DefTG 2: Alchemiquest

CP:6
Build:2950(-800)
Lv 1:805(-180)
Lv 2:180
Lv 3:180

(x1)I alchemise Ribbon of Time&&Harmony Scarf for a Lv 3 Alchemy that has even more Pokémon Mystery Dungeon References. I equip the resulting alchemy

(x1)(Paradoxic Wand)I proceed to use my Paradoxic Wand to travel through time(and space) with the Alchemiter, meditating in the Lotus Position(somehow) on the Machine while the Wand marks a Magic Circle around it, it will take any uncommanded Entities along with it and me and possibly other players and travel to a [[Safe Place]].

(x1)I create an Attack Shield around myself for extra safety
 
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FCP 20 CP (18 + 2)
They spend 1 action helping pick up or tow anyone or anything having difficulties fleeing, then quite simply run.

3320 Build Grist
1025 Talc Grist
240 Gallium Grist
180 Bismuth
 
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[Build] 2150 Build Grist
[LVL 1] 580 Talc
[LVL 2] 120 Gallium
[LVL 3] 180 Bismuth

Know when to hold them.
Know when to fold them.
Know. When to bow down in the face of death. Against the tide of the ones running away from that which had been Unsealed, Xorm stood. Then he knelt. You didn't survive across this many dimensions by bailing when the going got rough. You survived by becoming a part of the rough.
"Though I was the one who struck the first blow against you, I see your might in the power of your creation. I bow to you, my liege."

And his skin even seemed to change color from its green, one might say "Neutral" hue, to a blue one, similar to that aura from the Godmodder.

Focus: Swear fealty to the Godmodder.
 
>< I slug myself in the face.
Why? To waste the attack Blocker -if it blocks specific peoples attacks, it's a Blocker on that person, not a Shield on something else!- since, after all, it blocks my first 'Action' this turn- and Free Actions, like slugging myself in the face, are still Actions! I even picked something that counts as an Attack- slugging myself in the face- so it's got no leg to stand on wiggling out of This!
...My self-esteem might be a bit low, seeing as this was the first thing to come to mind.
>< I scan the Tank. Twice, if the slugging thing didn't dissipate the shield.
>< I quickly type "no, nothing comes to mind, and I've got to get off and not rediebye"
>< Then I glare at the new players. "Why the Everloving Foliage would you DO THAT?! You said not to unseal it, and then you dropped it to literally one health! That's low enough that if one of the formation soldiers on the inside accidentally tripped, it would die! If you want to harm it and not unseal it, howsabout permanent debuffs, aye? I swear to... Whatever. You guys realize it would only take 3 players and eight rounds to kill this thing without the Godmodder, right? maybe a Little more if those 'Elites' are dangerous enough."
> I sigh... then completely vanish. This (Probably) isn't using Player Powers, by the way. It's not something I could do before... but I can do it now, and I didn't (think I) need any Player powers to do it. Let me clarify that earlier statement a bit. I don't just vanish visually. I am no longer breathing. my body is no longer detectable by air gap, heat, light, vibration, or anything else. No matter how far you go to the north, to the east, to the south, to the west, or up or down in the soul orb, I am nowhere to be found; nor am I located in any other Plane; nor does fourth, fifth, sixth, or Nth dimensional travel allow for me to be located.
>> +2 CP. (if none of my shield-piercing methodology works, this is a +1 CP, and I do the first full-action twice.)

>< My allegiance is unspecified. Mostly I just don't want to die? I've read about the last war, though, and I don't think joining the Godmodder is the way to ensure that. Xerath died, after all. Three times.

CP: 1->3.
Grist: 1230->3230
Talc: 465->955
Galium: 120->240
Bismuth: 180
Items: Encyclopedia of Magical Structures [1/3]
Formation Calculator [3/3 Chargeup]
Alchemiter (Backup)
 
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You proceed to sprint behind the Alchemiter, reading it's instructions and basically learning the thing's mechanics! This is technically a free action due to it being only flavor text, by the way.

CCC Information Pamphlet && Contemporary CCC Calculator =
CI-84 [LVL 2 Weapon]
- A graphing calculator, complete with user's manual. It appears to be able to do quite a few odd things, though.
- Grants +10 damage per action to any attacks regarding clever usage of mathematics.

This costs you 200
Build Grist, 120 Talc, and 60 Gallium, which you obtained from last turn! This leaves you with 100 Build Grist, 60 Talc, and whatever is gained from the rest of this turn, to answer your search for Grist. Please keep track of this!

You also gain another 2 CP because searching for Grist wasn't overly necessary, and hiding behind the Alchemiter was a free action!
"Huh I didn't know a Calculator could have so may buttons."

(spots the Sealed Tormentor's Tank approaching )

(2X actions) "Oh Gorilla, I gotta to deal with this tank."

*grabs the CI-84 user manual*


"Ok now how should I use this thing"

*reads the CI-84 user manual only met with several text walls* "eh I'll probably get the hang of it"

*proceeds to point the CI-84 at the tank and proceed to mash the buttons causing random numbers math symbols to fall out of the sky falling right ontop of the stickman*

"ouch, well that's wasn't what I expacted, *spots the unsealed tank* oh no" * procees to throw the pile of nubers and math symbols at the tank, it mostly scrached the tank's paint but a broken multiplication symbol (/) sliced off part of the tanks's turrent causing to fire half of it's shot for it's Shellshock attack.*
 
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Woah nelly that's another boss! Either way, I'll try my best to help scrap the thing.

First up, I've gotta craft something.

Crossbow ++ Depleted Uranium == Heavy Crossbow [Lvl.2]

I craft the Heavy Crossbow by combining my Crossbow with... something heavy! I try to optimize it for damage once again, although I'm going to add funner effects later down the line.

This costs me 200 Build Grist, 60 Gallium, and 120 Talc, provided I'm doing my math right.

Next up, I decide to perform a freeform attack with my remaining two actions. I conjure up some occult magic, and a red pentagram appears in front of my arm. As I swirl my arm around, a red portal appears, hovering ominously above the Unsealed Tyrant's tank. At my command, the pentagram shatters, and a hellish beam of blood descends upon the tank like a Satanic orbital blast, not only dealing damage, but weakening the machine's armor so that any other attacks can deal extra damage for a short time! (The effort that goes into the damage and the damage taken increase are 50/50 for calculating this attack's effectiveness)

Inventory:
- Heavy Crossbow [Lvl.2] (???)
- Dapper Stovepipe [Lvl.1] (20% chance to inflict Confusion (30% miss chance) to foes that attack you)

Charge: 15 CP
Grist Stores: 3060 Build Grist, 865 Talc, 180 Gallium, 180 Bismuth
 
Update XII
Looking at the tank, I decide to use my ultimate technique..running away like a little sissy baby

You turn around and bolt off into the distance, making it six spaces further away from the Unsealed Tormentor's Tank! Unsure what I mean by spaces? I'll update you at the end of the turn on it, but I think I figured out a new interface option that should help a lot with this upcoming thing.

[Build] Build Grist: 2870
[LVL 1] Talc: 785
[LVL 2] Gallium: 180
[LVL 3] Bismuth: 180

-----

Action 1: I alchemize Camera && Captchalogue Card. Always handy to have a Captcharoid Camera around.

-----

Action 2: I take the alchemy code for the Scrabbalistic Sniper and && it with Ink of Squid Pro Quo.

-----

Action 3: I charge. No, I don't charge 1 CP, I charge in the opposite direction as the Tormentor's Tank as fast as possible.

-----

The Mirror Golem attacks the Tormentor's Tank with a barrage of broken glass shards, in hopes of copying at least some small fragment of its vast power, and then makes a break for it as well.

-----

Hi there! I'm not sure why you'd check your inventory in a spoiler, but it makes processing updates a bit difficult when it's here. Feel free to check it down at the bottom of the page. Sorry! - Torix

Camera && Capchalouge Card = Capcharoid Camera [5/5 Uses] [LVL 2 Consumable]
- A camera that prints out Homestuck-styled Capchalouge Cards for anything it takes a picture of.
- Can be used as an action to easily determine how to alchemize something! Does not tell the level, though.

Scrabblistic Sniper && Ink of Squid Pro Quo =
Texter's Rifle [LVL 3 Weapon]
- A black and white rifle-typewriter... thing. Uses the power of wordplay and the three appeals to deal damage to opponents.
- Deals anywhere from 15-25 extra damage per Action, now dependent on quality wordplay! This can include puns, but it's not exclusively those anymore.

Why are you charging...? Oh, wait... a different type of charging. That makes sense. You move three squares away from the Unsealed Tormentor's Tank! Also, your alchemies this turn cost you a grand total of 1000
Build Grist, 300 Talc, 60 Gallium, and 90 Bismuth.

The Mirror Golem will do as you say!


CP:6
Build:2950(-800)
Lv 1:805(-180)
Lv 2:180
Lv 3:180

(x1)I alchemise Ribbon of Time&&Harmony Scarf for a Lv 3 Alchemy that has even more Pokémon Mystery Dungeon References. I equip the resulting alchemy

(x1)(Paradoxic Wand)I proceed to use my Paradoxic Wand to travel through time(and space) with the Alchemiter, meditating in the Lotus Position(somehow) on the Machine while the Wand marks a Magic Circle around it, it will take any uncommanded Entities along with it and me and possibly other players and travel to a [[Safe Place]].

(x1)I create an Attack Shield around myself for extra safety

Ribbon of Time && Harmony Scarf = Destiny Scarf [LVL 3 Armor]
- A dark-blue scarf with several bright teal markings across its surface. Seems to echo with memories of friendly faces...
- Grants the wearer a 10% chance to dodge an attack, and reduces the damage by 10 Attack when something does hit.


You alchemize the Destiny Scarf, costing 800 Build Grist, 180 Talc, and 90 Bismuth! You know, this thing seems like it'd be a lot more important than it is for being an LVL 3 item, with a name like that... but hey, I'm sure there'll be room for improvement even still.

Oh, don't worry about the Alchemiter! That thing seems... bound to you guys, somehow. I doubt you could lose the ability to use it if you all tried... Anyways, you take yourself and the Wicked Witch of the Wavelength and proceed to warp three squares away from the Sealed Tormentor's Tank!

+1 Attack Shield.


FCP 20 CP (18 + 2)
They spend 1 action helping pick up or tow anyone or anything having difficulties fleeing, then quite simply run.

3320 Build Grist
1025 Talc Grist
240 Gallium Grist
180 Bismuth

+2 CP, followed by towing the Warp Lightning Cannon and getting the heck out of there! You manage to move 2 squares away with the contraption (and The Frazzled Inventor too), which... uh, isn't ideal, but at least you're outta there for now!

[Build] 2150 Build Grist
[LVL 1] 580 Talc
[LVL 2] 120 Gallium
[LVL 3] 180 Bismuth

Know when to hold them.
Know when to fold them.
Know. When to bow down in the face of death. Against the tide of the ones running away from that which had been Unsealed, Xorm stood. Then he knelt. You didn't survive across this many dimensions by bailing when the going got rough. You survived by becoming a part of the rough.
"Though I was the one who struck the first blow against you, I see your might in the power of your creation. I bow to you, my liege."

And his skin even seemed to change color from its green, one might say "Neutral" hue, to a blue one, similar to that aura from the Godmodder.

Focus: Swear fealty to the Godmodder.

As you... make a point not to run, actually, the Godmodder looks at you strangely. Wait, hold on - what are you doing?!

The Godmodder quite simply nods, accepting the shift in alignment - no seriously, what the heck are you doing. Godmodders are known for betrayal. This is a terrible idea-...
Error noises and crackles somehow are represented through this method of communication. ... Okay, fine. Keep it neutral, Torix...

Alright... guess you're on the side of the Godmodder now. This can only end interestingly...

>< I slug myself in the face.
Why? To waste the attack Blocker -if it blocks specific peoples attacks, it's a Blocker on that person, not a Shield on something else!- since, after all, it blocks my first 'Action' this turn- and Free Actions, like slugging myself in the face, are still Actions! I even picked something that counts as an Attack- slugging myself in the face- so it's got no leg to stand on wiggling out of This!
...My self-esteem might be a bit low, seeing as this was the first thing to come to mind.
>< I scan the Tank. Twice, if the slugging thing didn't dissipate the shield.
>< I quickly type "no, nothing comes to mind, and I've got to get off and not rediebye"
>< Then I glare at the new players. "Why the Everloving Foliage would you DO THAT?! You said not to unseal it, and then you dropped it to literally one health! That's low enough that if one of the formation soldiers on the inside accidentally tripped, it would die! If you want to harm it and not unseal it, howsabout permanent debuffs, aye? I swear to... Whatever. You guys realize it would only take 3 players and eight rounds to kill this thing without the Godmodder, right? maybe a Little more if those 'Elites' are dangerous enough."
> I sigh... then completely vanish. This (Probably) isn't using Player Powers, by the way. It's not something I could do before... but I can do it now, and I didn't (think I) need any Player powers to do it. Let me clarify that earlier statement a bit. I don't just vanish visually. I am no longer breathing. my body is no longer detectable by air gap, heat, light, vibration, or anything else. No matter how far you go to the north, to the east, to the south, to the west, or up or down in the soul orb, I am nowhere to be found; nor am I located in any other Plane; nor does fourth, fifth, sixth, or Nth dimensional travel allow for me to be located.
>> +2 CP. (if none of my shield-piercing methodology works, this is a +1 CP, and I do the first full-action twice.)

>< My allegiance is unspecified. Mostly I just don't want to die? I've read about the last war, though, and I don't think joining the Godmodder is the way to ensure that. Xerath died, after all. Three times.

CP: 1->3.
Grist: 1230->3230
Talc: 465->955
Galium: 120->240
Bismuth: 180
Items: Encyclopedia of Magical Structures [1/3]
Formation Calculator [3/3 Chargeup]
Alchemiter (Backup)

The Attack Blocker blocks the attack on yourself from yourself! ... That worked.

You decide to quickly Scan the shield, revealing... a solid bit of lore, actually.

Tormentor's Tank -
A tank created by the Godmodder and given the Seal to hide its true power. The newest of the Godmodder's bosses, it seems like it wasn't quite done when it's compared to the Sealed phase - yet it's Unsealed form is a true tyrant. Be sure to look out for its Shellshock attack, and the elites it summons as well. Another tangentially related anomaly is that this Godmodder is unable to resummon his Sealed bosses for an unspecified reason... perhaps that explains a few things.


One last line of text catches your eye... "Oh, uh... okay, good luck!"
Yeah, cool, can't respond, too busy fleeing for life.

The new Players quickly begin to talk over each other on their reasoning.

???? - Why!? The Godmodder can't -
????? - Jake, quiet. We weren't expecting him to unseal it!
Jake - Exactly! He can't undo that cause of The Resistance...
????? - Jake! Look, we can't trust these guys...
????? - One of them swore fealty to the Godmodder already.

Jake - He's not one of those guys!
Jake - Look, permanent status effects can be worked around. He'll restore their original form.
Jake - Raise max health back up, same with attack or regen.


You chime over their bickering with your last line - the one about it being somewhat able to be killed.
Jake - That thing is not beatable! It'll regenerate all it's HP before we can deal any...
????? - Hold on. Is there something we're missing here?

... And then you disappear for your first action, leaving literally nobody with any idea where you are. How are you even doing that, anyway?
????? - ... Player Powers can be frustrating to deal with.
The other player begins to pull Jake by the arm, shouting out to everyone on the field!
????? - Look - there's a safe area over on the other side of the valley. Meet us there!
????? - We can do a proper introduction then. Come on, Jake.


Despite being literally nowhere, you do manage to create 2 CP for yourself and then declare yourself as a Neutral!

"Huh I didn't know a Calculator could have so may buttons."

(spots the Sealed Tormentor's Tank approaching )

(2X actions) "Oh Gorilla, I gotta to deal with this tank."

*grabs the CI-84 user manual*


"Ok now how should I use this thing"

*reads the CI-84 user manual only met with several text walls* "eh I'll probably get the hang of it"

*proceeds to point the CI-84 at the tank and proceed to mash the buttons causing random numbers math symbols to fall out of the sky falling right ontop of the stickman*

"ouch, well that's wasn't what I expacted, *spots the unsealed tank* oh no" * procees to throw the pile of nubers and math symbols at the tank, it mostly scrached the tank's paint but a broken multiplication symbol (/) sliced off part of the tanks's turrent causing to fire half of it's shot for it's Shellshock attack.*

Random math symbols fall out of nowhere, bouncing off the tank's armored carapace! For what it's worth, 220 damage dealt towards the Unsealed Tormentor's Tank!

Your second action is enough to slash the Shellshock's charge meter in half, giving everyone another turn of actions! Not quite what the intent was, but... well, at least it cut something in half.


Woah nelly that's another boss! Either way, I'll try my best to help scrap the thing.

First up, I've gotta craft something.

Crossbow ++ Depleted Uranium == Heavy Crossbow [Lvl.2]

I craft the Heavy Crossbow by combining my Crossbow with... something heavy! I try to optimize it for damage once again, although I'm going to add funner effects later down the line.

This costs me 200 Build Grist, 60 Gallium, and 120 Talc, provided I'm doing my math right.

Next up, I decide to perform a freeform attack with my remaining two actions. I conjure up some occult magic, and a red pentagram appears in front of my arm. As I swirl my arm around, a red portal appears, hovering ominously above the Unsealed Tyrant's tank. At my command, the pentagram shatters, and a hellish beam of blood descends upon the tank like a Satanic orbital blast, not only dealing damage but weakening the machine's armor so that any other attacks can deal extra damage for a short time! (The effort that goes into the damage and the damage taken increase are 50/50 for calculating this attack's effectiveness)

Inventory:
- Heavy Crossbow [Lvl.2] (???)
- Dapper Stovepipe [Lvl.1] (20% chance to inflict Confusion (30% miss chance) to foes that attack you)

Charge: 15 CP
Grist Stores: 3060 Build Grist, 865 Talc, 180 Gallium, 180 Bismuth

Crossbow && Depleted Uranium = Heavy Crossbow [LVL 2 Weapon]
- A somewhat difficult to wield crossbow made of iron and other heavy materials, including depleted uranium.
- Deals 15 additional damage per Action used to attack with it.

You create the Heavy Crossbow, another weapon focused on pure damage! You are indeed correct in its costs as well, so well done!

Your next action successfully deals 130 damage, along with inflicting
Fragile (20% additional damage from attacks) for the next two turns on it! That would be somewhat useful, assuming that... well, the tank actually cared about that damage with such a low Player Power. A decent attempt, though!

-=+=-
End of Turn Battle:
The Mirror Golem attacks the carapace of the Unsealed Tormentor's Tank, gaining a... a LOT of HP! 250 Max and Current HP added due to the durability of the Unsealed Tormentor's Tank! Still more than enough that the tank could KO it in one shot, though - and therefore, it flees to catch up with Group B on the map!
The Wicked Witch of the Wavelength decides to stick with everything else, and idles for the turn!
The Warp Lightning Cannon fires off, dealing 180 damage to the Unsealed Tormentor's Tank!

The Resistance Players use their turns to quickly create transport using a good amount of their Grist and some tools, driving themselves and any other Players in their space forwards 3 spaces and up 1, as to not run over anyone else!

The Unsealed Tormentor's Tank obliterates the Warp Lightning Cannon completely, along with the Heaven Communication Network! Sdieve notices his connection sputter before completely going out - that can't be good. Outside of the Soul Orb, the drone falls completely idle... The tank also regenerates it's HP to full as well and recharges Shellshock fully before moving forwards two spaces!
The Godmodder acts, silently giving Xorm an additional 5 CP! He then points towards the AG side, and then makes a motion unmistakably ordering him to kill the other Players!

Arbiter Tips of the Turn:
- I rearranged the entire inventory and Player List, creating a sector for AFK Players and alphabetizing the whole thing! Hopefully, that'll help a bit with the organizational aspects of this whole thing...

- Since it was brought up elsewhere that the Alchemiter not being upgradable by Players was strange, that's been changed! Players can now also expend their Grist to upgrade the alchemiter and allow themselves stronger items. In return, the Alchemiter will no longer receive a portion of Grist from every enemy drop.

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

-=+=-

Soul Orb - Slated Cliffs: Chase Valley
A steep valley, cliffs of the same slate-like stone surrounding everyone here. The Run-Down Fort is technically behind you all at this point, but it seems just a tad bit late for turning around.

The overall map of this place can be found linked here:

docs.google.com

DefTG 2: Alchemiquest - Maps & Miscellany

Landing Page Alchemiquest Maps Sheet Rules of advice: Golden sheets are ones that are currently being used. Bronze sheets are archived sheets, or one that nobody is at right now.

Itinerary -
[AG] - Defeat the Godmodder!
[AG] - Make it to the Resistance Base!
[N] - Don't die...?
[PG] - Destroy all AG Players!

Player List - Player Power set to 100.

General Inventory / Key Items:
- The Alchemiter: allows for alchemy wherever and whenever!
Required Grist for Upgrade to [LVL 4] -
1700/3200 Build Grist, 400/720 Talc, 120/360 Gallium, 180/360 Bismuth

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

Ninjatwist - 2/8 Inventory Slots used.
[LVL 2 Weapon] Heavy Crossbow - A somewhat difficult to wield crossbow made of iron and other heavy materials, including depleted uranium.
- Deals 15 additional damage per Action used to attack with it.
[LVL 1 Weapon] Crossbow - A fairly simple wooden crossbow. Effective and easy to fire!
- Deals an additional 4 damage per action used.


[LVL 1 Armor] Dapper Stovepipe - A rather dapper looking top hat, if a bit plain.
- Upon being hit, has a 20% chance to cause the attacker to gain Confusion (30% miss chance) next turn.

Paradox - 6/8 Inventory Slots used.

[LVL 2 Weapon] Paradoxic Wand - A wand with the power to create and control previously unknown paradoxes.
- Deals an additional 10 damage to the Max Health of a creature, due to mind-breaking paradoxes implanted within.

[LVL 2 Weapon] Pinpoint Needles - Two needles with weak-point sensing tech inside, allowing them to be incredibly precise with their aim.
- Deals an additional 10 damage per action, with a 10% chance to double all damage dealt in the attack.

[LVL 1 Weapon] Schrodinger's Wand - A wand with the power to make its enemies in an unknown state until looked at again.
- Deals an additional 2 damage per action to the Max Health of the target.

[LVL 1 Weapon] Microscope Needles - Needles with near surgical precision. Has a magnifying glass attached as well to aid in a user's perception.
- Deals an additional 3 damage per action, with a 5% chance to double the attack's damage.


[LVL 3 Armor] Destiny Scarf - A dark-blue scarf with several bright teal markings across its surface.
- Grants the wearer a 10% chance to dodge an attack, and reduces the damage by 10 Attack when something does hit.

[LVL 1 Armor] Lucky Ribbon - A green ribbon... simple enough, honestly. It does blend in with the scales, though.
- Grants a 5% dodge chance to the player wearing it per attack.

Sdieve - 2/8 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 an average chance of a status effect to a formation per action. Has a cooldown of 3 turns.


[LVL 1 Consumable] Encyclopedia of Magical Structures [1/3 Uses] - A purple leather-bound book filled with magic... perhaps this will have some info?
- Two functions here: Either can be used to learn for lore [0 charges used] or can create an example for 1 charge. Examples have varying effects.

- Backup Alchemiter
- $200

Shin Kicker (Plague) - 6/8 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 Weapon] Airy Sword - A sword imbued with minor air magics, giving the creator some lesser control over the winds.
- Deals an additional 4 damage per action using it.

[LVL 1 Weapon] Slugger - Literally just a baseball bat with a revolver taped onto the handle.[/COLOR]
- Deals 3 damage with a 10% chance of inflicting Stunned (misses actions) for 1 turn.

[LVL 1 Armor] Golden Watch - A golden watch. If you look closely, it seems to always be exactly on time, no matter what.
- When hit, has a 20% chance to give
Slowed (-10% Attack Damage) on the attacker in return.

[LVL 1 Consumable] Health Amplifier [4/4 Uses] - A mix between radio and medical kits, boosting the signal of one's vitals to somehow restore their health.
- When used, restores 30 HP to anything on the field.

[LVL 1 Consumable] Six-Color Shooter [6/6 Uses]
- A rather colorful revolver with crayons seemingly loaded into the slots for a bullet.
- Uses one of your actions to fire a crayon, with varying effects based on its color. Remaining Colors:
Red, Orange, Yellow, Green, Blue, Purple


Splashcat - 6/8 Inventory Slots used.
[LVL 3 Weapon] Texter's Rifle - A black and white rifle-typewriter... thing. Uses the power of wordplay and the three appeals to deal damage to opponents.
- Deals anywhere from 15-25 extra damage per Action, now dependent on quality wordplay! This can include puns, but it's not exclusively those anymore.
[LVL 2 Weapon] Chemist's Wand - A wand that looks a bit like a really narrow beaker, but more durable and closed off. An unknown liquid sloshes inside.
- Adds 8 damage to attacks utilizing it, along with a 20% chance of
Chemical Confliction (10 damage to another enemy) occurring.
[LVL 1 Weapon] Periodic Wand - A wand with a really, really small version of the Periodic Table wrapped around its side lengthwise.
- Adds 3 damage per action to attacks. Also has a 20% chance to trigger
Chemical Reaction (3 damage to another enemy) once a turn.
[LVL 1 Weapon] Wordy Gun - An inexplicably ink-stained pistol. Fires puns so bad they hurt.
- Adds 2-4 damage per action to attacks using it. Damage dependent on the quality of the pun, with "worse" puns dealing more.


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


[LVL 2 Consumable]Capcharoid Camera [5/5 Uses] - A camera that prints out Homestuck-styled Capchalouge Cards for anything it takes a picture of.
- Can be used as an action to easily determine how to alchemize something! Does not tell the level, though.

Stick Figure Guy (GAWR) - 1/8 Inventory Slots used.
[LVL 2 Weapon] CI-84 - A graphing calculator, complete with the user's manual. It appears to be able to do quite a few odd things, though.
- Grants +10 damage per action to any attacks regarding clever usage of mathematics.

The Frazzled Inventor - 0/8 Inventory Slots used.

Nothing yet!

Xorm - 2/8 Inventory Slots used.
[LVL 2 Weapon] Quadruple Barreled Shotgun - A shotgun, but with four barrels. This certainly won't get insane later on.
- Adds a solid 12 damage per attack to its damage. Again, simple enough.


[LVL 1 Armor] Reactive Shield [4/20 Shields] - A shield that builds up deflection energy over time, thankfully compressed into a small trinket on your form.
- Builds up 2 HP of shield per turn. When you're hit, the damage is first taken from the shield and then your health bar. Caps at 20 Shields.


[LVL 1 Consumable]
Really Powerful Bullet [1/1 Use] - It's a really, really powerful bullet - no questions asked there.
- A 1-shot attack that will instantaneously deal 60 damage to the main target, and another 10 to anything in its general group.


[AFK] Alastair(?) - 0/8 Inventory Slots used.

Nothing yet!

[AFK] Mr. Reception - 4/8 Inventory Slots used.

[LVL 1 Weapon] S.FX Flamethrower Gauntlet - A flamethrower that somehow, can achieve a variety of special effects. Way ahead of its time!
- Adds 3 damage to the end attack per action with a 20% chance to inflict
Burn (2 damage per turn) for 2 turns.
[LVL 1 Weapon] Light-Tech Gauntlet - A gauntlet capable of controlling many different stage lighting effects, along with electricity.
- Adds 1-5 damage to the end attack per action. The actual amount depends on the flashiness of the attack.


[LVL 1 Armor] Radio Rocket Boots - A normally silent pair of rocket boots, but can be tuned somehow to a specific AM station. Nifty!

- The wearer has a 5% chance to dodge an attack.

[LVL 1 Consumable] Health Amplifier [4/4 Uses] - A mix between radio and medical kits, boosting the signal of one's vitals to somehow restore their health.
- When used, restores 30 HP to anything on the field.


[AFK] Wondertainment - 1/8 Inventory Slots used.

[LVL 2 Weapon] Anomaly Staff - A black staff with veins of gold throughout. It doesn't seem like it's at full power...
Grants +12 damage to a basic attack per action.

[AG] Foodstuff Coloration Person - 500/500 HP - 18 CP
[AG] Ninjatwist_ - 500/500 HP - 15 CP
[AG] Paradox - 500/500 HP - 6 CP (Has 1 Attack Shield!)

[N] Sdieve - 500/500 HP - 3 CP (Has 2 Attack Shields!)
[AG] Shin Kicker (Plague) - 500/500 HP - 0 CP
[AG] Splashcat - 500/500 HP - 4 CP
[AG] Stick Figure (GAWR) - 500/500 HP - 5 CP
[AG] The Frazzled Inventor - 500/500 HP - 0 CP

[PG] Xorm - 500/500 HP - 5 CP
[AG] [AFK] Alastair??????? - 500/500 HP - 2 CP

[AG] [AFK] Mr. Reception - 500/500 HP - 0 CP
[AG] [AFK??] Wondertainment - 500/500 HP - 6 CP

[AG - Splashcat] Mirror Golem - 520/520 HP, 10 HP Regen per turn, 38 Attack + Copy Ability: gains a permanent bonus based on whatever it attacked last! Attack multiplies by 1.5 when below half (260) HP!

[AG - Mr. Reception] Wicked Witch of the Wavelength - 240/300 HP, 25 HP Regen per turn, 5 10 damage Attacks + Weakened (-5 Attack) for two turns. Also inflicts Weakened when hit. This can stack!

[RS] Jake - 500/500 HP, 0 CP
[RS] ????? - 500/500 HP, 0 CP

[RR] The Ralyx Remix - 1/1 HP, -100/-100 Shields, can 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 - BOSS] Unsealed Tormentor's Tank - 200,000/200,000 HP, 5000 HP Regen per turn, 7000 x 4 Attack, Shellshock [l
l
] (Inflicts Terrified (Misses Attacks) for three actions on 5 entities or Players!) Reinforcements [ll] (Summons Formation elites!), Fragile (1.2x damage from attacks) for the next two turns!


[GM] The Godmodder - 69/70 HP
 
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I stand back, looking at the tank, before taking out my Airy Sword, and pointing it behind me, and shooting out a burst of air as i use all my actions to run straight towards the base
 
>< Using the power of 'Players can read the update terminal', I continue talking to- well, communicating to- the new old players. Taking them point by point:
"The Godmodder can rebuild the tank, sure. You know what else they can do? make a new equivalent from the ground up. They do have the power to summon entities without sealed units, don't they? If you make it easier to make something new from the ground up, the tank Might As Well be dead."
"Look... You can't kill it by repeatedly bashing your head into the metaphorical brick wall. You might have thought that meant killing it wasn't a viable option, and that's ok.
It's ok to be wrong."
"Remember, I specified the Godmodder needs to be distracted for all eight rounds. the Solution is simple if you think things through. 3 players means nine actions. 1 Attack Redirector is 2 Actions. 9/2=4.5, enough to redirect all the Tanks attacks with a little to spare. Make your attack redirectors only target the tank and only block its attacks. the Tank will shoot itself to death in eight rounds, or, well, eight and change (or fewer if you keep Fragile topped off): 200000/((7000x4)-5000)=8.69, round up, Nine."
"Also, that wasn't Player Powers. At Least, I'm fairly sure it wasn't. Maybe I'll try to explain some time."

>> Seeing as, even if I have the ability to act,using it would probably reveal my location... +2 CP.

>Preview: 'heaven communication formation {the form of one function of other thing} router'. then alchemise, if applicable.

CP: 3->5.
Grist: 3230
Talc: 955
Galium: 240
Bismuth: 180
Items: Encyclopedia of Magical Structures [1/3]
Formation Calculator [3/3 Chargeup]
Alchemiter (Backup)
 
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CP:6
Build:2150
Lv 1:625
Lv 2:180
Lv 3:90

(x3)(Pinpoint Needles)(Paradoxic Wand)(Destiny Scarf) The Dragon equips the Destiny Scarf and breathes in deeply as a Calm fills its Body. Wielding the Paradoxic Wand and the Pinpoint Needles in a more precise manner, the Dragon Inverts the relative Distance between him(with the Wicked Witch), the Tank, and the Base. The Wand may not be quite be strong enough to teleport all of him and the witch, but it certainly can teleport the Needles over to the location which is far, far nearer to the Base on accounts of him being currently right next to the Tank.

He than invokes the Bonds of Destiny with the Scarf and grabs onto those now-literal Bonds of destiny that bind the Pinpoint needles to him as his Alchemies. He than attaches them to the wicked Witch and himself and quickly "calls" the Needles to him with the Bond...which, due to them being somewhat stuck in the ground and him commanding them to entrench themselves, means that he is instead sent flying over to the location of the needles, along with the Wicked Witch.
 
[Build] 2150 Build Grist
[LVL 1] 580 Talc
[LVL 2] 120 Gallium
[LVL 3] 180 Bismuth

Xorm smiled a wicked grin. And he turned his smiling fact to the sky, to the thing who spoke of his foolish choice.
"I've been betrayed, certainly, in the past. I've knelt before human kings who grew so paranoid that they'd have your head when you walk into the throne room with sword at your hip. I've prayed to gods who cursed me for every word in their Holy Laws I broke as I upheld and enforced those same laws. I've signed my soul to demons who tore up the contract and cast it to ashes, leaving just the last few lines intact - so all I had gained was nothing, and they had me in their infernal grasp. I've communed with eldrich beasts beyond all understanding, whose fulfillment of their promise was their betrayal - How many times have I gone mad with knowledge, to cast myself into the void and come back altered?
"And each time, I came back. I've a trophy room to make men tremble. Crowns, horns, halos, tentacles, all the same to me.
"But a 'Godmodder?' I've not served one yet. You claim it to be common knowledge that a Godmodder shall betray. But I have no experience with such a thing - So I shall serve with joy."
[1]He reached through dimensions towards the Alchemiter and grasped its controls. It was simply a tool, after all - it didn't care who used it, or why, only that it was used. And from the strange device rose the Berserker's Helm, which fit the turncoat's odd head perfectly. In passing, he asked a question to the spirit of the machine: "Suppose I wish to Alchemize two Alchemy Items together? Would I require the individual items to be combined prior to crafting, or would a totally new item be generated without sacrificing anything?"

[2]As the Helm's demonic focus kicked in, his mind tilted towards slaughter. It raced, all cells finally aligned with one another for a moment, and he saw what had to happen. The Tank had been inconvenienced, but he had done it before and he would do it again. He climbed into the Tormentor's Tank's barrel, and reverse-chambered himself where the Shellshock round would go. And from within those confines, certainly uncertain of survival, he said one, simple, word.
"Fire."

[3] + 5 CP
Total Base Action Power: 6
EFFORTACTION CHARGED ATTACK: MAKING AN ENTRANCE

When the Tank fired off a screaming, energized, blue round, there was a general murmur among the [AG] faction. "Hey, that's not supposed to fire until next turn." "Can that even reach us? It's a pretty slow moving tank, and we should be out of range..." "Hey, where'd that 'Xorm' guy go?"
But as the missile moved closer, there was a trembling of fear. It was no mistake from the Terminal. It was happening. The murmurs turned to whimpers and cries. It hadn't even hit and they were Terrified. But then it turned to confusion. Was that round... Screaming?
"...a day! whAT A LOVELY DAY!"
There was no question now. Xorm, in his Russian-style brute force logic, had launched himself like a cannonball from the Tormentor Tank's turret. His head was covered in thick metal with a slit for vision cut in it, and it gave his voice a robotic ring. He clutched a suspicious-looking shotgun shell in one hand, and he had a shotgun with a few too many rounds in the other. A minor shimmer of light held steady above his skin, although it disappeared as he hit the ground with the force of 7000 damage in one attack.
His landing kicked up a massive cloud of dust and fragmented slate. Visibility was nil, though one thing shone clear through the cloud. A neon blue line, with a pinprick of light in the middle, scanned the field.
*CHONK* went the Quadruple Barrel Shotgun as the alien folded it open.
*Chink!* whispered the Really Powerful Bullet as it slid into a barrel alongside 3 normal shells.
*CHONK* again shouted the gun as it snapped closed.
"Alright. One of you'll have to die, at least. One thing I've learned is that if you don't want to be cast aside, prove your worth. I think a few heads'll do that, eh?"
To be honest, he could see even less of the field than the rest - he was in a decently sized depression in the area, having been made by his meteor impact - and his helmet really did make it difficult to see much besides whatever was right in front of him. But he was here, and someone would perish. As soon as he saw a movement in the dust he was certain was another Player, he fired all four rounds, peppering the area with more chaos. Then he dashed in and started to bash them with his shotgun's stock. Did he know which one he was beating to a pulp? No. He just knew he was doing it in 1000 words or less.

TL;DR
Alchemize Berserker's Helmet. Equip.
Counter the Shellshock delay by loading self as the projectile.
Break out the words, ride the Shellshock into the middle of the [AG]s, and beat the everloving data out of one of the other Players
 
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The stick figure decides to run away to the Resistance Base but not bfore previewing: Helicopter && Nintendium
 
[Build] Build Grist: 1870
[LVL 1] Talc: 485
[LVL 2] Gallium: 120
[LVL 3] Bismuth: 90

-----

Action 1 + Chemist's Wand: I cover the ground on tile I3 with polytetrafluoroethelyne, a polymer also known as Teflon. Teflon has an incredibly low coefficient of friction, allowing us to skate right across it at high speed! Once Group A and Group B get across the tile, I apply more teflon to the right-hand side, making it a slippery ramp that should hopefully slow down the tank!

-----

Action 2 + Captcharoid Camera: I take a picture of the Tormentor's Tank.

-----

Action 3 + Texter's Rifle: I shoot Xorm in the second half of the letter m, chipping it off and turning him into a Xorn. Then I throw some gemstones to him, and he hungrily devours them. However, the gemstones were secretly laced with poison!

-----

The Mirror Golem will sprint after me.

Scrabblistic Sniper && Ink of Squid Pro Quo = Texter's Rifle [LVL 3 Weapon]
- A black and white rifle-typewriter... thing. Uses the power of wordplay and the three appeals to deal damage to opponents.
- Deals anywhere from 15-25 extra damage per Action, now dependent on quality wordplay! This can include puns, but it's not exclusively those anymore.

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.

Camera && Capchalouge Card = Capcharoid Camera [4/5 Uses] [LVL 2 Consumable]
- A camera that prints out Homestuck-styled Capchalouge Cards for anything it takes a picture of.
- Can be used as an action to easily determine how to alchemize something! Does not tell the level, though.

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.

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.
 
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I move as close as I can to the Resistance base with the three actions at my disposal.

// Are ranges/movements square (e.g. in Thymium's case) or diamond shaped?

Inventory:
- Heavy Crossbow [Lvl.2] (???)
- Dapper Stovepipe [Lvl.1] (20% chance to inflict Confusion (30% miss chance) to foes that attack you)

Charge: 15 CP
Grist Stores: 3060 Build Grist, 865 Talc, 180 Gallium, 180 Bismuth
 
Update XIII
I stand back, looking at the tank, before taking out my Airy Sword, and pointing it behind me, and shooting out a burst of air as i use all my actions to run straight towards the base

Smart choice. You bolt out of there, propelled by the wind, and make it 7 spaces closer to the Resistance Base!

>< Using the power of 'Players can read the update terminal', I continue talking to- well, communicating to- the new old players. Taking them point by point:
"The Godmodder can rebuild the tank, sure. You know what else they can do? make a new equivalent from the ground up. They do have the power to summon entities without sealed units, don't they? If you make it easier to make something new from the ground up, the tank Might As Well be dead."
"Look... You can't kill it by repeatedly bashing your head into the metaphorical brick wall. You might have thought that meant killing it wasn't a viable option, and that's ok.
It's ok to be wrong."
"Remember, I specified the Godmodder needs to be distracted for all eight rounds. the Solution is simple if you think things through. 3 players means nine actions. 1 Attack Redirector is 2 Actions. 9/2=4.5, enough to redirect all the Tanks attacks with a little to spare. Make your attack redirectors only target the tank and only block its attacks. the Tank will shoot itself to death in eight rounds, or, well, eight and change (or fewer if you keep Fragile topped off): 200000/((7000x4)-5000)=8.69, round up, Nine."
"Also, that wasn't Player Powers. At Least, I'm fairly sure it wasn't. Maybe I'll try to explain some time."

>> Seeing as, even if I have the ability to act,using it would probably reveal my location... +2 CP.

>Preview: 'heaven communication formation {the form of one function of other thing} router'. then alchemise, if applicable.

CP: 3->5.
Grist: 3230
Talc: 955
Galium: 240
Bismuth: 180
Items: Encyclopedia of Magical Structures [1/3]
Formation Calculator [3/3 Chargeup]
Alchemiter (Backup)

The Players nod, preoccupied with fleeing for their lives. Unlike you, they aren't undetectable. Something from my end, though... would the Curse of Repetitiveness not take effect after a while? There's a reason Attack Shields and Redirectors aren't the most common thing on the battlefield. Also, if you could explain how that worked sometimes, that'd be great.

Heaven Communication Formation || Router = Heaven Comms Router [LVL 2 ... Passive?]
- A passive item that sits in your inventory, seeming to take the form of a... wireless internet router.
- Allows communication with Heaven without the entity aspect of it!
[Not actually alchemized, therefore no Grist cost. At least you know what it does now!]

You also charge 2 CP.

CP:6
Build:2150
Lv 1:625
Lv 2:180
Lv 3:90

(x3)(Pinpoint Needles)(Paradoxic Wand)(Destiny Scarf) The Dragon equips the Destiny Scarf and breathes in deeply as a Calm fills its Body. Wielding the Paradoxic Wand and the Pinpoint Needles in a more precise manner, the Dragon Inverts the relative Distance between him(with the Wicked Witch), the Tank, and the Base. The Wand may not be quite be strong enough to teleport all of him and the witch, but it certainly can teleport the Needles over to the location which is far, far nearer to the Base on accounts of him being currently right next to the Tank.

He than invokes the Bonds of Destiny with the Scarf and grabs onto those now-literal Bonds of destiny that bind the Pinpoint needles to him as his Alchemies. He than attaches them to the wicked Witch and himself and quickly "calls" the Needles to him with the Bond...which, due to them being somewhat stuck in the ground and him commanding them to entrench themselves, means that he is instead sent flying over to the location of the needles, along with the Wicked Witch.

You get the Wicked Witch and yourself far, far away - a whopping eight spaces away, to be exact! It appears you've nearly caught up to Plague, actually - well done! Seems like you're far enough away to be out of range for good.

[Build] 2150 Build Grist
[LVL 1] 580 Talc
[LVL 2] 120 Gallium
[LVL 3] 180 Bismuth

Xorm smiled a wicked grin. And he turned his smiling fact to the sky, to the thing who spoke of his foolish choice.
"I've been betrayed, certainly, in the past. I've knelt before human kings who grew so paranoid that they'd have your head when you walk into the throne room with sword at your hip. I've prayed to gods who cursed me for every word in their Holy Laws I broke as I upheld and enforced those same laws. I've signed my soul to demons who tore up the contract and cast it to ashes, leaving just the last few lines intact - so all I had gained was nothing, and they had me in their infernal grasp. I've communed with eldrich beasts beyond all understanding, whose fulfillment of their promise was their betrayal - How many times have I gone mad with knowledge, to cast myself into the void and come back altered?
"And each time, I came back. I've a trophy room to make men tremble. Crowns, horns, halos, tentacles, all the same to me.
"But a 'Godmodder?' I've not served one yet. You claim it to be common knowledge that a Godmodder shall betray. But I have no experience with such a thing - So I shall serve with joy."
[1]He reached through dimensions towards the Alchemiter and grasped its controls. It was simply a tool, after all - it didn't care who used it, or why, only that it was used. And from the strange device rose the Berserker's Helm, which fit the turncoat's odd head perfectly. In passing, he asked a question to the spirit of the machine: "Suppose I wish to Alchemize two Alchemy Items together? Would I require the individual items to be combined prior to crafting, or would a totally new item be generated without sacrificing anything?"

[2]As the Helm's demonic focus kicked in, his mind tilted towards slaughter. It raced, all cells finally aligned with one another for a moment, and he saw what had to happen. The Tank had been inconvenienced, but he had done it before and he would do it again. He climbed into the Tormentor's Tank's barrel, and reverse-chambered himself where the Shellshock round would go. And from within those confines, certainly uncertain of survival, he said one, simple, word.
"Fire."

[3] + 5 CP
Total Base Action Power: 6
EFFORTACTION CHARGED ATTACK: MAKING AN ENTRANCE

When the Tank fired off a screaming, energized, blue round, there was a general murmur among the [AG] faction. "Hey, that's not supposed to fire until next turn." "Can that even reach us? It's a pretty slow moving tank, and we should be out of range..." "Hey, where'd that 'Xorm' guy go?"
But as the missile moved closer, there was a trembling of fear. It was no mistake from the Terminal. It was happening. The murmurs turned to whimpers and cries. It hadn't even hit and they were Terrified. But then it turned to confusion. Was that round... Screaming?
"...a day! whAT A LOVELY DAY!"
There was no question now. Xorm, in his Russian-style brute force logic, had launched himself like a cannonball from the Tormentor Tank's turret. His head was covered in thick metal with a slit for vision cut in it, and it gave his voice a robotic ring. He clutched a suspicious-looking shotgun shell in one hand, and he had a shotgun with a few too many rounds in the other. A minor shimmer of light held steady above his skin, although it disappeared as he hit the ground with the force of 7000 damage in one attack.
His landing kicked up a massive cloud of dust and fragmented slate. Visibility was nil, though one thing shone clear through the cloud. A neon blue line, with a pinprick of light in the middle, scanned the field.
*CHONK* went the Quadruple Barrel Shotgun as the alien folded it open.
*Chink!* whispered the Really Powerful Bullet as it slid into a barrel alongside 3 normal shells.
*CHONK* again shouted the gun as it snapped closed.
"Alright. One of you'll have to die, at least. One thing I've learned is that if you don't want to be cast aside, prove your worth. I think a few heads'll do that, eh?"
To be honest, he could see even less of the field than the rest - he was in a decently sized depression in the area, having been made by his meteor impact - and his helmet really did make it difficult to see much besides whatever was right in front of him. But he was here, and someone would perish. As soon as he saw a movement in the dust he was certain was another Player, he fired all four rounds, peppering the area with more chaos. Then he dashed in and started to bash them with his shotgun's stock. Did he know which one he was beating to a pulp? No. He just knew he was doing it in 1000 words or less.

TL;DR
Alchemize Berserker's Helmet. Equip.
Counter the Shellshock delay by loading self as the projectile.
Break out the words, ride the Shellshock into the middle of the [AG]s, and beat the everloving data out of one of the other Players

... Fine. Enjoy your ignorance while it lasts.

There is no "spirit of the machine", but the way this Alchemiter works is that new items won't consume old ones unless under special circumstances. So... for whatever it's worth, don't worry about it. You also alchemize the Berserker's Helmet with 200
Build Grist, 120 Talc, and 60 Gallium.

You... then climb into the cannon of Shellshock and give the order to fire. What are you -

A meteor is left in the ground as you slam into it all, kicking up a massive cloud of dust. Attacking the first thing you see, it appears that @Splashcat was the first person you've seen, dealing 529 lethal damage to them and another 531 lethal damage to @Ninjatwist_ if neither of them counter their portion the attack! For both of them, countering rules are laid out in the update.

The Godmodder looks on in approval, giving a small nod of the head to signify it. This can't be good.


The stick figure decides to run away to the Resistance Base but not bfore previewing: Helicopter && Nintendium

You flee to the Resistance Base on foot, moving four spaces away! Beyond that, you do preview the following:

Helicopter && Nintendium =
Nintendo Helicopter Quick-Construct Kit [2/2 Uses] [LVL 4 Consumable]
- A kit of various Nintendium parts with detailed instructions on how to quickly build a Nintendium Helicopter.
- When used, summons a Nintendium Helicopter! Seems like that thing will be quite durable as well.

Doesn't seem like you could alchemize this thing yet, even if you wanted to.


[Build] Build Grist: 1870
[LVL 1] Talc: 485
[LVL 2] Gallium: 120
[LVL 3] Bismuth: 90

-----

Action 1 + Chemist's Wand: I cover the ground on tile I3 with polytetrafluoroethelyne, a polymer also known as Teflon. Teflon has an incredibly low coefficient of friction, allowing us to skate right across it at high speed! Once Group A and Group B get across the tile, I apply more teflon to the right-hand side, making it a slippery ramp that should hopefully slow down the tank!

-----

Action 2 + Captcharoid Camera: I take a picture of the Tormentor's Tank.

-----

Action 3 + Texter's Rifle: I shoot Xorm in the second half of the letter m, chipping it off and turning him into a Xorn. Then I throw some gemstones to him, and he hungrily devours them. However, the gemstones were secretly laced with poison!

-----

The Mirror Golem will sprint after me.

Scrabblistic Sniper && Ink of Squid Pro Quo = Texter's Rifle [LVL 3 Weapon]
- A black and white rifle-typewriter... thing. Uses the power of wordplay and the three appeals to deal damage to opponents.
- Deals anywhere from 15-25 extra damage per Action, now dependent on quality wordplay! This can include puns, but it's not exclusively those anymore.

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.

Camera && Capchalouge Card = Capcharoid Camera [4/5 Uses] [LVL 2 Consumable]
- A camera that prints out Homestuck-styled Capchalouge Cards for anything it takes a picture of.
- Can be used as an action to easily determine how to alchemize something! Does not tell the level, though.

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.

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.

Teflon sprayed on the tile, allowing everyone who crosses it an extra space of movement! You reserve a second part of your action for creating a ramp that will instead slow the tank down when the EoTB passes as well.

You do so, receiving the following:
Really Big Tank && Godmodding Abilities && The Seal =
Tormentor's Tank Summoner [1/1 Uses] [LVL ?? Consumable]
- The Tormentor's Tank, also known as the first boss you guys faced, encapsulated in a summoner!
- Self-explanatory - summons the Sealed Tormentor's Tank on the side of its summoner!


@KitRougard will take 142 damage if this attack isn't countered!

The Mirror Golem will do as you say.

I move as close as I can to the Resistance base with the three actions at my disposal.

// Are ranges/movements square (e.g. in Thymium's case) or diamond shaped?

Inventory:
- Heavy Crossbow [Lvl.2] (???)
- Dapper Stovepipe [Lvl.1] (20% chance to inflict Confusion (30% miss chance) to foes that attack you)

Charge: 15 CP
Grist Stores: 3060 Build Grist, 865 Talc, 180 Gallium, 180 Bismuth

You sprint six spaces towards the Resistance Base! Ranges are diamond-shaped here.

-=+=-
End of Turn Battle:
The Mirror Golem sprints after its maker, transporting them both 5 spaces ahead!
The Wicked Witch of the Wavelength magics themselves and Paradox 2 spaces, putting them in line with Plague!

The Resistance Players quickly swing back around Xorm and pick up the stragglers, driving across the Teflon and getting up to behind the Mirror Golem with their movement! Splashcat makes the Teflon a Teflon Ramp!

The Unsealed Tormentor's Tank drives up to the Teflon Ramp, managing to make it to the base of it! It then proceeds to fire off Shellshock, hitting literally nobody and instead being directed at the Godmodder!
The Godmodder, having planned this, redirects the missiles and sends them all blasting into the wall of the Valley - causing a slew of rubble to get strewn in between everyone and the Resistance Base! Find some way to clear or get around it, or it'll cost some extra movement to get through and let the tank catch up!

For Ninjatwist and Splashcat: you guys need to counter these attacks or else you won't be around to counter the next ones! Using a creative enough counter, you can halve the damage taken as a free action, and add Actions/CP from there to negate the attack further by the current Player Power's worth of damage. [Thank god this didn't happen earlier... the threshold for even having the ability to counter just got crossed.]

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

-=+=-

Soul Orb - Slated Cliffs: Chase Valley
A steep valley, cliffs of the same slate-like stone surrounding everyone here. The Run-Down Fort is technically behind you all at this point, but it seems just a tad bit late for turning around.

The overall map of this place can be found linked here:

docs.google.com

Alchemiquest - Maps & Miscellany

Landing Page Alchemiquest Maps Sheet Rules of advice: Golden sheets are ones that are currently being used. Bronze sheets are archived sheets, or one that nobody is at right now.

Itinerary -
[AG] - Defeat the Godmodder!
[AG] - Make it to the Resistance Base!
[N] - Don't die...?
[PG] - Destroy all AG Players!

Player List - Player Power set to 100.

General Inventory / Key Items:
- The Alchemiter: allows for alchemy wherever and whenever!
Required Grist for Upgrade to [LVL 4] -
1700/3200 Build Grist, 400/720 Talc, 120/360 Gallium, 180/360 Bismuth

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

Ninjatwist - 2/8 Inventory Slots used.
[LVL 2 Weapon] Heavy Crossbow - A somewhat difficult to wield crossbow made of iron and other heavy materials, including depleted uranium.
- Deals 15 additional damage per Action used to attack with it.
[LVL 1 Weapon] Crossbow - A fairly simple wooden crossbow. Effective and easy to fire!
- Deals an additional 4 damage per action used.


[LVL 1 Armor] Dapper Stovepipe - A rather dapper looking top hat, if a bit plain.
- Upon being hit, has a 20% chance to cause the attacker to gain Confusion (30% miss chance) next turn.

Paradox - 6/8 Inventory Slots used.

[LVL 2 Weapon] Paradoxic Wand - A wand with the power to create and control previously unknown paradoxes.
- Deals an additional 10 damage to the Max Health of a creature, due to mind-breaking paradoxes implanted within.

[LVL 2 Weapon] Pinpoint Needles - Two needles with weak-point sensing tech inside, allowing them to be incredibly precise with their aim.
- Deals an additional 10 damage per action, with a 10% chance to double all damage dealt in the attack.

[LVL 1 Weapon] Schrodinger's Wand - A wand with the power to make its enemies in an unknown state until looked at again.
- Deals an additional 2 damage per action to the Max Health of the target.

[LVL 1 Weapon] Microscope Needles - Needles with near surgical precision. Has a magnifying glass attached as well to aid in a user's perception.
- Deals an additional 3 damage per action, with a 5% chance to double the attack's damage.


[LVL 3 Armor] Destiny Scarf - A dark-blue scarf with several bright teal markings across its surface.
- Grants the wearer a 10% chance to dodge an attack, and reduces the damage by 10 Attack when something does hit.

[LVL 1 Armor] Lucky Ribbon - A green ribbon... simple enough, honestly. It does blend in with the scales, though.
- Grants a 5% dodge chance to the player wearing it per attack.

Sdieve - 2/8 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 an average chance of a status effect to a formation per action. Has a cooldown of 3 turns.


[LVL 1 Consumable] Encyclopedia of Magical Structures [1/3 Uses] - A purple leather-bound book filled with magic... perhaps this will have some info?
- Two functions here: Either can be used to learn for lore [0 charges used] or can create an example for 1 charge. Examples have varying effects.

- Backup Alchemiter
- $200

Shin Kicker (Plague) - 6/8 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 Weapon] Airy Sword - A sword imbued with minor air magics, giving the creator some lesser control over the winds.
- Deals an additional 4 damage per action using it.

[LVL 1 Weapon] Slugger - Literally just a baseball bat with a revolver taped onto the handle.[/COLOR]
- Deals 3 damage with a 10% chance of inflicting Stunned (misses actions) for 1 turn.

[LVL 1 Armor] Golden Watch - A golden watch. If you look closely, it seems to always be exactly on time, no matter what.
- When hit, has a 20% chance to give
Slowed (-10% Attack Damage) on the attacker in return.

[LVL 1 Consumable] Health Amplifier [4/4 Uses] - A mix between radio and medical kits, boosting the signal of one's vitals to somehow restore their health.
- When used, restores 30 HP to anything on the field.

[LVL 1 Consumable] Six-Color Shooter [6/6 Uses]
- A rather colorful revolver with crayons seemingly loaded into the slots for a bullet.
- Uses one of your actions to fire a crayon, with varying effects based on its color. Remaining Colors:
Red, Orange, Yellow, Green, Blue, Purple


Splashcat - 6/8 Inventory Slots used.
[LVL 3 Weapon] Texter's Rifle - A black and white rifle-typewriter... thing. Uses the power of wordplay and the three appeals to deal damage to opponents.
- Deals anywhere from 15-25 extra damage per Action, now dependent on quality wordplay! This can include puns, but it's not exclusively those anymore.
[LVL 2 Weapon] Chemist's Wand - A wand that looks a bit like a really narrow beaker, but more durable and closed off. An unknown liquid sloshes inside.
- Adds 8 damage to attacks utilizing it, along with a 20% chance of
Chemical Confliction (10 damage to another enemy) occurring.
[LVL 1 Weapon] Periodic Wand - A wand with a really, really small version of the Periodic Table wrapped around its side lengthwise.
- Adds 3 damage per action to attacks. Also has a 20% chance to trigger
Chemical Reaction (3 damage to another enemy) once a turn.
[LVL 1 Weapon] Wordy Gun - An inexplicably ink-stained pistol. Fires puns so bad they hurt.
- Adds 2-4 damage per action to attacks using it. Damage dependent on the quality of the pun, with "worse" puns dealing more.


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


[LVL 2 Consumable]Capcharoid Camera [5/5 Uses] - A camera that prints out Homestuck-styled Capchalouge Cards for anything it takes a picture of.
- Can be used as an action to easily determine how to alchemize something! Does not tell the level, though.

Stick Figure Guy (GAWR) - 1/8 Inventory Slots used.
[LVL 2 Weapon] CI-84 - A graphing calculator, complete with the user's manual. It appears to be able to do quite a few odd things, though.
- Grants +10 damage per action to any attacks regarding clever usage of mathematics.

The Frazzled Inventor - 0/8 Inventory Slots used.

Nothing yet!

Xorm - 2/8 Inventory Slots used.
[LVL 2 Weapon] Quadruple Barreled Shotgun - A shotgun, but with four barrels. This certainly won't get insane later on.
- Adds a solid 12 damage per attack to its damage. Again, simple enough.

[LVL 2 Weapon]
Berserker's Helm - The weapon of a monster. Focuses attention on one target and one target only.

- Adds 18 damage per action to an attack's damage, at the tradeoff of being focused on one person until they're dead.

[LVL 1 Armor] Reactive Shield [4/20 Shields] - A shield that builds up deflection energy over time, thankfully compressed into a small trinket on your form.
- Builds up 2 HP of shield per turn. When you're hit, the damage is first taken from the shield and then your health bar. Caps at 20 Shields.


[AFK] Alastair(?) - 0/8 Inventory Slots used.

Nothing yet!

[AFK] Mr. Reception - 4/8 Inventory Slots used.

[LVL 1 Weapon] S.FX Flamethrower Gauntlet - A flamethrower that somehow, can achieve a variety of special effects. Way ahead of its time!
- Adds 3 damage to the end attack per action with a 20% chance to inflict
Burn (2 damage per turn) for 2 turns.
[LVL 1 Weapon] Light-Tech Gauntlet - A gauntlet capable of controlling many different stage lighting effects, along with electricity.
- Adds 1-5 damage to the end attack per action. The actual amount depends on the flashiness of the attack.


[LVL 1 Armor] Radio Rocket Boots - A normally silent pair of rocket boots, but can be tuned somehow to a specific AM station. Nifty!

- The wearer has a 5% chance to dodge an attack.

[LVL 1 Consumable] Health Amplifier [4/4 Uses] - A mix between radio and medical kits, boosting the signal of one's vitals to somehow restore their health.
- When used, restores 30 HP to anything on the field.


[AFK] Wondertainment - 1/8 Inventory Slots used.

[LVL 2 Weapon] Anomaly Staff - A black staff with veins of gold throughout. It doesn't seem like it's at full power...
Grants +12 damage to a basic attack per action.

[AG] Foodstuff Coloration Person - 500/500 HP - 18 CP
[AG] Ninjatwist_ -
500/500 HP - 15 CP [Taking 531 lethal damage if not countered!]

[AG] Paradox - 500/500 HP - 6 CP (Has 1 Attack Shield!)
[N] Sdieve - 500/500 HP - 5 CP (Has 2 Attack Shields!)
[AG] Shin Kicker (Plague) - 500/500 HP - 0 CP
[AG] Splashcat - 500/500 HP - 4 CP
[Taking 529 lethal damage if not countered!]

[AG] Stick Figure (GAWR) - 500/500 HP - 5 CP
[AG] The Frazzled Inventor - 500/500 HP - 0 CP

[PG] Xorm - 500/500 HP - 5 CP [Taking 142 damage if not countered!]

[AG] [AFK] Alastair??????? - 500/500 HP - 2 CP
[AG] [AFK] Mr. Reception - 500/500 HP - 0 CP
[AG] [AFK??] Wondertainment - 500/500 HP - 6 CP

[AG - Splashcat] Mirror Golem - 520/520 HP, 10 HP Regen per turn, 38 Attack + Copy Ability: gains a permanent bonus based on whatever it attacked last! Attack multiplies by 1.5 when below half (260) HP!

[AG - Mr. Reception] Wicked Witch of the Wavelength - 240/300 HP, 25 HP Regen per turn, 5 10 damage Attacks + Weakened (-5 Attack) for two turns. Also inflicts Weakened when hit. This can stack!

[RS] Jake - 500/500 HP, 0 CP
[RS] ????? - 500/500 HP, 0 CP

[RR] The Ralyx Remix - 1/1 HP, -100/-100 Shields, can 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 - BOSS] Unsealed Tormentor's Tank - 200,000/200,000 HP, 5000 HP Regen per turn, 7000 x 4 Attack, Shellshock [l
l] (Inflicts Terrified (Misses Attacks) for three actions on 5 entities or Players!) Reinforcements [ll] (Summons Formation elites!), Fragile (1.2x damage from attacks) for the next two turns!


[GM] The Godmodder - 69/70 HP
 
>< Uh... The records of the Verrad War list exactly zero instances of a Redirector, Blocker, Shield, Mirror, or Deflector being prevented by the curse of repetativeness- I just checked again to make sure... The closest thing to that is the Charm Shield, but that was when the concept of charming- itself extremely limited to only a single player- was being struck for, if I'm reading things right, balance reasons. Based on the rest of my analysis, the way the rules worked back then, Attack Redirectors/Blockers/Shields/Mirrors were too generic to suffer the curse. Application methods might, maybe, possibly suffer from it, but as long as the players laying down the redirectors are competent... or, if worst comes to worst, just make all the redirectors in one huge redirector-making burst and you can't suffer from the CoR at all, just like how you don't suffer CoR for doing a 50,000 damage attack even if 1000 distinct 50-damage attacks of that kind Would suffer it.
And yeah, I'll explain how I'm not visible. But uh. later. The Godmodder reads the update terminal, doesn't he? I don't want to explain things where he can see him, for... obvious reasons.
>>> +3 CP.
>< until further notice, If I can move around without spending actions in this state, I'm headed to the ??? bit. I'm not quite sure 'moving around' is a quite coherent concept considering what I'm doing, but... well, whatever. If it's Not a coherent concept then I think I'll kinda just be wherever I want.


CP: 5->8
Grist: 3230
Talc: 955
Galium: 240
Bismuth: 180
Items: Encyclopedia of Magical Structures [1/3]
Formation Calculator [3/3 Chargeup]
Alchemiter (Backup)
 
CP:5
Build:2150
Lv 1:625
Lv 2:180
Lv 3:90


(x3)(1CP)(Paradoxic Wand)I grant myself and the Wicked Witch of Wavelength the Power of Flight!!

No it is actually more like the power of being pushed from the ground, because with the aid of the Paradoxic Wand i inverted Gravity for both of us, causing it's attraction to become a Repulsion that propels the Wicked Witch of Wavelength over the rubble and into the Base!!

For me though...i adjust my path over the rubble to investigate the new area that popped up on the map...what is this new room with a room transition ??
 
[Build] Build Grist: 1870
[LVL 1] Talc: 485
[LVL 2] Gallium: 120
[LVL 3] Bismuth: 90

-----

Counter + Action 1 + Chemist's Wand: Xorm lands, and, to quote him, "fire(s) all four rounds, peppering the area with more chaos." I counter by conjuring a pillar of sodium chloride: table salt. The salt meets the pepper, and the the two complementary seasonings cancel each other out. He continues to charge towards me, of course, to club me with the shotgun's stock. But Xorm has neglected to consider something: You see, in order to club someone with the stock of your shotgun, you must hold it by the barrel. And when holding something by the barrel, said barrel is often pointed towards you. So I conjure some carbon compounds, some sulfur, and a little potassium nitride in its barrel: The recipie for gunpowder. Then a dash of white phosphorus - which ignites on contact with air - sets it off, and Xorm is blown away and has his weapon wrenched from his hand by the blast of his own oversized shotgun.

-----

Action 2: I alchemize Faraday Cage && Glyph of Warding || Bulletproof Dress and equip the resulting alchemy.

-----

Action 3 + Texter's Rifle: I presume the Unsealed Tormentor's Tank is located on top of a Crater tile. By sniping off the last "r", I turn the tile into a Crate, enclosing the Tormentor's Tank in a giant wooden box! Hopefully it'll at least be slowed down by the need to break free. (I leave a tiny pinprick hole in the crate for the purposes of my entity orders.)

-----

The Mirror Golem will focus ambient light into a laser shining through the pinprick hole in the crate, shooting the Tormentor's Tank just for the sake of buffing up more. Not sure if this is too specific a request for something to copy (feel free to give me something else instead), since it's not mechanically represented in the Tank's statblock, but some movement treads would be nice. Then it will sprint for the Base? as fast as it can.

Scrabblistic Sniper && Ink of Squid Pro Quo = Texter's Rifle [LVL 3 Weapon]
- A black and white rifle-typewriter... thing. Uses the power of wordplay and the three appeals to deal damage to opponents.
- Deals anywhere from 15-25 extra damage per Action, now dependent on quality wordplay! This can include puns, but it's not exclusively those anymore.

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.

Camera && Capchalouge Card = Capcharoid Camera [4/5 Uses] [LVL 2 Consumable]
- A camera that prints out Homestuck-styled Capchalouge Cards for anything it takes a picture of.
- Can be used as an action to easily determine how to alchemize something! Does not tell the level, though.

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.

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.
 
the stick figure use his action to place a X 2 on the space in Front of him to double the movement distance of players moving through it and use the rest of his actions to run away from the tank.
 
Last edited:
Welp, looks like I'm under attack. Time to get into action.

I focus some of my vital energy for a bit, causing gleaming sigils to appear under my feet. At the height of my focus, I raise my arms skywards, sending a pillar of light erupting from the ground at my feet! The pillar of light directs itself to strike the meteor to push it in such a direction that it doesn't harm me and lands in a more remote location. I pour all three actions into negating the meteor's damage.

Inventory:
- Heavy Crossbow [Lvl.2] (???)
- Dapper Stovepipe [Lvl.1] (20% chance to inflict Confusion (30% miss chance) to foes that attack you)

Charge: 15 CP
Grist Stores: 3060 Build Grist, 865 Talc, 180 Gallium, 180 Bismuth
 
Update XIV
>< Uh... The records of the Verrad War list exactly zero instances of a Redirector, Blocker, Shield, Mirror, or Deflector being prevented by the curse of repetativeness- I just checked again to make sure... The closest thing to that is the Charm Shield, but that was when the concept of charming- itself extremely limited to only a single player- was being struck for, if I'm reading things right, balance reasons. Based on the rest of my analysis, the way the rules worked back then, Attack Redirectors/Blockers/Shields/Mirrors were too generic to suffer the curse. Application methods might, maybe, possibly suffer from it, but as long as the players laying down the redirectors are competent... or, if worst comes to worst, just make all the redirectors in one huge redirector-making burst and you can't suffer from the CoR at all, just like how you don't suffer CoR for doing a 50,000 damage attack even if 1000 distinct 50-damage attacks of that kind Would suffer it.
And yeah, I'll explain how I'm not visible. But uh. later. The Godmodder reads the update terminal, doesn't he? I don't want to explain things where he can see him, for... obvious reasons.
>>> +3 CP.
>< until further notice, If I can move around without spending actions in this state, I'm headed to the ??? bit. I'm not quite sure 'moving around' is a quite coherent concept considering what I'm doing, but... well, whatever. If it's Not a coherent concept then I think I'll kinda just be wherever I want.


CP: 5->8
Grist: 3230
Talc: 955
Galium: 240
Bismuth: 180
Items: Encyclopedia of Magical Structures [1/3]
Formation Calculator [3/3 Chargeup]
Alchemiter (Backup)

Ah, that's what I was remembering. Sorry for any confusion...
For the record, as long as the Attack Shields or whatever are applied creatively and non-repetitively, I'll try and make sure they aren't targeted by the Curse in the meantime. Sound good to you?

You charge 3 CP, and due to not being in combat, can move freely and explore around the map! Moving to the area to the north of you all, you enter into the Blasted Pass and find several more room transitions in front of you. How frustrating. For the record, the standard methods of movement will be better explained. Combat's kinda messing things up here with all this "range" and "limited movement" for everything. Blame the Godmodder.

I keep running, going to T8 due to the rubble in the way

You actually make it to U8 with your actions, due to not needing an extra square of movement to make it across that first bit of slate! So close, yet so far away...

CP:5
Build:2150
Lv 1:625
Lv 2:180
Lv 3:90


(x3)(1CP)(Paradoxic Wand)I grant myself and the Wicked Witch of Wavelength the Power of Flight!!

No it is actually more like the power of being pushed from the ground, because with the aid of the Paradoxic Wand i inverted Gravity for both of us, causing it's attraction to become a Repulsion that propels the Wicked Witch of Wavelength over the rubble and into the Base!!

For me though...i adjust my path over the rubble to investigate the new area that popped up on the map...what is this new room with a room transition ??

The Wicked Witch of the Wavelength makes it directly into the base! You move all the way to the Blasted Pass, escaping the area and the combat encounter and relegating yourself to free movement throughout the explored areas! I'll go into a bit more detail on that after everyone else acts...

[Build] Build Grist: 1870
[LVL 1] Talc: 485
[LVL 2] Gallium: 120
[LVL 3] Bismuth: 90

-----

Counter + Action 1 + Chemist's Wand: Xorm lands, and, to quote him, "fire(s) all four rounds, peppering the area with more chaos." I counter by conjuring a pillar of sodium chloride: table salt. The salt meets the pepper, and the the two complementary seasonings cancel each other out. He continues to charge towards me, of course, to club me with the shotgun's stock. But Xorm has neglected to consider something: You see, in order to club someone with the stock of your shotgun, you must hold it by the barrel. And when holding something by the barrel, said barrel is often pointed towards you. So I conjure some carbon compounds, some sulfur, and a little potassium nitride in its barrel: The recipie for gunpowder. Then a dash of white phosphorus - which ignites on contact with air - sets it off, and Xorm is blown away and has his weapon wrenched from his hand by the blast of his own oversized shotgun.

-----

Action 2: I alchemize Faraday Cage && Glyph of Warding || Bulletproof Dress and equip the resulting alchemy.

-----

Action 3 + Texter's Rifle: I presume the Unsealed Tormentor's Tank is located on top of a Crater tile. By sniping off the last "r", I turn the tile into a Crate, enclosing the Tormentor's Tank in a giant wooden box! Hopefully it'll at least be slowed down by the need to break free. (I leave a tiny pinprick hole in the crate for the purposes of my entity orders.)

-----

The Mirror Golem will focus ambient light into a laser shining through the pinprick hole in the crate, shooting the Tormentor's Tank just for the sake of buffing up more. Not sure if this is too specific a request for something to copy (feel free to give me something else instead), since it's not mechanically represented in the Tank's statblock, but some movement treads would be nice. Then it will sprint for the Base? as fast as it can.

Scrabblistic Sniper && Ink of Squid Pro Quo = Texter's Rifle [LVL 3 Weapon]
- A black and white rifle-typewriter... thing. Uses the power of wordplay and the three appeals to deal damage to opponents.
- Deals anywhere from 15-25 extra damage per Action, now dependent on quality wordplay! This can include puns, but it's not exclusively those anymore.

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.

Camera && Capchalouge Card = Capcharoid Camera [4/5 Uses] [LVL 2 Consumable]
- A camera that prints out Homestuck-styled Capchalouge Cards for anything it takes a picture of.
- Can be used as an action to easily determine how to alchemize something! Does not tell the level, though.

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.

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.

You successfully counter the attack, seasoning the ground somewhat nicely and sending your assailant flying off backward! You still take 165 damage from the remnants of the bullets peppered everywhere and even through your bulletproof dress (somehow), but at the very least, you're not dead at all. That's what counts, right?

Faraday Cage && Glyph of Warning || Bulletproof Dress = Warded Dress [LVL 3 Armor]
- Another nice looking dress, but seems somewhat stiff when given a second glance. Still very magic, lightning, and bulletproof.
- Deducts 20 damage from the total you take per attack. Rather nice effects, too!

You boxify the Sealed Tormentor's Tank through the power of wordplay! Seems like it won't be able to get out without wasting the attack it gets for the turn. Between that and the Teflon Ramp, it seems fairly occupied for a while.

The Mirror Golem will also do what you say. Additionally, the alchemy you did for the Warded Dress does cost you 30
Bismuth, 180 Talc, and 800 Build Grist. Seems like the protection might be well worth it against the weaker grunts, though!

the stick figure use his action to place a X 2 on the space in Front of him to double the movement distance of players moving through it and use the rest of his actions to run away from the tank.

You place down the X2 Movement Tile, and then proceed to hightail it out of there! It proves exceedingly effective too, getting you most of the way to the Resistance Base! Seems like it won't stick around for long - best use it while it lasts!

FOCUS RUNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNN

The FCP helps haul along the non-moving, if applicable.

You focus incredibly hard on actually getting the heck outta here! Abandoning the caravan that the Resistance Players have set up, you manage to pick up Splashcat and get on the X2 Movement tile, proceeding to attain Ninjatwist in your party and move all of you quite a ways to the east!

Welp, looks like I'm under attack. Time to get into action.

I focus some of my vital energy for a bit, causing gleaming sigils to appear under my feet. At the height of my focus, I raise my arms skywards, sending a pillar of light erupting from the ground at my feet! The pillar of light directs itself to strike the meteor to push it in such a direction that it doesn't harm me and lands in a more remote location. I pour all three actions into negating the meteor's damage.

Inventory:
- Heavy Crossbow [Lvl.2] (???)
- Dapper Stovepipe [Lvl.1] (20% chance to inflict Confusion (30% miss chance) to foes that attack you)

Charge: 15 CP
Grist Stores: 3060 Build Grist, 865 Talc, 180 Gallium, 180 Bismuth

... oh, I did say meteor, didn't I? I really need to check my ramblings before I actually finalize these Updates.

Anyways. Due to me making little to no coherent sense, you take the meteor I mentioned earlier and block the entirety of Xorm's attack using both it and the pillar of light, mainly through the meteor getting very much in the way! All damage negated on your behalf!

One last thing - if you're ever unsure of an item's effects, it's probably down in the player inventory somewhere. Feel free to just ask, though.


-=+=-
End of Turn Battle - Slated Cliffs:

@KitRougard Due to Xorm not countering the attack earlier, he takes the full 142 damage from Splashcat's attack!

The Mirror Golem follows Splashcat's orders, attacking the Unsealed Tormentor's Tank and gaining a good bit more attack! Movement in battle won't be an overly common mechanic (I hope), so range and speed shouldn't come into play much. Either way, it retreats and manages to just scratch the x2 Speed panel, gaining a fair bit of distance!
The Wicked Witch of the Wavelength is in a safe location currently and cannot do anything to assist with the battle without possibility of retort. As such, it idles in the base.

The Resistance Players proceed to get out of there themselves, taking the Frazzled Inventor with them and making it just in front of the Mirror Golem!

The Unsealed Tormentor's Tank is forced to spend its turn dealing with the box, breaking out of it using its attacks and then a substantial amount of movement to get to the other side of the Teflon Ramp!
The Godmodder decides to try and catch up with the majority of players, attaching a pair of rocket boosters to the back of the Unsealed Tormentor's Tank and moving the tank and him another four spaces! Xorm is also unintentionally dragged along with this action, moving forward four spaces as well.

To finish off the turn, allow me to explain movement outside of combat: there are no real rules for it. You can move just about anywhere that's already been explored, or to a new room through room transitions, as a free action. You might also be able to manipulate the map and do a bit more with an action yourself, as has been proven by multiple of you guys already - just keep it in mind as a part of your moveset!

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

-=+=-

Soul Orb - Slated Cliffs: Chase Valley
A steep valley, cliffs of the same slate-like stone surrounding everyone here. The Run-Down Fort is technically behind you all at this point, but it seems just a tad bit late for turning around.

The overall map of this place can be found linked here:

docs.google.com

DefTG 2: Alchemiquest - Maps & Miscellany

Landing Page Alchemiquest Maps Sheet Rules of advice: Golden sheets are ones that are currently being used. Bronze sheets are archived sheets, or one that nobody is at right now.

Itinerary -
[AG] - Defeat the Godmodder!
[AG] - Make it to the Resistance Base!
[N] - Don't die...?
[PG] - Destroy all AG Players!

Player List - Player Power set to 100.

General Inventory / Key Items:
- The Alchemiter: allows for alchemy wherever and whenever!
Required Grist for Upgrade to [LVL 4] -
1700/3200 Build Grist, 400/720 Talc, 120/360 Gallium, 180/360 Bismuth

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

Ninjatwist - 2/8 Inventory Slots used.
[LVL 2 Weapon] Heavy Crossbow - A somewhat difficult to wield crossbow made of iron and other heavy materials, including depleted uranium.
- Deals 15 additional damage per Action used to attack with it.
[LVL 1 Weapon] Crossbow - A fairly simple wooden crossbow. Effective and easy to fire!
- Deals an additional 4 damage per action used.


[LVL 1 Armor] Dapper Stovepipe - A rather dapper looking top hat, if a bit plain.
- Upon being hit, has a 20% chance to cause the attacker to gain Confusion (30% miss chance) next turn.

Paradox - 6/8 Inventory Slots used.

[LVL 2 Weapon] Paradoxic Wand - A wand with the power to create and control previously unknown paradoxes.
- Deals an additional 10 damage to the Max Health of a creature, due to mind-breaking paradoxes implanted within.

[LVL 2 Weapon] Pinpoint Needles - Two needles with weak-point sensing tech inside, allowing them to be incredibly precise with their aim.
- Deals an additional 10 damage per action, with a 10% chance to double all damage dealt in the attack.

[LVL 1 Weapon] Schrodinger's Wand - A wand with the power to make its enemies in an unknown state until looked at again.
- Deals an additional 2 damage per action to the Max Health of the target.

[LVL 1 Weapon] Microscope Needles - Needles with near surgical precision. Has a magnifying glass attached as well to aid in a user's perception.
- Deals an additional 3 damage per action, with a 5% chance to double the attack's damage.


[LVL 3 Armor] Destiny Scarf - A dark-blue scarf with several bright teal markings across its surface.
- Grants the wearer a 10% chance to dodge an attack, and reduces the damage by 10 Attack when something does hit.

[LVL 1 Armor] Lucky Ribbon - A green ribbon... simple enough, honestly. It does blend in with the scales, though.
- Grants a 5% dodge chance to the player wearing it per attack.

Sdieve - 2/8 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 an average chance of a status effect to a formation per action. Has a cooldown of 3 turns.


[LVL 1 Consumable] Encyclopedia of Magical Structures [1/3 Uses] - A purple leather-bound book filled with magic... perhaps this will have some info?
- Two functions here: Either can be used to learn for lore [0 charges used] or can create an example for 1 charge. Examples have varying effects.

- Backup Alchemiter
- $200

Shin Kicker (Plague) - 6/8 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 Weapon] Airy Sword - A sword imbued with minor air magics, giving the creator some lesser control over the winds.
- Deals an additional 4 damage per action using it.

[LVL 1 Weapon] Slugger - Literally just a baseball bat with a revolver taped onto the handle.[/COLOR]
- Deals 3 damage with a 10% chance of inflicting Stunned (misses actions) for 1 turn.

[LVL 1 Armor] Golden Watch - A golden watch. If you look closely, it seems to always be exactly on time, no matter what.
- When hit, has a 20% chance to give
Slowed (-10% Attack Damage) on the attacker in return.

[LVL 1 Consumable] Health Amplifier [4/4 Uses] - A mix between radio and medical kits, boosting the signal of one's vitals to somehow restore their health.
- When used, restores 30 HP to anything on the field.

[LVL 1 Consumable] Six-Color Shooter [6/6 Uses]
- A rather colorful revolver with crayons seemingly loaded into the slots for a bullet.
- Uses one of your actions to fire a crayon, with varying effects based on its color. Remaining Colors:
Red, Orange, Yellow, Green, Blue, Purple


Splashcat - 7/8 Inventory Slots used.
[LVL 3 Weapon] Texter's Rifle - A black and white rifle-typewriter... thing. Uses the power of wordplay and the three appeals to deal damage to opponents.
- Deals anywhere from 15-25 extra damage per Action, now dependent on quality wordplay! This can include puns, but it's not exclusively those anymore.
[LVL 2 Weapon] Chemist's Wand - A wand that looks a bit like a really narrow beaker, but more durable and closed off. An unknown liquid sloshes inside.
- Adds 8 damage to attacks utilizing it, along with a 20% chance of
Chemical Confliction (10 damage to another enemy) occurring.
[LVL 1 Weapon] Periodic Wand - A wand with a really, really small version of the Periodic Table wrapped around its side lengthwise.
- Adds 3 damage per action to attacks. Also has a 20% chance to trigger
Chemical Reaction (3 damage to another enemy) once a turn.
[LVL 1 Weapon] Wordy Gun - An inexplicably ink-stained pistol. Fires puns so bad they hurt.
- Adds 2-4 damage per action to attacks using it. Damage dependent on the quality of the pun, with "worse" puns dealing more.


[LVL 3 Armor] Warded Dress - A nice dress, but seems somewhat stiff when given a second glance. Still very magic, lightning, and bulletproof.
- Deducts 20 damage from the total you take per attack. Rather nice effects, too!
[LVL 1 Armor] Bulletproof Dress - A rather nice looking dress! You'd never guess it was infused with kevlar at first glance.
- Deducts 2 damage from the total you take every attack.


[LVL 2 Consumable]Capcharoid Camera [5/5 Uses] - A camera that prints out Homestuck-styled Capchalouge Cards for anything it takes a picture of.
- Can be used as an action to easily determine how to alchemize something! Does not tell the level, though.

Stick Figure Guy (GAWR) - 1/8 Inventory Slots used.
[LVL 2 Weapon] CI-84 - A graphing calculator, complete with the user's manual. It appears to be able to do quite a few odd things, though.
- Grants +10 damage per action to any attacks regarding clever usage of mathematics.

The Frazzled Inventor - 0/8 Inventory Slots used.

Nothing yet!

Xorm - 2/8 Inventory Slots used.
[LVL 2 Weapon] Quadruple Barreled Shotgun - A shotgun, but with four barrels. This certainly won't get insane later on.
- Adds a solid 12 damage per attack to its damage. Again, simple enough.

[LVL 2 Weapon]
Berserker's Helm - The weapon of a monster. Focuses attention on one target and one target only.

- Adds 18 damage per action to an attack's damage, at the tradeoff of being focused on one person until they're dead.

[LVL 1 Armor] Reactive Shield [4/20 Shields] - A shield that builds up deflection energy over time, thankfully compressed into a small trinket on your form.
- Builds up 2 HP of shield per turn. When you're hit, the damage is first taken from the shield and then your health bar. Caps at 20 Shields.


[AFK] Alastair(?) - 0/8 Inventory Slots used.

Nothing yet!

[AFK] Mr. Reception - 4/8 Inventory Slots used.

[LVL 1 Weapon] S.FX Flamethrower Gauntlet - A flamethrower that somehow, can achieve a variety of special effects. Way ahead of its time!
- Adds 3 damage to the end attack per action with a 20% chance to inflict
Burn (2 damage per turn) for 2 turns.
[LVL 1 Weapon] Light-Tech Gauntlet - A gauntlet capable of controlling many different stage lighting effects, along with electricity.
- Adds 1-5 damage to the end attack per action. The actual amount depends on the flashiness of the attack.


[LVL 1 Armor] Radio Rocket Boots - A normally silent pair of rocket boots, but can be tuned somehow to a specific AM station. Nifty!

- The wearer has a 5% chance to dodge an attack.

[LVL 1 Consumable] Health Amplifier [4/4 Uses] - A mix between radio and medical kits, boosting the signal of one's vitals to somehow restore their health.
- When used, restores 30 HP to anything on the field.


[AFK] Wondertainment - 1/8 Inventory Slots used.

[LVL 2 Weapon] Anomaly Staff - A black staff with veins of gold throughout. It doesn't seem like it's at full power...
Grants +12 damage to a basic attack per action.

[AG] Foodstuff Coloration Person - 500/500 HP - 18 CP
[AG] Ninjatwist_ -
500/500 HP - 15 CP
[AG] Paradox - 500/500 HP - 5 CP (Has 1 Attack Shield!)

[N] Sdieve - 500/500 HP - 8 CP (Has 2 Attack Shields!)
[AG] Shin Kicker (Plague) - 500/500 HP - 0 CP
[AG] Splashcat - 335/500 HP - 4 CP
[AG] Stick Figure (GAWR) - 500/500 HP - 5 CP
[AG] The Frazzled Inventor - 500/500 HP - 0 CP

[PG] Xorm - 358/500 HP - 5 CP
[AG] [AFK] Alastair??????? - 500/500 HP - 2 CP

[AG] [AFK] Mr. Reception - 500/500 HP - 0 CP
[AG] [AFK??] Wondertainment - 500/500 HP - 6 CP

[AG - Splashcat] Mirror Golem - 520/520 HP, 10 HP Regen per turn, 70 Attack + Copy Ability: gains a permanent bonus based on whatever it attacked last! Attack multiplies by 1.5 when below half (260) HP!

[AG - Mr. Reception] Wicked Witch of the Wavelength - 240/300 HP, 25 HP Regen per turn, 5 10 damage Attacks + Weakened (-5 Attack) for two turns. Also inflicts Weakened when hit. This can stack!

[RS] Jake - 500/500 HP, 0 CP
[RS] ????? - 500/500 HP, 0 CP

[RR] The Ralyx Remix - 1/1 HP, -100/-100 Shields, can 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 - BOSS] Unsealed Tormentor's Tank - 200,000/200,000 HP, 5000 HP Regen per turn, 7000 x 4 Attack, Shellshock [l
l] (Inflicts Terrified (Misses Attacks) for three actions on 5 entities or Players!) Reinforcements [ll] (Summons Formation elites!), Fragile (1.2x damage from attacks) for the next two turns!


[GM] The Godmodder - 69/70 HP
 
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>>> I store 3 more CP...
>< and go through the left room-transition. again, insofar as the concept applies.

CP: 8->11
Grist: 3230
Talc: 955
Galium: 240
Bismuth: 180
Items: Encyclopedia of Magical Structures [1/3]
Formation Calculator [3/3 Chargeup]
Alchemiter (Backup)
 
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