DefTG 2: Alchemiquest

[Build] 1950 Build Grist
[LVL 1] 460 Talc
[LVL 2] 60 Gallium
[LVL 3] 180 Bismuth

[Flaw Triggered: Berserker's Helm]
Xorm grimaced. He was NOT going to be outpaced! Especially since his primary quarry, @Splashcat, was not dead! He cast aside his Quadruple Barrel Shotgun and reached through spacetime again for the next step up...
Alchemize: Quadruple Barrel Shotgun && Quadruple Barrel Shotgun
Where the Curse of Repetition would weaken others who did the same, Xorm would grow stronger. The Toon Force dictated it was so - For few things were funnier than a running joke that just Kept. Getting. Worse. Indeed, just holding the shotgun equivalent of The Infernal Spawn of the Infernal Spawn of Evil strengthened him. And he had the might to move forwards.


2 Actions + 5 CP: Total AP: 7
Effort Action Speed-Rush: I AM THE GOAT.

Of course, it might be nice if someone turned the bloody physics engine here back on. After being dragged by experimental air-stream logic, he was left stuck in midair, an accidental exception in the code of the universe. Soul Technicians were patching it as he held there, but it would be a minute before they fixed it.

So it was time to channel...
The Goat.

Once, Xorm had met a goat. The Goat. A beast so stubborn it actively refused to believe in and abide by the universal laws of physics. It seemed to be capable of simulating it's own logical illogicalities to replace the laws... A Goat Simulator.
He had learned just a moment of this power before the Goat clipped through a blade of grass and was sent spiraling into the infinite skies.
He would use that... now.

Air? If it's real, why don't we feel it? Like, if it's made up of a bunch of tiny particles, shouldn't we feel them, like we're wading through sand? I can't feel it, therefore it's not real. Simple as that.

And thus, Xorm was freed from his physics-less confines, and from air resistance! He couldn't breathe for a moment, but that was beside the point. What mattered was the shotgun now pointed behind him that still believed in air. This allowed it to fire, sending Xorm towards those wretched players even faster than he had gone at the Tank earlier. And even better? No air resistance meant no slow-down. Ooh, gravity still applies, didn't it... Give him a moment...

And another thing! Gravity! What of it? If there's really a force constantly dragging me down to the center of something really big, why am I not there yet? The planet's pretty big, but I'm not boiling in it's core... Therefore, gravity is quackery too!

He was now the nightmare projectile of every physics exam's final question. A humanoid shaped, self propelled projectile on a planet where gravity was minimal, in a vaccum. And by sheer luck, or the vague influence of the Berserker's Helm, he was pointed right at Splashcat.

And by The Goat, there was nothing that any mortal could do to stop him.

TL;DR: Create the Octuple-Barrel Shotgun. Then focus all potential for ass-kickery into [Recoil Blitz: Electric Boogaloo! Now with 100% less physics!] to catch up to and WHAMMY @Splashcat. In particular, because the [Berserker's Helm] commands it.
 
CP:5+1(6)
Build:2150
Lv 1:625
Lv 2:180
Lv 3:90

(x1)Charge !!

(x2) The Dragon constructs a quick flying machine with a camera and basic camoflague to this place, it's purpose is to help him scout this place out, the Dragon seems to be intrigued !!

(Free) The Dragon moves to the right room transition while the Flying Drone scouts to the left room transition
 
I simply use my movement to head into the base with my actions, examining whatever fortifications lie inside.

Inventory:
- Heavy Crossbow [Lvl.2] ( +15 damage per action used)
- 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
 
Last edited:
[Build] Build Grist: 1070
[LVL 1] Talc: 305
[LVL 2] Gallium: 120
[LVL 3] Bismuth: 60

-----

Action 1: I alchemize Karma Police by Radiohead && Newton's Third Law || Baseball Bat.

-----

Am I currently wearing both my dresses at the same time? If not, I attempt to enact a rare and highly dangerous x2 dress-go-spinny combo.

-----

Action 2 + Texter's Rifle: Expanding on my previous attack, I shoot the M in Xorm's name off entirely. This leaves behind Xor. Then I shoot two copies of the word "True" at him. One goes wide to the left, while the other goes wide to the right. However, as "XOR" is the exclusive OR operator, True XOR True evaluates to False, and Xor ceases to exist.

-----

Action 3 + Chemist's Wand: I conjure a spire of neodymium alloy (Nd2Fe14B) on square L17. This is the alloy neodymium magnets are made of, and this spire is the largest such magnet ever created. Its magnetic pull should hopefully slow down the Tormentor's Tank's advance, or else force it or the Godmodder to waste precious attacks destroying it.

-----

[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!

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.
 
Update XV
>>> 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)

Another three CP is added to your total! You emerge into the next room, finding another branch in the path... this time, it seems a bit more interesting though. It appears there's some... wildlife? Wildlife, though it's certainly odd, seem to be in the way leading southwards and upwards, which... again, is odd. I wonder what could be back there.

I use my turn to simply enter the base, being safe.

You not only enter the base, but you also enter the base so efficiently that you charge 2 CP while doing so! You are now outside of combat, and can move about freely!

[Build] 1950 Build Grist
[LVL 1] 460 Talc
[LVL 2] 60 Gallium
[LVL 3] 180 Bismuth

[Flaw Triggered: Berserker's Helm]
Xorm grimaced. He was NOT going to be outpaced! Especially since his primary quarry, @Splashcat, was not dead! He cast aside his Quadruple Barrel Shotgun and reached through spacetime again for the next step up...
Alchemize: Quadruple Barrel Shotgun && Quadruple Barrel Shotgun
Where the Curse of Repetition would weaken others who did the same, Xorm would grow stronger. The Toon Force dictated it was so - For few things were funnier than a running joke that just Kept. Getting. Worse. Indeed, just holding the shotgun equivalent of The Infernal Spawn of the Infernal Spawn of Evil strengthened him. And he had the might to move forwards.


2 Actions + 5 CP: Total AP: 7
Effort Action Speed-Rush: I AM THE GOAT.

Of course, it might be nice if someone turned the bloody physics engine here back on. After being dragged by experimental air-stream logic, he was left stuck in midair, an accidental exception in the code of the universe. Soul Technicians were patching it as he held there, but it would be a minute before they fixed it.

So it was time to channel...
The Goat.

Once, Xorm had met a goat. The Goat. A beast so stubborn it actively refused to believe in and abide by the universal laws of physics. It seemed to be capable of simulating it's own logical illogicalities to replace the laws... A Goat Simulator.
He had learned just a moment of this power before the Goat clipped through a blade of grass and was sent spiraling into the infinite skies.
He would use that... now.

Air? If it's real, why don't we feel it? Like, if it's made up of a bunch of tiny particles, shouldn't we feel them, like we're wading through sand? I can't feel it, therefore it's not real. Simple as that.

And thus, Xorm was freed from his physics-less confines, and from air resistance! He couldn't breathe for a moment, but that was beside the point. What mattered was the shotgun now pointed behind him that still believed in air. This allowed it to fire, sending Xorm towards those wretched players even faster than he had gone at the Tank earlier. And even better? No air resistance meant no slow-down. Ooh, gravity still applies, didn't it... Give him a moment...

And another thing! Gravity! What of it? If there's really a force constantly dragging me down to the center of something really big, why am I not there yet? The planet's pretty big, but I'm not boiling in it's core... Therefore, gravity is quackery too!

He was now the nightmare projectile of every physics exam's final question. A humanoid shaped, self propelled projectile on a planet where gravity was minimal, in a vaccum. And by sheer luck, or the vague influence of the Berserker's Helm, he was pointed right at Splashcat.

And by The Goat, there was nothing that any mortal could do to stop him.

TL;DR: Create the Octuple-Barrel Shotgun. Then focus all potential for ass-kickery into [Recoil Blitz: Electric Boogaloo! Now with 100% less physics!] to catch up to and WHAMMY @Splashcat. In particular, because the [Berserker's Helm] commands it.

Quadruple Barreled Shotgun && Quadruple Barreled Shotgun = Octuple Barreled Shotgun [LVL 3 Weapon]
- At this point, it's taken on a standard revolver design, but with 8 slots for shotgun shells. Also, the barrel still unhinges.
- Adds 25 damage per Action to an attack. Still rather simple, but effective...

The Godmodder looks at you: he didn't give you another 5 CP. Did I ever subtract - oh. Darn it. You gain 1 CP as an apology for me being an idiot and failing to do book-keeping.
Anyways - you go all out and attack Splashcat by completely and totally breaking the physics engine, rejecting reality, and substituting your own! In total, accounting for creativity and your items, you impose 303 damage on @Splashcat if they don't block the attack!


CP:5+1(6)
Build:2150
Lv 1:625
Lv 2:180
Lv 3:90

(x1)Charge !!

(x2) The Dragon constructs a quick flying machine with a camera and basic camoflague to this place, it's purpose is to help him scout this place out, the Dragon seems to be intrigued !!

(Free) The Dragon moves to the right room transition while the Flying Drone scouts to the left room transition

You charge 1 CP. Simple and easy!

You also go ahead and create a small drone for yourself, setting it to go off to the right! You go off to the left, emerging at the Trailhead, while the Drone flies off and finds a totally new area - seemingly, there's quite a bit to do here! The thing that seems the most interesting is the sudden amount of color, along with some new non-elites - though certainly stronger than the drone, they seem actually manageable for a good fight back. There's also an inexplicably strong wall further south, for what that counts for.


I simply use my movement to head into the base with my actions, examining whatever fortifications lie inside.

Inventory:
- Heavy Crossbow [Lvl.2] ( +15 damage per action used)
- 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 examine the base's fortifications and enter it! Upon some closer examination, you find quite a few hidden features within the very structure, including a rather potent forcefield and shield generator protecting the interior. Seems... effective, at the very least, and able to deal with a lot due to the usage of negative HP. I wonder how much CP they poured into this.

[Build] Build Grist: 1070
[LVL 1] Talc: 305
[LVL 2] Gallium: 120
[LVL 3] Bismuth: 60

-----

Action 1: I alchemize Karma Police by Radiohead && Newton's Third Law || Baseball Bat.

-----

Am I currently wearing both my dresses at the same time? If not, I attempt to enact a rare and highly dangerous x2 dress-go-spinny combo.

-----

Action 2 + Texter's Rifle: Expanding on my previous attack, I shoot the M in Xorm's name off entirely. This leaves behind Xor. Then I shoot two copies of the word "True" at him. One goes wide to the left, while the other goes wide to the right. However, as "XOR" is the exclusive OR operator, True XOR True evaluates to False, and Xor ceases to exist.

-----

Action 3 + Chemist's Wand: I conjure a spire of neodymium alloy (Nd2Fe14B) on square L17. This is the alloy neodymium magnets are made of, and this spire is the largest such magnet ever created. Its magnetic pull should hopefully slow down the Tormentor's Tank's advance, or else force it or the Godmodder to waste precious attacks destroying it.

-----

[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!

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.

Karma Police && Newton's Third Law || Baseball Bat = Reactionary Bat [LVL 3 Weapon]
- A bat that seems to react to the slightest touch of anything upon it's wooden surface.
- When attacks are countered, allows the user to take up to 40 of the countered damage and sends it back at the original attacker as an action. This damage is still able to be countered.

You become the first Player to have a full inventory! It seems you'll have to discard some of your weaker items when you make new ones from this point onwards. The alchemy also costs you 800
Build Grist, 180 Talc, and 90 Bismuth.

You preform the elusive and highly dangerous X2 DRESS COMBO!... also known as a double layer dress. Armor is automatically equipped and effective, so don't worry about it. Anyways, you decide to use computational logic to fightback against Xorm, and make his very existence False! He'll take 144 damage if he doesn't dodge the attack somehow!

You create a strong Neodymium Magnet behind the Tank, slowing it's forward movements and actually pulling it back a square on the map! It also has a health bar and will continue to slow the tank's advances as long as it remains intact!

-=+=-
End of Turn Battle -

@Splashcat is going to take 303 damage from Xorm if no counter is performed!
@KitRougard will take 144 damage from Splashcat if no counter is performed!

The Mirror Golem decides to just bolt for it, joining into Group A and pushing it further to pick up everyone else!
The Wicked Witch of the Wavelength idles, not having much to do in the base.

The Resistance Players team up to push the cart across the rubble, moving the thing the entirety of the remainder of the distance to the Resistance Base! People can choose to exit and fight, but for the most part, everyone is safe and out of combat! The Resistance Players decide to speak up again and talk...

Jake: Alright... we're back. This place should be safe enough for now...
?????: That's enough, Jake. We owe it to the new guys to explain what's going on.
?????: I suppose there'd also be a point for a name. I go by Murai.
Murai: We're a few members of
The Resistance, though I'm sure you've found that out by now...
Murai: And quite essentially? This Soul Orb is well constructed.
Murai: Allow me to explain.
Although that's where I'm going to cut you off in favor of storyposting that.
Murai: Very well, Arbiter. Yea, expect that soon. Sunday, Arbiter Plane time, at the latest.

Outside, the Unsealed Tormentor's Tank quite simply obliterates the Neodymium Magnet after being pulled back a bit by it, while the Godmodder seems frustrated. He looks at Xorm, giving him a look of barely restrained irritation hidden behind the thin skin of tolerance. Some help is better than none, he supposes, and then he proceeds to dismiss Xorm while giving him a nonchalant wave. The Player, now left behind as the Godmodder and the Unsealed Tank ride out of the valley, is left to explore and find his own way to support the PGs, not able to expect more than distant support for the time being and the occasional gift of CP.


Things actually tick up for once, and seem to catch up quite a bit as well! That's my bad.

Upon realizing that Players are spreading out somewhat quickly and anticipating a lot more, I've again reworked the battle system to include the zones as spoilers within the overarching area, as in Defeat the Universe. Yes, I just broke the fourth wall, but it's the best example I have. Player locations can be found in their zones, along with on the map - and entities will also show up in both interfaces as well.

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

-=+=-

Soul Orb - Slated Cliffs
A region of cliff-like areas and mountains,

The overall map of this place can be found linked here:
docs.google.com

DefTG 2: Alchemiquest - Maps & Miscellany (XV)

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! Also, don't die!
[N] - Find or create your own goals!
[PG] - Find a way to assist the Godmodder! There's gotta be some more penetrable AG stuff around here.

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 - 3/8 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 - 8/8 Inventory Slots used.
[LVL 3 Weapon] Reactionary Bat - A bat that seems to react to the slightest touch of anything upon its wooden surface.
- When attacks are countered, allows the user to take up to 40 of the countered damage and sends it back at the original attacker as an action. This damage is still able to be countered.

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


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


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

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 - 4/8 Inventory Slots used.

[LVL 3 Weapon] Octuple Barreled Shotgun - It's taken on a standard revolver design, but with 8 slots for shotgun shells. Also, the barrel still unhinges.
- Adds 25 damage per Action to an attack. Still rather simple, but effective...
[LVL 2 Weapon] 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 [12/20 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 - 6 CP (Has 1 Attack Shield!)

[N] Sdieve - 500/500 HP - 11 CP (Has 2 Attack Shields!)
[AG] Shin Kicker (Plague) - 500/500 HP - 0 CP
[AG] Splashcat - 335/500 HP - 4 CP
[Taking 303 damage from Xorm if not countered!]

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

[PG] Xorm - 358/500 HP - 1 CP [Taking 144 damage from Splashcat 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

Godmodder HP - 69/70
Current Players - None

No entities present.
Players - Xorm

[RR] The Ralyx Remix - 1/1 HP, -300/-300 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!
Players: None!

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

[PG - RN] Scouts (x3) - 300/300 HP, Trap Shot x3 [Deals 40 Damage and inflicts Weakness (-10 Attack) for one turn. Cannot stack.]
[PG - RN] Hunter - 500/500 HP, Horde Breaker [Deals 60 Damage to up to 5 foes]

[N] Wall - 2000/2000 HP
Why is this here?
Current Players: Shin Kicker, Ninjatwist, Foodstuff Coloration Person, Splashcat, the Frazzled Inventor, Stick Figure

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

[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 1.5x when below half (260) HP.

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

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

[H] Small Bunnits x2 - 150/150 HP, 50 Attack
[H] Junk Bunnit - 350/350 HP, 120 Attack
Apparently, the Godmodder likes Xenoblade references in his Soul Orb.
 
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FCP 23 CP (20 + 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
 
>>> I store 3 more CP.
>< and go through the bottom-right room-transition. again, insofar as the concept applies. Dear universe, if you're wondering how I'm 'moving' without destablizing my methodology, it's like wearing a shirt. I know I'm wearing a shirt. but if you asked me whether there was a hole in one of the sleeves, I wouldn't be sure. Despite that, I remain fairly certain that I am wearing a shirt, so to speak. anyway... There might be wildlife in the way, but seeing as I'm not precisely here... besides, there's a clear gap where there's a wall instead of wildlife, and walls are no obstacle.
>< Hey, so... I said I'd explain how I was non-locational and nondetected, right? Well... I'd rather make sure the Godmodder doesn't find out how I'm doing it, so do you have any way for us to communicate safely, in a manner he Won't see? I doubt my methods entirely novel, but there are probably other ways to accomplish it, and even if he already knows how I might be doing it, I don't want him to know exactly which way I'm doing it.


CP: 11->14
Grist: 3230
Talc: 955
Galium: 240
Bismuth: 180
Items: Encyclopedia of Magical Structures [1/3]
Formation Calculator [3/3 Chargeup]
Alchemiter (Backup)
 
[Build] 1150 Build Grist
[LVL 1] 280 Talc
[LVL 2] 60 Gallium
[LVL 3] 90 Bismuth


Counter+1 Action: Xorm chuckled as things aligned. He had been turned into Xor... And The Arbiter had invoked Defeat The Universe. A world where he was a player.
"You know not what you do, fool."
And so he ceased to exist! Well, that was...
Wait.
Who was that?
In Xorm's place floated a being shaped of a minor Universe... Xor.
Why have you dragged me here?
To conveniently throw an attack directed at me through the fourth wall at you.
You accursed puppet of the Universe, coward who would hide behind others...
Only because it works!
...Gorilla you.
Stop complaining and take the shot so we can go back to whatever we were doing before!

And so it was Xor who registered as False, and was deleted from the place he was never meant to be. Xorm just did his own thing: namely not die.

EDIT: Xorm acquired an illegal edition of the Storydrop easily - And took fast note of the fact that he was capable of overhearing this thing. "Once a Player, always a Player, eh?"
This also meant he heard these Player's planning. To the west they would go, so to the west HE would go. Hopefully he didn't get horribly lost, or humorously jumped on by his own Faction. That would suck a little. Oh! Idea! He still had just a fragment of the Godmodder's first gift... He would make a little insignia, to prevent any misunderstandings.
Action 2: Alchemize The Godmodder's Favor || Rank Insignia

And so he would go forth, and make it to that forest first.

Action 3: Room Transition to the West
 
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Player's Guide to The Last Dimension - Table of Contents & Chapter 2
Mirai: Alright, new guys. Take this. It contains most of the info you'll need.
He tosses a duplicated book to you, and immediately it enters into the key items inventory that everyone has access to. Seems like it'll be a decent resource none the less.
Mirai: That right there is your key to not dying. I'd recommend reading it as you get the chance.
Mirai: Chapter 2 is the most important of the bunch. I'd read that first.


-=+=-

Table of Contents -
Prologue - Congrats! You've Died.
Chapter 1 - Traveler's Guide to The Last Dimension
Chapter 2 - Factions and Forces

- 2.1 - The Resistance
- 2.2 - The Formation and The Companions
- 2.3 - Other Major Forces
Chapter 3 - Guide to Common Obstacles
Chapter 4 - About the Companions
Chapter 5 - Miscellaneous Topics
Chapter 6 - Frequently Asked Questions...?


-=+=-

Chapter 2 - Factions and Forces
The Last Dimension is home to a large variety of forces and foes, depending on what faction you're located in. Players quite often choose their own path, but entities are still the dominant soldiers of any major faction and will often fight even without the presence of their creators. As a Player, it's important you recognize the different forces that may be on a battlefield at any given time - it may just save your life.

Many small bands of Players and entities - essentially, glorified Neutrals, exist out there on their own each with their own separate goals. They exist primarily to serve themselves and not die, along with possibly accumulating various bits and pieces of loot. They ultimately have little effect on the battlefield's larger sway, but they're still Players. Be wary if one decides they hate you for some reason.

2.1 - The Resistance
A large branch of the overarching AG Faction, the Resistance is a decently sized force of Anti-Godmodder Players and entities that have successfully stalled the Godmodder's process of reusing Sealed Bosses and prevented the battlefield from resetting completely for hundreds of rounds. Their main base is located in the metropolis city of Bounds End, through the Azure Glacier and several other zones - northwards from your current location as determined by the book's magical waypoint system, precisely engineered by a Player to avoid backtracking the signal to the location.

Despite the Resistance's success, they have been unable to increase the Player Power due to a tightened security around several of the Power Anchor's locations and a good amount of forewarning on the PG side. The hope to find some workaround for this is a continued struggle for their side, though new Players show potential for punching through these defenses. Whoever has recently increased it, keep at it.

2.2 - The Formation and The Companions
The Formation is the general standing line of the Godmodder's forces and a formerly rather competent one at that. Due to the recent increases in Player Power by several groups, most no longer pose a significant threat due to their inability to deal more than 30 damage in one attack. It should be noted that the keyword of 'most' does not include all due to the Godmodder's continued reinforcement of their capabilities and their numerical advantages in many scenarios.

Much more competent sub-factions of the Formation exist under the lead of the Companions, a group of 12(until recently, where it was increased to 13 and then 14 by the promotion of some unknown forces) incredibly strong officers and generals of the Formation Army and only a couple ranks down from the Godmodder themselves in the rankings. Each companion has a certain area locked under their control and plenty of lesser Formation Soldiers to command at will, though their specialties vary quite dramatically from Companion to Companion. It is highly recommended to avoid them at all costs unless some opportunity comes to strip them of their resources. Fight them at risk of your life, though it is rumored that the Godmodder's health bar is intrinsically tied to their wellbeing. If we want to escape this plane, it may become necessary to fight them at some point.

One final thing to note about the Formation is their usage and development of Power Anchors, a limitation on Player Power throughout the Last Dimension for any and all sides. Destroying them is the Resistance's main priority to increase the Player Power and destroy this Godmodder's Soul Orb incarnation.

2.3 - Other Major Forces -

The Arbiter -
A somewhat new force, The Arbiter seems enforced to be Neutral to all parties and maintains a majority of the battles on the plane. Some sides of the Resistance note that his presence has marked a turning point in the tides of battle and he may not be quite neutral. Not enough is currently known to confirm this theory.

More is likely to be added to this category as information is found. It was established only recently.

-=+=-
Mirai: To make a long story short, the current goal for the Resistance and a boon to all Players for the AG and Neutral sides would be an increase in Player Power through destroying Power Anchors throughout the world. These Power Anchors are commonly guarded by the Companions and their forces, however - and until recently, there was no way we were able to get through their forces.
Mirai: With the increase in power that you all have caused, however, there may be significantly more we can do to breach enemy lines and continue increasing our power to eventually face the Godmodder himself.

Jake: So... uh, no time to waste, right? Let's get to it.
Jake: No point in sitting around here!

Mirai: The closest one does appear to be to the west of here, in the Woodgrave Forest.
Mirai: Perhaps it may be a tactical advantage to continue there first.


Updated Itinerary:
[AG] - Destroy the Godmodder!
[AG/N] - Increase Player Power by destroying the Power Anchors!
[N] - Find your own goals!
[PG] - Stop the AG effort to increase Player Power!
[PG] - Reconvene with the Godmodder somewhere a bit more PG Biased...?
 
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I charge up 3 CP and rest for a bit.

// Outside of combat, can you move wherever you want on the map, or is it still limited to 2 spaces of movement?

Inventory:
- Heavy Crossbow [Lvl.2] ( +15 damage per action used)
- Dapper Stovepipe [Lvl.1] (20% chance to inflict Confusion (30% miss chance) to foes that attack you)

Charge: 18 CP
Grist Stores: 3060 Build Grist, 865 Talc, 180 Gallium, 180 Bismuth
 
A man in well worn green robes looks around his surroundings to end up in the Resistance's base as he blinks at the feeling of deja vu surging from him.

"... I'm pretty sure I've been whisked into a group of people like this before..."

Acknowledging the other people in the base, Winks sits in a corner as he listens to the two players as he fiddles with the energy that he knows he encountered before...

After being given direction as where to go, Winks had grasped enough that he started on his first entity.

(Action 1)(Summoning Glacier Huskies)
Recalling the huskies of the north and icy winds on his face, he summon up a pack of Glacier Huskies! Appearing in a icy breeze, the ground freezes under their paws as they sat under my attention.

(Action 2 & 3)(Training... and something more)
Smiling at the sight of the northern dog as they are caked in fur and frost they generate, Winks eyes give off a terrifying gleam as training equipment is brought to bare. The dogs gives a panicked whine as they scrambled out of the room, not before getting caught by the very obstacle course that He's already set up!

With an ominous laugh...

… he gave treats and ran them through a training montage, showing a thrilling and heartwarming 3 episode trilogy of a movie as they persevere through hardship, friendship and won their newly found goal of wining a tourney and gaining enough stability that the original team had settled down and their pups have grown to start up again and accompany their parent's master and friend onto a new journey...

Winks then proceeds to shave his beard and hugged the grown huskies children of his old team, having trained them for a while along with the help of the older huskies, he gets on the sled as they generated frost onto the floor and slide their sled with Winks on it over to the next power anchor's location. (Glacier Huskies Sled Team getto!)

... There's that nagging feeling in his head... its all too familiar.

(Free action)
Riding the sled, Winks and the Glacier Huskies slide their way to the next location of interest.
 
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CP:6
Build:2150
Lv 1:625
Lv 2:180
Lv 3:90

(ORDERS)The Dragon looks through the Drone and sees that it has enemies that it cannot defeat. No matter, he instructs it to head to his current position and head towards the Left Transition while he does his own shenanigans

(x1)(Paradoxic Wand)Wielding the Paradoxic Wand, the Dragon takes adavantage of the fact that according to the EoTB, he does not exist. He does not exist and thus is in everything and everywhere, but with the aid of the Wand, he forcibily makes himself re-exist at some location, which happens to be past the encounter below him where he previously stood, he then takes advantage of this impromptu teleportation hop to make haste to the bottom right Transition while the enemies to the North of him don't realise he is behind them.

(x2)(Pinpoint Needles) Which isn't to say he isn't leaving them without a Trap. Wielding the Needles of tiny and precise piercing, he set a cloned set of them whirling up in the air.As they spin they will spin faster and faster, steadily increasing their eventual Damage when they fling themselves at the enemies. When the Dragon of Paradoxes comes back this way, he shall bring forth a Reckoning of Needles.
 
[Build] Build Grist: 270
[LVL 1] Talc: 125
[LVL 2] Gallium: 120
[LVL 3] Bismuth: 30

-----

2 Actions + 5 CP: Total AP: 7
Effort Action Speed-Rush: I AM THE GOAT.

Of course, it might be nice if someone turned the bloody physics engine here back on. After being dragged by experimental air-stream logic, he was left stuck in midair, an accidental exception in the code of the universe. Soul Technicians were patching it as he held there, but it would be a minute before they fixed it.

So it was time to channel...
The Goat.

Once, Xorm had met a goat. The Goat. A beast so stubborn it actively refused to believe in and abide by the universal laws of physics. It seemed to be capable of simulating it's own logical illogicalities to replace the laws... A Goat Simulator.
He had learned just a moment of this power before the Goat clipped through a blade of grass and was sent spiraling into the infinite skies.
He would use that... now.

Air? If it's real, why don't we feel it? Like, if it's made up of a bunch of tiny particles, shouldn't we feel them, like we're wading through sand? I can't feel it, therefore it's not real. Simple as that.

And thus, Xorm was freed from his physics-less confines, and from air resistance! He couldn't breathe for a moment, but that was beside the point. What mattered was the shotgun now pointed behind him that still believed in air. This allowed it to fire, sending Xorm towards those wretched players even faster than he had gone at the Tank earlier. And even better? No air resistance meant no slow-down. Ooh, gravity still applies, didn't it... Give him a moment...

And another thing! Gravity! What of it? If there's really a force constantly dragging me down to the center of something really big, why am I not there yet? The planet's pretty big, but I'm not boiling in it's core... Therefore, gravity is quackery too!

He was now the nightmare projectile of every physics exam's final question. A humanoid shaped, self propelled projectile on a planet where gravity was minimal, in a vaccum. And by sheer luck, or the vague influence of the Berserker's Helm, he was pointed right at Splashcat.

And by The Goat, there was nothing that any mortal could do to stop him.

TL;DR: Create the Octuple-Barrel Shotgun. Then focus all potential for ass-kickery into [Recoil Blitz: Electric Boogaloo! Now with 100% less physics!] to catch up to and WHAMMY @Splashcat. In particular, because the [Berserker's Helm] commands it.

Counter + Action 1 + Karmic Bat: Xorm careenes towards Splashcat at incredible speed, helm pointed forward, promising an impact of physics-shattering force. Splashcat responds by swinging his Karmic Bat, and an unstoppable force becomes poised to meet its own reflection. It truly would be a physicist's nightmare, and Splashcat's brain works overtime trying to account for all the possibilities before the moment of impac-

"Stop!"

Time pauses, and turns to look at the interjector.

"Stop, stop, there will be no physics exam final questions right now. Come on, this is just cruel to the students. I'm the Dean of the University of [Redacted], Splashcat has a test an and assignment due today and two more tests tomorrow. Giving him an extra physics exam on top of that would just be cruel. This test is cancelled. Time, remove it from the universal schedule. Xorm, if you would like to provide an exam, you may try again next dop. No refunds will be provided for wasted CP."

Time glares at the dean. Who does he think he is to be able to order around Time itself? Why, it has half a mind to just start again without making any changes-

"And in case you were thinking of ignoring my recommendation, I'll have you know I have whole departments of the finest physicists and philosophers at my command, and I can and will instruct them to start teaching that Time is an illusion."

Time grumbles, with a sound like striking clocks, then grudgingly adjusts itself, rewriting the timeline so that Xorm's attack was significantly less powerful.

Xorm careens towards Splashcat at credible speed, helm pointed forward, promising an impact of a force that physics is quite capable of handling, thank you very much. Splashcat responds by swinging his Karmic Bat, and a stoppable force becomes poised to meet its own reflection. As has been quite well determined by physicists already, the two opposing forces cancel out, equal and opposite actions negating and ejecting reactions in the form of a resounding CRACK as the bat meets Xorm's head and both stop dead, every last newton of force depleted.

-----

Actions 2 and 3: Splashcat, legitimately busy, quickly charges 2 CP.

-----

The Mirror Golem attacks the nearest PG entity or player in range if there is one, then runs away from everything PG and takes cover if cover is to be found.
 
Update XVI
FCP 23 CP (20 + 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

You charge 2 CP, and then do a nice warm-up lap around the Resistance Base!... that had no actual effect, but you feel a bit more prepared now! Nevertheless, that adds a third CP point to your total, bringing it to 23 CP.

>>> I store 3 more CP.
>< and go through the bottom-right room-transition. again, insofar as the concept applies. Dear universe, if you're wondering how I'm 'moving' without destablizing my methodology, it's like wearing a shirt. I know I'm wearing a shirt. but if you asked me whether there was a hole in one of the sleeves, I wouldn't be sure. Despite that, I remain fairly certain that I am wearing a shirt, so to speak. anyway... There might be wildlife in the way, but seeing as I'm not precisely here... besides, there's a clear gap where there's a wall instead of wildlife, and walls are no obstacle.
>< Hey, so... I said I'd explain how I was non-locational and nondetected, right? Well... I'd rather make sure the Godmodder doesn't find out how I'm doing it, so do you have any way for us to communicate safely, in a manner he Won't see? I doubt my methods entirely novel, but there are probably other ways to accomplish it, and even if he already knows how I might be doing it, I don't want him to know exactly which way I'm doing it.


CP: 11->14
Grist: 3230
Talc: 955
Galium: 240
Bismuth: 180
Items: Encyclopedia of Magical Structures [1/3]
Formation Calculator [3/3 Chargeup]
Alchemiter (Backup)

+3 CP, and passing directly by the Bunnits (I still have no clue how they got there) due to them not even noticing you... that and quite simply going over the wall, I guess? I'm pretty sure that's not how those barriers are supposed to work, but okay. You arrive at the Summit, a small area with a bit to do, actually! The main attractions are a small chest on the other side of the area from where you are, as well as a telescope of some kind. Interesting.

Regarding your undetectability - I'm pretty sure I have a way that the Godmodder won't be able to track, at least not as easily. Message me through Discord about it... look, Players can do weird stuff. I'm sure we'll make it work. Just know that it might be difficult for you to actually interact with stuff on the field while you're still undetectable if the hunch I have is correct.


Bored and with nothing to do, I just sit down, dance, and use all my actions to charge CP.

... Okay. You do that, then!

[Build] 1150 Build Grist
[LVL 1] 280 Talc
[LVL 2] 60 Gallium
[LVL 3] 90 Bismuth


Counter+1 Action: Xorm chuckled as things aligned. He had been turned into Xor... And The Arbiter had invoked Defeat The Universe. A world where he was a player.
"You know not what you do, fool."
And so he ceased to exist! Well, that was...
Wait.
Who was that?
In Xorm's place floated a being shaped of a minor Universe... Xor.
Why have you dragged me here?
To conveniently throw an attack directed at me through the fourth wall at you.
You accursed puppet of the Universe, coward who would hide behind others...
Only because it works!
...Gorilla you.
Stop complaining and take the shot so we can go back to whatever we were doing before!

And so it was Xor who registered as False, and was deleted from the place he was never meant to be. Xorm just did his own thing: namely not die.

EDIT: Xorm acquired an illegal edition of the Storydrop easily - And took fast note of the fact that he was capable of overhearing this thing. "Once a Player, always a Player, eh?"
This also meant he heard these Player's planning. To the west they would go, so to the west HE would go. Hopefully he didn't get horribly lost, or humorously jumped on by his own Faction. That would suck a little. Oh! Idea! He still had just a fragment of the Godmodder's first gift... He would make a little insignia, to prevent any misunderstandings.
Action 2: Alchemize The Godmodder's Favor || Rank Insignia

And so he would go forth, and make it to that forest first.

Action 3: Room Transition to the West

1 damage to Xor! Very Temporary Xor defeated, and Xorm unharmed through the counter and action put into it. That works, I suppose - I don't think Xor actually died though, just your momentary duplicate.

Godmodder Favor || Rank Insignia = Formation Badge [LVL 2 Armor]
- A small badge with the same coloration and everything as the uniform of a Formation Soldier.
- Takes 10 damage off every attack launched at you, along with showing loyalty to the PG side.

You alchemize the Formation Badge, costing you 200 Build Grist, 60 Gallium, and 120 Talc. Seems like this might get you past a good few encounters against your own team, at least! You then proceed to move to the west, entering the Run-Down Fort for the first time! Since movement is a free action outside of combat, you attain one additional CP.


The stickman deced to rest for a bit.

You do so, charging up 3 CP in the process. Nothing wrong with taking a break every once in a while!

I charge up 3 CP and rest for a bit.

// Outside of combat, can you move wherever you want on the map, or is it still limited to 2 spaces of movement?

Inventory:
- Heavy Crossbow [Lvl.2] ( +15 damage per action used)
- Dapper Stovepipe [Lvl.1] (20% chance to inflict Confusion (30% miss chance) to foes that attack you)

Charge: 18 CP
Grist Stores: 3060 Build Grist, 865 Talc, 180 Gallium, 180 Bismuth

You do the exact same thing as the stick figure does, charging and resting up a bit. To answer your question, the movement's a free action now and you can move basically anywhere using one - even if it's way on the other side of the explored terrain, too!

A man in well worn green robes looks around his surroundings to end up in the Resistance's base as he blinks at the feeling of deja vu surging from him.

"... I'm pretty sure I've been whisked into a group of people like this before..."

Acknowledging the other people in the base, Winks sits in a corner as he listens to the two players as he fiddles with the energy that he knows he encountered before...

After being given direction as where to go, Winks had grasped enough that he started on his first entity.

(Action 1)(Summoning Glacier Huskies)
Recalling the huskies of the north and icy winds on his face, he summon up a pack of Glacier Huskies! Appearing in a icy breeze, the ground freezes under their paws as they sat under my attention.

(Action 2 & 3)(Training... and something more)
Smiling at the sight of the northern dog as they are caked in fur and frost they generate, Winks eyes give off a terrifying gleam as training equipment is brought to bare. The dogs gives a panicked whine as they scrambled out of the room, not before getting caught by the very obstacle course that He's already set up!

With an ominous laugh...

… he gave treats and ran them through a training montage, showing a thrilling and heartwarming 3 episode trilogy of a movie as they persevere through hardship, friendship and won their newly found goal of wining a tourney and gaining enough stability that the original team had settled down and their pups have grown to start up again and accompany their parent's master and friend onto a new journey...

Winks then proceeds to shave his beard and hugged the grown huskies children of his old team, having trained them for a while along with the help of the older huskies, he gets on the sled as they generated frost onto the floor and slide their sled with Winks on it over to the next power anchor's location. (Glacier Huskies Sled Team getto!)

... There's that nagging feeling in his head... its all too familiar.

(Free action)
Riding the sled, Winks and the Glacier Huskies slide their way to the next location of interest.

Wait, wait whoa whoa whoa - Winks!? Oh gods this is worse than I thought - he's getting to even the veterans too...

Anyways... welcome back to a different Soul Orb, but a Soul Orb never the less. You waste no time getting started, immediately summoning a small pack of four Glacier Huskies! They're good dogs, which is only improvised upon as you give them a bond of love and friendship through the award-winning Glacier Huskies trilogy! They're amazingly good dogs in the long run, really.

After that, you sled over to the Forest Transition, which is the next point of interest closest to the Power Anchor! Though a small drone seems to be available currently, a blockade of some ranger-like forces seems to impede you and your group of good dogs from progressing much further - seems like some combat might be in order!

Oh, and one last thing - I'm just making sure, you are joining the AG faction, right? Your actions do line up with it, but you could still easily be a Neutral as well. The Neutraladder doesn't really exist here yet, either...


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

(ORDERS)The Dragon looks through the Drone and sees that it has enemies that it cannot defeat. No matter, he instructs it to head to his current position and head towards the Left Transition while he does his own shenanigans

(x1)(Paradoxic Wand)Wielding the Paradoxic Wand, the Dragon takes adavantage of the fact that according to the EoTB, he does not exist. He does not exist and thus is in everything and everywhere, but with the aid of the Wand, he forcibily makes himself re-exist at some location, which happens to be past the encounter below him where he previously stood, he then takes advantage of this impromptu teleportation hop to make haste to the bottom right Transition while the enemies to the North of him don't realise he is behind them.

(x2)(Pinpoint Needles) Which isn't to say he isn't leaving them without a Trap. Wielding the Needles of tiny and precise piercing, he set a cloned set of them whirling up in the air.As they spin they will spin faster and faster, steadily increasing their eventual Damage when they fling themselves at the enemies. When the Dragon of Paradoxes comes back this way, he shall bring forth a Reckoning of Needles.

The Drone will do as you command.

Meanwhile, you - wait. Hey, at the very least you were on the actual map, give me a break... never the less, you reappear on the opposite side of the combat encounter, moving across to the Summit and joining Sdieve there.

Back in the Trailhead, though, you create a trap that will initiate at the start of that particular combat encounter poised to strike the Bunnits down! Seems like they'll grow in power over time if you leave them be, too.


[Build] Build Grist: 270
[LVL 1] Talc: 125
[LVL 2] Gallium: 120
[LVL 3] Bismuth: 30

-----



Counter + Action 1 + Karmic Bat: Xorm careenes towards Splashcat at incredible speed, helm pointed forward, promising an impact of physics-shattering force. Splashcat responds by swinging his Karmic Bat, and an unstoppable force becomes poised to meet its own reflection. It truly would be a physicist's nightmare, and Splashcat's brain works overtime trying to account for all the possibilities before the moment of impac-

"Stop!"

Time pauses, and turns to look at the interjector.

"Stop, stop, there will be no physics exam final questions right now. Come on, this is just cruel to the students. I'm the Dean of the University of [Redacted], Splashcat has a test an and assignment due today and two more tests tomorrow. Giving him an extra physics exam on top of that would just be cruel. This test is cancelled. Time, remove it from the universal schedule. Xorm, if you would like to provide an exam, you may try again next dop. No refunds will be provided for wasted CP."

Time glares at the dean. Who does he think he is to be able to order around Time itself? Why, it has half a mind to just start again without making any changes-

"And in case you were thinking of ignoring my recommendation, I'll have you know I have whole departments of the finest physicists and philosophers at my command, and I can and will instruct them to start teaching that Time is an illusion."

Time grumbles, with a sound like striking clocks, then grudgingly adjusts itself, rewriting the timeline so that Xorm's attack was significantly less powerful.

Xorm careens towards Splashcat at credible speed, helm pointed forward, promising an impact of a force that physics is quite capable of handling, thank you very much. Splashcat responds by swinging his Karmic Bat, and a stoppable force becomes poised to meet its own reflection. As has been quite well determined by physicists already, the two opposing forces cancel out, equal and opposite actions negating and ejecting reactions in the form of a resounding CRACK as the bat meets Xorm's head and both stop dead, every last newton of force depleted.

-----

Actions 2 and 3: Splashcat, legitimately busy, quickly charges 2 CP.

-----

The Mirror Golem attacks the nearest PG entity or player in range if there is one, then runs away from everything PG and takes cover if cover is to be found.

... Wow. Uh, powerful allies have powerful effects, I guess - and due to the already busy work schedule of your university, Xorm's "physics test" is made far easier by the Dean and subjected to the laws of actual physics! Between all that and the Karmic Bat, you completely cancel out the damage due to the Creativity Bonus and subject 40 back at Xorm with the Karmic Bat.

You also charge 2 CP and command the Mirror Golem, who will follow orders to the best of its capabilities! Additonally, err... turns out those Level 3 Alchemies do actually cost 90 Bismuth. These things are permanent, thankfully, but they're gonna stay at the standard cost in the future.


-=+=-
End of Turn Battle -

Slated Cliffs -

At the Forest Transition, the battlefield comes to a standstill as both sides judge the other's forces. It seems to be a fair fight, but who will strike first in this encounter?... wait, what's the Mirror - oh. Okay, I guess the Mirror Golem strikes first, gaining a decent attack increase from the Scout as it deals 70 damage! The Wicked Witch of the Wavelength joins the fight as well, flying out of the Resistance Base and inflicting stacked Weakness on the Hunter!

The Drone follows orders exiting the Forest Transition and ending up in the Run-Down Fort's region!... oh, that might not be good, Xorm's there.

The Ralyx Remix... seems to pick up itself and the various runic defenses it has, and moves out of the Chase Valley in preference for a more secure region! I'm not entirely sure how it's doing it, but it does and it moves out and away to... somewhere else, I guess. I'm sure it'll pop up again sooner or later.

Jake and Murai take a moment to rest themselves as well, charging 3 CP each and sharing some slight conversation amongst themselves.
Murai - I know that look. What're you planning?
Jake - Exploration, and assistance, mainly. There are some strong forces off in the forest and I'd like to help the fight.
Murai - Understandable. I'll be following soon after. I need to do something else first.

General -
@KitRougard will take 40 damage from Splashcat's Karmic Bat if not countered!

Everything upticks like it should!

To cut down on bloat of new area discovery, old areas with no Players or anything of interest left in them will be retired as locations and unable to be traversed to in the future. They'll still be on the map since I can't just delete an area, but I'm just doing this to save some space and headaches down the line. This turn, the area archiving will take place with the Chase Valley and Blasted Pass, since nothing of interest is happening there currently nor should anytime soon.

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

-=+=-

Soul Orb - Slated Cliffs
A region of cliff-like areas and mountains, all a slate gray color. Despite this, life still seems to hang about in some places...

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

docs.google.com

DefTG 2: Alchemiquest - Maps & Miscellany (XVI)

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] - Destroy the Godmodder!
[AG/N] - Increase Player Power by destroying the Power Anchors!
[N] - Find your own goals!
[PG] - Stop the AG effort to increase Player Power!
[PG] - Reconvene with the Godmodder somewhere a bit more PG Biased...?

Player List - Player Power set to 100.
General Inventory / Key Items:
- The Alchemiter: allows for alchemy wherever and whenever!
Required Grist for Upgrade to [LVL 4] -
1700/3200 Build Grist, 400/720 Talc, 120/360 Gallium, 180/360 Bismuth

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

Ninjatwist - 3/8 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 - 8/8 Inventory Slots used.
[LVL 3 Weapon] Reactionary Bat - A bat that seems to react to the slightest touch of anything upon its wooden surface.
- When attacks are countered, allows the user to take up to 40 of the countered damage and sends it back at the original attacker as an action. This damage is still able to be countered.

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


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


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

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!

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

Xorm - 5/8 Inventory Slots used.

[LVL 3 Weapon] Octuple Barreled Shotgun - It's taken on a standard revolver design, but with 8 slots for shotgun shells. Also, the barrel still unhinges.
- Adds 25 damage per Action to an attack. Still rather simple, but effective...
[LVL 2 Weapon] 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 2 Armor] Formation Badge - A small badge with the same coloration and everything as the uniform of a Formation Soldier.
- Takes 10 damage off every attack launched at you, along with showing loyalty to the PG side.
[LVL 1 Armor] Reactive Shield [14/20 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 - 23 CP
[AG] Ninjatwist_ -
500/500 HP - 18 CP
[AG] Paradox - 500/500 HP - 6 CP (Has 1 Attack Shield!)

[N] Sdieve - 500/500 HP - 11 CP (Has 2 Attack Shields!)
[AG] Shin Kicker (Plague) - 500/500 HP - 3 CP
[AG] Splashcat - 335/500 HP - 6 CP
[AG] Stick Figure (GAWR) - 500/500 HP - 8 CP
[AG] The Frazzled Inventor - 500/500 HP - 0 CP

[AG...?] Winkins - 500/500 HP - 0 CP

[PG] Xorm - 358/500 HP - 2 CP [Taking 40 damage from Splashcat's Karmic Bat 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

Godmodder HP - 69/70
Players: Winkins

[AG(?) - Winkins] Glacier Huskies (x4) - 110/110 HP, 30 Attack (x4)

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

[AG - Splashcat] Mirror Golem - 520/520 HP, 10 HP Regen per turn, 75 Attack, + Copy Ability: gains a permanent bonus based on whatever it attacked last! Attack multiplies by 1.5x when below half (260) HP.

[PG - RN] Scouts (x2) - 300/300 HP, Trap Shot x2 [Deals 40 Damage and inflicts Weakness (-10 Attack) for one turn. Cannot stack.]
Scout - 230/300 HP, Trap Shot [Deals 40 Damage and inflicts
Weakness (-10 Attack) for one turn. Cannot stack.]
[PG - RN] Hunter - 450/500 HP, Horde Breaker [Deals 60 Damage to up to 5 foes], Moderately Weakened (-25 Attack) for two turns!

[N] Wall - 2000/2000 HP
Why is this here?
Current Players: Shin Kicker, Ninjatwist, Foodstuff Coloration Person, Splashcat, the Frazzled Inventor, Stick Figure

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

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

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

[N] Loot Chest - 1/1 HP, 0 Attack
Why's this thing even have stats? Either way, I bet there's good stuff in there!
[N] Telescope - Usable to look at a faraway place!
Current Players - None

[AG - Paradox] Needle Trap - 100 Attack, +50 attack per turn. Will strike the Bunnits down when combat starts!

[H] Small Bunnits x2 - 150/150 HP, 50 Attack
[H] Junk Bunnit - 350/350 HP, 120 Attack
Apparently, the Godmodder likes Xenoblade references in his Soul Orb.
 
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The stickfigure decides to head out to the blasted pass but not before previewing: pogo stick && teleporter
 
I finish dancing, before attempting to leave the base and run as much as I can towards the forest transition, taking the shortest path, before jumping towards the Scouts with my Airy Sword and putting all my actions into a barrage of hits to the shins with the hilt.
 
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CP:7
Build:2150
Lv 1:625
Lv 2:180
Lv 3:90

(x1)I make sure the Loot chest isn't actually a Mimic in disguise before opening it
(x1)I take a gander around the entire area on this summit with the aid of the Telescope...maybe starting with that Broken Power Anchor ??
(x1)CHARGE!!
(Orders)The Trap ticks upwards and the Drone, spotting Xorm, flees to explore the West and North Transition Room, remaining in the North one since West seems to be PG Territory and it does not wish to stay there for longer than needed to explore the place superficially.
 
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> I pop out of my nondetectability state, possibly even with an actual pop, and take my share of loot from the chest, too. If the chest only had 1 share of loot I just... store a CP, or something, and don't pop out of nondetectability.
> I alchemize the Heaven Comms Router, that is, the level 2 'passive' item that lets me connect my wifi to heaven, which I previewed earlier.
> +1 CP.
>< alright uh... message sent on discord, I guess. this free action is only delivered to the terminal a minute after the message is actually sent.
>< You know, arbiter, I don't think you should worry much about this guy getting to veterans. Based on the records of the last war, most of the competent players only became competent After they died the first time. no clue why, but assuming that's not some statistical anomaly, the Godmodders actually making a mistake by killing all these players.
>< I log back into the heaven comms, and say "yeah hi sorry the router I was using exploded. I'm back to not being in immediate risk of life and limb, though, and this router is probably less vulnerable to spontaneous destruction."
I then continue "say, could you load up the webpage 'forums.spacebattles.com/threads/defeat-the-godmodder.568723/post-45079648' on a monitor next to you? I have a good reason, promise.", then tab into the drone control interface. (which consists of me mashing keys while thinking about what I want to happen, and works by the same logic as perfect coding.)
{{{ooc: link. couldn't make the text a link because it'll replace it with the words 'defeat the godmodder' if I do.}}}
E> The drone is now receiving commands from me again! Its next command is to return to the Mana Gathering Rune, and carve a lowercase italics bold Book Antiqua 'p' into the middle. for very good reasons.
>< I also look up news about real Players who are not currently fighting Godmodders. Like, ones in sidequests or something. I'm thinkin' I want to trade comparative advantages with a player, and sidequesters are more likely to be neutral, I think? also, ones in active combat with Godmodders might risk my actions being noticed.

CP: 14->15
Grist: 3230->3030
Talc: 955->835
Galium: 240->180
Bismuth: 180
Items: Encyclopedia of Magical Structures [1/3]
Formation Calculator [3/3 Chargeup]
new: Heaven Comms Router
Alchemiter (Backup)
 
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[Build] 950 Build Grist
[LVL 1] 160 Talc
[LVL 2] 0 Gallium
[LVL 3] 90 Bismuth


Well. He said not to get lost, and he did anyways. Good job. He just HAD to invoke the first law of comedy: Murphy's Statement. "Anything that will easily go without a hitch WILL go without a hitch... Unless some wiseass says that 'It'll be EASY!'" But then again... What was this thing? The A.I. overlay decreed it as a "Broken Power Anchor..." Wait! A POWER ANCHOR? Though nonfunctional, it was an important asset to the PGs... Or rather, the functioning ones were. But this one... He could experiment with it, get a glimpse at how they worked... Not to mention salvage it to get parts to potentially repair another one, or perhaps create something with a similar power. Power-Sapping ammunition, an amulet that weakened players around him, an outright Micro-Anchor to pester his foes... The application methods were limitless!

[Focus 3x] Inspect the Broken Power Anchor, figure out what we can learn of Power Anchors (Such as the repair of, functional methods of, operation of) from it, then see if there's anything of use/salvageable from it.

Was it... A Room Transition, somehow? The map said that light blue was a Room Transition, so...

Oh. Right. I suppose I should...
[COUNTER]
Xorm chuckled. The Reactive Bat was flawed - It called upon a powerful group of beings, certainly - The legendary SMASH MOUTH. But its aura was weak, compared to their true ritual.
"Somebody once told me..." he growled, beginning the chant that could end the world. His skin turned an... Ogreish Green as he began the chant.
"The world was gonna roll me."
A flicker of a moment where his head is replaced with... I'm sorry, a bowling ball with a skull in it?
"
I ain't the sharpest tool in the shed."
A shovel appeared in his hands, and he twirls it with deadly efficency.
"She was lookin' kinda dumb..."
He could feel his anger rising. All that really meant was he was reaching superhuman levels of angry - Anger itself didn't bestow any powers.
"
With her finger and her thumb..."
He raises a hand to his head, a whole lot of forks clenched in his fist. One flick of his wrist, and many, many forks and spoons go flying at the remnant force from Splashcat.
"
In the shape/Of an "L"/On her forehead."
The starting line finished, he makes the "loser" ssymbol on his forehead with the other hand, points fingerguns, and spins around before bringing down the hammer on... DEAR GODS ABOVE AND GODMODDERS BELOW WHAT WAS THAT STENCH?
...
...
...
...
...
Ugh... What happened... Oh. Right. Xorm cut one so brute-force nasty it knocked me out through the 4th wall. Back to narrating- Wait. What do you mean there's nothing to narrate now? He just did the entry to the ritual? Doesn't he know it's dangerous to leave the Mystery Men unsatisfied? Let alone... HIM. Ah well. It's his funeral...
 
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What? an AG? of course not! I'm 99% Neutral... That 1% was when he was... grouped up with... the other AGs at the end?

An... Arbiter? Winks KNOWS he's been through this before... But its clearer then the last time?

He's dead... again? That explains being a veteran... something still missing from all this.


(Action 1 & 2)(Game spelunking and Powering up Doggos!)
Winks grimace and shake his head from the stray thoughts to focus more in his round of combat. Eying the Hunter with a worried look as he spells trouble for the dogs, Winks sets up a TV set along with a old Dintendog console. Booting up the old thing, Winks breezes through the first couple levels of Super Dogio and instead focused on the grabbing all the Power Up Treats! Upon reaching end of world 1-4 and beating Queen Catsers, Winks pause the game right as Catsers was about fall into the deep fishtank right below, gaining access to the debug room!

Knowing as the glitch doesn't last for long, Winks pounced into the TV set as he find himself into the code of the game. With a few test strokes in the coding, along with grabbing a few and shoving them into his robes, Winks swam through the codes as he reaches the area of the Power Treat counter that keeps track of all the power up gained in the game. As the time of glitches is about to time out. He Plunges his hand into the counter, grabbing what's in there and pluck himself out of the TV. Just in time as the game resets and the TV closes once again.

Laughing after that rush and escaping game entrapment, Winks pulls the treats his robes as the huskies perk up from the smell alone. Examining the the now revealed Icey Bones, Winks wonders of the effect it give the dogs... will it allow the dogs to actually form cold enough breaths to use to freeze/slow enemies like in the game? will it increase their ability to freeze more things in their presence alone?

He smiles inwardly at the thoughts of his good boys getting stronger, cherishing this part of him as gives the dogs their new treat before they engage in battle.


(Action 3)(I'm not trapped here with you, you're trapped here WITH ME)(Create sub-zone)
Knowing the Hunter would do grievous damage to his dogs, Winks solos him out, there's no way he's letting him run scot free!

Giving one last order to take the Scouts out, Winks appears in front of the Hunter, landing on the grass before unleashing the code he snagged in the debug room! Immediately, the code expanded and revealed to be a miniboss challenge room! Bricks surrounds us both, blocking the line of sight from the other entities so as to be unable to target them. Can't let rip that skill if you're in a different zone after all!

Knowing that the code will last for two turns, Winks grins and puts up his arms to get into a fisticuff with this here Hunter.
 
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I join up with Winkins in the Forest Transition, staying in the backline and trying to assess the coming situation.

I also charge up 2 CP just to get my count to a nice round number.

Inventory:
- Heavy Crossbow [Lvl.2] ( +15 damage per action used)
- Dapper Stovepipe [Lvl.1] (20% chance to inflict Confusion (30% miss chance) to foes that attack you)

Charge: 20 CP
Grist Stores: 3060 Build Grist, 865 Talc, 180 Gallium, 180 Bismuth
 
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