DefTG 2: Alchemiquest

Update XVII
The stickfigure decides to head out to the blasted pass but not before previewing: pogo stick && teleporter

The Blasted Pass is not a valid place to currently travel to, so you end up at the Trailhead instead. Still no active fights there, and it's close enough. As for your alchemy...

Pogo Stick && Teleporter ==
Warp Bouncer [3/3 Uses] [LVL 2 Consumable]
- Because a Teleporter taped to the bottom of the pogo stick is surely not a terrible idea.
- When used, warps the user somewhere else currently explored on the field! An unreliable way to completely bypass combat, maybe?

This would cost you 200
Build Grist, 120 Talc, and 60 Gallium... but you previewed it. Just a heads up - I'm not keeping track of your Grist. It's on you to keep an accurate amount of how much you have, and I'm pretty sure I can't just grant stuff for free without infringing some Arbiter law or another. You also charge up 2 CP, due to your actions not costing much in that aspect.

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.

You finish your neat little dance before you dash off to the Forest Transition, connecting a flurry of slashes into a Scout's shin with the Airy Sword and essentially one-shotting it! ... You really don't like those guys' shins, huh?

Never the less, 150
Build Grist and 50 Talc is dropped from him. Not bad!

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.

You stab the loot chest to test if it's a Mimic! Considering the fact that the chest bursts open without a second passing, it's not a Mimic. Inside, you find 30 Bismuth, along with a +1 Broadsword! Seems... somewhat generic but at least it's loot.

You look around with the Telescope and end up focusing on Xorm, who's examining the Broken Power Anchor. It seems pretty thoroughly thrashed after what you guys did to it, the former reddish glow it had dimmed to nothing and the entire top half of it being reduced to scrap and broken glass... yet there still does seem to be some vestige of power left in it. Certainly nothing able to hinder you guys, but still interesting.


CHARGE!!!... +1 CP. The Drone will do as you say.

> 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)

You exit the state of non-detectability, most likely startling Paradox! Finding a second +1 Broadsword in the chest, you pick it up as well, since... well, hey, it's a free LVL 3 item. Why wouldn't you?

You alchemize the Heaven Comms Router, costing you 200
Build Grist, 120 Talc, and 60 Gallium. At least the connection's back now! Charging 1 CP as well, you proceed to resume your conversations, sending me a nicely in-depth explanation on how you were doing your invisibility trick, and talking to the voice on the other end of the line...

"Welcome back. Good to see you're not dead, at least." You tell him about your request to open up the page. "Alright... opening it up now - this is an archive of the last bits of the Godmodding War against Verradd... specifically, one of JOEbob's action logs on glyphs? I mean, it's here and opened for you, so... yeah."

You cause the drone to engrave a "p" in the center of the glyph it's been carving outside, allowing it to receive and absorb Player aid more easily... hm. Yeah, seems like a solidly good reason to me. While browsing the internet, it seems like there are a couple of Players around still trying to contain the Godmodder in the Himalayas... and somewhat failing. There're a couple of side-questing Neutrals documented, but the question is how are you going to let them aid you all the way from there? This library is not in the Himalayas.

[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...

You go and inspect the Broken Power Anchor, gaining a set of insights into their creation and such! Although they're incredibly costly to construct, maintaining them is somewhat easy - just store it somewhere incredibly obscure and let it sit there for a while, and it should do its job just fine as long as no Players come by and destroy it. Repair doesn't quite seem plausible either with the current tools and Grist you have at your disposal, either...

Never the less, you do gain some insight into how you could possibly make something with this! If you do try and do something like that down the line, it could function rather effectively - even to the point where you could create it for less Grist. Remind me if and when you want to do that.

As for your counter though, what the heck was that? Attack very clearly dodged (although the Reactive Shield did take a bit of the blow), but... uh, Xorm's clearly somewhere else. They're most likely still somewhere in the Slated Cliffs, at least... I hope. Until we find him, Xorm's location is more or less nowhere...


FCP 26 CP

3320 Build Grist
1025 Talc Grist
240 Gallium Grist
180 Bismuth

+3 CP it is!

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.

That makes sense - glad I asked. Alignment changed to Neutral!... but do you seriously not remember the last fight we had? I know it was 10 years ago, but still... what about Disco-Chan or your other entities from back then? Does that ring a bell?

Well... at least you still seem to have the gist of how to fight here. You proceed to set up a small gaming setup and go game spelunking, grabbing a few bits of code from within the debug room! One of these is a small series of Icey Bones, which you feed to the all four of the Glacier Huskies! This boosts their attack significantly, also giving it a secondary
Frost effect to enemies they hit. They're honestly just happy that they're good dogs.

You then proceed to create a miniboss challenge room for yourself and the Hunter, preparing for a fight! It expands out into a proper arena, causing the entire area to be created as a subzone! It's still located in the Forest Transition, so you'll be able to find stuff for it there.


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

You move to the Forest Transition, assessing the coming situation - long story short, you guys have this in the bag. Winks seems to have the Hunter under control, and with all the entities on the field here? It should wrap up within the next round.

Other than that, you charge 2 CP and prepare for a fight!


-=+=-
End of Turn Battle -

Slated Cliffs -

At the Forest Transition, the battle ensues! The Glacier Wolves and Mirror Golem team up to knock out a Scout, who drops 150 Build Grist and 50 Talc! Meanwhile, the Wicked Witch of the Wavelength deals 50 damage and Weakness to the one still alive!

The Scout that remains inflicts Trap Shot on the Wicked Witch of the Wavelength, dealing 40 damage, and the Hunter fires Horde Breaker on Winkins, forcing 60 damage on him if he doesn't do something!

At the Trailhead, Paradox's trap continues to grow stronger as the Bunnits remain oblivious of their impending doom. Whatever works, I guess!

Elsewhere, Paradox's Drone moves off and flies northward, revealing an area that seems significantly colder than the rest of the Slated Cliffs you've been through so far. Unfortunately, it seems like this is another blockade of some of the Formation soldiers, though yet again - these look different than the generic ones you've seen around here... and pretty strong, if basic.

Jake charges 3 CP and moves to join the battle at the Forest Transition, only to realize it's mostly been wrapped up already. Murai remains at the base, seeming to be working and pondering designs for some occasion later down the line... still charges 3 CP though.


General/Miscellaneous -
Winkins will take 60 damage from the Hunter if he doesn't counter the attack!

Xorm's Reactive Shield increments in power, and Splash charges 3 CP due to being busy!

I said this a while ago, but figured I'd remind people because it's been a bit - the Alchemiter doesn't obtain its own share of Grist anymore! Upgrading it requires a decent amount of Grist to be donated to the effort. When it's fully upgraded, enemies will begin dropping the new kind of Grist required for the next level of items, essentially unlocking the next tier of alchemy. Oddly enough, it seems that all Players share the Alchemiter's capabilities and are on the same playing field there. Huh.

Additionally, the Frazzled Inventor has been marked as AFK for the time being. Last note - due to the lack of anything of interest except the Broken Power Anchor in the Run-Down Fort, it's being archived as an area.


Total Grist Attained -
[Build] +300 Build Grist
[LVL 1] +100 Talc
[LVL 2] +0 Gallium
[LVL 3] +30 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 (XVII)

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 - 7/8 Inventory Slots used.

[LVL 3 Weapon] +1 Broadsword - Seems to be a mildly enchanted broadsword, with nothing more to it. Still cool, though.
- Adds 25 damage to an attack and negates up to a 15% chance of dodging.

[LVL 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 - 4/8 Inventory Slots used.

[LVL 3 Weapon] +1 Broadsword - Seems to be a mildly enchanted broadsword, with nothing more to it. Still cool, though.
- Adds 25 damage to an attack and negates up to a 15% chance of dodging.

[LVL 1 Weapon] Formation Calculator [Cooldown: 3/3] - A lightweight laptop with a bunch of programs on it for creating and designing formations.
- Usable to add roughly 10 damage and an average chance of a status effect to a formation per action. Has a cooldown of 3 turns.


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


[LVL 2 Passive] Heaven Comms Router - A small device, capable of being carried in a pocket. It works!
- Enables communications with Heaven, or what remains of it. From there, who knows what you can do?

- Backup Alchemiter
- $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 [6/20 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 - 26 CP
[AG] Ninjatwist_ -
500/500 HP - 18 CP
[AG] Paradox - 500/500 HP - 7 CP (Has 1 Attack Shield!)

[N] Sdieve - 500/500 HP - 12 CP (Has 2 Attack Shields!)
[AG] Shin Kicker (Plague) - 500/500 HP - 3 CP
[AG] Splashcat - 335/500 HP - 9 CP
[AG] Stick Figure (GAWR) - 500/500 HP - 8 CP

[N] Winkins - 500/500 HP - 0 CP [Taking 35 damage from the Hunter if not countered!]
[PG] Xorm - 358/500 HP - 2 CP
[AG] [AFK] Alastair??????? - 500/500 HP - 2 CP

[AG] [AFK] Mr. Reception - 500/500 HP - 0 CP
[AG] [AFK] The Frazzled Inventor - 500/500 HP - 0 CP
[AG] [AFK] Wondertainment - 500/500 HP - 6 CP

Godmodder HP - 69/70
Current Players - Shin Kicker, Ninjatwist

[N - Winkins] Glacier Huskies (x4) - 110/110 HP, Frost Breath (x4) [Deals 45 Damage and inflicts Frost (Can only move 1 zone away) for two turns.]

[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, 80 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, 6 CP

[PG - RN] Scout - 250/300 HP, Trap Shot [Deals 40 Damage and inflicts Weakness (-10 Attack) for one turn. Cannot stack.], Moderately Weakened (-25 Attack) for two more turns!

[N] Wall - 2000/2000 HP
Why is this here?

Miniboss Challenge Arena - 300/300 HP - 2 Turns Remaining!
Current Players - Winkins


[PG - RN] Hunter - 450/500 HP, Horde Breaker [Deals 60 Damage to up to 5 foes], Moderately Weakened (-25 Attack) for two turns!
Current Players - None

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

[PG - BR] Tribesmen x3 - 700/700 HP, 100 Attack
Current Players: Foodstuff Coloration Person, Splashcat

[RS] Murai - 500/500 HP, 6 CP

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

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

[AG - Paradox] Needle Trap - 150 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.
 
[Free Action?]A bit of static kicks through to the Arbiter's terminal. It seems oddly unrelated to the game... [[Yo, Xorm's Player here. The Reactive Bat was built upon the foundation of a Smashmouth song, so I countered it with the classic Smashmouth song, "Allstar." This granted Xorm the very temporary powers of the Mystery Men (who feature in the music video. Great terrible movie, suggest you watch it.) As well as the meme-lord God status of Shrek, where everyone knows the song from in the first place. Sorry, my references can get out of hand - which I like to think makes we a worthy fighter. AIGHT, back to the grind~]]

[Build] 1250 Build Grist
[LVL 1] 260 Talc
[LVL 2] 0 Gallium
[LVL 3] 120 Bismuth

This was... odd. Normally Xorm was a source of creativity, but from this zone between? He had nothing. Nothing to work from, and thus no work was done.

[Actions 1+2, +2 CP = Total Base AP 4]
...No, of course, there was always work to be done! Between dimensions was a fine place to be - It meant he had a clear chance to call upon another world. So he reached through the world, and found a link, and through that link with a small Bunnit, he found a junkyard of forgotten Blades - Untapped powers cast aside long ago in favor of flashier models. Many of their Core Crystals were fragmented beyond repair, their skills ripped out by those who cared not for the poor creatures... But one still glimmered with an aspect of elegance, a perfect counterpoint to his brute force. So he reached out and claimed it for his own.
"Dear child," he said along their link. "They cast you aside, but now I take you as the scythe that shall cast a shadow across them. Your new name is 'Kama,' for the Blade you shall become." And so, he pulled the Xenoblade through to his side, to fight beside him in this strange orb.

Entity Summoned: Kama, Common Blade. Alignment:
[N - Xorm]
Though Xorm is its new wielder, it is not beholden to him or his master. It will obey Xorm, but is liable to be converted unless Xorm can cement its loyalty.

Skills:
Dodge
A lithe, Female-Model blade, Kama shows an elegance and grace that allows her to avoid attacks occasionally.

Critical
Her dance hides weapons that cut far deeper than a common knife. Perhaps she should not have been cast aside so simply...

[Action 3]
Ah, and maybe this would contribute to the sanity of the Players...
Preview Recycling Center && Alchemiter.
What? Do I look like I want to spend Grist on this? I want to nudge you guys into doing it so I can leach off it. I'm just finding the formula for you guys to use so I can profit.
 
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>First of all... using the P on the Heaven persons monitor as a focus, I channel this action over to the Heaven person. I assume they're an angel? If so, my player power concentrates onto one of the feathers on one of their wings, which gains an iridescent sheen. those tiny little hair things feathers are made of in that feather rearrange themselves, becoming a very complicated series of glyphs (mostly a grab-bag of protection effects) layered on top of each other, with the line inscribed by going from each glyphs center to the next being the shape of a glyph of Survivalist's Teleportation. To put it in the terms appropriate for the previous War, I turned one of their feathers into a 'last chance save', a player-based thing which I'm fairly certain is just as action-power-decoupled as attack shields, where one attack is avoided (rather then blocked), but an attack that would Kill, rather then the next attack as with an attack shield (and in this case, the method of avoidance is relocation). text-to-speeching to them, I say:
"There you go. I wanted to thank you for being so helpful, so I've given you a thingy that'll save your life if you'd die otherwise... I made sure it's a physical object, so if you don't want it you can sell it or give it to someone else, I guess?"
(The version of the symbol on the monitor is functional, because JObob never says the P is a glyph, and if it's not a glyph then it doesn't have to be Carved, just represented somehow.)
>< based on flyskyads, if I want a banner with my discord account ID and 'PLYR WTH DEAL' on it to fly past(read: low to the ground and in front of) one of those neutral players for 6 minutes, it'll cost me about 60$ at most, So I order a flight of that. If I'm understanding update terminal senses correctly, once one of them notices it, everyone will or can.
If any of the neutrals message my discord, I tell them my offer is that I can give them 2 attack shields/blockers/ last chance saves in exchange for just One of their actions.
> In the meantime... I channel my Player Powers through the glyphs my drone carved to give it- the drone- an infinite mana/power source and free wifi. Note that this isn't an unlimited amount of power per second; it's just never going to actually... run out. like a generator running at maximum... generation-y-ness?... but without the need for fuel, or something.
>next I tab to the formation calculators other software and start using it for its actual use: Designing a formation. I try to make a formation with the quadrouple purposes of gathering mana, accepting input-orders from players only, using mana for weak force projection, and material conjuration. Basically, within the range of the formation I'll be able to project a facsimile of a physical presence and player powers. Since the power of the formation calculator is in designing good formations, not in it constructing them... hopefully it won't be dampened.
>< I travel to the broken power anchor and inspect it myself. more specifically... is there any lingering godmodding energy around it?
>< if not, I move on to the zone below.
>< I donate 500 Grist, 100 Talc,60 galium, and 50 Bismuth to the alchemiter. I'm not going to foot the entire bill, but I Am going to short-circuit the coordination problem by putting in enough that if a few others join in it'll reach the required amount.
{{{{The following is not, despite what it says, intended to have any form of gameplay effects, and is entirely roleplay + setup for some attack flavors in the future. also, the 'beeep' is supposed to be a hanging-up sound.}}}}
>< ...ok, now that that's all out of the way... time for something I've kinda been putting off. Time to call Steffan and... I don't know. try to get his help? at least get him to give me my first(and last) paycheck? It's not really something I want to do, but... if it might work, I can't justify putting it off. Alright, here goes... I dial his phone number. at least, I think this is his number.

...Yep. Definitely the right number; I'd recognise the extremely unwieldy text anywhere. I mean, I only saw it once, but-

-Wait, what?

-Oh for pete's sa-

Well. That was a colossal waste of time. what an arrogant... well, no. He's not secretly a failure at everything, unlike... Well, he's still pretty smug about it.


CP:15
Grist: 3030->->2730
Talc: 835->->835
Galium: 180->120
Bismuth: 180->->160
Items: Encyclopedia of Magical Structures [1/3]
Formation Calculator [3->0/3 Chargeup]
Heaven Comms Router
Alchemiter (Backup)
 
CP:7
Build:2150
Lv 1:625
Lv 2:180
Lv 3:90

(x3)(Pinpoint Needles)I head back and Initiate Combat with the Bunnits, setting off my Trap to immediately destroy a Small Bunnit. I note that my Pinpoint Needles is still more useful than the Broadsword for Focused Attacks and promptly use it in conjunction with the Needle Trap to disintegrate the rest of the Bunnits by skewering them onto the needles.
 
D-Disco-chan? he... Guh...

Y-yeah... that hit something alright... well... he thinks he was driving to Himalayans? it was in a huge temple? cathedral? shrine thing on wheels? God... he doesn't recall... The Bun royalties and their knights was heading out to spread the joy of Rice and other veggies to other tourist while the buns servants took the time to lounge near the... rice building, appreciating the religious events. And Fennie was hiking up to do some classic mountain peak meditation like the warrior miniboss she is, probably waiting for some wandering warrior cultivator to fight and finally earn her BOSS status.

Huh, Winks narrows his eyes in thought. He recall quite a bit from this memory shock... nothing on godmodding wars or where these people... entities came from... Oh and Disco-Chan... there a lot of emotions from that name holds... But she took a trip to the closest town to see the night life and maybe participate in. Then Winks decided to take a quick jaunt to other side of the mountain and... Uh...

(3 Actions)(Beating up the Hunter with "fair" Miniboss fight design)
Finally drawing blanks, Winks scratches his head, momentarily pulling off his head through some mini boss privilege and boss design codes and shaking it a bit only finding no new information...

Meanwhile... while his head is shaking for more information Winks entire body was enlarged and facing off the Hunter thanks to the miniboss room's coding! Taking advantage of this, Winks's Hands immediate goes for the Broken Grabbing Hitboxes, letting itself being hit by the Hunter's attack but immediately connects to their hitboxes, turning over to the grab animation to play out. Taking advantage as being a magically detached body parts miniboss, the hands swiftly played the Hunter like putty before tossing them in one corner to be revealed as a perfectly aligned 12 mini sized Hunter Bowling Pins!

While normally the player would wait a bit before coming back to their usual form... This particular miniboss grapple has a 1% of triggering the follow up attack that does 12x the touch damage due to the player being 12 different bowling pins/hurtboxes! And since Winks is part of the code and has access it... THE ROLLS LAND IN THAT 1% SPELLING DOOM IN THE INCOMING HEAD BOWLING BALL FOR A STRIKE. YEEEEET.
 
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Alright, time for a challenge.

I join Winkins in the Hunter's challenge room and proceed to do some attacking work! I manifest a magical bayonet onto my Heavy Crossbow, taking a couple of strikes at the Hunter while retreating, each strike a swift blow to the Hunter's center of mass andserving a dual purpose- to stifle the Hunter's attack and to make my eventual repositioning easier. After that, I take aim with the Heavy Crossbow for a carefully-aimed close-range shot.

Quarrel

The Heavy Crossbow's bolt sails from my position to the Hunter, exposing the Hunter to a devastating blow tearing into their vital organs! I quickly reload my crossbow in order to take a follow-up shot next turn, opportunity (and Hunter's remaining health) provided.

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: 3360 Build Grist, 965 Talc, 180 Gallium, 210 Bismuth
 
[Build] Build Grist: 270
[LVL 1] Talc: 125
[LVL 2] Gallium: 120
[LVL 3] Bismuth: 30

-----

Action 1 + possibly some more actions: Everyone seems to be focused around the Forest Transition, so I'll go explore in the other direction. I head over in the direction of the Northern Blockade, spending as many actions as I need to reach the Drone's location. If it's not much of a fighter, then maybe I can help it get past that encounter marker. I initiate the encounter.

-----

All actions I didn't need to spend on moving: I charge CP.

-----

If anyone (on the AG side) would like the Periodic Wand or Wordy Gun, just let me know, you can have them.

-----

The Mirror Golem will make for the Northern Blockade. If it's able to get in range of the encounter and the enemies have already spawned, it'll attack an enemy that's there.
 
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Update XVIII
[Free Action?]A bit of static kicks through to the Arbiter's terminal. It seems oddly unrelated to the game... [[Yo, Xorm's Player here. The Reactive Bat was built upon the foundation of a Smashmouth song, so I countered it with the classic Smashmouth song, "Allstar." This granted Xorm the very temporary powers of the Mystery Men (who feature in the music video. Great terrible movie, suggest you watch it.) As well as the meme-lord God status of Shrek, where everyone knows the song from in the first place. Sorry, my references can get out of hand - which I like to think makes we a worthy fighter. AIGHT, back to the grind~]]

[Build] 1250 Build Grist
[LVL 1] 260 Talc
[LVL 2] 0 Gallium
[LVL 3] 120 Bismuth

This was... odd. Normally Xorm was a source of creativity, but from this zone between? He had nothing. Nothing to work from, and thus no work was done.

[Actions 1+2, +2 CP = Total Base AP 4]
...No, of course, there was always work to be done! Between dimensions was a fine place to be - It meant he had a clear chance to call upon another world. So he reached through the world, and found a link, and through that link with a small Bunnit, he found a junkyard of forgotten Blades - Untapped powers cast aside long ago in favor of flashier models. Many of their Core Crystals were fragmented beyond repair, their skills ripped out by those who cared not for the poor creatures... But one still glimmered with an aspect of elegance, a perfect counterpoint to his brute force. So he reached out and claimed it for his own.
"Dear child," he said along their link. "They cast you aside, but now I take you as the scythe that shall cast a shadow across them. Your new name is 'Kama,' for the Blade you shall become." And so, he pulled the Xenoblade through to his side, to fight beside him in this strange orb.

Entity Summoned: Kama, Common Blade. Alignment:
[N - Xorm]
Though Xorm is its new wielder, it is not beholden to him or his master. It will obey Xorm, but is liable to be converted unless Xorm can cement its loyalty.

Skills:
Dodge
A lithe, Female-Model blade, Kama shows an elegance and grace that allows her to avoid attacks occasionally.

Critical
Her dance hides weapons that cut far deeper than a common knife. Perhaps she should not have been cast aside so simply...

[Action 3]
Ah, and maybe this would contribute to the sanity of the Players...
Preview Recycling Center && Alchemiter.
What? Do I look like I want to spend Grist on this? I want to nudge you guys into doing it so I can leach off it. I'm just finding the formula for you guys to use so I can profit.

To Xorm's Player - makes sense, but... uh, Radiohead is not Smashmouth. Thanks for the clarification on what exactly happened, though! As we cut back to Xorm in this strange void area, I realize that Xorm didn't straight up disappear... he just went into the Blade Awakening menu. How does this work? No clue, but it does.

As the Blade awakens with a somewhat showy display with her Dual Scythes, she lands with a brief nod to you.
"Let's enjoy our cooperation. After all, you are my Driver." That's... odd, especially considering Dual Scythes aren't exactly a common weapon type... but I digress. You have awakened Kama from her Core Crystal! After a brief look at the stat block she has (which has been promptly been moved to the End of Turn Battle's field sections), you find yourself replaced back at the Trailhead, due to the menu closing itself out and a lack of usable Core Crystals. I'd blame strange Skip Travel points, really. (and the fact that I archived the Run-Down Fort as a zone but still.)

Recycling Center && Alchemiter = Recycler Extension
[ERROR]
- This extension has already been Alchemized. Two are unnecessary.
- If the Recycler Extension is unavailable, please contact your
superior.

Odd. Based on the blue text, I'd guess it has something to do with the Godmodder...

>First of all... using the P on the Heaven persons monitor as a focus, I channel this action over to the Heaven person. I assume they're an angel? If so, my player power concentrates onto one of the feathers on one of their wings, which gains an iridescent sheen. those tiny little hair things feathers are made of in that feather rearrange themselves, becoming a very complicated series of glyphs (mostly a grab-bag of protection effects) layered on top of each other, with the line inscribed by going from each glyphs center to the next being the shape of a glyph of Survivalist's Teleportation. To put it in the terms appropriate for the previous War, I turned one of their feathers into a 'last chance save', a player-based thing which I'm fairly certain is just as action-power-decoupled as attack shields, where one attack is avoided (rather then blocked), but an attack that would Kill, rather then the next attack as with an attack shield (and in this case, the method of avoidance is relocation). text-to-speeching to them, I say:
"There you go. I wanted to thank you for being so helpful, so I've given you a thingy that'll save your life if you'd die otherwise... I made sure it's a physical object, so if you don't want it you can sell it or give it to someone else, I guess?"
(The version of the symbol on the monitor is functional, because JObob never says the P is a glyph, and if it's not a glyph then it doesn't have to be Carved, just represented somehow.)
>< based on flyskyads, if I want a banner with my discord account ID and 'PLYR WTH DEAL' on it to fly past(read: low to the ground and in front of) one of those neutral players for 6 minutes, it'll cost me about 60$ at most, So I order a flight of that. If I'm understanding update terminal senses correctly, once one of them notices it, everyone will or can.
If any of the neutrals message my discord, I tell them my offer is that I can give them 2 attack shields/blockers/ last chance saves in exchange for just One of their actions.
> In the meantime... I channel my Player Powers through the glyphs my drone carved to give it- the drone- an infinite mana/power source and free wifi. Note that this isn't an unlimited amount of power per second; it's just never going to actually... run out. like a generator running at maximum... generation-y-ness?... but without the need for fuel, or something.
>next I tab to the formation calculators other software and start using it for its actual use: Designing a formation. I try to make a formation with the quadrouple purposes of gathering mana, accepting input-orders from players only, using mana for weak force projection, and material conjuration. Basically, within the range of the formation I'll be able to project a facsimile of a physical presence and player powers. Since the power of the formation calculator is in designing good formations, not in it constructing them... hopefully it won't be dampened.
>< I travel to the broken power anchor and inspect it myself. more specifically... is there any lingering godmodding energy around it?
>< if not, I move on to the zone below.
>< I donate 500 Grist, 100 Talc,60 galium, and 50 Bismuth to the alchemiter. I'm not going to foot the entire bill, but I Am going to short-circuit the coordination problem by putting in enough that if a few others join in it'll reach the required amount.
{{{{The following is not, despite what it says, intended to have any form of gameplay effects, and is entirely roleplay + setup for some attack flavors in the future. also, the 'beeep' is supposed to be a hanging-up sound.}}}}
>< ...ok, now that that's all out of the way... time for something I've kinda been putting off. Time to call Steffan and... I don't know. try to get his help? at least get him to give me my first(and last) paycheck? It's not really something I want to do, but... if it might work, I can't justify putting it off. Alright, here goes... I dial his phone number. at least, I think this is his number.

...Yep. Definitely the right number; I'd recognise the extremely unwieldy text anywhere. I mean, I only saw it once, but-

-Wait, what?

-Oh for pete's sa-

Well. That was a colossal waste of time. what an arrogant... well, no. He's not secretly a failure at everything, unlike... Well, he's still pretty smug about it.


CP:15
Grist: 3030->->2730
Talc: 835->->835
Galium: 180->120
Bismuth: 180->->160
Items: Encyclopedia of Magical Structures [1/3]
Formation Calculator [3->0/3 Chargeup]
Heaven Comms Router
Alchemiter (Backup)

As thanks for their assistance, you grant the person on the other end a Last-Chance Save! "Ah... uh, thanks. Not sure if that'll ever be useful here, but... thanks." Also back in different Planes, you grant your drone infinite wifi and fuel - shouldn't run out now, and also seems to have vastly increased its range. It basically has its own hotspot.

You design a complex formation that basically functions as a Mana-powered you hologram!... but also looks slightly impossible to make, based on how some lines are carved quite essentially in the fourth spatial dimension. It seems like to get further on in this, you might need a slightly better program, but hey - at least it's a start. You could also still try and construct that, but I'm not sure how well it'd work.

As for other free actions, you donate a good amount of Grist to the Alchemiter, and... have a very pointless and one-sided talk with Steffan's voicemail. I've heard of paranoia, but that just seems ridiculous. You would do the airplane advertisement thing too, but that's not a free action.


You attempt to exit to the Run-Down Fort, but due to you no longer being invisible, you attract the attention of the Bunnits on the other side of the room transition in the Trailhead! They seem to impede your progress, not wanting to let you through that particular area... not to mention Xorm suddenly appearing in there. Looks like there might be a bit of a brawl upcoming.

CP:7
Build:2150
Lv 1:625
Lv 2:180
Lv 3:90

(x3)(Pinpoint Needles)I head back and Initiate Combat with the Bunnits, setting off my Trap to immediately destroy a Small Bunnit. I note that my Pinpoint Needles is still more useful than the Broadsword for Focused Attacks and promptly use it in conjunction with the Needle Trap to disintegrate the rest of the Bunnits by skewering them onto the needles.

You join Sdieve at the Trailhead battle, and completely destroy the two Small Bunnits using the Needle Trap! Additionally, 216 damage lands on the Junk Bunnit, severely injuring them - although not enough to kill the thing, it's certainly enough to make it a lot weaker.

180 Build Grist and 40 Gallium is dropped from the Small Bunnits!

D-Disco-chan? he... Guh...

Y-yeah... that hit something alright... well... he thinks he was driving to Himalayans? it was in a huge temple? cathedral? shrine thing on wheels? God... he doesn't recall... The Bun royalties and their knights was heading out to spread the joy of Rice and other veggies to other tourist while the buns servants took the time to lounge near the... rice building, appreciating the religious events. And Fennie was hiking up to do some classic mountain peak meditation like the warrior miniboss she is, probably waiting for some wandering warrior cultivator to fight and finally earn her BOSS status.

Huh, Winks narrows his eyes in thought. He recall quite a bit from this memory shock... nothing on godmodding wars or where these people... entities came from... Oh and Disco-Chan... there a lot of emotions from that name holds... But she took a trip to the closest town to see the night life and maybe participate in. Then Winks decided to take a quick jaunt to other side of the mountain and... Uh...

(3 Actions)(Beating up the Hunter with "fair" Miniboss fight design)
Finally drawing blanks, Winks scratches his head, momentarily pulling off his head through some mini boss privilege and boss design codes and shaking it a bit only finding no new information...

Meanwhile... while his head is shaking for more information Winks entire body was enlarged and facing off the Hunter thanks to the miniboss room's coding! Taking advantage of this, Winks's Hands immediate goes for the Broken Grabbing Hitboxes, letting itself being hit by the Hunter's attack but immediately connects to their hitboxes, turning over to the grab animation to play out. Taking advantage as being a magically detached body parts miniboss, the hands swiftly played the Hunter like putty before tossing them in one corner to be revealed as a perfectly aligned 12 mini sized Hunter Bowling Pins!

While normally the player would wait a bit before coming back to their usual form... This particular miniboss grapple has a 1% of triggering the follow up attack that does 12x the touch damage due to the player being 12 different bowling pins/hurtboxes! And since Winks is part of the code and has access it... THE ROLLS LAND IN THAT 1% SPELLING DOOM IN THE INCOMING HEAD BOWLING BALL FOR A STRIKE. YEEEEET.

The Rice Monastery... Fennie, Disco-Chan, the Buns... yeah, those were all your entities and friends from the war against Verraad. Disco-Chan even saved us all from Cybil's prison that one time. I hope they're doing alright, wherever they are... but if I'm putting the pieces together, you probably got ambushed by the Godmodder as you went hiking. The rest is kinda self-explanatory.

Never the less, though: you proceed to take advantage of the Miniboss Room by being the Miniboss! Although the 35 damage from earlier lands, you deal 380 back in return as the Hunter is left on the ropes for a final blow!
((OOC: I did actually roll for the 1% damage buff. It didn't happen, as is expected, but still.))

Alright, time for a challenge.

I join Winkins in the Hunter's challenge room and proceed to do some attacking work! I manifest a magical bayonet onto my Heavy Crossbow, taking a couple of strikes at the Hunter while retreating, each strike a swift blow to the Hunter's center of mass andserving a dual purpose- to stifle the Hunter's attack and to make my eventual repositioning easier. After that, I take aim with the Heavy Crossbow for a carefully-aimed close-range shot.

Quarrel

The Heavy Crossbow's bolt sails from my position to the Hunter, exposing the Hunter to a devastating blow tearing into their vital organs! I quickly reload my crossbow in order to take a follow-up shot next turn, opportunity (and Hunter's remaining health) provided.

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: 3360 Build Grist, 965 Talc, 180 Gallium, 210 Bismuth

You fire a series of bolts into the Hunter, dealing a lethal blow and tearing the entire Miniboss room's fragile code down with it from sheer overkill damage! Clutching its side as it disintegrates, the Hunter also leaves behind an impressive amount of 400 Build Grist and 80 Gallium - not a bad haul!

FCP 26 CP (23 + 3)
churg

3320 Build Grist
1025 Talc Grist
240 Gallium Grist
180 Bismuth

I get that you've gained 3 more CP, but what's a churg? I haven't seen the term used before. (Also, keep in mind you should be at 29 total.)

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

-----

Action 1 + possibly some more actions: Everyone seems to be focused around the Forest Transition, so I'll go explore in the other direction. I head over in the direction of the Northern Blockade, spending as many actions as I need to reach the Drone's location. If it's not much of a fighter, then maybe I can help it get past that encounter marker. I initiate the encounter.

-----

All actions I didn't need to spend on moving: I charge CP.

-----

If anyone (on the AG side) would like the Periodic Wand or Wordy Gun, just let me know, you can have them.

-----

The Mirror Golem will make for the Northern Blockade. If it's able to get in range of the encounter and the enemies have already spawned, it'll attack an enemy that's there.

You spend a free action moving to the Northern Blockade, and one real action to initiate some fighting in the area! Using your other two actions, you charge up 2 CP.

The Mirror Golem will follow your lead!

-=+=-
End of Turn Battle -

Slated Cliffs -

Forest Transition - At the Transition, the Glacier Huskies and Wicked Witch of the Wavelength deal a significant amount of damage, Jake coming in with a blast of force to the Scout's side to finish it off! 150 Build Grist and 50 Talc have been obtained!

Jake - Easy! Now that that's wrapped up, where are we headed next?

Trailhead - At the Trailhead, Kama awaits orders and seems to idle for the turn, unsure of what the Driver wants to do. The Junk Bunnit attacks Paradox in retaliation with its piece of scrap metal that it wields, breaking the Player's attack shield!

Northern Transition - At the checkpoint, the Mirror Golem charges in and deals 80 damage to one of the Tribesmen to gain 40 HP in return! The Drone also fires in, dealing another 25 damage to the same one! The Tribesmen retaliate, sending 300 damage back at it. Seems like they're a bit more prepared (and a lot tankier, for that matter) than the Scouts were...

Murai exits the Resistance Base and joins Splashcat at the Northern Blockade!
Murai - Figured you might want help. Let's get this path opened, shall we?

General/Miscellaneous -
Plague charges 3 CP! Additionally, everything throughout the Soul Orb upticks like it normally should.

As another final note, I've reformatted the entire End of Turn Battle to reduce behind-the-scenes chaos. If some of your items are a slightly different color or other things seem slightly more off than usual this turn, that's why. Let me know if I mistyped anything!

Total Grist Attained -
[Build] +730 Build Grist
[LVL 1] +50 Talc
[LVL 2] +120 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 (XVIII)

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] -
2200/3200 Build Grist, 500/720 Talc, 180/360 Gallium, 230/360 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 - 7/8 Inventory Slots used.
[LVL 3 Weapon] +1 Broadsword - Seems to be a mildly enchanted broadsword, with nothing more to it. Still cool, though.
- Adds 25 damage to an attack and negates up to a 15% chance of dodging.
[LVL 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 - 4/8 Inventory Slots used.
[LVL 3 Weapon] +1 Broadsword - Seems to be a mildly enchanted broadsword, with nothing more to it. Still cool, though.
- Adds 25 damage to an attack and negates up to a 15% chance of dodging.
[LVL 1 Weapon] Formation Calculator [Cooldown: 1/3] - A lightweight laptop with a bunch of programs on it for creating and designing formations.
- Usable to add roughly 10 damage and an average chance of a status effect to a formation per action. Has a cooldown of 3 turns.

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

[LVL 2 Passive] Heaven Comms Router - A small device, capable of being carried in a pocket. It works!
- Enables communications with Heaven, or what remains of it. From there, who knows what you can do?

- Backup Alchemiter
- $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.

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 [8/20 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.

The Frazzled Inventor - 0/8 Inventory Slots used.
Nothing yet!

[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 - 29 CP
[AG] Ninjatwist_ - 500/500 HP - 18 CP
[AG] Paradox - 500/500 HP - 7 CP
[N] Sdieve - 500/500 HP - 12 CP (Has 2 Attack Shields!)
[AG] Shin Kicker (Plague) - 500/500 HP - 6 CP
[AG] Splashcat - 335/500 HP - 9 CP
[AG] Stick Figure (GAWR) - 500/500 HP - 8 CP
[N] Winkins - 465/500 HP - 0 CP
[PG] Xorm - 358/500 HP - 0 CP
[AG][AFK] Alastair??????? - 500/500 HP - 2 CP
[AG][AFK] Mr. Reception - 500/500 HP - 0 CP
[AG][AFK] The Frazzled Inventor - 500/500 HP - 0 CP
[AG][AFK] Wondertainment - 500/500 HP - 6 CP

Godmodder HP - 69/70
Current Players - Shin Kicker, Ninjatwist, Winkins

[N - Winkins] Glacier Huskies (x4) - 110/110 HP, Frost Breath (x4) [Deals 45 Damage and inflicts Frost (Can only move 1 zone away) for two turns.]

[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!

[RS] Jake - 500/500 HP, 7 CP

[N] Wall - 2000/2000 HP
Why is this here?
Current Players - Splashcat

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

[AG - Splashcat] Mirror Golem - 260/560 HP, 10 HP Regen per turn, 80 Attack, + Copy Ability: gains a permanent bonus based on whatever it attacked last! Attack multiplies by 1.5x when below half (280) HP.

[RS] Murai - 500/500 HP, 9 CP

[PG - BR] Tribesmen x2 - 700/700 HP, 100 Attack
Tribesman - 620/700 HP, 100 Attack
Current Players: Foodstuff Coloration Person

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

[N] Telescope - Usable to look at a faraway place!
Current Players - Paradox, Sdieve, Stick Figure, Xorm

[N - Xorm] Kama - 250/250 HP, 80 Attack(10% chance of critical, doubling damage), Dodges 15% of all attacks

[H] Junk Bunnit - 134/350 HP, 120 Attack
 
I dash over to the Northern Blockade, making a level 1 alchemy of (Double Barreled Shotgun && Yo-Yo), before using my remaining two actions to shoot a tribesman in both of his shins with my Six-Color Shooter, the Red and Yellow crayons specifically.
 
"Gods above, why do you always confuse those two, O Player mine?" Xorm mutters under his breath. Those twin scythes were already in his hands, temporarily replacing his own shotguns - Until some strange skill procs, and they fuse together into a strange, boomerang/glaive-like weapon in one hand, and his Octuple-Barrel Shotgun returned to in the other.

He weighed his odds.

He did the math.

2 AGs and 1 N, against what mathematically amounted to 1.7 PGs, if he counted Kama according to their power. In addition, two of the opposing Players had those damn +1 Broadswords - With their inherent accuracy boost, which negated Kama's dodge. He had confidence he could block his own aggro... But not enough to block for Kama, too.

Sooo he knew he needed to run, but not before inconveniencing his opponents.

"Kama! I had hoped this first fight would have been a decent one, but I'm afraid we'll be merely stab-and-dashing. I need to get your Core Crystal fixed, before something happens to you I can't bring you back from."

He needed to put something messy between him and the AGs, at least...

[Action 1 - A Great, Great Wall]
[And many apologies for even referencing the dumpster fire of American politics.]

Blades had elements, which in turn influenced their Arts. This he knew - but he had neglected to check Kama's elemental affinity. So he glanced at the Twinned Scythe in his left hand, to determine its element...
[[Roll=2. Result: Ice]]
It was cold and calculating in his hands - colored with pastel blues and snowy whites. He tossed his Shotgun into the air, Pocketing it with a sharp PING. A swift flick of the wrist separates the scythes again, and he takes a moment to center himself. A slow, elegant spin, like a ballerina through molasses... A mist flows forth, covering the field and thickening in a line between him and the Player opposition.

And then with a sudden claw upward of the Dual Scythes, it hardens, a crystalline wall erupting from the ground, from AA16 to AA20. It would hardly hold for long, but it would keep a distance between the Driver and his Blade and their mighty foes.

[Another Message?]
[[For the record, the Element list I rolled for corresponds to the little box on the Blades page of the Xenoblade wiki. When the dice get involved, I obey - Even if the element I had rolled was something hard to make a wall from, like Wind or Water... Or outright another "Hey! Why's that Common Blade got that?" ...Namely Light.
[[In any case, I count myself lucky, Ice is a well-rounded element in my opinion. I, eh... Never actually played a Xenoblade... So all my info is kinda ripped from the Wiki, actually. Forgive me if I miss any nuances that make the actual lore of the game good!]]


Well, that happened.

[Action 2: Protect Me!]
Xorm didn't actually know how smart this Junk Bunnit was, but it had to be sharp to pick up a chunk of scrap metal and use it like a weapon, with its tail no less! So it had to be smart enough to understand what Xorm was doing - Giving it a better weapon, his outdated Quadruple-Barrel Shotgun. Whether the adorable thing knew how to fire a gun was the real question, but even if it used it like a hitting-stick instead of a boom-stick, it would hit just a bit harder than the hunk of metal it held now.
[TL;DR - Sacrifice Quadruple-Barrel Shotgun and spend an Action to buff Junk Bunnit, hopefully convincing it to hurt me last at worst.]

[Action 3 (+Free Movement): RUN.]

Well. Distractions and inconveniences were set. That meant it was time to SKEDOODLE. So with another smooth wave of the Dual Scythes, the soles of his boots were coated in a thin layer of hyper-slick ice. Kama already danced as though she were a skater on ice, and indeed - Xorm leaned into the frosty combination, meeting her halfway for a pirouette, then skating RIGHT out of the picture to the west. Accounting for the Archival of the Run Down Fort, he then maintained his direction, winding up West of that!

Edit: Got directions wrong. Again.
KitRougard threw 1 8-faced dice. Reason: Elemental Affinity Total: 2
2 2
 
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Orders:The Drone zips back and heads to the Broken Power Anchor to see what is up with it. If it's nothing, it continues zipping to the south room.

The Dragon warily considers Xorm and his Blade. But he does not act yet. He mutters something along the lines of "Jeez, a lot of Xenoblade stuff here, is this like, the Xenoblade Biome ??"

When Xorm makes his Ice Wall and Buffs the Junk Bunnit, he makes his move. Nodding at the SFG to continue pursuit of Xorm he begins his own actions.

(x2)(Microscopic Needles) While it cannot be known how much the Junk Bunnit is buffed, it can be said that it is highly unlikey it's Health is going to be increased by a lot due to the main buff being seemingly a Weapon.

Therefore, the Dragon takes out his Needles and pierces the Bunnit into so many pieces, piercing all of it's weak points. The weakness sensing needles really helps with targetting when there's an Ice Wall blocking the way.

(x1)(Paradoxic Wand)Speaking of Ice Walls, that would be an issue for the Stick Figure Guy from making a straight run after Xorm. So he turns the Ice Wall from Obaque to Crystal Clarity. He than performs a Perspective trick by maintaining that since he can clearly see through the Ice like it's not there, it actually isn't there at all. Making it effectively disappear.

He than attempts to give chase as best he can
 
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>< with the junk bunnit distracted, I sneak past it, also leaving the two other players possibly oncoming battle much less likely to involve me as collateral damage.
> I buy a sky banner ad as described.
> hm. it needs to be extended into the fourth dimen... Ok, so first of all obviously I could make it in person because, well. player and the thing I used in order to not be here. But I don't Want to make it in person, because the whole point is for it to not be in person.
...I think I have a solution, but the drone isn't properly outfitted for it. I could make it make a 3D formation on the forest floor, but for 4-D... Well, I do still have a bit of player influence, so I'll just upgrade the drone with what it needs. with an expenditure of player energy, one of the drones legs has the ability to magically store material, and then deposit it- into the air, such that it floats! Now it can build things up into the air without needing to build supports beneath them (and build slightly faster besides, by using the magic to help transfer materials, but that's a more minor point.).
> I store 1 CP.

E> now that its been upgraded, drone orders! The drone is to start making the 4D formation.
yep, you heard me. Oh, I should probably explain how. See, Mana is a very interesting... substance? lets call it a substance. It generally behaves something like a liquid or plasma, though of course there are exceptions like crystalline mana. Carving with mana is also a special case; the Mana fills the carving, but it's... much more viscous then in normal use, I suppose? This, combined with proper shaping of the carvings, allows different parts of a rune to have unique 'depths' of mana. Depth of carving is usually a term for their mana density, because magic users can't standardise their terms to save their lives. Putting more Mana into a glyph-or parts of a glyph- changes its effects power, and varying the amount of mana in glyphs in a series can alter the final outcome. This effect is similar in its effects on runes vs formations to the effect of physical carving-depth on glyphs vs runes- glyphs are affected, runes require only the symbol, likewise here runes are affected, while formations require only the proper arrangement... At least, if you have the right number of dimensions. Back to the central point, I'm using Mana Depth (which is actually Mana Density) as a proxy method for fourth-dimensional distance, so that the 'deeper' a carving is, the further along on the w axis the instructions say it has to be. This means that the formation Is actually affected by the depth of the mana in the carvings, unfortunately for me. This is unfortunate because, remember, 'depth' is actually Density. the further into the 4th dimension each line is, the more Mana it'll take, and in a multiplicative manner.
Another problem is that the 'deeper' a carving is, the more trouble a human- er, biological- glyphmaker will have stabilising the Mana Density at that point, and even faster increases the amount of trouble they have maintaining that mana level when they continue to carve. This affects my drone, but to a lesser extent; the autopilot is a 'spirit', which has the same issues as a biological would, but now that I've got a wifi hotspot, I can keep it on manual control for everything the control API understands, so the autopilot is only needed for the magical store/deposit process, something which it should be able to do without issue.
er... how do I know all this? well... Steffan spent a round reading about it from a book. out loud. at a rather exceptional volume. kinda sounded like he wanted to make sure something heard him? it looks like on the terminal level this equated to him pasting summary text from his book in in courier new with italics, and like the rest of his read-along was skipped (good for you; it was mostly boring math.). The use of Mana 'depth' as a 4th-dimensional axis is... admittedly a bit of conjecture, but it seems to be theoretically valid as long as only the Lines need to be carved in that fourth dimension.
...and how do I know he spent a round reading about it when I hadn't been hired yet? The other guy he hired was so bored pressing (the same)buttons(over and over again) that he recorded it on a lark, and I was so bored (he didn't provide free wifi so I had nothing to do) that I listened to it. Lucky me, I guess.


CP:15->16
Grist: 2730->3460
Talc: 835->885
Galium: 120->240
Bismuth: 160
Items: Encyclopedia of Magical Structures [1/3]
Formation Calculator [0->1/3 Chargeup]
Heaven Comms Router
Alchemiter (Backup)
 
[[ @paradoxdragon , you may want to edit your action - I've finished editing my own post, and my actions may influence yours.
Even though I'm just being a (logically based) coward in it.]]
 
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The Mirror Golem will attack the injured Tribesman, slashing it with sharpened glass. In Soviet Alchemiquest, mirror breaks you?

-----

Action 1 + Texter's Rifle: I snipe the b out of the injured Tribesman's name. He Triesman, he really tries, man... But sometimes, it just isn't enough. He suffers a mid-battle breakdown, taking severe emotional damage!

-----

Action 2 + Chemist's Wand: I infuse the ground with ammonia, fixating nitrogen in the soil and stimulating plant growth. A tree begins to grow... a chemistree. It springs from the ground at high speed, impaling one of the Tribesmen on its branches!

-----

Action 3: I charge 1 CP.
 
Neat, a combat victory under my own and Winkins' belt!

I charge up 2 CP and decide to conjure up a second alchemy...

I spend 200 Build Grist, 60 Gallium, and 120 Talc to manufacture myself a new weapon...

Light Lance && Move Stone == Retreater's Spear [Lvl.2]

I craft the Retreater's Spear! It's a pretty neat-looking weapon, but it trades some of its power for utility. Whenever I jab something with it, I move back a space after the attack! Is this legal? If it is, then I put all the extra power from the alchemy into this extra effect at the cost of however much damage is necessary.

Inventory:
- Heavy Crossbow [Lvl.2] ( +15 damage per action used)
- Retreating Spear [Lvl.2] (Stats pending!)

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

Charge: 20+2=22 CP
Grist Stores: 3360-200=3160 Build Grist, 1015-120=895 Talc, 300-60=240 Gallium, 210 Bismuth
 
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Picking up the grist from the ground and noticing the extra grist appearing from thin air, Winks finally get's around to noting his grist count before tossing it in a pouch for future grist and alchemies.

Grist Count:
[Build] 1030 Build Grist
[LVL 1] 150 Talc
[LVL 2] 120 Gallium
[LVL 3] 30 Bismuth

Alchemies:
None!

(Movement Action)
Finished with some organization, He calls out to the huskies before making his way to the wall off a bit from the forest path.

(3 Actions)(Specializing doggos: Iceberg!)
As Winks walk over to the wall, he approaches one of the doggos before finally Naming one of them. Naming a relative generic entity is the act of giving them something similar to an aspect as they gain relevance in being somewhat unique... Generally, its seen as a rank up, in this case one of the good dogs which will be named Iceberg from now on! Instantly, changes appears on the doggo as its frost coating his fur magnifies into actual ice plating, looking very much like a ice knight. Not all that bothered from the change, he wags its tail from the attention he's now receiving from his brothers and sister as they continue to their walk to the Wall.
 
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A man with black hair and purple eyes in a tux suddenly appeared. "Ah, I didn't think I would find this place".

Charge(x3)
 
Update XIX
I dash over to the Northern Blockade, making a level 1 alchemy of (Double Barreled Shotgun && Yo-Yo), before using my remaining two actions to shoot a tribesman in both of his shins with my Six-Color Shooter, the Red and Yellow crayons specifically.

Double-Barreled Shotgun && Yo-Yo = Returning Shot [LVL 1 Weapon]
- A shotgun that fires spherical bullets attached by a string. The bullets also can retreat back to their holster, oddly enough.
- When used, splits actions given to deal damage to two different entities, adding 3 damage per action to each attack.

You alchemize this for 30
Talc and 50 Build Grist, but... uh, there's far more powerful stuff out there than a Level 1 Weapon. I'd really recommend making a more powerful one when you get the chance.

Never the less, you continue the trend of targeting shins as you inflict both
Bleed and Paralysis on a Tribesman, dealing 50 damage in the process. That's... not that much, but at least the latter of those status effects should prove helpful!

FCP 32 CP (29 + 3)
churge

4050 Build Grist
1075 Talc Grist
360 Gallium Grist
180 Bismuth

You attain 3 CP, leaving the ever-cryptic note of "churge!" Whatever this is, the multiverse may never know...

"Gods above, why do you always confuse those two, O Player mine?" Xorm mutters under his breath. Those twin scythes were already in his hands, temporarily replacing his own shotguns - Until some strange skill procs, and they fuse together into a strange, boomerang/glaive-like weapon in one hand, and his Octuple-Barrel Shotgun returned to in the other.

He weighed his odds.

He did the math.

2 AGs and 1 N, against what mathematically amounted to 1.7 PGs, if he counted Kama according to their power. In addition, two of the opposing Players had those damn +1 Broadswords - With their inherent accuracy boost, which negated Kama's dodge. He had confidence he could block his own aggro... But not enough to block for Kama, too.

Sooo he knew he needed to run, but not before inconveniencing his opponents.

"Kama! I had hoped this first fight would have been a decent one, but I'm afraid we'll be merely stab-and-dashing. I need to get your Core Crystal fixed, before something happens to you I can't bring you back from."

He needed to put something messy between him and the AGs, at least...

[Action 1 - A Great, Great Wall]
[And many apologies for even referencing the dumpster fire of American politics.]

Blades had elements, which in turn influenced their Arts. This he knew - but he had neglected to check Kama's elemental affinity. So he glanced at the Twinned Scythe in his left hand, to determine its element...
[[Roll=2. Result: Ice]]
It was cold and calculating in his hands - colored with pastel blues and snowy whites. He tossed his Shotgun into the air, Pocketing it with a sharp PING. A swift flick of the wrist separates the scythes again, and he takes a moment to center himself. A slow, elegant spin, like a ballerina through molasses... A mist flows forth, covering the field and thickening in a line between him and the Player opposition.

And then with a sudden claw upward of the Dual Scythes, it hardens, a crystalline wall erupting from the ground, from AA16 to AA20. It would hardly hold for long, but it would keep a distance between the Driver and his Blade and their mighty foes.

[Another Message?]
[[For the record, the Element list I rolled for corresponds to the little box on the Blades page of the Xenoblade wiki. When the dice get involved, I obey - Even if the element I had rolled was something hard to make a wall from, like Wind or Water... Or outright another "Hey! Why's that Common Blade got that?" ...Namely Light.
[[In any case, I count myself lucky, Ice is a well-rounded element in my opinion. I, eh... Never actually played a Xenoblade... So all my info is kinda ripped from the Wiki, actually. Forgive me if I miss any nuances that make the actual lore of the game good!]]


Well, that happened.

[Action 2: Protect Me!]
Xorm didn't actually know how smart this Junk Bunnit was, but it had to be sharp to pick up a chunk of scrap metal and use it like a weapon, with its tail no less! So it had to be smart enough to understand what Xorm was doing - Giving it a better weapon, his outdated Quadruple-Barrel Shotgun. Whether the adorable thing knew how to fire a gun was the real question, but even if it used it like a hitting-stick instead of a boom-stick, it would hit just a bit harder than the hunk of metal it held now.
[TL;DR - Sacrifice Quadruple-Barrel Shotgun and spend an Action to buff Junk Bunnit, hopefully convincing it to hurt me last at worst.]

[Action 3 (+Free Movement): RUN.]

Well. Distractions and inconveniences were set. That meant it was time to SKEDOODLE. So with another smooth wave of the Dual Scythes, the soles of his boots were coated in a thin layer of hyper-slick ice. Kama already danced as though she were a skater on ice, and indeed - Xorm leaned into the frosty combination, meeting her halfway for a pirouette, then skating RIGHT out of the picture to the west. Accounting for the Archival of the Run Down Fort, he then maintained his direction, winding up West of that!

Edit: Got directions wrong. Again.

You weigh your odds, and immediately go on the defensive! Creating an ice wall to at least put some distance between you and your foes, which will protect you and Kama from attacks in this zone for this turn! Man, you got fairly lucky that you rolled an Ice Blade...

You also grant the Junk Bunnit your Quadruple Barreled Shotgun, buffing its HP and Attack, before promptly skedoodling with Kama out and away! You end up in a seemingly barren corner of the Slated Cliffs... but also, one that's already been to, based off the strangely staticy radio towers set up throughout the small area. Kama seems to be taking an interest in them, experimentally tapping one of them to see what it might do.
"I wonder what these Radio Towers are here from. They don't seem to fit with the rest of the area."

((OOC: Seriously, though? For Xenoblade 2 lore, I'd highly recommend Chuggaaconroy's ongoing let's play of the game. He's through and has already taught me a lot of neat stuff, and is where most of my knowledge on the series comes from. He's about 20 hours of content in right now and seems to have comprehensively covered a good chunk of the early game. Plus, he's just a good Youtuber in my opinion!))

Orders:The Drone zips back and heads to the Broken Power Anchor to see what is up with it. If it's nothing, it continues zipping to the south room.

The Dragon warily considers Xorm and his Blade. But he does not act yet. He mutters something along the lines of "Jeez, a lot of Xenoblade stuff here, is this like, the Xenoblade Biome ??"

When Xorm makes his Ice Wall and Buffs the Junk Bunnit, he makes his move. Nodding at the SFG to continue pursuit of Xorm he begins his own actions.

(x2)(Microscopic Needles) While it cannot be known how much the Junk Bunnit is buffed, it can be said that it is highly unlikey it's Health is going to be increased by a lot due to the main buff being seemingly a Weapon.

Therefore, the Dragon takes out his Needles and pierces the Bunnit into so many pieces, piercing all of it's weak points. The weakness sensing needles really helps with targetting when there's an Ice Wall blocking the way.

(x1)(Paradoxic Wand)Speaking of Ice Walls, that would be an issue for the Stick Figure Guy from making a straight run after Xorm. So he turns the Ice Wall from Obaque to Crystal Clarity. He than performs a Perspective trick by maintaining that since he can clearly see through the Ice like it's not there, it actually isn't there at all. Making it effectively disappear.

He than attempts to give chase as best he can

... Yeah, this specific zone does have a lot of Xenoblade stuff, doesn't it? Either way, it doesn't matter much to you, as you proceed to completely destroy the Junk Bunnit! It drops 100 Build Grist, 30 Talc, and 30 Gallium, due to its buffs and Xorm's item attached to it.

You damage the Ice Wall for 150 damage before realizing you can walk around it pretty easily, and do that instead! Catching up to Xorm, you manage to find him and Kama somewhat easily - they're only a couple zones away, after all.

The Drone will do as you say!

>< with the junk bunnit distracted, I sneak past it, also leaving the two other players possibly oncoming battle much less likely to involve me as collateral damage.
> I buy a sky banner ad as described.
> hm. it needs to be extended into the fourth dimen... Ok, so first of all obviously I could make it in person because, well. player and the thing I used in order to not be here. But I don't Want to make it in person, because the whole point is for it to not be in person.
...I think I have a solution, but the drone isn't properly outfitted for it. I could make it make a 3D formation on the forest floor, but for 4-D... Well, I do still have a bit of player influence, so I'll just upgrade the drone with what it needs. with an expenditure of player energy, one of the drones legs has the ability to magically store material, and then deposit it- into the air, such that it floats! Now it can build things up into the air without needing to build supports beneath them (and build slightly faster besides, by using the magic to help transfer materials, but that's a more minor point.).
> I store 1 CP.

E> now that its been upgraded, drone orders! The drone is to start making the 4D formation.
yep, you heard me. Oh, I should probably explain how. See, Mana is a very interesting... substance? lets call it a substance. It generally behaves something like a liquid or plasma, though of course there are exceptions like crystalline mana. Carving with mana is also a special case; the Mana fills the carving, but it's... much more viscous then in normal use, I suppose? This, combined with proper shaping of the carvings, allows different parts of a rune to have unique 'depths' of mana. Depth of carving is usually a term for their mana density, because magic users can't standardise their terms to save their lives. Putting more Mana into a glyph-or parts of a glyph- changes its effects power, and varying the amount of mana in glyphs in a series can alter the final outcome. This effect is similar in its effects on runes vs formations to the effect of physical carving-depth on glyphs vs runes- glyphs are affected, runes require only the symbol, likewise here runes are affected, while formations require only the proper arrangement... At least, if you have the right number of dimensions. Back to the central point, I'm using Mana Depth (which is actually Mana Density) as a proxy method for fourth-dimensional distance, so that the 'deeper' a carving is, the further along on the w axis the instructions say it has to be. This means that the formation Is actually affected by the depth of the mana in the carvings, unfortunately for me. This is unfortunate because, remember, 'depth' is actually Density. the further into the 4th dimension each line is, the more Mana it'll take, and in a multiplicative manner.
Another problem is that the 'deeper' a carving is, the more trouble a human- er, biological- glyphmaker will have stabilising the Mana Density at that point, and even faster increases the amount of trouble they have maintaining that mana level when they continue to carve. This affects my drone, but to a lesser extent; the autopilot is a 'spirit', which has the same issues as a biological would, but now that I've got a wifi hotspot, I can keep it on manual control for everything the control API understands, so the autopilot is only needed for the magical store/deposit process, something which it should be able to do without issue.
er... how do I know all this? well... Steffan spent a round reading about it from a book. out loud. at a rather exceptional volume. kinda sounded like he wanted to make sure something heard him? it looks like on the terminal level this equated to him pasting summary text from his book in in courier new with italics, and like the rest of his read-along was skipped (good for you; it was mostly boring math.). The use of Mana 'depth' as a 4th-dimensional axis is... admittedly a bit of conjecture, but it seems to be theoretically valid as long as only the Lines need to be carved in that fourth dimension.
...and how do I know he spent a round reading about it when I hadn't been hired yet? The other guy he hired was so bored pressing (the same)buttons(over and over again) that he recorded it on a lark, and I was so bored (he didn't provide free wifi so I had nothing to do) that I listened to it. Lucky me, I guess.


CP:15->16
Grist: 2730->3460
Talc: 835->885
Galium: 120->240
Bismuth: 160
Items: Encyclopedia of Magical Structures [1/3]
Formation Calculator [0->1/3 Chargeup]
Heaven Comms Router
Alchemiter (Backup)

The Junk Bunnit is dead, and the Trailhead seems like a pretty safe zone for the time being. For now, it seems like the safest place to be - and so you stay there. No point in running when the conflict's already moved away, is there?

You buy an ad! This will inevitably have some sort of consequences later down the line, though it does cost you $60 of your hard earnt cash. After charging up 1 CP, you begin to get into the meat of your action...

And so, you upgrade the drone to provide it with the capability... to somehow, draw in the fourth dimension. Reading through your small lecture, which... thankfully, got recorded on the Update Terminal because otherwise, I'd need you to repeat that once or twice. Anyways - it seems like the way you set it up should be able to work with the drone! The main problem now seems to be with mana collection - due to your method of density, it's gonna take quite a while, even at the current rate of your formation outside. If you didn't do anything, it'd take about 5 turns to complete as time passes in here.


The Mirror Golem will attack the injured Tribesman, slashing it with sharpened glass. In Soviet Alchemiquest, mirror breaks you?

-----

Action 1 + Texter's Rifle: I snipe the b out of the injured Tribesman's name. He Triesman, he really tries, man... But sometimes, it just isn't enough. He suffers a mid-battle breakdown, taking severe emotional damage!

-----

Action 2 + Chemist's Wand: I infuse the ground with ammonia, fixating nitrogen in the soil and stimulating plant growth. A tree begins to grow... a chemistree. It springs from the ground at high speed, impaling one of the Tribesmen on its branches!

-----

Action 3: I charge 1 CP.

The Mirror Golem will do as you say!

Your attack with the Texter's Rifle makes the Tribesman a Triesman, dealing 144 damage to his health and even lowering his attack a slight amount due to the name change! He'll be listed as such in the EoTB as well, for what it's worth - I'll make sure attacks hit their intended target still, though. Don't worry there.

The Chemistree erupts from the fertilized soil, impaling the Triesman for another 130 damage, and even getting the Chemical Confliction off on the earlier debuffed Tribesman!

You then charge 1 CP to round off your turn - but not a bad turn, overall! Hopefully, some of the Tribesmen will fall soon thanks to your help.

Neat, a combat victory under my own and Winkins' belt!

I charge up 2 CP and decide to conjure up a second alchemy...

I spend 200 Build Grist, 60 Gallium, and 120 Talc to manufacture myself a new weapon...

Light Lance && Move Stone == Retreater's Spear [Lvl.2]

I craft the Retreater's Spear! It's a pretty neat-looking weapon, but it trades some of its power for utility. Whenever I jab something with it, I move back a space after the attack! Is this legal? If it is, then I put all the extra power from the alchemy into this extra effect at the cost of however much damage is necessary.

Inventory:
- Heavy Crossbow [Lvl.2] ( +15 damage per action used)
- Retreating Spear [Lvl.2] (Stats pending!)

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

Charge: 20+2=22 CP
Grist Stores: 3360-200=3160 Build Grist, 1015-120=895 Talc, 300-60=240 Gallium, 210 Bismuth

You charge up 2 CP, bringing your total to 22! For some reason, I had it listed as 18 before in the Player List - sorry about that.

Anyways, as for your alchemy:
Light Lance && Move Stone ==
Retreater's Spear [LVL 2 Weapon]
- A light spear, designed to actually maximize physical recoil from the weapon.
- When used, it does 8 extra damage per action and springs the user back one space on the map from the enemy they're attacking.

This could be an interesting weapon, actually! I'm not entirely sure what you'd do with it, but the ability to move its user on the map without any sort of Free Action could be used in some stranger ways. That, and the fact that it moves them in a very specific direction... hm. This could get interesting, depending on how creative you are. The only problem is that it's only able to move you one tile... for now. Who knows what upgrades could do?


Picking up the grist from the ground and noticing the extra grist appearing from thin air, Winks finally get's around to noting his grist count before tossing it in a pouch for future grist and alchemies.

Grist Count:
[Build] 1030 Build Grist
[LVL 1] 150 Talc
[LVL 2] 120 Gallium
[LVL 3] 30 Bismuth

Alchemies:
None!

(Movement Action)
Finished with some organization, He calls out to the huskies before making his way to the wall off a bit from the forest path.

(3 Actions)(Specializing doggos: Iceberg!)
As Winks walk over to the wall, he approaches one of the doggos before finally Naming one of them. Naming a relative generic entity is the act of giving them something similar to an aspect as they gain relevance in being somewhat unique... Generally, its seen as a rank up, in this case one of the good dogs which will be named Iceberg from now on! Instantly, changes appears on the doggo as its frost coating his fur magnifies into actual ice plating, looking very much like a ice knight. Not all that bothered from the change, he wags its tail from the attention he's now receiving from his brothers and sister as they continue to their walk to the Wall.

You move to the Wall before you gather the Glacier Huskies, granting one of the dogs - Iceberg, as he will now be known - a name and a massive HP boost to boot, even throwing some damage resistance in there from the ice plating! The rest of the dogs are still just happy to be here, but somewhat disappointed that they don't get neat ice armor.

As you examine the wall, you realize that it might be somewhat tough to breach, but... there might be a way around or through it if you're creative enough. This could be interesting.

A man with black hair and purple eyes in a tux suddenly appeared. "Ah, I didn't think I would find this place".

Charge(x3)

... Err, I'm glad you're here, sure, but you really probably shouldn't be here. The fact that you are here kinda means... you died to the Godmodder's hands... wait, Gold? Is that you?

Either way, you emerge into the Soul Orb here at the Trailhead. Welcome, and try not to die!

-=+=-
End of Turn Battle -

Slated Cliffs -

Forest Transition -
At the Forest Transition, Jake joins Winks in pondering at the wall, before charging 2 CP and using an action to pet all the Huskies at the same time. Yes, this took an action, and no, I'm not sure why. Other than that, the huskies take a break to play with each other, wrestling a slight bit and in general, be cute.

Trailhead -
Combat ceases at the Trailhead, and nothing much of note happens here.

Northern Transition -
The Mirror Golem slashes at the most injured Tribesmen, dealing 120 damage to it and gaining yet more base attack! Mirai follows up with a three-hit combo using some magical flames, the last engulfing the injured Triesman and disintegrating him into his component Grist of 200 Build Grist and 20 Bismuth!

On the other end of the field, the Mirror Golem again takes the brunt of the attacks as the pristine Tribesman deals another 100 damage to its core! This would be followed up by the other, but thankfully, Paralysis kicks in and causes it to lose its turn!

Elsewhere -
Elsewhere in the Slated Cliffs, Paradox's drone enters into the Run-Down Fort, inspecting the Broken Power Anchor!... yeah, there's not much there to work with left. You guys very thoroughly trashed that thing. Either way, it then continues further south to one of the last areas left to explore... and the one you all started in. There does seem to be some kind of loot chest here that wasn't noticed before, at least, but... You all have come a long way, and yet we've barely started. There's so much left to do...

General/Miscellaneous -
All status effects and things that require up-ticking do so, taking effect and in the case of the Paralysis, wearing off!

From here on, I'll be attempting to update biweekly on Wednesdays and Saturdays for a little while as well!... wait, what do you mean we've only been in the Soul Orb for about an hour? Time out here in the Arbiter Plane is weird, darn it...

Total Grist Attained -
[Build] +300 Build Grist
[LVL 1] +30 Talc
[LVL 2] +30 Gallium
[LVL 3] +20 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 (XIX)

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

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

Ninjatwist - 3/8 Inventory Slots used.
[LVL 2 Weapon] Retreater's Spear - A light spear, designed to actually maximize physical recoil from the weapon.
- When used, it does 8 extra damage per action and springs the user back one space on the map from the enemy they're attacking.
[LVL 2 Weapon] Heavy Crossbow - A somewhat difficult to wield crossbow made of iron and other heavy materials, including depleted uranium.
- Deals 15 additional damage per Action used to attack with it.
[LVL 1 Weapon] Crossbow - A fairly simple wooden crossbow. Effective and easy to fire!
- Deals an additional 4 damage per action used.

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

Paradox - 7/8 Inventory Slots used.
[LVL 3 Weapon] +1 Broadsword - Seems to be a mildly enchanted broadsword, with nothing more to it. Still cool, though.
- Adds 25 damage to an attack and negates up to a 15% chance of dodging.
[LVL 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 - 4/8 Inventory Slots used.
[LVL 3 Weapon] +1 Broadsword - Seems to be a mildly enchanted broadsword, with nothing more to it. Still cool, though.
- Adds 25 damage to an attack and negates up to a 15% chance of dodging.
[LVL 1 Weapon] Formation Calculator [Cooldown: 1/3] - A lightweight laptop with a bunch of programs on it for creating and designing formations.
- Usable to add roughly 10 damage and an average chance of a status effect to a formation per action. Has a cooldown of 3 turns.

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

[LVL 2 Passive] Heaven Comms Router - A small device, capable of being carried in a pocket. It works!
- Enables communications with Heaven, or what remains of it. From there, who knows what you can do?

- Backup Alchemiter
- $140

Shin Kicker (Plague) - 6/8 Inventory Slots used.
[LVL 1 Weapon] Returning Shot - A shotgun that fires spherical bullets attached by a string. The bullets also can retreat back to their holster, oddly enough.
- When used, splits actions given to deal damage to two different entities, adding 3 damage per action to each attack.
[LVL 1 Weapon] Lightning Mirror - A mirror rimmed with a coppery substance. Seems usable as a magical weapon, somehow...
- Adds 2 Damage to the attack per action, 10% chance for Paralyzed (70% chance to not move) for 1 turn as well.
[LVL 1 Weapon] Airy Sword - A sword imbued with minor air magics, giving the creator some lesser control over the winds.
- Deals an additional 4 damage per action using it.
[LVL 1 Weapon] Slugger - Literally just a baseball bat with a revolver taped onto the handle.[/COLOR]
- Deals 3 damage with a 10% chance of inflicting Stunned (misses actions) for 1 turn.

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

[LVL 1 Consumable] Health Amplifier [4/4 Uses] - A mix between radio and medical kits, boosting the signal of one's vitals to somehow restore their health.
- When used, restores 30 HP to anything on the field.
[LVL 1 Consumable] Six-Color Shooter [4/6 Uses]
- A rather colorful revolver with crayons seemingly loaded into the slots for a bullet.
- Uses one of your actions to fire a crayon, with varying effects based on its color. Remaining Colors: Orange, Green, Blue, Purple

Splashcat - 8/8 Inventory Slots used.
[LVL 3 Weapon] Reactionary Bat - A bat that seems to react to the slightest touch of anything upon its wooden surface.
- When attacks are countered, allows the user to take up to 40 of the countered damage and sends it back at the original attacker as an action. This damage is still able to be countered.
[LVL 3 Weapon] Texter's Rifle - A black and white rifle-typewriter... thing. Uses the power of wordplay and the three appeals to deal damage to opponents.
- Deals anywhere from 15-25 extra damage per Action, now dependent on quality wordplay! This can include puns, but it's not exclusively those anymore.
[LVL 2 Weapon] Chemist's Wand - A wand that looks a bit like a really narrow beaker, but more durable and closed off. An unknown liquid sloshes inside.
- Adds 8 damage to attacks utilizing it, along with a 20% chance of Chemical Confliction (10 damage to another enemy) occurring.
[LVL 1 Weapon] Periodic Wand - A wand with a really, really small version of the Periodic Table wrapped around its side lengthwise.
- Adds 3 damage per action to attacks. Also has a 20% chance to trigger Chemical Reaction (3 damage to another enemy) once a turn.
[LVL 1 Weapon] Wordy Gun - An inexplicably ink-stained pistol. Fires puns so bad they hurt.
- Adds 2-4 damage per action to attacks using it. Damage dependent on the quality of the pun, with "worse" puns dealing more.

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

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

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.

Winkins - 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] 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 [8/20 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.

The Frazzled Inventor - 0/8 Inventory Slots used.
Nothing yet!

[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 - 32 CP
[AG] Gold? - 500/500 HP, 3 CP
[AG] Ninjatwist_ - 500/500 HP - 22 CP
[AG] Paradox - 500/500 HP - 7 CP
[N] Sdieve - 500/500 HP - 13 CP (Has 2 Attack Shields!)
[AG] Shin Kicker (Plague) - 500/500 HP - 6 CP
[AG] Splashcat - 335/500 HP - 10 CP
[AG] Stick Figure (GAWR) - 500/500 HP - 8 CP
[N] Winkins - 465/500 HP - 0 CP
[PG] Xorm - 358/500 HP - 0 CP
[AG][AFK] Alastair??????? - 500/500 HP - 2 CP
[AG][AFK] Mr. Reception - 500/500 HP - 0 CP
[AG][AFK] The Frazzled Inventor - 500/500 HP - 0 CP
[AG][AFK] Wondertainment - 500/500 HP - 6 CP

Godmodder HP - 69/70
Current Players - Xorm, Paradox

[N - Xorm] Kama - 250/250 HP, 80 Attack(10% chance of critical, doubling damage), Dodges 15% of all attacks

[AG - Mr. Reception] Radio Towers (x3) - 30/30 HP, Radio Zone Broadcast [OFF]
Current Players - None

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

[N] Loot Chest - 1/1 HP, has something cool inside!
Current Players - Ninjatwist, Winkins

[N - Winkins] Iceberg - 400/400 HP, 10 DR, Frost Breath [Deals 60 damage and inflicts Frost (Can only move 1 zone away) for two turns.]
[N - Winkins] Glacier Huskies (x3) - 110/110 HP, Frost Breath (x3) [Deals 45 Damage and inflicts Frost (Can only move 1 zone away) for two turns.]

[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!

[RS] Jake - 500/500 HP, 7 CP

[N] Wall - 2000/2000 HP
Why is this here?
Current Players - Shin Kicker, Splashcat

[AG - Splashcat] Mirror Golem - 160/560 HP, 10 HP Regen per turn, 90 Attack, + Copy Ability: gains a permanent bonus based on whatever it attacked last! Attack multiplies by 1.5x when below half (280) HP.

[RS] Murai - 500/500 HP, 9 CP

[PG - BR] Tribesman - 700/700 HP, 100 Attack
Tribesman - 630/700 HP, 100 Attack, Bleeding (-10 HP per turn) for 1 more turn!
Current Players: Foodstuff Coloration Person

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

[N] Telescope - Usable to look at a faraway place!
Current Players - Gold(?), Sdieve, Stick Figure

[N - Xorm] Ice Wall - 250/400 HP, was protecting Xorm & Kama from attacks!
 
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>< I walk to the crash site and loot the loot chest. On the way over, I open up my discord on the laptop so I'll know when a player takes me up on my offer.
> ...how durable are alchemies? Like... suppose I was wearing, say, a Lucky Ribbon, and I got hit by an overwhelming lasor beam of death. how high would the lasors damage output have to be to destroy the ribbon, if I wasn't trying to sacrifice it or anything? I decide this is important and worth testing. Luckily, I happen to have at least 1 alchemy each of levels 1, 2, and 3! I find some non-essential portions of the router shell, the book cover, and the broadswords hilt, which I carve a random glyph to detach from the rest of the alchemy (by warping space, so they're still attached, but they don't Look attached and there won't be collateral on the actual alchemies from this. Each of these pieces is approximately 0.1% of the Mass of their source alchemies. I then conjure a fairly generic laser beam, which I slowly increase the damage output on as I fire it at each piece in turn. I start with 0.001 Damage's worth, and see if any of the pieces are destroyed; I then repeat with progressively higher damage outputs until I run out of action power, and mark down how much damage it takes to destroy 0.1% of a level 1 alchemy, to destroy 0.1% of a level 2 alchemy, or to destroy 0.1% of a level 3 alchemy.

> Preview, and if it's affordable and non-consumable, alchemize 'Formation Calculator && laptop supercomputer && Magical laptop pseudo-computer'
> and... +1 CP.

E> Yeah, that's more or less as-expected. Needing some time to get enough mana for the formation, I mean. That's basically fine, It'll be a few rounds until the Calculator recharges enough for me to be able to figure out a formation for anything else.

CP:16->17
Grist: 3460->3760
Talc: 885->915
Galium: 240->270
Bismuth: 160->180
Items: Encyclopedia of Magical Structures [1/3]
Formation Calculator [1->2/3 Chargeup]
Heaven Comms Router
Alchemiter (Backup)
 
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I take out my returning shot, aiming at the Tribesmen, before letting loose three volleys of bullets that hit them and fly through them, where i proceed to maneuver around to wrap the string the bullets are attached to around the tribesmen, and swing them around, slamming them into the ground. The bullets then return, coming back through the tribesmen. And then I kick their shins.
 
Xorm grinned at these archaic structures. He had a solid knowledge of technology, though his experience working with the older means of communication were... Rusty. He had certainly seen these kinds of machinery before, he just had to recall what they were for...
Strength: 5
Perception: 7
Endurance: 5
Charisma: 3
Intelligence: 8
Agility: 5
Luck: 7

Total: 40 (Fallout 3 Amount)

[[These will be referenced later, when Xorm tries to do something with a level of uncertainty. I will roll a d20, add relevant stat, and there will be modifiers depending on how complicated I feel at the moment. DCs come in Breakpoints - an idea stolen from a quest I'm in, I'll admit.
No Breakpoints = Critical Failure. I'll come up with an inconvenient rule I need to follow for that turn/action. For example, say I Fumble an Agility check to block damage someone's sending to Kama. A normal failure means I just block it using something else - But a Critical Failure means Xorm is too slow entirely - And he just gets to watch.
1 Breakpoint = Failure. Meh. It happens. Normal stuff all around. I'll find a different angle to write from.
2 Breakpoints = Success. Expect this angle to be played up as I draw inspiration from it.
3 Breakpoints = Critical Success. Expect something big and impressive. I live to write, and if the dice demand, I shall grant them their wishes.

Is this overly complicated? Yes. Is it a twisted sort of fun for me? YES. Do with this information what you will~]]
Intelligence Check: Breakpoints 8, 16, 24
-4 (Old Tech)
[[...Hey, did you take away dice here? Ah, well, I'll just use Google's dice, then.]]
[[Rolling...]]
[[Gorilla. Never using Google's dice again.]]

Natural 1. Automatic Critical Failure.
[[Edit: And THEN I find our dice. Of course. But I must obey, they gave me Ice... Cool it, Kit...]]
No matter how hard he tried to remember what those towers were for, he couldn't even riddle it out. He remembers that he hated the method they used to broadcast - Far too insecure... He had literally no clue what to do with the damned things. He'd have to take one apart and put it back together again to find out.
[Critical Failure Effect: Insatiable Curiosity. Xorm must spend his turn studying the trigger for the Intelligence Check. His Actions can have other effects, but the literary focus of them must be on the Radio Towers.]

[Focused Action: Observe. Learn. Implement.]

"Well, I know that these are at least based off of an archaic form of communication... The implant in my ear won't stop ringing, so they're broadcasting on all frequencies, especially radio. But at the moment, it's just static." He kicks the static-metal and listens to the pure tone that cuts through the static for a moment, only to be overtaken by the static of the other two thrumming towers.
"Interesting. They're closely linked with one another... AND they seem to use their very material to broadcast their message. So it stands to reason that if one tower is overridden by two..." He glances at the Tower Kama is closest to. "Then we can take the frequency for our own by striking two!"
Xorm totally ignored the fact an AG was behind him as he grew even more interested in these towers. Experimentally, he grabs one, and for a moment, the RED static aura around it turns a TEAL, to match his own coloration. But it's uncomfortable on a molecular level to hold the metal, even as his ears stop ringing as the frequency more properly aligns with his own. So he lets go before the resonance turns him into the radio tower, like some sort of pop-culture anime reference. And like before, its lone frequency is overridden by the two towers linked to it.
"Alright, Kama... Take position over there... On my mark, we grab the things. We're gonna see if we can set this to our frequency."
"One."
"Two."
"HOLD."
And so they grabbed the humming metal, watching as the AURA REALIGNED to match their alignment and ownership, and let go, watching the fruits of their efforts. The third tower fought it, but it soon found itself overwhelmed and it too, realigned.
"Looks like the Radio Zone has a new DJ..."

He then coughs loudly.

"Ogh, that was a bit of static. Thank the Godmodder it's out, that had to be a pain for my Player to format."
 
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(OOC: Yes it's me Gold)

The man sighed again. "Everything I've done now gone. Welp, then it's time to get them all back" I smile before getting into a meditation stance I reach deep within myself and activate my Aura. Then I shape my Aura into Nen and jumpstart my 40 high-quality Magic Circuits.

Then I summon a robot to collect Grist for me. After that, I preview Loaded Dice&&Red String Of Fate== and River Styx Water&&Blood Of The Evil Dragon Fafnir==

(OOC: Please tell me if these aren't actions)
 
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