DefTG 2: Alchemiquest

I take this turn to charge up 2 CP and work on an alchemy:

Shortbow && Rifle Stock == Crossbow [Lvl.1]

I build a simple wooden crossbow out of some ingredients, setting me back 50 Build Grist and 30 Talc. If there are stats I can optimize, I just try going for damage right now without anything else fancy.

That's all for my turn.

Inventory:
- Crossbow (???)

Charge: 7 CP
Grist Stores: 300 Build Grist, 70 Talc
 
Update VI
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.

... I'm pretty sure the mirror could be used in other ways than bashing a soldier's head in... but it was clearly effective! As the one you bashed decomposes into Build Grist, 2 more are zapped and killed as the mirror sends out its lightning! A third takes 6 damage, and... does not get Paralyzed.

+30
Build Grist is attained from the attack. Seriously, keep track of this stuff. I'm not keeping track for you and I won't just assume you have enough.

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.

Your entities will do as you narrated!

Attack boosted all around, as the Embodiments become unversed! The Frustration's attack goes up by 10, and The Embodiment of Misery has it's attack go up by 5. The hole doesn't care that it didn't get an attack boost - it's just a hole.


> 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)

Using the Encyclopedia of Magical Structures, you flip to a Formation and begin to haphazardly manage the Formation Soldiers to perform it... and lo-and-behold, somehow it actually works! As the Formation Soldiers briefly glow a bright red (much to their confusion), the next three attacks will have an additional 1.2x multiplier to their damage! ... That could be interesting since Mr. Reception's up next. Oh boy.

Though the Encyclopedia's magic aura has dimmed considerably from assisting you doing that, you flip back to the index and eventually to a page regarding Players and magical formations...

Magic and Players have been closely intertwined for many, many years, with a variety of them taking on the roles of powerful mages using Player Powers to emulate their favorite high-fantasy settings. More recently, the recent discovery of interplanar travel has brought more magic to Earth and other planes, allowing a resurgence of magic across the planes connected to the network.
I'm not entirely sure how factual this book is, but that's still an interesting tidbit of lore. I had no clue that the demise of John Smith did that too, on top of all the other effects we ended up causing... assuming this book even knows what it's talking about, at least.

Finally, you add 1 CP to your total. Grist can only drop if the Alchemiter's reached the same level, but adding Grist won't do too much. It accumulates Grist just like a Player does at the end of these rounds of combat. Don't worry about adding any!


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.

((OOC: That was one of the more interesting songs I've listened to in a while.))

As you do a whole bunch of stuff involving alchemies, the Siege of Dunkeld, backup dancers made of fire, illusionary water that's actually fire, and a lot more of weird and wacky stuff, you manage to deal massive property damage to the wall and stage! In total... let's see here. 3 Sword Soldiers and 1 Sniper Soldiers fall to your attack, boosted by the Creativity Bonus, your items (
5+5+3), and Sdieve's buffing formation - and another Sniper Soldier only has about 10 HP remaining! Well done indeed! Burn does not inflict, unfortunately.

105
Build Grist and 45 Talc attained from your endeavors! There would probably be a bit less Talc and more... well, whatever the Level 2 Build Grist is, if it was able to be used in this pile... but as for now, nothing wrong with more Talc.

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.

"Awwwww, man..." Proceeded by a short jungle and then you literally shooting him through the chest. 34 damage total to the unharmed Sniper Soldier, thanks to Sdieve's formation!

The water and sulfur powder deals enough damage to kill one Formation Soldier and deal 12 damage to one other! Unfortunately, the
Chemical Reaction effect didn't go off this turn...

You also charge 1 CP. +10
Build Grist attained!

(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

You deal a total of 27 damage to the Formation Soldiers, further damaging one of the already damaged and killing another... and then proceed to use a paradox caused by the Schrodinger's Wand to inflict Confusion (30% chance to hit themselves) for the next couple turns to 7 Formation Soldiers as you discombobulated them!... that's not what the wand is supposed to do, but it works. Shenanigans are shenanigans, I guess.

You also charge 1 CP as 10
Build Grist is added to the total stores.

FCP 9 CP

350 Build Grist
100 Talc.

... Alrighty then, you charge up 3 CP. Easy enough!

I take this turn to charge up 2 CP and work on an alchemy:

Shortbow && Rifle Stock == Crossbow [Lvl.1]

I build a simple wooden crossbow out of some ingredients, setting me back 50 Build Grist and 30 Talc. If there are stats I can optimize, I just try going for damage right now without anything else fancy.

That's all for my turn.

Inventory:
- Crossbow (???)

Charge: 7 CP
Grist Stores: 300 Build Grist, 70 Talc

You charge up 2 CP, and...

Shortbow && Rifle Stock =
Crossbow [LVL 1 Weapon]
- A fairly simple wooden crossbow. Effective and easy to fire!
- Deals an additional 4 damage per action used.


-=+=-
End of Turn Battle -
As the turn ends, the Embodiment of Frustration attacks a Sword Soldier, one-shotting it. Not bad! Meanwhile, the Embodiment of Misery flops on the Sniper Soldier that the Empty Hole is not eating... unintentionally defeating both of them. That worked out well!

Also, the Emet Golem gives Sdieve another rock. What else would it do?

As for the PGs, their forces are still weakened - but it still packs a lot of punch. All the unconfused Formation Soldiers deal a total of 90 damage to various entities on the field, dealing enough to easily defeat the Embodiment of Misery, the Empty Hole, and the Emet Golem all in one go, while also bringing the Embodiment of Frustration down to critical health.

The
Confused Formation Soldiers all fire off in random directions, four of them missing and hitting themselves! The other three manage to fire on their targets, destroying the Embodiment of Frustration and dealing 5 damage to Paradox - thankfully, the attack bounced off his Attack Shield and nullified the damage.

Finally, the Sword Soldier strikes into Mr. Reception, causing the static to flicker a bit as 10 damage is dealt. Yikes, this was a rough turn... but I can see something strange inside over the wall from my view of the battlefield. It's glowing a strange
red color... wasn't that the color of all those phantoms around the Final Wall a while ago? Either way, it seems pretty important to check out...

Total Grist Attained -

[Build] +155 Build Grist
[LVL 1] +85 Talc

-=+=-

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

Player List - Player Power set to 20.
General Inventory / Key Items:
- The Alchemiter: allows for alchemy wherever and whenever!
Required Grist for Upgrade to [LVL 2] -
155/200 Build Grist, 85/120 Talc

Sdieve - 1/8 Inventory Slots used.
[LVL 1 Consumable] Encyclopedia of Magical Structures [2/3 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 x3
- 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.

[LVL 1 Weapon] Crossbow - A fairly simple wooden crossbow. Effective and easy to fire!
- Deals an additional 4 damage per action used.

Paradox - 2/8 Inventory Slots used.

[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 seeing small stuff.
- Deals an additional 3 damage per action, 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] Sdieve - 100/100 HP - 7 CP (Has 3 Attack Shields!)
[AG] Alastair? - 100/100 HP - 0 CP
[AG] Foodstuff Coloration Person - 100/100 HP - CP
[AG] Ninjatwist_ - 100/100 HP - 7 CP
[AG] Paradox - 100/100 HP - 5 CP
[AG] Mr. Reception - 90/100 HP - 0 CP
[AG] Splashcat - 100/100 HP - 8 CP
[AG] Shin Kicker (Plague) - 100/100 HP - 0 CP

[PG] Formation Soldiers x17 - 20/20 HP, 5 Attack (x16)
Formation Soldiers x7 - 20/20 HP, 5 Attack,
Confused (30% chance to hit self) for one more turn!
Formation Soldier - 8/20 HP, 5 Attack
Formation Soldier - 7/20 HP, 5 Attack

[PG] Sword Soldier - 20/20 HP, 10 Attack

[PG] Castle Wall - 200/200 HP - Preventing entry into the Courtyard!
 
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FOCUS + 3 CP

@I just write

Mr. Reception receives 6 CP.

(OOC: I enjoyed reading through your Havoc Squad quest. I've been wondering, how'd you get into DTG?)

505 Build Grist
185 Talc.
 
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FOCUS + 3 CP

@I just write

Mr. Reception receives 6 CP.

(OOC: I enjoyed reading through your Havoc Squad quest. I've been wondering, how'd you get into DTG?)

505 Build Grist
185 Talc.
GRIST
Build: 355
Talc: 95
(OOC: Thanks for the CP! As for I found my way to DTG I actually found out about it through the TVTropes page after DTG2 finished up. Then I spent a couple years in the 'wilderness' until Renewal brought the DTG experience to the parts of the internet I tend to actually post on. Most of that time was spent concocting insane Entity ideas.)

Actions 1 & 2 + 6 CP: Summon Wicked Witch of the Wavelength

Rubbing the sore spot from where I got hit, I snarl "Right. This is Mr. Reception with an important announcement: a new celebrity is being invited onto the show tonight. Everyone say hello to the Wicked Witch of the Wavelength!"

With that I flex my Player Powers, bringing a stage into existence with a patterned black and green curtain.

Next I use the Light-Tech Gauntlet to focus bright green spot lights onto the curtain, swaying the lights back and forth even as a cackle emerges from behind and the fog machine kicks in. The curtain raises, revealing a woman riding side-saddle on a flying broadcasting rig.

I greet her "Nice to have you on the show triple-W!"

She cackles a bit, before saying "My pleasure Mr. Reception! But please, call me Wicky."

"Sure thing Wicky. Now, mind telling me a bit about yourself?"

"Well, I enjoy smoothies, broadcast media, and CURSING ALL WHO WOULD DARE OPPOSE ME! HAHAHAHAHAHA!"

"In that case, why don't you show us what you can do on those Formation Soldiers over there? They've been quite an inconsiderate audience. One of them even attacked me, Mr. Reception with a sword!"

"Oh how terrible. What would they have done that for?"

"I don't know, I was just putting on a performance and they ran up and attacked me! Rude!"

"Well, in that case I'll certainly make a point of cursing their boots off. Mind pointing out the issue?"

And with that, I simply gestured at the wall and all the associated soldiers.

"Ah, I get the point. Guess it's SHOWTIME!"

And with that the Wicked Witch of the Wavelength flies off on her broadcasting equipment, cackling madly as she starts cursing soldiers with her radio spells.

Wicked Witch of the Wavelength
HP: High
Attack: Very Low Damage, Massive AoE
Gimmick: Inflicts 40% ATTACK-DOWN on anything that attacks her/gets attacked by her. The debuff stacks in the event of multiple applications.


Action 3: Alchemy time!

Medical Kit && Radio Signal Booster

Entity Orders
Wicked Witch of the Wavelength: Curse a bunch of Soldiers
 
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I rush up to the walll...this wall looks evil. Evil wall means. Destroy. I take out my Discount Beach Ball, toss it into the air high, and take out my Lightning Mirror before jumping up and spiking it at the wall, some electricity fusing into the beach ball.
 
As the Embodiments perish, their power becomes pure negativity. Something akin to the darkness in Kingdom Hearts, but not quite of the same source.

It flows back into the source. They take a few steps onto the battlefield, wearing a brown, tattered cloak. There is a thoughtful silence, then a sigh... of relief.

"At least the hole is gone."

They raise their hand, covered in the brown cloak. An energy swarms it before coalescing...

Into a Keyblade. Specifically... the Kingdom Key.

"Good to have this back. Been a while, actually. Now... what to do about these guys- whoa!"

The Sword Soldier, last one standing of his squad, comes in for murder and revenge. The Keyblade parries the blow as the hooded figure steps back.

"Whoa now, that's kinda dangerous, just picking a fight randomly like that! After all-"

The figure disappears the second the Sword Soldier tries to spear his blade through his opponent's head. He grunts and passes out, being knocked out cold with a single strike.

"Some enemies don't exactly play nice like I do. Now..."

Pulling some rope from the robes, the figure ties up the Soldier. He figures, between his two Actions to knock out the soldier and then immobilize him, that should be enough to make the Sword Soldier the AG's captives. The figure's hands can be seen for the first time, made of a strange, thick black rubber-like substance, layered together in strips and segments.

"Now then... perhaps I should save this for later..."

He stores up his last Action as CP, awaiting the success of everyone else.
 
{{{{⮎ is my Charge Expenditure symbol.}}}}
> ⮎⮎⮎⮎⮎⮎⮎
Uh... That last round didn't go well. but... If everyone else is better at this then I am, they Should be able to defeat the rest of the soldiers. This is as good a time as any, then.
Retrieving 3 Rocks from my inventory, I balance them in one hand while flipping through the Encyclopedia of Magical Structures. Once I- after probably Quite a Bit of searching- locate a version of my target Formation which can be made entirely using 3 rocks, natural terrain appropriate to this area, and some Formation Soldier Corpses - well, if it requires a moderate amount of Grist or Talc, that works too, but it doesn't seem like Grist is a valid material for beginner-level formations- I arrange the Rocks and corpses accordingly. How much are these 3 rocks worth? considering base attack... Slightly less then an action, meaning the action I used to give the Emet Golem the power to make rocks, would have been better used to charge CP. Which is practically the baseline. I've done worse there then a player with no mind to speak of would. Wonderful.
Anyway, I create a Formation. Inside the centre of the formation, I make another formation, this one made using weak Plant magic to grow Grass in the appropriate pattern.
But what's this all for? Well, the first formation is a relatively simple defensive formation... With negative hit points. rather then a solid wall, it drains the power of incoming attacks; this renders it rather effective about the in-context enemies like the Formation Soldiers. It's a good first step. But that's just Step One!
The Second formation is called the Ralyx Remix! This swagillicious formation has the mind-boggling and yet also less-then-160-player-power ability, not to return the dead to life, but to keep them from ever dying! through the magnificious superdilloopity power of formations, it does three amazing fantastical things for one single awesome purp.... no, I can't write that way. It just seems stupid and fake. Well, I tried.
The Ralyx Remix is so named because it is, in many ways, a plain copy of the Original [Ralyx's Eternal Stasis Machine]. Within its range, it detects the oncoming death of any Entity, which it saves from death... Conditionally. Rather then saving all entities, it contacts entities at the moment of their death, speeds up time for them, and negotiates with them. If the entity agrees to serve the Ralyx Remix's faction (which will presumably be a subset of neutrals), the Remix will move the entity behind its field and, if there is one available, put an attack shield in the entities place, otherwise healing the entity.
It's not original, but... oh well.
IN SUMMARY:
3 Rocks and as much CP as is needed, up to 4, is spent on a negative HP shield with at least -1 base HP.
Behind it is a neutral entity with a small amount of initial HP which saves anyone who would otherwise die by healing and teleporting them at the last moment, but only if that target joins the neutral. What it'll do with those conscripted enemies remains to be seen. Betrayal is impossible due to magic contract but for roleplaying/entity thought processes purposes, the contract ends its functioning after a few years. So, once this battle is long over, but well before most of the entities lifetime is up.

as stated, I already know this is completely unoriginal, so don't lambaste me for it.

> I alchemize ((Calcium from Pokemon && Protein from Pokemon)|| some Player energies.). Note, Calcium in Pokemon raises a pokemons Sp.Attack Stat permanently, and Protein does the same for normal Attack. The intent, then, is an item which will permanently increase player power. Even if we can't alchemise it yet, something to work towards, right?

> Uh... You know, the odd thing 'bout player powers is- So, it's interesting. In a lot of ways, effectiveness of player powers is tied to how cool or interesting it seems from a vaguely human perspective. But... well- and I'm quoting here. This isn't my own thoughts, really. just a regurgitation of stuff I've heard. Uh- It was worked out, very early on in the history of, well, television and other entertainment, that the people who are good at getting an audience, aren't people who go "LADIES AND GENTLEMEN!". They're the people who go... 'Hey. hello.". They're not the ones that say "HOW ARE YOU ALL DOING TONIGHT?", They're the ones that look at the camera and go... " 'y. how're you?". It's the difference between talking to the Audience, and talking to the Viewer. There Is A Difference.
So it's interesting that Players, whos sole viewer is... either their Arbiter or Reality... have a common wisdom that they should be talking, well, to the Audience, not to that viewer. And... I get the feeling I'd be more suited to talking to the Viewer. It'd sound less stupid, at least.
But, for any fair experiment, I need at least a few Talking To The Audience examples, in order to find out how good Those are. Otherwise, when my attempts at Viewer-style narration inevitably fail, I won't be able to tell if that's unusual.
So... Here I go, I guess.
*Ahem*
I walk up to one of the Formation soldiers. ℍ𝕖𝕪 𝕥𝕙𝕖𝕣𝕖 𝕗𝕖𝕝𝕝𝕒! I say, brandishing a conveniently rod-shaped rock I found on the ground. 𝕐𝕠𝕦 𝕃𝕠𝕠𝕜 𝕝𝕚𝕜𝕖 𝕪𝕠𝕦'𝕧𝕖 𝕞𝕖𝕥 𝕨𝕚𝕥𝕙 𝕒 𝕥𝕖𝕣𝕣𝕚𝕓𝕝𝕖 𝕗𝕒𝕥𝕖, 𝕙𝕒𝕧𝕖𝕟'𝕥 𝕪𝕠𝕦? As they gawk at my nonsense, I deck them in the face with my free hand.
𝕐𝕖𝕤, 𝕒 𝕋𝕖𝕣𝕣𝕚𝕓𝕝𝕖 𝔽𝕒𝕥𝕖! I say, with great enthusiasm. Busily helping them get up, I continue 𝕟𝕠𝕨 𝕝𝕖𝕥'𝕤 𝕛𝕦𝕤𝕥 𝕤𝕖𝕖 𝕚𝕗 𝕨𝕖 𝕔𝕒𝕟 𝕗𝕚𝕩 𝕥𝕙𝕒𝕥 𝕠𝕝𝕕 𝕥𝕙𝕚𝕟𝕘. Taking the rod-shaped rock, I bop them on the head, both shoulders, and in the belly button. A chunk of the rock breaks off at the belly button.
𝔸𝕙𝕒! 𝕀 𝕤𝕖𝕖 𝕥𝕙𝕖 𝕡𝕣𝕠𝕓𝕝𝕖𝕞 𝕔𝕝𝕖𝕒𝕣𝕝𝕪 𝕟𝕠𝕨! 𝕐𝕠𝕦'𝕣𝕖 𝕒 ℙ𝕣𝕠-𝔾𝕠𝕕𝕞𝕠𝕕𝕕𝕖𝕣! 𝔻𝕠𝕟'𝕥 𝕨𝕠𝕣𝕣𝕪, 𝕀 𝕙𝕒𝕧𝕖 𝕛𝕦𝕤𝕥 𝕥𝕙𝕖 𝕥𝕙𝕚𝕟𝕘. I say, rummage through my pockets for a few seconds, and pull out something.
That something is my hand. I deck them in the face again.
𝕥𝕙𝕖𝕣𝕖 𝕨𝕖 𝕘𝕠. 𝕨𝕒𝕚𝕥, 𝕪𝕠𝕦'𝕣𝕖 𝕤𝕥𝕚𝕝𝕝 𝕒𝕝𝕚𝕧𝕖? 𝕎𝕖𝕝𝕝, 𝕥𝕙𝕖𝕣𝕖'𝕤 𝕒 𝕘𝕣𝕖𝕒𝕥 𝕗𝕚𝕩 𝕗𝕠𝕣 𝕥𝕙𝕒𝕥, 𝕒𝕟𝕕 𝕚𝕥'𝕤 𝕟𝕠𝕥 𝕕𝕖𝕔𝕜𝕚𝕟𝕘 𝕪𝕠𝕦 𝕚𝕟 𝕥𝕙𝕖 𝕗𝕒𝕔𝕖 𝕥𝕙𝕚𝕤 𝕥𝕚𝕞𝕖! 𝕒 𝕓𝕣𝕒𝕔𝕚𝕟𝕘 𝕕𝕣𝕒𝕗𝕥 𝕠𝕗 𝕓𝕣𝕒𝕟𝕕𝕪 𝕤𝕙𝕠𝕦𝕝𝕕 𝕤𝕖𝕥 𝕥𝕙𝕚𝕟𝕘𝕤 𝕣𝕚𝕘𝕙𝕥 - 𝕀𝕥 𝕨𝕠𝕣𝕜𝕤 𝕗𝕠𝕣 𝕒𝕓-𝕤𝕠-𝕝𝕦𝕥𝕖𝕝𝕪 𝕖𝕧𝕖𝕣𝕪𝕥𝕙𝕚𝕟𝕘! 𝕚𝕟𝕔𝕝𝕦𝕕𝕚𝕟𝕘 𝕒𝕝𝕔𝕙𝕠𝕙𝕠𝕝𝕚𝕤𝕞! And before they could protest, I jammed a conveniently-placed bottle of brandy in their mouth. Soon, they become so inebriated, they no longer care to move. That, or they suffocate to death! Who knows? Both options are fine, really. I move on to another soldier. Then I fall over. Out crawls my skeleton, animated by magic! It's a totally original OC called Sanz, any relation to popular skeleton monsters named Sans is entirely coincidental and not remotely unintentional! My skeleton sidles on over to the Formation Soldier I was standing next to before I fell over. It leans over them and puts one hand around their neck, and says "hey there buddy chum pall friend buddy chum bud friend fella bruther amigo pal buddy friend chummy chum chum pal i don't mean to be rude my friend pall homeslice breadslice dawg but I gottsa warn u if u take 1 more didly darn breath right there im gona have t' diddly darn snap ur neck and wowza wouldn't that be a crummy juncture, huh? do u wants't? do wish upon yourself to come into physical experience with a crummy juncture because FRIENDO buddy chum friend chum pally pal chum friend if you keep this up well gosh diddly darn i just might have to get not so friendly with you my friendly friend friend pal friend buddy chum buddy pally friend chum buddy homeslice bruther." . If the formation soldier continues breathing then, as promised, my skeleton snaps their neck, then crawls back into my body through the useless, boneless hole called a 'mouth'.
On the other hand, if the formation soldier does not continue breathing, the skeleton grins at them, pats them on the back, and walks back into my mouth anyway. As it crawls into my mouth, it snaps its bony fingers (more of a click then a snap),causing the formation soldiers skeleton to explode! except for the neck, which remains completely intact.
Man, it sure is wacky that all these Formation Soldiers have such terrible fates!
{{{{Double-struck outline text is Not Sdieve's natural voice, but rather their over-exuberant fake flamboyance voice.
Summary is that Sdieve decks a formation soldier in the face twice, then gets them so drunk they either cannot stand, or are dead. Any overflow damage is manifested by diddly darn snapping the neck of another formation soldier, or snapping every bone in their body But the neck.}}}}



CP: 7------->0
Grist: 300->455
Talc: 70->155
Items: Encyclopedia of Magical Structures [2->1/3]
Rock x3->0
Alchemiter (Backup)
 
Last edited:
(x3)(Microscopic Needles)
The Paradoxical Dragon looks over at the Formation Soldiers and frown. This is enough.

Unleashing the Microscopic Needles; multiplying them with his abilities until they are a whirlwind of sharp steel and precise control. Threads fly into their eyes as they flurry about the Formation Soldiers, striking their exposed flesh, burrowing deep into them with strings attached, puppeting them to turn them against each, though the needles first destroys their brain to reduce the needless suffering, killing them instantly and leaning their body intact for the needles and strings to continue puppeting them to fight against their still living compatriots.

Though finally, the Formation Soldiers realise what is going on and cut the strings, leaving the dead to Rest In Peace while the Dragon pulls out the Needles while glaring at the Soldiers.

CP:5
Build:405
Lv 1:125
 
Time to focus on damage this round!

I charge up 1 CP and use my actions to take advantage of the Crossbow's new strength! I load a bolt into the crossbow, take a stance, carefully aim it, and fire the bolt at the Sword Soldier's center-of-mass!

My next attack is freeform- I summon an icy wind to freeze one of the healthiest Formation Soldiers solid- totally encasing them in a block of ice with the chilling gale! After some time freezing them- it takes a lot of energy to freeze a body- I summon a fireball and launch it straight into the icy mass, flash-melting it and causing an explosion at the same time! No matter what happens to that frozen Soldier, that's gotta hurt.

Can I use alchemies multiple times each turn, or is it limited to once every turn?

Inventory:
- Crossbow (???)

Charge: 8 CP
Grist Stores: 455 Build Grist, 155
Talc
 
Update VII
FOCUS + 3 CP

@I just write

Mr. Reception receives 6 CP.

(OOC: I enjoyed reading through your Havoc Squad quest. I've been wondering, how'd you get into DTG?)

505 Build Grist
185 Talc.

You gain 3 CP, and then give 6 of it to Mr. Reception! I sense a plan...

GRIST
Build: 355
Talc: 95
(OOC: Thanks for the CP! As for I found my way to DTG I actually found out about it through the TVTropes page after DTG2 finished up. Then I spent a couple years in the 'wilderness' until Renewal brought the DTG experience to the parts of the internet I tend to actually post on. Most of that time was spent concocting insane Entity ideas.)

Actions 1 & 2 + 6 CP: Summon Wicked Witch of the Wavelength

Rubbing the sore spot from where I got hit, I snarl "Right. This is Mr. Reception with an important announcement: a new celebrity is being invited onto the show tonight. Everyone say hello to the Wicked Witch of the Wavelength!"

With that I flex my Player Powers, bringing a stage into existence with a patterned black and green curtain.

Next I use the Light-Tech Gauntlet to focus bright green spot lights onto the curtain, swaying the lights back and forth even as a cackle emerges from behind and the fog machine kicks in. The curtain raises, revealing a woman riding side-saddle on a flying broadcasting rig.

I greet her "Nice to have you on the show triple-W!"

She cackles a bit, before saying "My pleasure Mr. Reception! But please, call me Wicky."

"Sure thing Wicky. Now, mind telling me a bit about yourself?"

"Well, I enjoy smoothies, broadcast media, and CURSING ALL WHO WOULD DARE OPPOSE ME! HAHAHAHAHAHA!"

"In that case, why don't you show us what you can do on those Formation Soldiers over there? They've been quite an inconsiderate audience. One of them even attacked me, Mr. Reception with a sword!"

"Oh how terrible. What would they have done that for?"

"I don't know, I was just putting on a performance and they ran up and attacked me! Rude!"

"Well, in that case I'll certainly make a point of cursing their boots off. Mind pointing out the issue?"

And with that, I simply gestured at the wall and all the associated soldiers.

"Ah, I get the point. Guess it's SHOWTIME!"

And with that the Wicked Witch of the Wavelength flies off on her broadcasting equipment, cackling madly as she starts cursing soldiers with her radio spells.

Wicked Witch of the Wavelength
HP: High
Attack: Very Low Damage, Massive AoE
Gimmick: Inflicts 40% ATTACK-DOWN on anything that attacks her/gets attacked by her. The debuff stacks in the event of multiple applications.


Action 3: Alchemy time!

Medical Kit && Radio Signal Booster

Entity Orders
Wicked Witch of the Wavelength: Curse a bunch of Soldiers

Aaaannnnndddd there's the plan. You summon the Wicked Witch of the Wavelength through a version of Saturday Night Live (not sure how time flows in a Soul Orb, but here it's actually really late-night Friday) which is admittedly a pretty good name for an entity! Here are her stats, for reference later down the road - let me know if you'd like any changes.

[AG - Mr. Reception] Wicked Witch of the Wavelength - 120/120 HP, 5 Attack x4 + Weakened (-40% Attack) for two turns. Also inflicts Weakened when hit.

Medical Kit && Radio Signal Booster =
Health Amplifier [4/4 Uses] [LVL 1 Consumable]
- A mix between a radio and medical kit, boosting the signal of one's vital signs and somehow getting them in better health.
- When used, restores 30 HP to anything on the field.


I rush up to the walll...this wall looks evil. Evil wall means. Destroy. I take out my Discount Beach Ball, toss it into the air high, and take out my Lightning Mirror before jumping up and spiking it at the wall, some electricity fusing into the beach ball.

Using all your actions this turn, you manage to apply 82 damage to the wall using the Discount Beach Ball and the Lightning Mirror in a combo attack! For what it counts, the wall is also Paralyzed and is inflicted with the random status effect of Burn, as from the S.FX Flamethrower! Your beach ball does look a bit worse for wear, though...

As the Embodiments perish, their power becomes pure negativity. Something akin to the darkness in Kingdom Hearts, but not quite of the same source.

It flows back into the source. They take a few steps onto the battlefield, wearing a brown, tattered cloak. There is a thoughtful silence, then a sigh... of relief.

"At least the hole is gone."

They raise their hand, covered in the brown cloak. An energy swarms it before coalescing...

Into a Keyblade. Specifically... the Kingdom Key.

"Good to have this back. Been a while, actually. Now... what to do about these guys- whoa!"

The Sword Soldier, last one standing of his squad, comes in for murder and revenge. The Keyblade parries the blow as the hooded figure steps back.

"Whoa now, that's kinda dangerous, just picking a fight randomly like that! After all-"

The figure disappears the second the Sword Soldier tries to spear his blade through his opponent's head. He grunts and passes out, being knocked out cold with a single strike.

"Some enemies don't exactly play nice like I do. Now..."

Pulling some rope from the robes, the figure ties up the Soldier. He figures, between his two Actions to knock out the soldier and then immobilize him, that should be enough to make the Sword Soldier the AG's captives. The figure's hands can be seen for the first time, made of a strange, thick black rubber-like substance, layered together in strips and segments.

"Now then... perhaps I should save this for later..."

He stores up his last Action as CP, awaiting the success of everyone else.

You emerge into the direct Battlefield!... whoever you are. I can't even tell if you are Alastair under all those robes... so, uh, I'll just add a couple more question marks to my initial guess of Alastair and leave it at that until I get an identity. Cool? Cool. (I mean, I could refer to you as Keyblade Guy, but that just seems rude.)

Anyways! To utilize your turn, you spend a couple of actions incapacitating and capturing the last remaining Sword Soldier! Though they're very close to death and could probably be killed by literally anything, they aren't - thankfully.

Additionally, you charge 1 CP for later. Good job.


{{{{⮎ is my Charge Expenditure symbol.}}}}
> ⮎⮎⮎⮎⮎⮎⮎
Uh... That last round didn't go well. but... If everyone else is better at this then I am, they Should be able to defeat the rest of the soldiers. This is as good a time as any, then.
Retrieving 3 Rocks from my inventory, I balance them in one hand while flipping through the Encyclopedia of Magical Structures. Once I- after probably Quite a Bit of searching- locate a version of my target Formation which can be made entirely using 3 rocks, natural terrain appropriate to this area, and some Formation Soldier Corpses - well, if it requires a moderate amount of Grist or Talc, that works too, but it doesn't seem like Grist is a valid material for beginner-level formations- I arrange the Rocks and corpses accordingly. How much are these 3 rocks worth? considering base attack... Slightly less then an action, meaning the action I used to give the Emet Golem the power to make rocks, would have been better used to charge CP. Which is practically the baseline. I've done worse there then a player with no mind to speak of would. Wonderful.
Anyway, I create a Formation. Inside the centre of the formation, I make another formation, this one made using weak Plant magic to grow Grass in the appropriate pattern.
But what's this all for? Well, the first formation is a relatively simple defensive formation... With negative hit points. rather then a solid wall, it drains the power of incoming attacks; this renders it rather effective about the in-context enemies like the Formation Soldiers. It's a good first step. But that's just Step One!
The Second formation is called the Ralyx Remix! This swagillicious formation has the mind-boggling and yet also less-then-160-player-power ability, not to return the dead to life, but to keep them from ever dying! through the magnificious superdilloopity power of formations, it does three amazing fantastical things for one single awesome purp.... no, I can't write that way. It just seems stupid and fake. Well, I tried.
The Ralyx Remix is so named because it is, in many ways, a plain copy of the Original [Ralyx's Eternal Stasis Machine]. Within its range, it detects the oncoming death of any Entity, which it saves from death... Conditionally. Rather then saving all entities, it contacts entities at the moment of their death, speeds up time for them, and negotiates with them. If the entity agrees to serve the Ralyx Remix's faction (which will presumably be a subset of neutrals), the Remix will move the entity behind its field and, if there is one available, put an attack shield in the entities place, otherwise healing the entity.
It's not original, but... oh well.
IN SUMMARY:
3 Rocks and as much CP as is needed, up to 4, is spent on a negative HP shield with at least -1 base HP.
Behind it is a neutral entity with a small amount of initial HP which saves anyone who would otherwise die by healing and teleporting them at the last moment, but only if that target joins the neutral. What it'll do with those conscripted enemies remains to be seen. Betrayal is impossible due to magic contract but for roleplaying/entity thought processes purposes, the contract ends its functioning after a few years. So, once this battle is long over, but well before most of the entities lifetime is up.

as stated, I already know this is completely unoriginal, so don't lambaste me for it.

> I alchemize ((Calcium from Pokemon && Protein from Pokemon)|| some Player energies.). Note, Calcium in Pokemon raises a pokemons Sp.Attack Stat permanently, and Protein does the same for normal Attack. The intent, then, is an item which will permanently increase player power. Even if we can't alchemise it yet, something to work towards, right?

> Uh... You know, the odd thing 'bout player powers is- So, it's interesting. In a lot of ways, effectiveness of player powers is tied to how cool or interesting it seems from a vaguely human perspective. But... well- and I'm quoting here. This isn't my own thoughts, really. just a regurgitation of stuff I've heard. Uh- It was worked out, very early on in the history of, well, television and other entertainment, that the people who are good at getting an audience, aren't people who go "LADIES AND GENTLEMEN!". They're the people who go... 'Hey. hello.". They're not the ones that say "HOW ARE YOU ALL DOING TONIGHT?", They're the ones that look at the camera and go... " 'y. how're you?". It's the difference between talking to the Audience, and talking to the Viewer. There Is A Difference.
So it's interesting that Players, whos sole viewer is... either their Arbiter or Reality... have a common wisdom that they should be talking, well, to the Audience, not to that viewer. And... I get the feeling I'd be more suited to talking to the Viewer. It'd sound less stupid, at least.
But, for any fair experiment, I need at least a few Talking To The Audience examples, in order to find out how good Those are. Otherwise, when my attempts at Viewer-style narration inevitably fail, I won't be able to tell if that's unusual.
So... Here I go, I guess.
*Ahem*
I walk up to one of the Formation soldiers. ℍ𝕖𝕪 𝕥𝕙𝕖𝕣𝕖 𝕗𝕖𝕝𝕝𝕒! I say, brandishing a conveniently rod-shaped rock I found on the ground. 𝕐𝕠𝕦 𝕃𝕠𝕠𝕜 𝕝𝕚𝕜𝕖 𝕪𝕠𝕦'𝕧𝕖 𝕞𝕖𝕥 𝕨𝕚𝕥𝕙 𝕒 𝕥𝕖𝕣𝕣𝕚𝕓𝕝𝕖 𝕗𝕒𝕥𝕖, 𝕙𝕒𝕧𝕖𝕟'𝕥 𝕪𝕠𝕦? As they gawk at my nonsense, I deck them in the face with my free hand.
𝕐𝕖𝕤, 𝕒 𝕋𝕖𝕣𝕣𝕚𝕓𝕝𝕖 𝔽𝕒𝕥𝕖! I say, with great enthusiasm. Busily helping them get up, I continue 𝕟𝕠𝕨 𝕝𝕖𝕥'𝕤 𝕛𝕦𝕤𝕥 𝕤𝕖𝕖 𝕚𝕗 𝕨𝕖 𝕔𝕒𝕟 𝕗𝕚𝕩 𝕥𝕙𝕒𝕥 𝕠𝕝𝕕 𝕥𝕙𝕚𝕟𝕘. Taking the rod-shaped rock, I bop them on the head, both shoulders, and in the belly button. A chunk of the rock breaks off at the belly button.
𝔸𝕙𝕒! 𝕀 𝕤𝕖𝕖 𝕥𝕙𝕖 𝕡𝕣𝕠𝕓𝕝𝕖𝕞 𝕔𝕝𝕖𝕒𝕣𝕝𝕪 𝕟𝕠𝕨! 𝕐𝕠𝕦'𝕣𝕖 𝕒 ℙ𝕣𝕠-𝔾𝕠𝕕𝕞𝕠𝕕𝕕𝕖𝕣! 𝔻𝕠𝕟'𝕥 𝕨𝕠𝕣𝕣𝕪, 𝕀 𝕙𝕒𝕧𝕖 𝕛𝕦𝕤𝕥 𝕥𝕙𝕖 𝕥𝕙𝕚𝕟𝕘. I say, rummage through my pockets for a few seconds, and pull out something.
That something is my hand. I deck them in the face again.
𝕥𝕙𝕖𝕣𝕖 𝕨𝕖 𝕘𝕠. 𝕨𝕒𝕚𝕥, 𝕪𝕠𝕦'𝕣𝕖 𝕤𝕥𝕚𝕝𝕝 𝕒𝕝𝕚𝕧𝕖? 𝕎𝕖𝕝𝕝, 𝕥𝕙𝕖𝕣𝕖'𝕤 𝕒 𝕘𝕣𝕖𝕒𝕥 𝕗𝕚𝕩 𝕗𝕠𝕣 𝕥𝕙𝕒𝕥, 𝕒𝕟𝕕 𝕚𝕥'𝕤 𝕟𝕠𝕥 𝕕𝕖𝕔𝕜𝕚𝕟𝕘 𝕪𝕠𝕦 𝕚𝕟 𝕥𝕙𝕖 𝕗𝕒𝕔𝕖 𝕥𝕙𝕚𝕤 𝕥𝕚𝕞𝕖! 𝕒 𝕓𝕣𝕒𝕔𝕚𝕟𝕘 𝕕𝕣𝕒𝕗𝕥 𝕠𝕗 𝕓𝕣𝕒𝕟𝕕𝕪 𝕤𝕙𝕠𝕦𝕝𝕕 𝕤𝕖𝕥 𝕥𝕙𝕚𝕟𝕘𝕤 𝕣𝕚𝕘𝕙𝕥 - 𝕀𝕥 𝕨𝕠𝕣𝕜𝕤 𝕗𝕠𝕣 𝕒𝕓-𝕤𝕠-𝕝𝕦𝕥𝕖𝕝𝕪 𝕖𝕧𝕖𝕣𝕪𝕥𝕙𝕚𝕟𝕘! 𝕚𝕟𝕔𝕝𝕦𝕕𝕚𝕟𝕘 𝕒𝕝𝕔𝕙𝕠𝕙𝕠𝕝𝕚𝕤𝕞! And before they could protest, I jammed a conveniently-placed bottle of brandy in their mouth. Soon, they become so inebriated, they no longer care to move. That, or they suffocate to death! Who knows? Both options are fine, really. I move on to another soldier. Then I fall over. Out crawls my skeleton, animated by magic! It's a totally original OC called Sanz, any relation to popular skeleton monsters named Sans is entirely coincidental and not remotely unintentional! My skeleton sidles on over to the Formation Soldier I was standing next to before I fell over. It leans over them and puts one hand around their neck, and says "hey there buddy chum pall friend buddy chum bud friend fella bruther amigo pal buddy friend chummy chum chum pal i don't mean to be rude my friend pall homeslice breadslice dawg but I gottsa warn u if u take 1 more didly darn breath right there im gona have t' diddly darn snap ur neck and wowza wouldn't that be a crummy juncture, huh? do u wants't? do wish upon yourself to come into physical experience with a crummy juncture because FRIENDO buddy chum friend chum pally pal chum friend if you keep this up well gosh diddly darn i just might have to get not so friendly with you my friendly friend friend pal friend buddy chum buddy pally friend chum buddy homeslice bruther." . If the formation soldier continues breathing then, as promised, my skeleton snaps their neck, then crawls back into my body through the useless, boneless hole called a 'mouth'.
On the other hand, if the formation soldier does not continue breathing, the skeleton grins at them, pats them on the back, and walks back into my mouth anyway. As it crawls into my mouth, it snaps its bony fingers (more of a click then a snap),causing the formation soldiers skeleton to explode! except for the neck, which remains completely intact.
Man, it sure is wacky that all these Formation Soldiers have such terrible fates!
{{{{Double-struck outline text is Not Sdieve's natural voice, but rather their over-exuberant fake flamboyance voice.
Summary is that Sdieve decks a formation soldier in the face twice, then gets them so drunk they either cannot stand, or are dead. Any overflow damage is manifested by diddly darn snapping the neck of another formation soldier, or snapping every bone in their body But the neck.}}}}



CP: 7------->0
Grist: 300->455
Talc: 70->155
Items: Encyclopedia of Magical Structures [2->1/3]
Rock x3->0
Alchemiter (Backup)

Alright... let's see here. This is a lot for one turn, so I'm gonna break this down by action and stuff for the time being...

Okay! Using your first action, 7 CP, and the Encyclopedia of Magical Structures, along with the three rocks, you create a -40 HP shield circle around a small entity called the Ralyx Remix - which is made with the remaining 5 CP. As long as it remains alive, it'll teleport and heal entities on their deathbed to somewhere safe as long as they join the [RR] faction - a subset of Neutral under the control of the entity within the circle. Said entities, along with being teleported, normally won't be allowed to rejoin the field and fight, unfortunately. Due to the unique nature of this summon, the Ralyx Remix doesn't claim you as it's creator, and cannot be ordered.

It appears the Embodiments, the Emet Golem, the Empty Hole, and the Formation Soldiers you've all been tearing through aren't affected by this and long gone already... but as long as this entity is alive, it should be able to save any other casualties!

(Calcium && Protein) || Player Power = Attack Boost [1/1] [LVL 20 Consumable]
- An innocent-looking red capsule filled with vitamins.
- When used, permanently doubles Player Power. Only usable once, even if alchemized again.

... Yeah, I don't think we have the Grist to alchemize this yet. And... err, we'd have to upgrade the Alchemiter 19 times to even do that in the first place, anyways. Perhaps there are easier ways to upgrade the Player Power around here?

And for your third action... you... pose a good point, really. I'm just the one who interprets and "runs" this battle - really, making sure everything doesn't go to heck - and though I do like the attacks that are fun to read, I'm not really the one that decides Creativity Bonus. Right after you say that you... uh, deck a Formation Soldier across the face twice before causing it to drink to death, and then manage to kill a second, already weakened one by "diddly-darn snapping its neck." ... That really is not you and I'm kind of concerned.

Either way... +20
Build Grist attained from your actions.

(x3)(Microscopic Needles)
The Paradoxical Dragon looks over at the Formation Soldiers and frown. This is enough.

Unleashing the Microscopic Needles; multiplying them with his abilities until they are a whirlwind of sharp steel and precise control. Threads fly into their eyes as they flurry about the Formation Soldiers, striking their exposed flesh, burrowing deep into them with strings attached, puppeting them to turn them against each, though the needles first destroys their brain to reduce the needless suffering, killing them instantly and leaning their body intact for the needles and strings to continue puppeting them to fight against their still living compatriots.

Though finally, the Formation Soldiers realise what is going on and cut the strings, leaving the dead to Rest In Peace while the Dragon pulls out the Needles while glaring at the Soldiers.

CP:5
Build:405
Lv 1:125

As you do this, the Microscope Needles multiply and become a whirlwind of steel and cold, calculated fury... and in that fury... hold on. Let me roll for critical hits - and that's a no, no, and... a natural 20. Guess that crits! (Yes, I'm using dice behind the scenes to do RNG. This terminal doesn't have a good random number generator, give me a break.)

Anyways - the whirlwind of steel deals enough damage to instantly kill 9 Formation Soldiers within it, due to the critical hit doubling damage! 3 damage is also dealt for another one, knocking it down to 5 HP total.

90
Build Grist has been attained from your actions this turn!

Time to focus on damage this round!

I charge up 1 CP and use my actions to take advantage of the Crossbow's new strength! I load a bolt into the crossbow, take a stance, carefully aim it, and fire the bolt at the Sword Soldier's center-of-mass!

My next attack is freeform- I summon an icy wind to freeze one of the healthiest Formation Soldiers solid- totally encasing them in a block of ice with the chilling gale! After some time freezing them- it takes a lot of energy to freeze a body- I summon a fireball and launch it straight into the icy mass, flash-melting it and causing an explosion at the same time! No matter what happens to that frozen Soldier, that's gotta hurt.

Can I use alchemies multiple times each turn, or is it limited to once every turn?

Inventory:
- Crossbow (???)

Charge: 8 CP
Grist Stores: 455 Build Grist, 155
Talc

Since the Sword Soldier is already incapacitated by Alastair(??????), you target a standard Formation Soldier with the bolt and managed to deal enough to reduce it to nothing but Grist! Enough damage is also dealt with the action to finally kill that one at lower health.

... Only for you to replace it with another soldier caught on the fringes of the icy explosion, while again, killing your primary target. Alchemies can be used multiple times a turn, or in focus actions - their effect takes place once an action, to be specific.

Finally, you charge 1 CP and find 30
Build Grist on the ground from your attacks.

"Good job Sdeive! You're really getting into the swing of things now!"

Yeah... but at the same time that seemed kinda unnatural. It's okay to stick to what you're comfortable with...


Alright then. You charge up 3 CP.

-=+=-
End of Turn Battle -
The Wicked Witch of the Wavelength - or... uh, Wicky, as she's called - goes off and begins doing her works! She damages 4 Formation Soldiers, hitting all the non-confused ones and one of the ones that are for 5 damage! They're debuffed with
Weakened for the next two turns!

The Weakened but not Confused Formation Soldiers try and attack the Wicked Witch of the Wavelength, dealing 12 damage and Weakening themselves even further to a mere 25% damage for their attack. Yikes, that's a rough curse.

The Confused Soldiers hit themselves 4 times and actually fire off three, dealing 15 more damage to the Wicked Witch of the Wavelength! They join the ranks of the debuffed one and are ashamed of themselves and their terrible luck.

The status effects on the field tick down! The wall takes 2 damage from Burning and the Formation Soldiers are no longer confused as well! It looks like this battle will continue for another turn... but then, the
red thingy on the other side of the wall unleashes a shockwave, passing through it and dealing 200 damage to the remaining PG entities - and divided out on the field, this is more than enough to... kill all the Formation Soldiers, leaving a lot of Grist for the taking... and clearing the way, somehow. Odd.
God, I can't do that sort of thing again... Patience is a virtue...
Clamoring over the Castle Wall's remnants, you all enter into the Castle Courtyard and find yourselves greeted by a large red capsule... odd. Throwing a rock at it (those things seem rather plentiful), the thing dents... and breaks entirely! A shockwave extends outwards from the ruins, slamming into all the Players here... and you all feel stronger. Far stronger.

Player Power has been raised to 50! Entity HP and Attack rebalanced!
Meanwhile, in the distance, you sense something coming to check out the damage here. Something far stronger than the foes you have been facing...
Perhaps it'd be best to take this turn to prepare... be careful, guys.

Total Grist Attained -

[Build] +140 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 50.
General Inventory / Key Items:
- The Alchemiter: allows for alchemy wherever and whenever!
Required Grist for Upgrade to [LVL 2] -
200/200 Build Grist, 85/120 Talc

Sdieve - 1/8 Inventory Slots used.
[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.

- 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.

[LVL 1 Weapon] Crossbow - A fairly simple wooden crossbow. Effective and easy to fire!
- Deals an additional 4 damage per action used.

Paradox - 2/8 Inventory Slots used.

[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 seeing small stuff.
- Deals an additional 3 damage per action, 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. 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.

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 [2/3 Uses] - A beach ball of somewhat shoddy construction.
- Deals 25 damage and a random minor debuff to an opponent when used.

[AG] Sdieve - 250/250 HP - 7 CP (Has 3 Attack Shields!)
[AG] Alastair??????? - 250/250 HP - 0 CP
[AG] Foodstuff Coloration Person - 250/250 HP - 6 CP
[AG] Ninjatwist_ - 250/250 HP - 8 CP
[AG] Paradox - 250/250 HP - 5 CP
[AG] Mr. Reception - 240/250 HP - 0 CP
[AG] Splashcat - 250/250 HP - 11 CP
[AG] Shin Kicker (Plague) - 250/250 HP - 0 CP

[AG - Mr. Reception] Wicked Witch of the Wavelength - 277/300 HP, 5 10 damage Attacks + Weakened (-40% Attack) for two turns. Also inflicts Weakened when hit. This can stack!

[RR] The Ralyx Remix - 1/1 HP, -100/-100 Shields, has the ability to warp and heal dying entities somewhere safe in exchange for joining the faction.

[PG] Sword Soldier - 0/20 HP, 10 Attack, Incapacitated (unable to act!) for three more turns!

[PG] Castle Wall - 71/200 HP - Not really doing much of anything since all other PGs are dead, Burned(-2 HP per turn) for 1 more turn!
 
Last edited:
Not having much else to do, I decide to just....use all my actions to blast the wall with lightning, I'm not feeling creative today, shaddap
 
The guy frowns after seeing the HP.

"I guess I'll cure him so he doesn't die upon waking up. That'd be a pain."

And with one action, the HP is restored to the Sword Soldier. Now it's just a matter of waiting for them to wake up.

2 Actions are banked as CP for now. The figure wants information before they do anything with their Grist.
 
GRIST
Build: 445
Talc: 65

I point out that I'm pretty sure I've got four full inventory slots, not three.

Then I run off two more Health Amplifiers in the Alchemiter, giving one to @JOEbob and the other to @plague126 . Having multiple people with healing items in a pinch could be very important. Would have made three, but I ran out of Talc.

Lastly, I use an action (but not my Amplifier) to heal myself, reinforcing my static. Any overflow goes to the Wicked Witch of the Wavelength.
 
That really is not you and I'm kind of concerned
>< Yeah, I know it's. not particularly Me. I was trying to do a flamboyant attack so I would have it for comparison in the future, to figure out what's more effective. Uh, how much health did the already-weakened Formation Soldier have? without knowing that my data amounts to 'I did more then the minimum amount of damage and less then double the minimum amount of damage', which is a fairly wide range.
> I didn't expect to control the Remix anyway, so that's fine. But it's still missing something... Oh, right. It should have a way to make use of the entities its saving; otherwise it's just sitting there and waiting for death. I give the Remix's entities a few of the defence formation designs I've seen while looking for ones I can use right now. Their entities can't join the field and fight, but at least they'll be able to do something, and help the Remix save others! The Remix is free to not use my formation designs, of course, since I can't command it. Oh, and I also leave a blueprint for how to raise the Remix's healing capabilities to keep up with the escalation in player power and a few other upgrades it'll need to keep functioning as the war grows.
> I make an Attack Mirror and point it at the oncoming powerful entity. (Attack mirrors being a little used variant of the A (S/B/D) category, which do not block the attack, but do cause the attacks damage to affect the attacker, hence Mirroring the attack onto the attacker).

> I alchemize (Glyph Handbook && Construction handbook && physics handbook && art handbook)||(verbal explanation of a formation && short description of several formations &&blueprint for a formation)|| hand-held mini computer with very good architecture, magic formula, etc software on it.
The aim being ( handbook)|| (information about formations)||(hand-held mini computer with very good architecture, magic formula, etc software on it) to get a computer with great software for learning and making formations.

Grist: 455->595
Talc: 155
Items: Encyclopedia of Magical Structures [1/3]
Alchemiter (Backup)
 
Great, glad to know regarding alchemies! Thanks for your information.

I charge up 2 more CP and decide to make myself another alchemy in preparation for the next fight:

Top Hat Template || Black Felt == Dapper Stovepipe

I craft the Dapper Stovepipe! It has a small chance to cause Confusion (Small miss chance) for the enemy's next turn when an enemy hits me with it on.

Inventory:
- Crossbow (???)

Charge: 10 CP
Grist Stores: 595 Build Grist, 155 Talc
 
Build Grist: 545
Talc: 105

-----

Action 1: I alchemize Periodic Wand && Chemistry Textbook.

Action 2: I alchemize Wordy Gun && Sniper Scope.

Action 3: I alchemize Bulletproof Vest || Dress. A little armor should come in handy.

-----

11 CP: I summon an entity: The Mirror Golem! It has 5 CP in HP, 3 CP in Attack, and 3 CP in a snowballing ability that lets it gain a small ability or stat increase at the end of each turn based on the properties of whoever it attacked.

The Mirror Golem will attack the Castle Wall and copy its sturdily built nature for an HP increase.

-----

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.
 
CP:7
Build:525
Lv 1:125

(x1)Alchemising: Good Luck Charm&&Green Ribbon.

This particular shard is nostalgic for a bit and ties the resulting Alchemised Ribbon around his left upper arm.

(x2)Paradox prepares for the challenge up coming...+2 CP.
 
@Torix

why in the world is this game not following what happend in the other thread, or is it, like the game is reset but maybee the story continues? i dont get it, even the outpost defenders did not do that when they swaped forum because mcf like died, heck, they didn't even restart the mission they where in, the first påost ibn the new thread jusst summarized the plot, also why did you move the thread? spacebattles is nowhere near dead.
 
Homestuck character john egbert appears next to @Torix on the arbiter plane.

what are you even doing, aerbiter the players or whatever performing your role is called.

oh and after saying that he sits around waiting for an update
 
Update VII.I/II
Not having much else to do, I decide to just....use all my actions to blast the wall with lightning, I'm not feeling creative today, shaddap

Wall completely destroyed, despite the lack of creativity! A 2.5x multiplier to Player Power does that, I suppose.

From your actions, this is enough to drop 200
Build Grist and 60 Talc - which also pushes the Alchemiter's level up to happen! As Gallium, or Level 2 Grist, is able to be dropped now, the wall also retroactively drops 60 of that as well.

FCP 9 CP (6 + 3)

645 Build Grist
185 Talc

Fair enough. 3 CP charged!

The guy frowns after seeing the HP.

"I guess I'll cure him so he doesn't die upon waking up. That'd be a pain."

And with one action, the HP is restored to the Sword Soldier. Now it's just a matter of waiting for them to wake up.

2 Actions are banked as CP for now. The figure wants information before they do anything with their Grist.

The Sword Soldier's HP is fully restored using 1 action! Waking them up would be fairly easy - just dispel the staus effect, since you're the one who created it anyways. You also charge up 2 CP to spend the rest of your turn - probably the best use of your time, other than Alchemies.

GRIST
Build: 445
Talc: 65

I point out that I'm pretty sure I've got four full inventory slots, not three.

Then I run off two more Health Amplifiers in the Alchemiter, giving one to @JOEbob and the other to @plague126 . Having multiple people with healing items in a pinch could be very important. Would have made three, but I ran out of Talc.

Lastly, I use an action (but not my Amplifier) to heal myself, reinforcing my static. Any overflow goes to the Wicked Witch of the Wavelength.

Fixed in the Player Inventory. Thanks for pointing that out!

Running off two more Health Amplifiers, you give one to both Sdieve and... err, I think that's Plague? Either way - that's done, costing you 100
Build Grist and 60 Talc. You also restore yourself and the Wicked Witch of the Wavelength to full HP!

>< Yeah, I know it's. not particularly Me. I was trying to do a flamboyant attack so I would have it for comparison in the future, to figure out what's more effective. Uh, how much health did the already-weakened Formation Soldier have? without knowing that my data amounts to 'I did more then the minimum amount of damage and less then double the minimum amount of damage', which is a fairly wide range.
> I didn't expect to control the Remix anyway, so that's fine. But it's still missing something... Oh, right. It should have a way to make use of the entities its saving; otherwise it's just sitting there and waiting for death. I give the Remix's entities a few of the defence formation designs I've seen while looking for ones I can use right now. Their entities can't join the field and fight, but at least they'll be able to do something, and help the Remix save others! The Remix is free to not use my formation designs, of course, since I can't command it. Oh, and I also leave a blueprint for how to raise the Remix's healing capabilities to keep up with the escalation in player power and a few other upgrades it'll need to keep functioning as the war grows.
> I make an Attack Mirror and point it at the oncoming powerful entity. (Attack mirrors being a little used variant of the A (S/B/D) category, which do not block the attack, but do cause the attacks damage to affect the attacker, hence Mirroring the attack onto the attacker).

> I alchemize (Glyph Handbook && Construction handbook && physics handbook && art handbook)||(verbal explanation of a formation && short description of several formations &&blueprint for a formation)|| hand-held mini computer with very good architecture, magic formula, etc software on it.
The aim being ( handbook)|| (information about formations)||(hand-held mini computer with very good architecture, magic formula, etc software on it) to get a computer with great software for learning and making formations.

Grist: 455->595
Talc: 155
Items: Encyclopedia of Magical Structures [1/3]
Alchemiter (Backup)

I believe that Formation Soldier had 7 or 8 HP, so your attack would have done roughly 1.4x the normal damage there.

You use an action to give the Ralyx Remix an ability to command any entity under its faction, along with the ability to grow and progress further as the war in here goes on! Smart thinking, though... I wonder what this will end up as. Do you remember the Peacekeepers, Sdieve?

Additionally, you create and begin utilization of an Attack Mirror! Should be worth it for the short term, at least - and this will be prioritized over your Attack Shields as well.

(Comprehensive Handbook) || (Formation Information) || (Portable Computer w/ FCAD Programs) =
Formation Calculator [Cooldown: lll] [LVL 1 Weapon]
- A lightweight laptop with a bunch of programs on it for creating and designing formations.
- Usable to add roughly 10 damage and a average chance of a status effect to a formation per action. Has a cooldown of 3 turns.

The above alchemy does cost you 50
Grist and 30 Talc, but it seems more durable than the handbook! Its heat sinks do seem a bit outdated though...

Great, glad to know regarding alchemies! Thanks for your information.

I charge up 2 more CP and decide to make myself another alchemy in preparation for the next fight:

Top Hat Template || Black Felt == Dapper Stovepipe

I craft the Dapper Stovepipe! It has a small chance to cause Confusion (Small miss chance) for the enemy's next turn when an enemy hits me with it on.

Inventory:
- Crossbow (???)

Charge: 10 CP
Grist Stores: 595 Build Grist, 155 Talc

Charging 2 CP, you begin to alchemize...

Top Hat Template || Black Felt =
Dapper Stovepipe [LVL 1 Armor]
- 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.

This costs you 50
Grist and 30 Talc. Nice hat, though!

Build Grist: 545
Talc: 105

-----

Action 1: I alchemize Periodic Wand && Chemistry Textbook.

Action 2: I alchemize Wordy Gun && Sniper Scope.

Action 3: I alchemize Bulletproof Vest || Dress. A little armor should come in handy.

-----

11 CP: I summon an entity: The Mirror Golem! It has 5 CP in HP, 3 CP in Attack, and 3 CP in a snowballing ability that lets it gain a small ability or stat increase at the end of each turn based on the properties of whoever it attacked.

The Mirror Golem will attack the Castle Wall and copy its sturdily built nature for an HP increase.

-----

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.

Periodic Wand && Chemistry Textbook = Chemist's Wand [LVL 2 Weapon]
- A wand that looks a bit like a really narrow beaker, but far more durable and closed off. Some sort of liquid sloshes inside.
- Adds 8 damage to attacks utilizing it, along with a 20% chance of
Chemical Confliction (10 damage to another enemy) occurring.

Wordy Gun && Sniper Scope =
Scrabblistic Sniper [LVL 2 Weapon]
Before this can be alchemized, the Alchemiter detects the lack of Gallium in your inventory and denies the action! At least you got a glimpse of what it is... you'd presume it's a better version of the Wordy Gun, dealing more damage in a similar fashion. Thankfully, the action is refunded, which you use later to instead summon something...

Bulletproof Vest && Dress =
Bulletproof Dress [LVL 1 Armor]
- A rather nice looking dress! You'd never guess it was infused with kevlar at first glance.
- Deducts 2 damage from the total dealt to you every attack.

These alchemies take a grand total of 250
Build Grist, 150 Talc, and 60 Gallium from your inventory, leaving you with 395 Build Grist, 15 Talc, and 0 Gallium after the Grist gained from the EoTB takes effect. Level 2 stuff's expensive!

Finally, you use all your CP, and that 1 unexpended action to create the Mirror Golem! Stats are located in the EoTB.


CP:7
Build:525
Lv 1:125

(x1)Alchemising: Good Luck Charm&&Green Ribbon.

This particular shard is nostalgic for a bit and ties the resulting Alchemised Ribbon around his left upper arm.

(x2)Paradox prepares for the challenge up coming...+2 CP.

Good Luck Charm && Green Ribbon = Lucky Ribbon [LVL 1 Armor]
- 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.


This expends 50 of your Build Grist and 30 of the Talc you have - but you do go ahead and charge 2 CP.

@Torix

why in the world is this game not following what happend in the other thread, or is it, like the game is reset but maybee the story continues? i dont get it, even the outpost defenders did not do that when they swaped forum because mcf like died, heck, they didn't even restart the mission they where in, the first påost ibn the new thread jusst summarized the plot, also why did you move the thread? spacebattles is nowhere near dead.

((OOC:
A - Not sure which other thread you're talking about, but if it's Alastair's? That's his own game, meant to be occurring at the same time as Alchemiquest. The only reason it was included was due to the mixed lore the games shared, which is still valid here.
B - No clue who the Outpost Defenders are. I chose to set up the game this way because I wanted to change the way alchemies worked, and in general, refine a lot of the characteristics. The story continued from the original Alchemiquest post, about a week later of in-game time - without the Arbiter to govern the battlefield, AGs naturally lose. That's what happened.
C - I moved the thread because I prefer Sufficient Velocity over Spacebattles and wanted to restart here. Simple enough.
OOC End.))


Homestuck character john egbert appears next to @Torix on the arbiter plane.

what are you even doing, aerbiter the players or whatever performing your role is called.

oh and after saying that he sits around waiting for an update

John Egbert appears momentarily on the Arbiter Plane.
John - what are you even doing? arbiter-ing the players, or whatever performing your role is called?
Torix - I'm monitoring the battle and making sure neither side gets an unearned advantage over the other.
Torix - Now then... I'm near certain that there's been some glitch in the terminal.
Torix - Would you like to join the fellow Players, then? Or are you just here to watch and be disruptive?

The Arbiter awaits an answer. It'd... be highly recommended to answer the former, considering you've already been added to the Battlefield.

-=+=-
End of Turn Battle -
The Wicked Witch of the Wavelength idles, not wanting to curse anything on the field currently!

The Mirror Golem attacks what little bits stand of the former Castle Wall, gaining 20 Max and current HP from it!

The sense of apprehension and tension shared among everyone only serves to get stronger as the entity you all seem to have sensed enters onto the horizon. It looks oddly human, though it is riding a rather large entity... and as said entity and his mount get closer, you're able to recognize it. A calm looking version of the Godmodder you all faced back on Earth awaits you, saying nothing.

A momentary look of outrage crosses its face as it realizes the broken container of Player Power behind you all... only to instantly be replaced with that same calm look as it considers the strange entity it rides. A rather large tank, about twice as tall as the Mirror Golem, stands before you, the Godmodder perched on top of it. The calm look then being replaced with determination, the Godmodder backs the tank up before beginning to aim its primary turret at you.

Boss Battle Start!

As a reminder, crafting a
[LVL 2] thingy costs 200 Build Grist, 120 Talc, and 60 Gallium. If and when Alchemies do occur, please specify the level you'd like to craft it in the future! I think you all might have a bit more to worry about than alchemies this turn, though...

Total Grist Attained -

[Build] +200 Build Grist
[LVL 1] +60 Talc
[LVL 2] +60 Gallium

-=+=-

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

Player List - Player Power set to 50.
General Inventory / Key Items:
- The Alchemiter: allows for alchemy wherever and whenever!
Required Grist for Upgrade to [LVL 3] -
200/800 Build Grist, 60/480 Talc, 60/240 Gallium

Sdieve - 3/8 Inventory Slots used.
[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 a average chance of a status effect to a formation per action. Has a cooldown of 3 turns once used.


[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 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.

- Backup Alchemiter

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

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

Ninjatwist - 2/8 Inventory Slots used.

[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 - 2/8 Inventory Slots used.
[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 seeing small stuff.
- Deals an additional 3 damage per action, with a 5% chance to double the attack's damage.


[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.


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. 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.

Splashcat - 2/8 Inventory Slots used.

[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 pun, with "worse" puns dealing more.


[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 dealt to you every attack.

Shin Kicker (Plague) - 4/8 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 [2/3 Uses] - A beach ball of somewhat shoddy construction.
- Deals 25 damage and a random minor debuff to an opponent when used.

[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.
[AG] Sdieve - 250/250 HP - 7 CP (Has 3 Attack Shields!)
[AG] Alastair??????? - 250/250 HP - 2 CP
[AG] Foodstuff Coloration Person - 250/250 HP - 9 CP
[AG] Ninjatwist_ - 250/250 HP - 10 CP
[AG] Paradox - 250/250 HP - 9 CP
[AG] Mr. Reception - 250/250 HP - 0 CP
[AG] Splashcat - 250/250 HP - 0 CP
[AG] Shin Kicker (Plague) - 250/250 HP - 0 CP
[AG] John Egbert (Wondertainment) - 250/250 HP - 0 CP

[AG - Splashcat] Mirror Golem - 270/270 HP, 30 Attack + Copy Ability: gains a permanent bonus based on whatever it attacked last!

[AG - Mr. Reception] Wicked Witch of the Wavelength - 300/300 HP, 5 10 damage Attacks + Weakened (-40% Attack) for two turns. Also inflicts Weakened when hit. This can stack!

[RR] The Ralyx Remix - 1/1 HP, -100/-100 Shields, has the ability to warp and heal dying entities somewhere safe in exchange for joining the faction. Can command said entities, and will grow as the war progresses as well!

[PG] Sword Soldier - 20/20 HP, 10 Attack, Incapacitated (unable to act!) for two more turns!

[PG - BOSS] Sealed Tormentor's Tank - 2000/2000 HP, 150 HP Regen per turn, 100 x 2 Attack, Shellshock [lll] (Inflicts Terrified (Misses Attacks) for two actions on 3 entities or Players!) Reinforcements [ll] (Summons Formation troops!)

[GM] The Godmodder - 70/70 HP
 
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GRIST
Build: 555
Talc: 65
Gallium: 60

It's not my normal style... but what I'm about to do is a stealth mission. Attention grabbing antics are the exact opposite of what I should be doing right now, so I'm just going to move silently and let the pictures do the talking.







Net effect: I disable the Sealed Tormentor's Tanks' Shell Shock and Reinforcements special abilities.

Entity Orders
Wicked Witch of the Wavelength: Stack all five attacks on the Sealed Tormentor's Tank! Debuff its attack into the ground!
 
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CP:5
Build:475
Lv 1:35
Lv 2:0

(x1)The Dragon Alchemise a Lv 2 Alchemy with the Mircoscopic Needles && Weak Point Detector //time to pray for Crits

(x1)(Schrodinger's Wand) While the Wand's main effect would be...rather useless against an enemy with this much HP, it's main effect seems to be that to reduce the effect of the Regeneration. The Dragon accepts this and wields the Wand, targeting the HP Regen of the Sealed Tormentor's Tank, bringing forth a eye-searing effect as it is flummoxed, twisted and confused, disorienated into a pile of bouncy balls before it pulls back into it's regular shape...though not without it's Regeneration systems rather frazzled.

(x1)(2CP)(Lv 2 Microscopic Needles Alchemy) The Shard wields the Needles that might exist now, and proceed to lance them through the Sealed Tormentor's Tank like it's armour is clay, seeking weapoints and critical systems to destroy with their sharp pointy edges in an internal maelstorm. Maybe they strike a fuel tank ?? Maybe they poked into it's CPU ?? Who can say.
 
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