up to the skies featuring glass windows, harsh neon lighting, and hard lines. Elegant tapestries depicting violent murder share wall space with computer consoles and other machinery.

LIGHTS. CAMERA. ACTION.

I also undergo changes as I get into costume, donning a black-and-red opera cape and a pair of vicious fangs. Now in character, I call out "And let the show BEGIN!" as I transmit into the Outpost and begin stalking the soldiers through its corridors. As soon as I enter, I kill the lights in the room with the most soldiers and drag two of them away as they scream in terror.

I take the opportunity to whisper in their ears "Scream, SCREAM for me my pretties!" before I sink my fangs into them, draining most of their blood before I throw them back into the room I dragged them out of and turn the lights back on. They might be dead, they might still be alive. I don't particularly care; their purpose was more to spook the rest of the soldiers by being a grizzly example of the genre they were now inhabiting.

Judging by the screams from inside the room, it would appear that I was absolutely successful at this. The soldiers are dashing through the place trying to find me now, but by doing so they've committed the worst act any horror movie protagonist possibly could: They've split up. I take this opportunity to appear behind the remaining Sword Soldier (assuming they're still alive by this point, otherwise I just grab a normal Soldier) and shoot them in the back with an incredibly corny B-Movie sci-fi ray gun. No-one is close enough to save him, but all the other remaining soldiers can easily hear the agonized screams from what comes next, along with my villainous laughter. The cartoonish Lightning Bolts from my weapon lance out and put the sword soldier into convulsions as he slowly burns even while being tazed to death, my victim crying out in pain the entire time.

With that, I drag the carcass down to the Banquet Hall (because of course there's a banquet hall, it's a genre requirement). A few moments later, I've got the Sword Soldier crucified in the middle of the hall with their sword impaled right through their guts. Normally they'd be Grist already, but I need them intact right now for the psychological effects. The scene is set, as is the banquet table. I'm sitting in the chair at the head of the table directly below my crucified victim when I rearrange the corridors to bring all the remaining soldiers together in here.

As they enter, I stand up and proclaim "I see you have found your way to my lair, MEDDLESOME ADVENTURERS! It is I the great Mr. Reception who shall seal your doom tonight, are any brave enough to stand against me?"

Trick question, as the shadows force one of the armored soldiers forwards in a pale mockery of 'volunteering'. I nod and proclaim "Very well, you shall be the next to die!" before I transmit forwards and lift them to the ceiling via their neck, snapping it in the process of rising from the sheer violence of the ascent. I don't stop there, as I slam them into one of the light fixtures, electrocuting them even as I drain their blood in plain view of everyone else in the room. Moments later, I throw the corpse down as it disintegrates into Grist showering my horrified audience.

Still standing in midair, I proclaim "None of you here shall survive this night." and cut the lights one last time before I broadcast back outside. Who knows, they might take a bit of extra damage stumbling around in the dark before they get the lights fixed.

Back atop the RADIO ZONE towers I ditch the vampire getup even as the outpost's architecture reverts to normal. "I'm Mr. Reception, and thank you for watching the pilot episode of Shadow Vampires From Mars. If you want this program to return as a regular series, please contact the studio to take part in their ratings poll!"

Yes, Player Powers are indeed a good thing. It's a shame they've seemed to drain so much in here for right now - in the previous Godmodding War, the lowest they ever were was 5000, except for that one time in that prison break... but here, they're 20. 20! Why are they so low?

That clearly doesn't matter though, as apparently 20 Player Power and a focus action are enough to temporarily turn the ENTIRE BATTLEFIELD into a pilot episode set. Acting the part of the main antagonist in this play, and using the remaining Armored Soldiers as your supporting cast (unfortunately, everyone you wanted has become Grist already)... you set the stage. Draining one of them to a mere Grist pile to start with, you then proceed to go throughout your script - and though there are a few less than you'd like, the plan goes off without a hitch.

As you said... none of them would survive the night. None of them did - and so all the Armored Soldiers here are dead. That was a great attack, and would have dealt a solid 90 damage with the 1.5x Creativity Boost I'd apply to it, but... it wasn't needed. The other Players kinda already took care of it all.

Still, I look forward to seeing what you'll do to the Godmodder himself! 45
Build Grist and 30 Talc are dropped in the process of your attack, which you make sure to scoop up and take out before reverting the set.

> So that's the formation for... attack boosts, it looks like. If it were a weakening formation everyone else would benefit... Well, I won't waste that benefit I've gained, I guess. Hm, I wonder what formation causes detonations?... No way to know the answer there, I suppose. Except trial and error. but there's even odds I'd just end up healing them instead. No, I shouldn't try more of those... If I can push them with player powers, maybe I can punch them with those too? but that doesn't... hm. First, I punch them all in the faces with player powers at once. then, I use the Radio Zone to transport myself right up to one of the injured formation soldiers, grasp their hand, and transmit myself Up. I hold myself up in the air, but let the formation soldier drop to hit another one. I teleport down, grab another, and repeat the process. Eventually, most of the formation soldiers konk themselves on the head enough times that they lose all intelligence and die.
> Next... Uh... Well, I want stuff to make formations out of, so... Well, there are a lot of rocks around. I pile up 20 pieces of Build Grist of various sizes to create a golem with one leg, one hand, and a sort of... basket, Which I write 'emit' on the forehead of to bring to life...
That didn't work. um... emote? no. emyt? no. emite? ...still not it. imet? no. what was that word, then?... If you erase one letter it turns into 'dead', I think... or maybe it turned into 'met'? like met its end or something?... amet. nope. omet. emet?... it works. Well, I got it eventually.
Uh, this is a golem made with 20 Build Grist and this action, It doesn't have that much health but it gathers rocks. Which are. probably worth something? The Golem chooses my frequency +1.
> +1 CP.
CP: 5
Grist: 210 -20
Talc: 40
Frequency: (Pi+e+delta)^342-173

I hate to be the one to break it to you, but all the Formation Soldiers are kinda dead. So are the rest of them.

Throwing two actions instead of one into the Emet Golem, you summon it onto the battlefield! Though you try to add in some Build Grist to it as well, it doesn't appear to have much of an effect as the Grist drops to the ground and kinda just fails to merge instead. You still have 210 Grist, plus the total at the end of the turn. Anyways - this thing seems to be persistent on merely gathering rocks... for some reason. You also assign it a Frequency of 4.148*10^262, because +1 isn't easily addable to a number that high while keeping it clean looking.

You also attain 1 more CP for your third action.


Build Grist: 210
Talc: 40

-----

Action 1: I 360 onlyscope a Formation Soldier. What does that entail? Well, I spin around in a full circle and then chuck a scope really hard at their head.

Action 2: I challenge a Sword Soldier to a fencing duel. They draw their sword and advance on me, only to discover that I've built a fence around them, trapping them. Then I clobber them with a fence post.

Action 3: I charge 1 CP.

You practice your onlyscope and fencing skills on nothing in particular, except for some piles of Grist! Realizing all the formation soldiers are dead, you just charge 3 CP instead.

-=+=-
End of Turn Battle -

Since all the PG enemies are dead, the Embodiment of Frustration just screams at a wall. Meanwhile, the Embodiment of Misery kinda just half-heartedly leans on the previous one, seeming positively miserable. As would fit.
The Emet Golem gathers a rock, presenting it proudly to Sdieve. It doesn't do much else.

The Alchemiter is also open for usage, finally! I've stuffed it in the inventory, so everyone can use it, no matter where we all are! The rules and calculations for crafting costs are within the rules post - again, no clue if you guys can even see or read that, but... yeah. The important things to know is that this Alchemiter seems to only have the && and || modules installed so far... perhaps you'll find more as you continue on?

Oh, and one last thing - a
[LVL 1] alchemy costs 50 Build Grist and 30 Talc to make, and alchemizing something costs an action. I haven't quite figured out where out next objective is, but we can have a break turn to prepare stuff before setting out again... anyone got any ideas on where to go next?

Total Grist Attained -

[Build] +140 Build Grist
[LVL 1] +60 Talc

-=+=-

Soul Orb - Alchemiter Outpost:
An uneven patch of the rocky ground, forming several cliffs and a central valley with the Alchemiter located in its center.

Field Effect: RADIO ZONE! [Lasts 4 more turns 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.

Player List - Player Power set to 20.
[AG] Sdieve - 100/100 HP - 5 CP - Frequency: 4.147*10^262 (Has 3 Attack Shields!)
[AG] Alastair? - 100/100 HP - 0 CP - No Frequency Set!
[AG] Foodstuff Coloration Person - 100/100 HP - 3 CP - Frequency: 816,161
[AG] Ninjatwist_ - 100/100 HP - 1 CP - Frequency: 256
[AG] Paradox - 100/100 HP - 3 CP - Frequency: 200 (Has 1 Attack Shield!)
[AG] Mr. Reception - 100/100 HP - 0 CP - Frequency: 121
[AG] Splashcat - 100/100 HP - 6 CP - Frequency: 413
[AG] Shin Kicker (Plague) - 100/100 HP - 0 CP - No Frequency Set!
General Inventory / Key Items:
- The Alchemiter: allows for alchemy wherever and whenever!

Sdieve -
Rock x1

Alastair(?) -
Nothing yet.

Foodstuff Coloration Person -
Nothing yet.

Ninjatwist_ -
Nothing yet....

Paradox -
Nothing yet.

Mr. Reception -
Nope.

Splashcat -
Nothing.

Shin Kicker (Plague) -
Nothing. Man, this inventory is really empty...

[AG - Alastair?] Embodiment of Frustration - Frequency 9999 - 40/40 HP, 10 Attack + 50% chance of inflicting Breserk (attacks randomly) for 1 turn
[AG - Alastair?] Embodiment of Misery - No Frequency Set! - 20/20 HP, 5 Attack
[AG - Sdieve] Emet Golem - Frequency 4.148*10^262 - 20/20 HP, gathers 1 rock per turn. (Current rocks: 0)

[Unaligned] Alchemiter (Guarded by the Formation Troops!)
 
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Frequency: 713

An empty hole appears in place of the energies fully shifting. The hole represents what happens when the mania breaks, leaving nothing but a malaise.

The Empty Hole has 1 Action of HP, and 2 of ATK. It just sorts of deletes whatever passes through it if they don't know how to work with or around it.

The other Embodiments are to find new PG targets to take out their emotional self-states on. Especially if they can find the Godmodder.
 
I decide to kick back and make...alchemies. My one true goal in life.

Mirror && Lightning Magic

Gold && Watch with Time Magic

Beach Ball && Stack of Coupons
 
Grist Counts
350 Build
100 Talc

First thing's first, I announce "As this battle has concluded, I, Mr. Reception must sadly announce that the BROADCAST is being temporarily taken off air, which will also be shutting down the RADIO ZONE." And with that the radio towers cease their background humming. There is a brief moment of discomfort as radio waves and physical matter stop being the same thing. But soon, it's done and the radio towers lay silent.

Next, some alchemization. Admittedly I'm not really sure how to dramatize this, so here you go.

ALCHEMY 1: (Compact Flamethrower && Analog Video Synthesizer) || Left-Handed Gauntlet

ALCHEMY 2: (Superheterodyne Radio && JATO rocket booster) || Boots

ALCHEMY 3: (Stage Lighting && Teslacoil) || Right-Handed Gauntlet

Total Grist Expenditure: 150 Build, 90 Talc
 
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Build Grist: 350
Talc: 80

-----

Action 1: I can't remember quite what I used last time in Alchemiquest, but I remember chemistry wands were involved. So I alchemize Periodic Table && Magic Wand.

Action 2: For an alternate option, I alchemize Pun || Gun.

Action 3: I charge 1 CP.
 
(x1) Paradox once again pluck out his Heartstrings for Alchemy, if at least a close approximation. He Alchemises: Wand||Paradoxical Heartstrings

(x1)He than alchemises Magnifying Glass&&Knitting Needles

(x1)Charge....+1 CP
CP:4
Build:340(??)
Lv 1:100(??)
 
> I... see another Alchemiter listed on the field. still guarded by formation soldiers, despite those all being. Ah. Dead. I walk past the corpses of the formation soldiers to this other alchemiter and grab it to serve as a backup.
{{{ This is a shenanigan attempting to make a backup alchemiter using an EOTB error. I am aware it is an error.}}}
> I alchemise '(book explaining glyphic magic && Book explaining runic magic && Book explaining ritualist magic && book explaining Aethric Magic)|| A book containing a description of the Formation I made two rounds prior.'. At least doing this is something I have experience with.
> I... no, that can wait for next round. I should at least know if the book worked first. +1 CP.

>< I messed up last round. Of course I messed up. Who'd I think I was fooling? Godlike powers, Dying before I could use them, and I still manage to waste them even more. But... I can't back out; I can't give these powers to someone else; I'm pretty sure I can't join the Godmodder; and I doubt I have anywhere near enough time to make myself less of an utter failure.
...Could I... make myself smarter?...
{{{don't take any of this character's vaguely depressed shame parties as serious on an OOC level. Their character originates entirely from what is known about them: That they were hired by Steffan to run an alchemiter. Consider what this consists of doing. Slot in a punched card. Press a button. Wait a round. Repeat. It is utterly menial low-skilled labour an illiterate dullard could do, so whoever took the job can't be all that competent, or crucially, Think of themselves as competent. Hence this character.}}}

CP: 6
Grist: 350
Talc: 100
Frequency: (Pi+e+delta)^342-173
 
>< I messed up last round. Of course I messed up. Who'd I think I was fooling? Godlike powers, Dying before I could use them, and I still manage to waste them even more. But... I can't back out; I can't give these powers to someone else; I'm pretty sure I can't join the Godmodder; and I doubt I have anywhere near enough time to make myself less of an utter failure.
...Could I... make myself smarter?...
With shockingly quiet mannerisms, I walk up to Sdeive and introduce myself "Hello. I'm Mr. Reception; you probably know my stage persona already, but I'm dropping the act for now. I noticed you're feeling down about that whole situation with your attack whiffing. That's nothing to be ashamed of; it's just something that happens sometimes when you're part of a team with less than perfect coordination. Be happy: your attack whiffing means that there are plenty of people backing you up, and they massively appreciate your contributions to the team effort."

There's a brief moment of silence, before I ask "Want to know the biggest secret to using Player Powers effectively? You've just got to accept that the rules of magic, science, whatever you choose to use are effectively irrelevant to your actual capabilities. At most, they provide a pretense for your activities to work, but they really aren't needed. What matters is being innovative, and as flamboyant as possible."

I tilt my head to make up for the static composing my form's inability to smile "That's why I have such a hammy stage presence; it tangibly improves the effectiveness of my Player Powers, and the same should work for you. So stop trying to overthink what you're doing; as long as you do it with style, you'll be awesome at it."
 
>< I nod tentatively... but, wait. Isn't this level of player power Ridiculously small? I read somewhere that at the single-digit level, players were mostly limited to normal human capability. If we're at 20... aren't we pretty limited too? but it does look like style matters...ugh, what do I know? You probably know way more about this then I do. I just... I'm not really a writer, or a comedian or anything. Other then blundering my way into this... I'm nothing special. but I guess I should try.

>< but more 1 action formation useless too. not just coordination. if I...

{{{Since these actions are being written as... a cross between instant message conversation, action description, and intentional thought-record, they can't really include stuff he wouldn't want to, or at least be okay with, 'say(ing) out loud'. So I'm kind of fudging it and including stuff he's not 'saying out loud' as unclear, unformed word-combinations in bleh-to-read dark colors, kind of like the extent of a sense one might get from expressions if they're good at reading people.}}}
 
Welp, I made that attack specifically to defeat those sword guys... but no matter.

I charge up 3 CP and... decide to get into alchemies... what do I spec into? I could spec into swords, but those are a bit overdone.
Hold on... I have an idea. I could centralize around crossbows!

Do these craftings require ingredients of any sort that we need to keep track of, or can we just make them up on the spot?

Charge: 5 CP (+1 I forgot to take into account from last turn)
Grist Stores: 350 Build Grist, 100 Talc
 
Update V
Frequency: 713

An empty hole appears in place of the energies fully shifting. The hole represents what happens when the mania breaks, leaving nothing but a malaise.

The Empty Hole has 1 Action of HP, and 2 of ATK. It just sorts of deletes whatever passes through it if they don't know how to work with or around it.

The other Embodiments are to find new PG targets to take out their emotional self-states on. Especially if they can find the Godmodder.

You set your Frequency before summoning a really empty hole. As in it's really, really empty, to the point where it will literally delete anything that enters it. Summoned with 20 HP and 10 Attack!

The Embodiment of Frustration will do as you say. Not sure about the miserable one, though. It seems to just wanna flop over.


I decide to kick back and make...alchemies. My one true goal in life.

Mirror && Lightning Magic

Gold && Watch with Time Magic

Beach Ball && Stack of Coupons

Mirror && Lightning Magic = Lightning Mirror [LVL 1 Weapon]
-
A mirror rimmed with a coppery substance. Seems usable as a magical weapon, somehow...
- When used, adds 3 Damage to the end attack. Has a 10% chance to inflict
Paralyzed (70% chance to not move) for a turn as well.

Gold && Watch w/ Time Magic =
Golden Watch [LVL 1 Armor]
- A golden watch. If you look closely, it seems to always be exactly on time, no matter what.
- When hit, gives the defender a 20% chance to inflict
Slowed (-10% Attack) on the attacker in return.

Beach Ball && Stack of Coupons =
Discount Beach Ball [3/3 Uses] [LVL 1 Consumable]
- A beach ball of somewhat shoddy construction.
- Deals 25 damage and a random minor debuff to an opponent when used.

All this brings you down 90
Talc and 150 Build Grist, leaving your totals at 10 Talc and 200 Build Grist. You need to be keeping track of this stuff, you know... kinda important to know if you can't do alchemy or not.

Grist Counts
350 Build
100 Talc

First thing's first, I announce "As this battle has concluded, I, Mr. Reception must sadly announce that the BROADCAST is being temporarily taken off air, which will also be shutting down the RADIO ZONE." And with that the radio towers cease their background humming. There is a brief moment of discomfort as radio waves and physical matter stop being the same thing. But soon, it's done and the radio towers lay silent.

Next, some alchemization. Admittedly I'm not really sure how to dramatize this, so here you go.

ALCHEMY 1: (Compact Flamethrower && Analog Video Synthesizer) || Left-Handed Gauntlet

ALCHEMY 2: (Superheterodyne Radio && JATO rocket booster) || Boots

ALCHEMY 3: (Stage Lighting && Teslacoil) || Right-Handed Gauntlet

Total Grist Expenditure: 150 Build, 90 Talc

You dispel the Radio Zone, along with the Frequency effects. That's... about it, except for the alchemy you do.

(Compact Flamethrower && Analog Video Synthesizer) || Left-Handed Gauntlet =
S.FX Flamethrower Gauntlet [LVL 1 Weapon]
- A flamethrower that somehow, can achieve a variety of special effects. Way ahead of its time!
- When used, adds 3 damage to the end attack per action. Has a 20% chance to inflict
Burn (2 damage per turn) for two turns.

(Superheterodyne Radio && JATO Rocket Booster) || Boots = Radio Rocket Boots [LVL 1 Armor]
- A normally silent pair of rocket boots, but can be tuned somehow to a specific AM station. Nifty!
- Gives a flat 5% dodge chance to the wearer in the case of them coming to harm.

(Stage Lighting && Tesla Coil) || Right-Handed Gauntlet =
Light-Tech Gauntlet [LVL 1 Weapon]
- A gauntlet capable of controlling many different stage lighting and lightning effects.
- When used, adds 1-5 damage to the end attack per action. That depends on the flashiness of the attack.

After this alchemy spree, you've been knocked down to 200
Build Grist and 10 Talc. Enjoy the new items!

FCP 6 CP

Grist:
Build: 210
Talc: 40.

Okay. You charge 3 CP, though your Grist totals seem a bit off. Since you didn't do any alchemy this turn, they should be at 350 Build Grist and 100 Talc.

Build Grist: 350
Talc: 80

-----

Action 1: I can't remember quite what I used last time in Alchemiquest, but I remember chemistry wands were involved. So I alchemize Periodic Table && Magic Wand.

Action 2: For an alternate option, I alchemize Pun || Gun.

Action 3: I charge 1 CP.

Periodic Table && Magic Wand = Periodic Wand [LVL 1 Weapon]
- A wand with a really, really small version of the Periodic Table wrapped around its side lengthwise.
- Adds 3 damage to attacks using it, along with a 20% chance of
Chemical Reaction (3 damage to another enemy) occurring.

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

This takes your Grist totals down by 100
Build Grist and 60 Talc. To finish the turn, you charge 1 CP as well.

(x1) Paradox once again pluck out his Heartstrings for Alchemy, if at least a close approximation. He Alchemises: Wand||Paradoxical Heartstrings

(x1)He than alchemises Magnifying Glass&&Knitting Needles

(x1)Charge....+1 CP
CP:4
Build:340(??)
Lv 1:100(??)

Wand || Paradoxical Heartstrings = Shrodinger's Wand [LVL 1 Weapon]
- A wand that might or might not exist. Has the power to put its enemies in an unknown state... until they're looked at again.
- Deals an additional 2 damage per action to the Max Health of the target.

Magnifying Glass && Knitting Needles =
Microscope Needles [LVL 1 Weapon]
- Needles with near surgical precision. Has a magnifying glass attached as well to aid its user in seeing small stuff.
- Deals an additional 3 damage, with a 5% chance to double the attack's damage.

These two alchemies cost you 100
Build Grist and 60 Talc, leaving your totals at 250 Build Grist and 40 Talc. You also charge up 1 CP to round out your actions!

> I... see another Alchemiter listed on the field. still guarded by formation soldiers, despite those all being. Ah. Dead. I walk past the corpses of the formation soldiers to this other alchemiter and grab it to serve as a backup.
{{{ This is a shenanigan attempting to make a backup alchemiter using an EOTB error. I am aware it is an error.}}}
> I alchemise '(book explaining glyphic magic && Book explaining runic magic && Book explaining ritualist magic && book explaining Aethric Magic)|| A book containing a description of the Formation I made two rounds prior.'. At least doing this is something I have experience with.
> I... no, that can wait for next round. I should at least know if the book worked first. +1 CP.

>< I messed up last round. Of course I messed up. Who'd I think I was fooling? Godlike powers, Dying before I could use them, and I still manage to waste them even more. But... I can't back out; I can't give these powers to someone else; I'm pretty sure I can't join the Godmodder; and I doubt I have anywhere near enough time to make myself less of an utter failure.
...Could I... make myself smarter?...
{{{don't take any of this character's vaguely depressed shame parties as serious on an OOC level. Their character originates entirely from what is known about them: That they were hired by Steffan to run an alchemiter. Consider what this consists of doing. Slot in a punched card. Press a button. Wait a round. Repeat. It is utterly menial low-skilled labour an illiterate dullard could do, so whoever took the job can't be all that competent, or crucially, Think of themselves as competent. Hence this character.}}}

CP: 6
Grist: 350
Talc: 100
Frequency: (Pi+e+delta)^342-173

You personally pocket a backup Alchemiter! That's probably a smart idea, honestly... even though... err. Hm, that shouldn't have been like that. Whoops. Oh well, it's in your inventory now, so I guess no harm no foul?

(Books explaining Glyphic, Runic, Ritualist, and Aethric Magics) || Book "Containing a description of the Formation I made two turns ago" =
Encyclopedia of Magical Structures [3/3 Uses] [LVL 1 Consumable]
- A purple leather-bound book with several meaningless glyphs carved into the cover. 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.

And... err... you charge 1 CP... and go on a bit of a rant. I would ask if you wanted to talk about it, but...


With shockingly quiet mannerisms, I walk up to Sdeive and introduce myself "Hello. I'm Mr. Reception; you probably know my stage persona already, but I'm dropping the act for now. I noticed you're feeling down about that whole situation with your attack whiffing. That's nothing to be ashamed of; it's just something that happens sometimes when you're part of a team with less than perfect coordination. Be happy: your attack whiffing means that there are plenty of people backing you up, and they massively appreciate your contributions to the team effort."

There's a brief moment of silence, before I ask "Want to know the biggest secret to using Player Powers effectively? You've just got to accept that the rules of magic, science, whatever you choose to use are effectively irrelevant to your actual capabilities. At most, they provide a pretense for your activities to work, but they really aren't needed. What matters is being innovative, and as flamboyant as possible."

I tilt my head to make up for the static composing my form's inability to smile "That's why I have such a hammy stage presence; it tangibly improves the effectiveness of my Player Powers, and the same should work for you. So stop trying to overthink what you're doing; as long as you do it with style, you'll be awesome at it."

Yeah. You beat me to it. And you're right too! Player Powers are incredibly diverse - the universe really just likes a show. Flamboyant attacks almost always do a bit more damage - and part of that's me working behind the scenes to make sure this all works. I can do quite a bit of minor but deadly alterations to the attacks, and the more you guys give me? Well, that's a part of the rumored "Creativity Bonus" that goes around in the wars.

... It's mostly the universe though and not me. All the world's a stage, I guess... and the more flamboyant the act, the greater the feedback.


>< I nod tentatively... but, wait. Isn't this level of player power Ridiculously small? I read somewhere that at the single-digit level, players were mostly limited to normal human capability. If we're at 20... aren't we pretty limited too? but it does look like style matters...ugh, what do I know? You probably know way more about this then I do. I just... I'm not really a writer, or a comedian or anything. Other then blundering my way into this... I'm nothing special. but I guess I should try.

>< but more 1 action formation useless too. not just coordination. if I...

{{{Since these actions are being written as... a cross between instant message conversation, action description, and intentional thought-record, they can't really include stuff he wouldn't want to, or at least be okay with, 'say(ing) out loud'. So I'm kind of fudging it and including stuff he's not 'saying out loud' as unclear, unformed word-combinations in bleh-to-read dark colors, kind of like the extent of a sense one might get from expressions if they're good at reading people.}}}

More than you credit yourself for, Sdieve. Clearly, you're pretty knowledgeable about Player Powers at least - and you're right. 20 Player Power's an incredibly low number - and hardly considerable as superhuman capabilities, really. That stuff doesn't happen until you're in the mid-hundreds, from the data we have...

The only reason I can think of that "normal human capability" qualifies for the stuff that Mr. Reception's doing - because to be honest that normally isn't human - is that it is humanly possible, just... over a long time. Constructing radio towers is accomplishable, and the magical stuff that you're doing is possible, especially with the interplanar technology leap we've experienced since the events of the Godmodding War 5 years ago...

Anyways. Don't discredit yourself - you're still here, you're still a Player, and one misfire on an action isn't necessarily a bad thing. You've got this!


Welp, I made that attack specifically to defeat those sword guys... but no matter.

I charge up 3 CP and... decide to get into alchemies... what do I spec into? I could spec into swords, but those are a bit overdone.
Hold on... I have an idea. I could centralize around crossbows!

Do these craftings require ingredients of any sort that we need to keep track of, or can we just make them up on the spot?

Charge: 5 CP (+1 I forgot to take into account from last turn)
Grist Stores: 350 Build Grist, 100 Talc

Hey, it still worked. Anyways, you charge 3 CP for your turn and begin pondering.

Crossbows seem fun to try and alchemize around. There are no ingredient requirements, so go wild!


-=+=-
End of Turn Battle -
The two Embodiments in the area begin to branch outwards and eventually find another dilapidated fort... except this one seems different. Almost as if it's more used - odd to start with. Even better, they heard some PG commands and such from within... which manages to get everyone interested. Thankfully, without any major tied down entities, you all are able to continue onwards to the fort without leaving too much of anything behind as well. Nice!

Meanwhile, while this all was going on, the hole kept being a hole and passed its turn without sucking anything up. Meanwhile, the Emet Golem gives Sdieve another rock, which is placed his inventory. Someday, those will come in handy!

As you all arrive at the fortification, you see the place bustling with PG troops. Thankfully, their power level doesn't seem too high here - but it's still suspicious just how many of them there are within the region... and then you're promptly notified by one shouting to his friends about you guys. Here goes nothing.

Total Grist Attained -
[Build] +0 Build Grist
[LVL 1] +0 Talc

-=+=-

Soul Orb - Run-Down Fort:
A small fortification amongst the field of grey stone.

Player List - Player Power set to 20.
[AG] Sdieve - 100/100 HP - 5 CP (Has 3 Attack Shields!)
[AG] Alastair? - 100/100 HP - 0 CP
[AG] Foodstuff Coloration Person - 100/100 HP - 6 CP
[AG] Ninjatwist_ - 100/100 HP - 5 CP
[AG] Paradox - 100/100 HP - 4 CP (Has 1 Attack Shield!)
[AG] Mr. Reception - 100/100 HP - 0 CP
[AG] Splashcat - 100/100 HP - 7 CP
[AG] Shin Kicker (Plague) - 100/100 HP - 0 CP
General Inventory / Key Items:
- The Alchemiter: allows for alchemy wherever and whenever!
Required Grist for Upgrade to [LVL 2] -
0/200 Build Grist, 0/120 Talc

Sdieve - 1/8 Inventory Slots used.
[LVL 1 Consumable] Encyclopedia of Magical Structures [3/3 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.

- Rock x2
- Backup Alchemiter

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

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

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

Paradox - 2/8 Inventory Slots used.

[LVL 1 Weapon] Shrodinger'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 seeing small stuff.
- Deals an additional 3 damage, with a 5% chance to double the attack's damage.


Mr. Reception - 3/8 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 and lightning effects.
- Adds 1-5 damage to the end attack per action. 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.

Splashcat - 2/8 Inventory Slots 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 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 pun, with "worse" puns dealing more.

Shin Kicker (Plague) - 3/8 Inventory Slots used.

[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 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] Discount Beach Ball [3/3 Uses] - A beach ball of somewhat shoddy construction.
- Deals 25 damage and a random minor debuff to an opponent when used.

[AG - Alastair?] Embodiment of Frustration - 40/40 HP, 10 Attack + 50% chance of inflicting Berserk (attacks randomly) for 1 turn
[AG - Alastair?] Embodiment of Misery - 20/20 HP, 5 Attack
[AG - Alastair?] Empty Hole - 20/20 HP, 10 Attack

[AG - Sdieve] Emet Golem - 20/20 HP, gathers 1 rock per turn. Rocks go into Sdieve's inventory.

[PG] Formation Soldiers x30 - 20/20 HP, 5 Attack (x30)
[PG] Sword Soldiers x5 - 20/20 HP, 10 Attack (x5)
[PG] Sniper Soldiers x3 - 40/40 HP, 15 Attack (x3)

[PG] Castle Wall - 200/200 HP - Preventing entry into the Courtyard!
 
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I run up to the formation soldiers, and ask them if they think my appearance looks good, I'm trying out something new, but the mirror I have isn't making me look too good...while the soldiers are distracted, I bash one over the head with my Lightning Mirror, before sending out shocks towards more of the soldiers.
 
The Embodiment of Frustration takes itself out on the Sword Soldiers, the Miserable one- Already flopped on one of the bog standard formation troops. And the Empty hole begins to eat away at a sniper, somehow having infiltrated its nest despite being an Empty Hole.

Meanwhile the emotions... have stabilized. There is still quite a bit of frustration, and the Embodiment receives on its back... The Symbol of the Unversed. The Misery does too, but less so because Frustration is frustrated over not being able to see its own symbol. All of these Actions go towards boosting their attack power - 2 for Frustration, 1 for Misery.

Looks like the energy shift was in making them officially Unversed. Who'da thunk? Not that the Empty Hole can partake in such a frivolous thing, but it seems to... well it's eating enemy snipers so it's being useful at any rate.
 
> I look through the Encyclopedia of Magical Structures until I find a formation that can be made using formation soldiers, and which will be useful. like, boosting all damage, not me, since I'm... liable to not manage that. The good thing is, since I'm fine with an uncontrolled discharge of energy, I don't need to actually get the formations Right. if they blow up when done wrong, that works too. Which means I have good odds of actually succeeding. Once I've found a formation, I make it with formation soldiers by dragging them higgeldy here and there until they match- or don't match, as the case may be- the formation. If possible, I focus the result of the Formation Soldier formation on the Sword Soldiers.

> I then flip back to the beginning of the Encyclopedia and look through it for useful lore. anything on player powers, I guess? or whatever you wanted to show, if you had plans for that?

> ...It's probably not the best time to make an entity, with all these soldiers... I store 1 CP. Or, if tier 2 grist won't drop until the alchemiter is tier 2 itself, I contribute 200 Build Grist and 70 Talc to the Alchemiter upgrade, leaving it only needing 50 talc (if enough talc has dropped in the posts before me, I contribute my share of that, too.).


CP: 6->7
Grist: 350->300 ->100?
Talc: 100->70 -> 0?
Items: Encyclopedia of Magical Structures [3->2/3]
Rock x2
Alchemiter (Backup)
 
GRIST
200 Build
10 Talc

FOCUS + S.FX Flamethrower Gauntlet + Light-Tech Gauntlet

"Hello, Mr. Reception here with today's entertainment schedule! Today we have a music video being performed LIVE! Namely, The Siege Of Dunkeld by Gloryhammer!"

With that announcement, I tune my radio rocket boots, and they begin blasting out music for all to hear. With that I blast onto the rooftop, landing in time with the lyric "Furor Apocalyptus!"

With that I use the S.FX Flamethrower Gauntlet to project a pair of literally hot backup dancers, their femenine forms being literally made of video-flame. Meanwhile I use the Light-Tech Gauntlet to project a pair of colored spotlights onto my position at the same time as it starts arcing technicolor lightning bolts to hit nearby soldiers. And with that, I make my advance into the crowd of soldiers, prioritizing the Snipers and the Sword Soldiers.

Initially I advance in a simple wedge formation, but after a few moments I instead rocket back even as my backup dancers advance, flinging fireballs in graceful arcs over the battlements. A few moments later one of the sword soldiers rushes me, but I just work it into the dance, grabbing them by both arms and swinging them around like a dance partner even as I light them up with both fire and lightning before chucking them off the wall. I make a stylish pose as I do so, before continuing to dance my way through the formation of soldiers.

There's also some abortive attempts by the soldiers to attack my backup dancers, but since they're literally projections made out of video-fire that just leads to a bunch of them catching themselves on fire. I decide to be 'merciful' and use the S.FX Flamethrower Gauntlet to project what looks like water fountains for them to douse themselves in. Unfortunately for those soldiers, the 'fountains' are actually just more video-fire that's been colored and animated to look like water, so they just get even more scorched when they try jumping in.

I continue dancing towards the snipers, and right as I reach the lyric "Blasting the walls with unholy fire!" both me and my backup dancers unleash a massive blast of dark purple video-fire upon the snipers, forming it into cackling skulls and pentagrams even as the snipers get quite crispy indeed. As they start slumping over, I instead forcibly induct them into my troop of backup dancers by using the electrical output of the Light-Tech gauntlet to puppet their scorched muscle tissue to make them jerkily dance along with the power metal.

What follows is me, my video-fire backup dancers and a trio of very crispy snipers that I'm electro-puppeting dancing my way back to where I started, making flamboyant poses all the while. Occasionally I need to give a soldier a bit of a zap or a few burns to get them off my case, but largely I seem to have scared the crap out of them.

Moments after I get back to the edge of the wall the song ends. I stop pumping video-fire into my projected backup dancers and let the snipers I've been Thrillering collapse to the ground. Then I proclaim "I'm Mr. Reception, and thank you all for attending my performance! You've been a wonderful audience!"

With that, I fire up my radio rocket boots and do a flying quadruple backflip off the wall before landing back among the crowd of [AG]s.
 
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Action 1 + Wordy Gun: I stroll up to the Sniper Soldiers. They quickly sight and attempt a headshot, but suddenly discover that they have no bullets. They've been stolen by an orange fox in a bandit mask, backed up by a hispanic girl with a backpack and a map reciting... "Sniper, no sniping!" Swiper hands me the bullets, and I load them into the Wordy Gun and fire on the Sniper Soldiers.

Action 2 + Periodic Wand: I conjure a gout of dihydrogen monoxide aimed at the Formation Soldiers. The Soldiers panic for a second, before realizing it's only water. Then I follow it up with a blast of sodium powder, and they suddenly wished they hadn't stopped panicking as it reacts with the water and explodes.

Action 3: I charge 1 CP.

------

Build Grist: 250
Talc: 20

Periodic Table && Magic Wand = Periodic Wand [LVL 1 Weapon]
- A wand with a really, really small version of the Periodic Table wrapped around its side lengthwise.
- Adds 3 damage to attacks using it, along with a 20% chance of Chemical Reaction (3 damage to another enemy) occurring.

Pun || Gun = Wordy Gun [LVL 1 Weapon]
- An inexplicably ink-stained pistol. Fires puns so bad they hurt.
- Adds 2-4 damage to attacks using it. Damage dependent on the quality of pun, with "worse" puns dealing more.
 
(x1)(Microscopic Needles)
Using the Needles, i scatter them around the Formation Soldiers suspended in the air through invisible sky hooks that i have attached an instant ago. Operating a pulley system, i bring the needles on the sky hooks in a mesmerising pattern that entices the Formation Soldier into a Hypnotic Daze. Upon a certain configuration, i pull a Lever and suddenly all the Needles jab themselves into the Formation Soldiers at all the Pressure Points to induce a quick and painless Death.

(x1)(Schrodinger's Wand) Though the wand does not really help me in damaging enemies outside of Regenerating Foes, it however, serves as a good conduit for my Paradoxical abilities. Sweeping the wand at the army of Formation Soldiers, i invoke a Paradox and attempt to reduce them into a single Soldier yet again. Though this probably would not work... the experience of briefly becoming 1 soldier and than becoming multitudes again is sure to be discombulating for the Formation Soldiers.

(x1) Charging up. CP:5

CP:5
Build:250
Lv 1:40
 
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