DefTG 2: Alchemiquest

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A continuation of a project from long ago.

This is a game in the style of the Destroy the Godmodder series. Any Players who'd like to join the fray are welcome to enter in and fight for their survival here. Are you ready to do some Alchemy?
Opening Post
". h... .. ru...." A dilapidated security camera picked up a figure, rushing down a stone brick hallway. They seemed to be in a hurry. "I ca... it.. .... days..."

They come to a dead end. A more clear picture of the figure came into view - a young-ish man, wearing a typical casual outfit. "I need .. ... back to ....... Update!" He seemed stressed. Magenta energy coursed around his hands before he began to build up to something... "Let me through, for the Players' sake!" And raising his voice, he blasted down the wall before resuming his quick pace.

The security cameras installed in this place were finally able to track him a little more clearly. Opening a dusty secret door, he ran into a room not monitored as closely as the others, home to only a swivel chair and a brightly glowing computer terminal. The person opened up a tab, revealing a scene of devastation.


"GORILLA. This... this isn't good. Oh gods, whatever remains of them... what to do, what to do?!" A smoking crater was all that was left of this former battlefield, where the figure was an Arbiter to the ongoing Godmodder battle here in the Himalayas. Not even the Snowspire Fortress, which is what caused this devastation with its ultimate weapon, remained. "I knew I was gone too long, trying to fend off and explore this place... and they're all dead. Not even the Alchemiter's still there...." Slamming a fist onto the side of the terminal in frustration, he gots up.

"Okay. Relax, Torix. You've been through worse than this." He began pacing. "You're still here, not all hope is lost. Think. What would have happened after this? Godmodders have a soul orb. Moniker found the terminal leading to John Smith's Soul Orb... they exist. I gotta find it!"

Countless hours of reckless searching occurred, as Torix scoured this plane for one more terminal that would allow him to reconnect with the Players he'd lost. He needed to get to them. They didn't stand a chance without an Arbiter at their side.

Eventually, the terminal is found. Torix could only hope he wasn't too late...


-=+=-

P....rs...

Pl...ers!

Players! Wake up, please! You don't have much time!

Am I getting through to you guys? Come on... please, get up! The Godmodder's forces are right there... you all have to defend yourself before he kills you for good! I can't let this battle come to an end here - so please, for the sake of Earth and all the other planes, get up and defend yourself!


-=+=-

The Battlefield - ???
[PG] Formation Soldiers x10 - 20/20 HP, 5 Attack (x10)
 
Update I
> > > I drowsily scratch a few glyphs into the floor beneath me, conjuring 3 attack shields, and roll over to continue sleeping. That's a contribution right there, it is.

{{{{This is Not Steffan. For reasons that do not make sense without context that never came about, Steffan would not have remained on the battlefield to be killed. Let's say it's... one of the guys he put on alchemiter duty, which gained a rudimentary knowledge of glyphs watching him and player powers from trying not to die at the last moments before the cannon went off, or some such.}}}}

Steffan, oh thank the gods! I thought you all -

Wait, you're not Steffan. Aren't you one of the guys he assigned to the Alchemiter? Either way - it doesn't matter! You scrawl a few glyphs into the stone flooring of this place, summoning three Attack Shields for yourself!

... Wait, why are you going back to sleep? You gotta wake up here, man!

An unutterable scream is rends its way through the battlefield.

One part of this scream hits the Godmodder as part of an attack. The other two parts manifest as a living embodiment of frustration. 1 Action for ATK, 1 Action for HP.

Where the scream came from is unknown... for now.

The Godmodder, unfortunately, isn't quite present to take the brunt of this. It ends up crashing into one of the Formation Soldiers instead, killing one outright and dealing 5 damage to another through sheer terror! The dead soldier, with a small *poof*, disintegrates into something that looks strangely like a Fruit Gusher - you're able to recognize it as a piece of Build Grist, however! Interesting...

The echoes of your scream manifest into a translucent red being, seeming to be constantly frustrated. It's frustrated at you for creating it, me for narrating its actions, itself for not being useful just yet... it's clear to say this thing is a pretty frustrated... whatever it is!

The main question here though is where the heck are you, and who are you anyway? I'm gonna assume this might be Alastair... summoning frustration incarnate sounds like something he'd do.

+10 Build Grist attained!
FOCUS

Formation soldiers, eh? Well! It is only appropriate that they be responded too by formations . . . of speed-melted metal propelled to such velocities by the detonation of a specialized explosive-okay yeah they're basically frag grenades.

Except for the banana peels. The manifestations of the basic idea of banana peels, the reified essence, the essential nature of the objects that wind their way through all stories, creating pratfalls with sephuldrine ease.

Also the bits of metal don't exist. They're just illusions, meant to make the Formation Soldiers jump a bit, so they don't notice the banana peels until they're flat on the ground, and discovering how everything seems to have been laminated with Teflon.

As a final touch, the mysterious presence doing this paints all remaining standing soldiers with luminous paint, signaling to everyone that they, the non-stunned Soldiers, should be attacked first. (Or at least drawing attention to the standing ones before the prone ones. Combat communication is sometimes tricky.)

As these frag grenades - wait, no, those aren't frag grenades. That's literally the essence of a banana peel - and as the Formation Soldiers jump backwards, they can't help but slip and fall on the essence of slipperiness! A grand total of six of them are unable to recover, and the remaining three are immediately coated in a luminous paint! Enemies will target those three first due to your antics.

Again though, and regrettably this seems to be a bit of a running theme - I don't know who you are. Can I get a name here, please? I'm sure you don't want to be referred to as "Banana Paint Guy" in my notes forever...

Ninjatwist_ warps onto the field with a flash.

"I'm in- I think."

I'm not sure where you were aiming for - but you're here now! The Players here are trying to fight off these Formation soldiers... and just in time, too! If they hadn't woken up any sooner, then I'm near certain they'd be dead...

Anyways - assuming this battle in this Godmodder's Soul Orb is where you intended to end up, you successfully are "in." Welcome to the battle, Ninjatwist_! Glad to see you made it, though... that has some dire consequences. I'll explain later - for now, just fight these guys off!


-=+=-
End of Turn Battle -
The Embodiment of Frustration decides to attack the Highlighted Formation Soldier with lower HP, due to not being directed by Alastair!... or whoever created it, I guess. I'm not actually sure if it's Alastair or not.

The Stunned Formation Soldiers shake off their status ailment!
The one at 10 HP pulls out a walkie talkie (apparently, those exist here) and tunes to a specific channel...
"Sir, the Players have awoken! Requesting backup immediately!" A crackle comes from the other side of the radio in response.
The other two able to attack this turn go after the Embodiment of Frustration, and end up dealing 10 damage in total to it.

Total Grist Attained -

[Build] +10 Build Grist!

Everyone on the battlefield attains this total of Grist at the end of a turn of battle - so as of right now, everyone has 10 Build Grist. Additionally, if it's okay with everyone, I'd like you all to keep track of your own Grist counts. It helps a lot on the book-keeping side here... but in return, I'll keep track of a few items and such for everybody here. Got it? Cool. On to the next turn!

-=+=-

The Battlefield - Within the Soul Orb:

Player List - Player Power set to 20.

[AG] Not Steffan - 100/100 HP (Has 3 Attack Shields!)
[AG] Alastair? - 100/100 HP
[AG] Banana Paint Guy - 100/100 HP
[AG] Ninjatwist_ - 100/100 HP

[AG - Alastair?] Embodiment of Frustration - 10/20 HP, 5 Attack

[PG] Formation Soldiers x6 - 20/20 HP, 5 Attack (x6)
- Formation Soldiers x2 - 20/20 HP, 5 Attack,
Highlighted (These are attacked first!) for 1 more turn! (x2)
- Formation Soldier - 10/20 HP, 5 Attack,
Highlighted (These are attacked first!) for 1 more turn! (x1)
 
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Update II

+3 CP it is. You now have 3 CP. Good job, I guess.

Still don't know who you are, though.


More power is funneled into the Embodiment of Frustration, venting an incredible, absurd supply of pent up emotion. 1 Action's worth of power beefs up its HP. Another beefs its ATK. The third heals it of its wounds, allowing it to rampage against the Formation Soldiers anew.

It shall grow, and its foes shall not escape the power of Frustration.

Build Grist: 10

The Embodiment of Frustration grows in size and power, becoming even more frustrated at everything! It gains 20 HP, 5 Attack, and is restored to maximum health as well! It lets out a scream of rage for some reason, probably frustrated at something or another.

True, there are certain implications to Ninjatwist_ being here, but I figure we can handwave it? Somehow...

As for my attack, Ninjatwist_ puts one of his actions into charging for 1 point, and the other two into setting off a series of kicks onto the Formation Soldiers- he dropkicks them three times, L-cancelling each time (somehow), then does a 540 kick onto one of them, then finishes it off with a stylish sliding kick, in which his friction with the ground decreases to the point he may as well be sliding on ice, no doubt resulting in extra pain for the Formation Soldiers!

Charge: 1 CP
Grist Stores: 10 Build Grist

It's a bit hard to handwave being killed by the Godmodder... traditionally, that's the way you get into a Soul Orb, at least. I know I made that portal to John Smith's, but that was after he died anyways. It'd be a safe bet to assume the Godmodder would have defenses against that sort of thing...

You charge 1 CP! Simple enough.

As for your remaining two actions, your flurry of kicks with somewhat improbable physics (then again, you're a Player so what am I talking about) manage to defeat the entirety of the Formation Soldiers highlighted in paint - two full health ones, and a third at half health! Well done!

+30
Build Grist attained!

There is a brief twist and a pop sound and suddenly there is a Green Dragon on the Battlefield taking deep breaths

(x1) Of course, those Breaths are Draconic in nature and tired as this particular Shard is from...pseudo recent events, he lacks control over it. The formation Soldiers thus have to deal with their being being paradoxified into nothingness i suppose.

(x1)There is an glimmer in the Scales as an Attack Shield is projected, protecting this Paradoxical Dragon while he rests

(x1) He promptly collapses....+1 CP
CP:1

A fragment of the Paradoxical Dragon warps into the battlefield - again, this has some certain implications, especially with not too many of you getting here from *waking up*... still. Welcome to the Soul Orb - try fighting off these guys for now!

... And then you proceed to do exactly that, using your draconic breath weapon to subject several Formation Soldiers to death by paradox! Though you only catch two in this instance of the breath weapon, one succumbs fully and fades into nothingness (except the Grist, thankfully) and another takes 5 damage from the attack!

An Attack Shield is projected around you as well!

And finally, you take a quick rest and somehow charge 1 CP from it. So much for "you need to wake up..."

+10
Build Grist is obtained.

> I yawn. oh, come on. five more minutes? I already contributed, attack shields and all that... oh, fine, I'll do some more... I scratch another glyph into the floor- this one uses health to block attacks instead of attack shields. probably a better choice at the moment... this one guards everyone or whatever.
> > I don't think the enemies are strong enough to kill me this round... I put one hand under my head as some kind of cushion and go back to sleep. +2 CP.

CP: 2
Grist: 10.

No, not five more minutes - you guys are probably gonna start moving soon. You need to get up.

You make some good headway into that, creating a 20 HP forcefield to block any incoming attacks for the AG side!

... And then you fall back asleep. Because why wouldn't you. +2 CP...


Build Grist: 10

FOCUS: KNOW OR ZAP

A walking mass of TV static wearing Kamina shades emerges. "Hello, I'm Mr. Reception, and I'll be your host for tonight, on KNOW OR ZAP!" I clear my throat "Sorry for the audio issues, just had to tune in properly."

With that, I wave my arm, summoning a set of game show contestant podiums beneath each Formation Soldier, each chained to their podium! Off to the side is a massive projector screen showing a gaudy vaporwave logo, and directly in front of it I'm standing on a flying antigravity podium.

I bellow through the microphone "Here on KNOW OR ZAP, the rules are quite simple! I ask a question, and then it's a race to the first correct answer! Answer wrong, or don't answer first, and you get a massive electric shock! Of course, if no-one answers, then you ALL get shocked!"

A card comes up on the screen, as I ask "Question 1: What is the indefinite integral of y^2ln4x/x dy?"

Thirty seconds pass "Question 2: Who ruled Constantinople when the Turks laid siege to it in 1453?"

Another thirty seconds "What is the total list of Robot Masters constructed by Doctor Wily in the fifth Mega Man game?"

"Question 4: What is the gravitational constant to the fifteenth decimal point?"

"Question 5: What is the spiciest pepper in the world?"

"Question 6: How does the memory in an old electromechanical jukebox work?"

"Question 7: What was the name of my former pet cat?"

"Question 8: What was the inaccuracy of the first atomic clock ever constructed?"

"Question 9: What is the exact molecular structure of Guanine?"

"Question 10: Who played the role of Ophelia in the first ever production of Shakespeare's MacBeth?"

"Question 11: What would the terminal velocity of a one meter Tungsten sphere released into Jupiter's atmosphere be?"

"Question 12: How many spiders am I holding behind my back right now?"

When the timer on the final question goes off, I take a bow and the game show set disappears as I say "I'm Mr. Reception, and thanks for playing KNOW OR ZAP! As a prize, our winner will be given this teddy bear!"

There is a brief pause as I amend "Or should I say, this incendiary teddy bear." as the plush toy spontaneously combusts.

... What.

You appear on the battlefield, and without even missing a beat, you begin to create a game show of death beneath everyone's feet. The other Players are promptly whisked into the stadium seating for the audience, as you begin KNOW! OR! ZAP! (what am I even doing)

To be fair, some of the Formation soldiers know a few of these - namely, the Robot Masters one (either 8 or 40 at this point, depending on how many games they're counting) and they state the spiciest pepper in the world is the Firian Reaper, summoned by a Player in an attack on the Godmodder long ago! It appears the Godmodder at least gave these guys some basic information and history lessons at least... and they have video games. I wouldn't question it.


The attack still proves brutally effective though, dealing 15 damage to every Formation Soldier on the field as they're all zapped from the lack of game show knowledge - even outright killing one with the last question, as their chain Is dropped and they fall with a splat onto the battlefield before disintegrating into their component Grist. The incendiary teddy bear, given as the reward for the game, also causes another one to go up in flames!

The remaining Formation Soldiers look at you in horror - what is this madman!? They quickly begin running away from you as fast as they can...

On another note, welcome to the Soul Orb. You're probably dead, killed by the Godmodder, and now you're here. I would say go kill the Formation Soldiers, but you've already proven very effective at doing so, dealing 80 damage in total spread across the forces. Well done indeed!

+20
Build Grist attained!

I open my eyes. It's been a while since I was consciously in this Godmodding war... And wow, it looks like things have really changed. I'm not 100% in the loop on what a Soul Orb is, but I can guess at the general idea.

"Crap. I'm dead, aren't I."

I look at my inventory, and come up nearly empty, aside from 10 Build Grist.

"And I lost all my stuff to boot."

-----

Action 1: I lost all my stuff to boot, huh? Sure, I'll boot. I drop kick a Formation Soldier across the battlefield.

------

Action 2: I explore the battlefield. Is it hexagon-y like DefTG's? How big is it, does it seem to stretch on forever? Are there any structures in it, any sign of inhabitance?

-----

Action 3: I charge 1 CP.

-----

10 Build Grist

1 CP

I hate to break it to ya, but you are indeed dead. And without any of your stuff... minus 10 Build Grist now. Cause the Soul Orb and a new terminal does that to you. I couldn't figure out a way to transfer anything to the new battlefield (mainly because it all was disintegrated...) so yeah, blame the Arbiter for this one.

You easily drop-kick a Formation Soldier across the battlefield, and through some obscene amount of luck, it lands on a second one, killing both. That was surprisingly simple.

You then set off to explore the battlefield... and at least in the immediate vicinity, there doesn't appear to be too much here. A stray ruin of a Player Fortification amongst the stone floor and blank white ceiling catches your eye once... but at least nearby, there doesn't seem to be much of anything in the direction you walked off. But then, you get an idea. Flying straight up, you see something in the distance - a strange platform-looking thing with a Spirograph-like pattern emblazoned in its center. Several soldiers and it looks like a few other things are guarding it as well. I'll report the findings to the Players - we'll set out there next!

Finally, landing back amongst the group, you charge 1 CP.

+20
Build Grist attained!


-=+=-
End of Turn Battle -
To finish off this encounter, the Embodiment of Frustration punches the last Formation Soldier in the face! The soldier dies in reaction, dropping 10 Build Grist as a reward.

With that scuffle taken care of, there's really not too much of a point in staying here. We should keep moving... and I think I know the place to do so. I think there's an Alchemiter up there being guarded by some more Formation Soldiers - and based off literally every Homestuck thing out there, I'm pretty sure that's how we can use the Grist these guys are dropping. Let's get moving then!

As you all arrive at the Alchemiter's outpost, you're able to get a closer look at the guards before you move in for the taking. They haven't noticed any of you guys yet - now's your chance for the first strike!

Total Grist Attained -

[Build] +90 Build Grist

Seems like everyone's been keeping track of their own CP as well. If you'd want, I could easily append your CP counts onto the end of the Player List! It's not that hard to keep track of... but again, the extra agency on your end would be nice. If people keep tracking theirs I'll stop.

-=+=-

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

Player List - Player Power set to 20.
[AG] Not Steffan - 100/100 HP - 2 CP (Has 3 Attack Shields!)
[AG] Alastair? - 100/100 HP - 0 CP
[AG] Banana Paint Guy - 100/100 HP - 3 CP
[AG] Ninjatwist_ - 100/100 HP - 1 CP
[AG] Paradox - 100/100 HP - 1 CP (Has 1 Attack Shield!)
[AG] Mr. Reception - 100/100 HP - 0 CP
[AG] Splashcat - 100/100 HP - 1 CP

[AG - Alastair?] Embodiment of Frustration - 40/40 HP, 10 Attack
[AG - Not Steffan] Forcefield Wall - 20/20 HP, Fortification (must be attacked before any other AGs!)

[PG] Formation Soldiers x10 - 20/20 HP, 5 Attack (x10)
[PG] Armored Soldiers x5 - 30/30 HP, 5 Attack (x5)
[PG] Sword Soldiers x5 - 20/20 HP, 10 Attack (x5)

[Unaligned] Alchemiter (Guarded by the Formation Troops!)
 
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Update III
BUILD GRIST: 100

FOCUS: RADIO ZONE

"Mr. Reception here with an important announcement! Effective immediately, this battle will be BROADCAST LIVE!"

Suddenly, radio towers erupt from the battlefield all around the Alchemiter Outpost, the air humming with invisible electromagnetic waves.

I touch one of the radio towers, and then suddenly I'm on the other side of the battlefield, having been broadcast there as a radio signal. "We are ALSO being BROADCAST LIVE, as this is now a RADIO ZONE!"

The TV static making up my body suddenly blankets the entire battlefield for the briefest of moments as I continue elaborating "Now, what's a RADIO ZONE you ask? Why, it's a place where physical matter and radio waves are the SAME THING, meaning that we can move at the speed of light!"

The radio towers hum louder and louder, with me continuing to broadcast myself and my voice around the area "Now, this is obviously a massive bonus for evasion, but it has some limits. Namely that if you're stuck defending a fixed postion you can't go beaming yourself around now can you? There's also interference to account for. After all, everyone's got a specific frequency they're broadcasting on, and if someone's on a frequency that's exactly one half or twice that of their target, they can attack without issues."

"So pick your frequencies and get broadcasting people, because the future is in RADIO! This is Mr. Reception, and thanks for listening!"

Field Effect: RADIO ZONE | Frequency: 121

As radio towers begin to erupt from all sides of the battlefield (totally ruining any semblance of disguise you all had), the Alchemiter Outpost becomes affected with a field status: RADIO ZONE! All entities and Players that choose a frequency have a 25% chance to dodge an attack, but this can be negated with a frequency of either exactly half or double the target entity!

This should prove rather interesting... and part of me wants to try broadcasting a song on this. Not worth the Arbiter Override power, though...


Build Grist: 100.

Action 1: I sneak up behind the Armored Soldiers and stick "Kick Me" signs on their backs. The signs contain memetic hazards compelling soldiers who read them to spend their turn kicking the wearer.

Actions 2 and 3: I charge 2 CP.

I also pick a frequency of 413. Not quite sure how the field effect works, but I might as well interact with it.

You place the kick me signs! Soldiers now have a 10% chance to target an Armored Soldier instead of an AG entity! You then charge 2 CP, which will be added to your total in the Player List.

Frequency added!


>< ZZZzzzzZzzZzzzz...snrk. what? uuughhhh. I'd rather nap. It's not like I'd... Alright, Fine. I'll turn myself into a dolphin-brain. are you happy now? No? what, don't you know how fish sleep? only half the brain is asleep at a time. I'll help (if mostly because I can't seem to turn off your requests for me to wake up).
{{{>< is a symbol indicating intent for this to be a free action. Also, all things in triple-curly-brackets are Entirely non-diegetic, and the existence of said text is outside of the knowledge of Sdeive. presumably also the Arbiter? This is intended as OOC clarification of things which would presumably be obvious in universe, but which it doesn't makes sense to mention in post, and/or to clarify things which should have effects which are only OOC-possible if you understand them clearly, but which shouldn't be clarified in universe. There is no in-universe entity intended to be writing these words.}}}
> One eye (and arm (and leg (and half of my brain))) now soundly asleep-lucky half-of-me - I sorta drag myself over to the outpost. Hopping is too jiggly, so I use those wack player power things I've got to do it, and...Hm. Steffan never used 'formations', but that sounds suitably similar to glyphs. What if...
I use the same player power thing I've got to drag the Formation Soldiers around a little. I don't hurt them or anything, I just move them into formation. a very specific formation. what's the specific formation do?
Well, uh. Nofkyo? I. don't actually know anything about this. But here's hoping that-huh'hoping.
Maybe it'll even do something useful.
{{{This action is Shenanigan attempting to make use of the Formation Soldiers to create a 'Formation', which in fiction is often kind of like a glyph array, but made of rocks or trees or whatever's handy. The effects of the created formation are unspecified because Sdeive doesn't have a lick of knowledge about Formations.}}}
> +2 more CP.
>< why'm i listed as Not Steffan? I have a name, you know. I'm not just 'a guy who didn't think pressing a button once every few minutes for 100$ an hour was beneath his dignity'.
{{{A pause is assumed here, and it is further assumed the arbiter responds to this by asking for this Character's name. If so, they reply as follows:}}}
...Sdeive.

CP: 4
Grist: 100
Frequency?: (Pi+e+delta)^342-173

You... err, imbue yourself with a dolphin brain so that way, you can both sleep and actually be doing something at the same time. That's one route, I suppose... at least you're up now. Thank you.

As you line up the Formation Soldiers into position...

Great Line-up!
Attack power up!
... Yeah, I've been playing too much of the Origami King in between updates recently. Still, it gives you a 1.5x boost to your next attack against these guys!

You also charge 2 CP, set your frequency, and... because I didn't know your name. What is your name, then?
Sdeive? Okay. I'll refer to you as that from here on!


The source of the frustration, likely Alastair/Me/???, has a bit of misery thrown into their seemingly endless outpouring of frustration. This has a potent effect on the Embodiment of Frustation.

Namely, instead of attacking, it can briefly feel less frustrated by infecting another being with such powerful frustration that it'll turn them Hostile! This normally is not that important and even a bit of a double edged sword, but when there's more PGs than AGs and the PGs were going to attack you anyway, it's a pretty safe gamble and an effective means of imitating Berserk besides. Alternatively, it can just inflict berserk on a target, with berserk being balanced in power by the Arbiter, which will likely cause the target to lash out without aim or direction.

There still seems to be a lot more emotion to unpackage, but it seems like the font of frustration isn't endless. It'll slow down to a trickle soon enough, though. Whatever the Embodiment does is its choice/the Arbiter's. If emotional control was in the cards then the Embodiment would likely not exist at all.

Build Grist: 100

The Embodiment of Frustration gains the ability to spread its frustration to another entity during its attack! This effectively causes the Berserk status on an enemy, causing them to attack a random opponent for the next two rounds!

... Are you okay, though? There's a lot of frustration here. And it's still coming...


Determined to get to the alchemiter, I run towards the Formation Soldiers and kinda just. kick them in the shins repeatedly.

Welcome to the Soul Orb!... which is probably for the worse. Again, you probably already know, but being here kinda means you died. I'd just recommend fighting the Formation Soldiers for the time being. Anyways...

Though unable to fully break through the soldiers, you manage to kick a grand total of three of them in the shins so hard you that they collapse over and poof into piles of Grist! ... The only problem is that there's still 7 more, plus a bunch of ones with actual items. Hm.

+30 Build Grist gained from the attack, though.

(x1)The dragon begins snoring and rolls over,+1 CP

(X2) Dream,

Paradox's snores begin to shake the ground around the soldiers, causing Rifts in them to form and the soldiers to fall over as an artificial earthquake is created, shaking the soldiers like ants on a hot plate.

And the World trembles.

The very air begins to shake, trembling before a presence foreign to this place. There is a sharp scent of ozone, that precedes a Lightning strike...and the Air shatters, like so many shards of Glass, into jagged pieces outlined in electricity. The Air cuts and burns and shocks the soldiers before the effect ends and the air returns to normal.

The dragon snorts and continue sleeping picking a Frequency of 200

CP:2
Build:90

You charge 1 CP as you roll over... and then snore.

And this snore is one of the cataclysms! Earthquakes occur as the very air surrounding the Formation Soldiers shatters before dealing major damage to the soldiers! This outright kills two and deals 10 damage to a third!

+20
Build Grist!

Banana Rainbow Guy!?

No! She is the Foodstuff Coloration Person!

She picks a frequency of 816161, and unstraps a giant horn from her back. It . . . oh, my.

FOCUS + 3 CP

It's a Cornucopia . . . and she's attaching a blender! And a stream injection side funnel adding soap!

The whole shebang takes a few moments to boot up to full RPM, incidentally revealing her position [which is why she waits until all other players have acted] but once it does, like . . .

You've probably already considered the possibilities inherent in setting a Cornucopia to "Durians, high throughput". That is not quite what she does. Instead, she goes with slightly underripe apples, mangoes, and other soft fruits, absently attaches a tube-lurized Racing Game accelerator to the end of the arrangment, and between that and the blender and the soap the overall effect goes like this: In priority order [Unharmed Sword Soldiers > Unharmed Formation Soldiers > Everyone else except > anyone with a debuff or damage], the PG units are blasted by a mix of fruit pulp, chopped bits of semi-hard rind and fruit flesh, and soap suds.

Coupled with the hilliness of the whole area, like . . . I won't bore you with the details. The targeted soldiers are briefly blinded, forced to shift position a bit from force and disorientation, slip on everything, and likely hit their comrades on the way down.

You promptly declare yourself as the Foodstuff Coloration Person, before picking out a Frequency! And then...

Once the cornucopian contraption's fired up, you unleash a massive barrage of rather soft fruits, soap, and overall chaos! As the Formation troops are forced into disorder, they begin to slip, fall, and become damaged by their comrades, while many more are blinded by the frenzy of fruits and soap suds!

4 of the five Sword Soldiers are outright killed through the attack, their mere 20 HP unable to stand up to any barrage that you can output! The remaining Sword Soldier, along with the entirety of the undamaged Formation Soldiers, are also blinded and unable to attack this turn due to the effective barrage from the cornucopia!

All I have to say is that the entire lower portion of the battlefield's a bit of a mess now... but that was pretty effective!

+60 Build Grist is dropped in the spoils, along with 40 Talc!

-=+=-
End of Turn Battle -
The Embodiment of Frustration, able to do its own thing, takes the opportunity to claim the Frequency of 9999, annoyed that he can't deal more damage in a Final Fantasy game than that! He channels this by striking at the last Sword Soldier, who is inflicted with Berserk!

The Forcefield Wall is unable to claim a Frequency. It's a wall.

The remaining Formation Soldiers, unable to move from their relatively stable position and claim a Frequency, spend their turn clearing their eyes of random food particles and soap! The one at 10 HP, unaffected by blindness, chips away at the Forcefield Wall!
The Armored Soldiers, succeeding on the saves to not kick their teammates, all finish off the wall and begin laying into the Embodiment of Frustration, dealing 10 damage to it.
The Sword Soldier, whose been inflicted with Berserk for this turn, attacks one of the Armored Soldiers and deals 10 damage to them! Shaking out of the Berserk mode they were in, they look at the Embodiment of Frustration with anger...

Total Grist Attained -
[Build] +110 Build Grist
[LVL 1] +40 Talc

Once you clear out the remainder of these guys, the Alchemiter here should be useable! I'll put some information regarding crafting using that thing within the rules post I put up at the start of this battle... wait, can you guys even see that? No matter, I'm sure it'll work out.

-=+=-

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

Field Effect: RADIO ZONE! [Lasts 5 more turns or until dispelled.]
- All entities that choose a frequency have a 50/50 chance to dodge attacks!
- This effect can be negated if the attacker has a frequency exactly double or half of the defender's.
- Frequencies for both you and your entities can be chosen as a free action once a turn.

Player List - Player Power set to 20.
[AG] Sdieve - 100/100 HP - 4 CP - Frequency: 4.147*10^262 (Has 3 Attack Shields!) (Attack x1.5 against Formation Soldiers for 1 more turn!)
[AG]
Alastair? - 100/100 HP - 0 CP - No Frequency Set!
[AG] Foodstuff Coloration Person - 100/100 HP - 0 CP - Frequency: 816,161
[AG] Ninjatwist_ - 100/100 HP - 1 CP - No Frequency Set!
[AG] Paradox - 100/100 HP - 2 CP - Frequency: 200 (Has 1 Attack Shield!)
[AG] Mr. Reception - 100/100 HP - 0 CP - Frequency: 121
[AG] Splashcat - 100/100 HP - 3 CP - Frequency: 413
[AG] Shin Kicker (Plague) - 100/100 HP - 0 CP - No Frequency Set!

[AG - Alastair?] Embodiment of Frustration - Frequency 9999 - 30/40 HP, 10 Attack + 50% chance of inflicting Breserk (attacks randomly) for 1 turn

[PG] Formation Soldiers x4 - 20/20 HP, 5 Attack (x4)
- Formation Soldier - 10/20 HP, 5 Attack

[PG] Armored Soldiers x5 - 30/30 HP, 5 Attack, Distraction (10% chance to be targeted instead of AGs!) for 1 more turn! (x5)
[PG] Sword Soldier - 20/20 HP, 10 Attack

[Unaligned] Alchemiter (Guarded by the Formation Troops!)
 
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Update IV
I decide to quiz the Formation Soldiers on math with everyone's favorite site! Coolmathgames! However this was a ruse...it's actually hotmathgames! The sheer betrayal is so deep it hurts! The sadness! The pain!!

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

+30
Build Grist attained.

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

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

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

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

1 Action - Heal the Embodiment of Frustration

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

Flavortext - Energy buildup?

Grist:
Build: 210
Lvl 1: 40

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

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

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


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

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

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

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

CP:3
Build:200
Lv 1:40

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

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

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

Oh, yikes, I missed the last turn!

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

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

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

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

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

Grist
Build: 210
Talc: 40

Frequency: 222

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

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

LIGHTS. CAMERA. ACTION.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

You also attain 1 more CP for your third action.


Build Grist: 210
Talc: 40

-----

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

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

Action 3: I charge 1 CP.

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

-=+=-
End of Turn Battle -

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

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

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

Total Grist Attained -

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

-=+=-

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

Field Effect: RADIO ZONE! [Lasts 4 more turns or until dispelled.]
- All entities that choose a frequency have a 50/50 chance to dodge attacks!
- This effect can be negated if the attacker has a frequency exactly double or half of the defender's.
- Frequencies for both you and your entities can be chosen as a free action once a turn.

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

Sdieve -
Rock x1

Alastair(?) -
Nothing yet.

Foodstuff Coloration Person -
Nothing yet.

Ninjatwist_ -
Nothing yet....

Paradox -
Nothing yet.

Mr. Reception -
Nope.

Splashcat -
Nothing.

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

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

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

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

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

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

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

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


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

Mirror && Lightning Magic

Gold && Watch with Time Magic

Beach Ball && Stack of Coupons

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

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

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

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

Grist Counts
350 Build
100 Talc

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

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

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

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

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

Total Grist Expenditure: 150 Build, 90 Talc

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

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

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

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

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

FCP 6 CP

Grist:
Build: 210
Talc: 40.

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

Build Grist: 350
Talc: 80

-----

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

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

Action 3: I charge 1 CP.

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

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

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

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

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

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

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

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

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

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

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

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

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

(Books explaining Glyphic, Runic, Ritualist, and Aethric Magics) || Book "Containing a description of the Formation I made two turns ago" =
Encyclopedia of Magical Structures [3/3 Uses] [LVL 1 Consumable]
- A purple leather-bound book with several meaningless glyphs carved into the cover. Perhaps this will have some info?
- Two functions here: Either can be used to learn for lore [0 charges used] or can create an example for 1 charge. Examples have varying effects.

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


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

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

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

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

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


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

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

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

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

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

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


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

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

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

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

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

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


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

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

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

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

-=+=-

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

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

Sdieve - 1/8 Inventory Slots used.
[LVL 1 Consumable] Encyclopedia of Magical Structures [3/3 Uses] - A purple leather-bound book filled with magic... perhaps this will have some info?
- Two functions here: Either can be used to learn for lore [0 charges used] or can create an example for 1 charge. Examples have varying effects.

- Rock x2
- Backup Alchemiter

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

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

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

Paradox - 2/8 Inventory Slots used.

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

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


Mr. Reception - 3/8 Inventory Slots used.
[LVL 1 Weapon] S.FX Flamethrower Gauntlet - A flamethrower that somehow, can achieve a variety of special effects. Way ahead of its time!
- Adds 3 damage to the end attack per action with a 20% chance to inflict
Burn (2 damage per turn) for 2 turns.
[LVL 1 Weapon] Light-Tech Gauntlet - A gauntlet capable of controlling many different stage lighting and lightning effects.
- Adds 1-5 damage to the end attack per action. Actual amount depends on the flashiness of the attack.


[LVL 1 Armor] Radio Rocket Boots - A normally silent pair of rocket boots, but can be tuned somehow to a specific AM station. Nifty!
- The wearer has a 5% chance to dodge an attack.

Splashcat - 2/8 Inventory Slots used.

[LVL 1 Weapon] Periodic Wand - A wand with a really, really small version of the Periodic Table wrapped around its side lengthwise.
- Adds 3 damage per action to attacks. Also has a 20% chance to trigger
Chemical Reaction (3 damage to another enemy) once a turn.
[LVL 1 Weapon] Wordy Gun - An inexplicably ink-stained pistol. Fires puns so bad they hurt.
- Adds 2-4 damage per action to attacks using it. Damage dependent on the quality of pun, with "worse" puns dealing more.

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

[LVL 1 Weapon] Lightning Mirror - A mirror rimmed with a coppery substance. Seems usable as a magical weapon, somehow...
- Adds 2 Damage to the attack per action, 10% chance for
Paralyzed (70% chance to not move) for 1 turn as well.

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

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

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

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

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

[PG] Castle Wall - 200/200 HP - Preventing entry into the Courtyard!
 
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Update VI
I run up to the formation soldiers, and ask them if they think my appearance looks good, I'm trying out something new, but the mirror I have isn't making me look too good...while the soldiers are distracted, I bash one over the head with my Lightning Mirror, before sending out shocks towards more of the soldiers.

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

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

The Embodiment of Frustration takes itself out on the Sword Soldiers, the Miserable one- Already flopped on one of the bog standard formation troops. And the Empty hole begins to eat away at a sniper, somehow having infiltrated its nest despite being an Empty Hole.

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

Looks like the energy shift was in making them officially Unversed. Who'da thunk? Not that the Empty Hole can partake in such a frivolous thing, but it seems to... well it's eating enemy snipers so it's being useful at any rate.

Your entities will do as you narrated!

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


> I look through the Encyclopedia of Magical Structures until I find a formation that can be made using formation soldiers, and which will be useful. like, boosting all damage, not me, since I'm... liable to not manage that. The good thing is, since I'm fine with an uncontrolled discharge of energy, I don't need to actually get the formations Right. if they blow up when done wrong, that works too. Which means I have good odds of actually succeeding. Once I've found a formation, I make it with formation soldiers by dragging them higgeldy here and there until they match- or don't match, as the case may be- the formation. If possible, I focus the result of the Formation Soldier formation on the Sword Soldiers.

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

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


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

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

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

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

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


GRIST
200 Build
10 Talc

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

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

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

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

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

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

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

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

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

With that, I fire up my radio rocket boots and do a flying quadruple backflip off the wall before landing back among the crowd of [AG]s.

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

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

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

Action 1 + Wordy Gun: I stroll up to the Sniper Soldiers. They quickly sight and attempt a headshot, but suddenly discover that they have no bullets. They've been stolen by an orange fox in a bandit mask, backed up by a hispanic girl with a backpack and a map reciting... "Sniper, no sniping!" Swiper hands me the bullets, and I load them into the Wordy Gun and fire on the Sniper Soldiers.

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

Action 3: I charge 1 CP.

------

Build Grist: 250
Talc: 20

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

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

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

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

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

(x1)(Microscopic Needles)
Using the Needles, i scatter them around the Formation Soldiers suspended in the air through invisible sky hooks that i have attached an instant ago. Operating a pulley system, i bring the needles on the sky hooks in a mesmerising pattern that entices the Formation Soldier into a Hypnotic Daze. Upon a certain configuration, i pull a Lever and suddenly all the Needles jab themselves into the Formation Soldiers at all the Pressure Points to induce a quick and painless Death.

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

(x1) Charging up. CP:5

CP:5
Build:250
Lv 1:40

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

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

FCP 9 CP

350 Build Grist
100 Talc.

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

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

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

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

That's all for my turn.

Inventory:
- Crossbow (???)

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

You charge up 2 CP, and...

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


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

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

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

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

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

Total Grist Attained -

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

-=+=-

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

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

Sdieve - 1/8 Inventory Slots used.
[LVL 1 Consumable] Encyclopedia of Magical Structures [2/3 Uses] - A purple leather-bound book filled with magic... perhaps this will have some info?
- Two functions here: Either can be used to learn for lore [0 charges used] or can create an example for 1 charge. Examples have varying effects.

- Rock x3
- Backup Alchemiter

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

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

Ninjatwist_ - 0/8 Inventory Slots used.

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

Paradox - 2/8 Inventory Slots used.

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

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


Mr. Reception - 3/8 Inventory Slots used.
[LVL 1 Weapon] S.FX Flamethrower Gauntlet - A flamethrower that somehow, can achieve a variety of special effects. Way ahead of its time!
- Adds 3 damage to the end attack per action with a 20% chance to inflict
Burn (2 damage per turn) for 2 turns.
[LVL 1 Weapon] Light-Tech Gauntlet - A gauntlet capable of controlling many different stage lighting and lightning effects.
- Adds 1-5 damage to the end attack per action. Actual amount depends on the flashiness of the attack.


[LVL 1 Armor] Radio Rocket Boots - A normally silent pair of rocket boots, but can be tuned somehow to a specific AM station. Nifty!
- The wearer has a 5% chance to dodge an attack.

Splashcat - 2/8 Inventory Slots used.

[LVL 1 Weapon] Periodic Wand - A wand with a really, really small version of the Periodic Table wrapped around its side lengthwise.
- Adds 3 damage per action to attacks. Also has a 20% chance to trigger
Chemical Reaction (3 damage to another enemy) once a turn.
[LVL 1 Weapon] Wordy Gun - An inexplicably ink-stained pistol. Fires puns so bad they hurt.
- Adds 2-4 damage per action to attacks using it. Damage dependent on the quality of pun, with "worse" puns dealing more.

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

[LVL 1 Weapon] Lightning Mirror - A mirror rimmed with a coppery substance. Seems usable as a magical weapon, somehow...
- Adds 2 Damage to the attack per action, 10% chance for
Paralyzed (70% chance to not move) for 1 turn as well.

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

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

[AG] Sdieve - 100/100 HP - 7 CP (Has 3 Attack Shields!)
[AG] Alastair? - 100/100 HP - 0 CP
[AG] Foodstuff Coloration Person - 100/100 HP - CP
[AG] Ninjatwist_ - 100/100 HP - 7 CP
[AG] Paradox - 100/100 HP - 5 CP
[AG] Mr. Reception - 90/100 HP - 0 CP
[AG] Splashcat - 100/100 HP - 8 CP
[AG] Shin Kicker (Plague) - 100/100 HP - 0 CP

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

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

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

@I just write

Mr. Reception receives 6 CP.

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

505 Build Grist
185 Talc.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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


Action 3: Alchemy time!

Medical Kit && Radio Signal Booster

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

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

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

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


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

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

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

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

"At least the hole is gone."

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

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

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

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

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

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

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

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

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

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

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

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

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


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

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

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

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



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

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

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

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

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

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

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

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

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

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

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

CP:5
Build:405
Lv 1:125

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

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

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

Time to focus on damage this round!

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

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

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

Inventory:
- Crossbow (???)

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

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

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

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

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

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


Alright then. You charge up 3 CP.

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

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

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

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

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

Total Grist Attained -

[Build] +140 Build Grist
[LVL 1] +0 Talc

-=+=-

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

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

Sdieve - 1/8 Inventory Slots used.
[LVL 1 Consumable] Encyclopedia of Magical Structures [1/3 Uses] - A purple leather-bound book filled with magic... perhaps this will have some info?
- Two functions here: Either can be used to learn for lore [0 charges used] or can create an example for 1 charge. Examples have varying effects.

- Backup Alchemiter

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

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

Ninjatwist_ - 0/8 Inventory Slots used.

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

Paradox - 2/8 Inventory Slots used.

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

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


Mr. Reception - 3/8 Inventory Slots used.
[LVL 1 Weapon] S.FX Flamethrower Gauntlet - A flamethrower that somehow, can achieve a variety of special effects. Way ahead of its time!
- Adds 3 damage to the end attack per action with a 20% chance to inflict
Burn (2 damage per turn) for 2 turns.
[LVL 1 Weapon] Light-Tech Gauntlet - A gauntlet capable of controlling many different stage lighting and lightning effects.
- Adds 1-5 damage to the end attack per action. The actual amount depends on the flashiness of the attack.


[LVL 1 Armor] Radio Rocket Boots - A normally silent pair of rocket boots, but can be tuned somehow to a specific AM station. Nifty!
- The wearer has a 5% chance to dodge an attack.

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

Splashcat - 2/8 Inventory Slots used.

[LVL 1 Weapon] Periodic Wand - A wand with a really, really small version of the Periodic Table wrapped around its side lengthwise.
- Adds 3 damage per action to attacks. Also has a 20% chance to trigger
Chemical Reaction (3 damage to another enemy) once a turn.
[LVL 1 Weapon] Wordy Gun - An inexplicably ink-stained pistol. Fires puns so bad they hurt.
- Adds 2-4 damage per action to attacks using it. Damage dependent on the quality of pun, with "worse" puns dealing more.

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

[LVL 1 Weapon] Lightning Mirror - A mirror rimmed with a coppery substance. Seems usable as a magical weapon, somehow...
- Adds 2 Damage to the attack per action, 10% chance for
Paralyzed (70% chance to not move) for 1 turn as well.

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

[LVL 1 Consumable] Discount Beach Ball [2/3 Uses] - A beach ball of somewhat shoddy construction.
- Deals 25 damage and a random minor debuff to an opponent when used.

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

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

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

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

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

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

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

FCP 9 CP (6 + 3)

645 Build Grist
185 Talc

Fair enough. 3 CP charged!

The guy frowns after seeing the HP.

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

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

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

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

GRIST
Build: 445
Talc: 65

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Top Hat Template || Black Felt == Dapper Stovepipe

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

Inventory:
- Crossbow (???)

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

Charging 2 CP, you begin to alchemize...

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

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

Build Grist: 545
Talc: 105

-----

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

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

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

-----

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

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

-----

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

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

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

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

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

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

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


CP:7
Build:525
Lv 1:125

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

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

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

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


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

@Torix

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

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


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

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

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

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

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

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

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

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

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

Boss Battle Start!

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

Total Grist Attained -

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

-=+=-

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

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

Sdieve - 3/8 Inventory Slots used.
[LVL 1 Weapon] Formation Calculator [Cooldown: 3/3] - A lightweight laptop with a bunch of programs on it for creating and designing formations.
- Usable to add roughly 10 damage and a average chance of a status effect to a formation per action. Has a cooldown of 3 turns once used.


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

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

- Backup Alchemiter

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

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

Ninjatwist - 2/8 Inventory Slots used.

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


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

Paradox - 2/8 Inventory Slots used.
[LVL 1 Weapon] Schrodinger's Wand - A wand with the power to make its enemies in an unknown state until looked at again.
- Deals an additional 2 damage per action to the Max Health of the target.

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


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


Mr. Reception - 3/8 Inventory Slots used.
[LVL 1 Weapon] S.FX Flamethrower Gauntlet - A flamethrower that somehow, can achieve a variety of special effects. Way ahead of its time!
- Adds 3 damage to the end attack per action with a 20% chance to inflict
Burn (2 damage per turn) for 2 turns.
[LVL 1 Weapon] Light-Tech Gauntlet - A gauntlet capable of controlling many different stage lighting and lightning effects.
- Adds 1-5 damage to the end attack per action. The actual amount depends on the flashiness of the attack.


[LVL 1 Armor] Radio Rocket Boots - A normally silent pair of rocket boots, but can be tuned somehow to a specific AM station. Nifty!
- The wearer has a 5% chance to dodge an attack.

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

Splashcat - 2/8 Inventory Slots used.

[LVL 2 Weapon] Chemist's Wand - A wand that looks a bit like a really narrow beaker, but more durable and closed off. An unknown liquid sloshes inside.
- Adds 8 damage to attacks utilizing it, along with a 20% chance of
Chemical Confliction (10 damage to another enemy) occurring.
[LVL 1 Weapon] Periodic Wand - A wand with a really, really small version of the Periodic Table wrapped around its side lengthwise.
- Adds 3 damage per action to attacks. Also has a 20% chance to trigger
Chemical Reaction (3 damage to another enemy) once a turn.
[LVL 1 Weapon] Wordy Gun - An inexplicably ink-stained pistol. Fires puns so bad they hurt.
- Adds 2-4 damage per action to attacks using it. Damage dependent on the quality of pun, with "worse" puns dealing more.


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

Shin Kicker (Plague) - 4/8 Inventory Slots used.

[LVL 1 Weapon] Lightning Mirror - A mirror rimmed with a coppery substance. Seems usable as a magical weapon, somehow...
- Adds 2 Damage to the attack per action, 10% chance for
Paralyzed (70% chance to not move) for 1 turn as well.

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

[LVL 1 Consumable] Discount Beach Ball [2/3 Uses] - A beach ball of somewhat shoddy construction.
- Deals 25 damage and a random minor debuff to an opponent when used.

[LVL 1 Consumable] Health Amplifier [4/4 Uses] - A mix between radio and medical kits, boosting the signal of one's vitals to somehow restore their health.
- When used, restores 30 HP to anything on the field.
[AG] Sdieve - 250/250 HP - 7 CP (Has 3 Attack Shields!)
[AG] Alastair??????? - 250/250 HP - 2 CP
[AG] Foodstuff Coloration Person - 250/250 HP - 9 CP
[AG] Ninjatwist_ - 250/250 HP - 10 CP
[AG] Paradox - 250/250 HP - 9 CP
[AG] Mr. Reception - 250/250 HP - 0 CP
[AG] Splashcat - 250/250 HP - 0 CP
[AG] Shin Kicker (Plague) - 250/250 HP - 0 CP
[AG] John Egbert (Wondertainment) - 250/250 HP - 0 CP

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

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

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

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

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

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

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







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

Entity Orders
Wicked Witch of the Wavelength: Stack all five attacks on the Sealed Tormentor's Tank! Debuff its attack into the ground!

... Hmm, let's see. Give me a moment to figure out how to interpret this, as the computer's spitting out mostly pictures here...
Okay. Wait, that's literally your intent. Clever.

Entering in through a small hatch unnoticed by the Godmodder, you quickly make your way through to the area where the machinery behind the tanks are put in and quickly edit the shell variables, making them momentarily unable to fire. With the missiles stuck until someone goes in and fixes it, you quickly escape and put a whole bunch of steel over the door for some reason, preventing any reversion of the changes to the tank until they're removed!

The Wicked Witch of the Wavelength will do as you say!


CP:5
Build:475
Lv 1:35
Lv 2:0

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

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

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

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

Twisting and contorting the Sealed Tormentor's Tank, you use Schrodinger's Wand to break 20 HP of regen off of the tank's total capacities! Not a bad use of time, mind you - and it also knocks down its max HP by 2! Regular HP's just fine, though - still at all 2000 of 1998 of its health. Wait.

Wielding the needles, you send them flying into the tank to deal... 150 damage to the Tormentor's Tank! Unfortunately, no crit and they pierce... hm. Can't really tell from my viewpoint, sorry. Looks like they might've just torn through a lot of metal.

In total from your actions this turn, you've spent 2 CP, 200
Build Grist, 120 Talc, and 60 Gallium.

>< I have read the history, so I know about the Peacekeepers, yes. If I recall correctly, their problems were a mix of value drift and stupidity. Since the Remix is based on formations, value drift should be impossible without breaking its structure, and stupidity is impossible to deal with; you have to just assume there's a smart person in there to start with, because a stupid person won't be smart enough to pick out actually smart people from good actors.
> Say. That's the Sealed Tormentor's Tank. which means there's someone called a 'Sealed Tormentor' on the inside, which owns the tank. Right? Right. So instead of attacking the heavily reinforced Tank Armor... What if I just. attack the driver, instead.
...This is going to fail horribly, isn't it. Oh well. As the Shrodinger's Wand rediscombobulates the Tank, I take a floating half-step- Since I only control half my body with the other half of my brain asleep, remember- and get through the scattering bouncy balls before they reform into a tank. Ok, now I'm inside the tank. I... don't actually have a weapon I can use in here. But I can, uh. stay very still and hope the Sealed Tormentor doesn't notice me. I really didn't think this through. Um. Are there any weapons the Sealed Tormenter left sitting inside the tank? Maybe a gun or something they were supposed to use to repel intruders like me? If there are, I use a bit of that player telekinesis I'm normally busy using to move to point the gun at them and pull the trigger.
The hope of this action is to distract or. well, it won't kill them. but if it could, I would want it to. kill the Sealed Tormentor, I mean.
> Ok, and... like I said there, hopefully... that'll have distracted or killed them. Probably not killed. maybe distracted. And... now that I'm looking around, tank interiors are. really quite confusing. I have no idea what parts are the controls. and I don't think I have much time... Alright, if there was ever a time to spontaneously manifest magical powers, now's the... nope. Well, I mean, player powers are already magical powers, but they're not making me superhuman y-
...hm. I was able to kinda just conjure myself a dolphin brain, right? so obviously they allow for reckless and unjustified biological manipulation. So... hm. What animal would be best for thiThere'snotimethetormenter'llcomebackI'll just. oh this is going to suck. Wait, no, I have reckless biological manipulation. I remove all pain sensors and other nerves from my right hand and arm, and hold it up in the general direction of where the Tormentor was sitting. And then I remove all restrictions on cell growth in that hand, which quickly turns it into a cancerous mess. With a much larger hand, I immediately remove every bone in the hand, and remove all the protections against getting infected. In their place I add a ton of stomach cells which will 'think' this hand is my stomach and produce stomach acid in a few more seconds. then, I sever my right hand and lob the resulting infected mess over to the Tormentors control station.
It doesn't... feel like anything in particular. I mean, you'd. think it would, since I chopped off my hand. But I got rid of all the nerves first, so all I really felt was that all that cancerous weight vanished. Uh. The hope with this action is that the Sealed Tormentor won't be able to control the Tank any more because there's a mass of Acid, flesh, and-shortly- infected pus sitting where the controls are.

> I then oh they're coming back I scramble away to hide behind one of the bits of Tank they already looked at. I hope they don't find me. Well, while I'm stuck here, I do still have player telekinesis and this laptop, so... I look up a communication formation to connect to another afterlife's cell lines, like maybe heaven, and use that to rout into the real world. Then I construct that with rocks in a random valley. Technically, this is... an entity, I guess? I use the formation calculator to make it, like I said.

CP: 7?
Grist: 545->745
Talc: 125->185
Galium: 0->60
Items: Encyclopedia of Magical Structures [1/3]
Formation Calculator [0/3 Chargeup]
Health Amplifier [4/4]
Alchemiter (Backup)

Fair points with the Peacekeepers. I'm just wondering what the Ralyx Remix will do with all the troops.

As you warp inside the tank, you find it bustling with life and troops running around, manning the various systems. No clue where they all come from, but... either way, it does mean there's probably your Tormentor in here somewhere... and lo and behold, there he is! Grabbing a standard Formation Soldier's weapon, you chuck it at the thing's head and it slumps over, disappearing into a pile of Grist!

The tank is still running, though. Hm. Eventually finding the controls despite the Formation running around, you... err, do that. Despite the fact that that's really gross, the tank takes a whopping 120 damage from the controls directly being hit! ... Still, the tank's still running. That's probably not good.

Quickly, you design and create a formation that... somehow, allows you to connect with heaven, you think! Though it's an entity on the outside battlefield (Player Power kinda limits the range there), it appears that you've got some time to run with it... and already, you're getting some communications from the other side! It seems to feed directly into your laptop, as evidenced by a voice emanating quietly from the speakers.
"Hello, this is Communications Center #7 - how may I help you today?"

+10 Build Grist attained from your actions, due to the death of one random Formation Soldier that was probably the "Tormentor!"

I decide to spend one attack action on dancing so stylishly, the universe itself tries to stop me with random bullets, that i deftly dodge, sending them flying towards the tank, before striking a pose!

I then create two level 1 alchemies


Wind Magic && Sword

Baseball Bat && Revolver

The Universe is in a different conflict that's definitely not in this Plane, but okay. Using Player Powers as a substitute, you deal 60 damage to the Tormentor's Tank!

Wind Magic && Sword =
Airy Sword [LVL 1 Weapon]
- 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.

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

FCP 12 CP (9 + 3)

845 Build Grist
245 Talc Grist
60 Gallium Grist

Alrighty then. +3 CP.

(john is just here because the character I was going to play as would not know a week had gone without an update, and I also did not want to introduce them in a game that had not updated for quite a while.)

john egbert responds to the question with something like this,
John - I was only jere because from my perspective it had been a long time without you actualy doing anythin, wich would be bad because then everyone might die again. then he dissapears, unless of course the arbiter responds to him.

Anyway, no matter the situation with john a guy wearing a red cape with a purple W logo on, red trouser, black boots and a realy expensive looking red tophat who is holidng a golden cane with a crystal ball on top appears on the field, as in he just walks in from a position noone is looking, he begins speaking adressing the godmodder.
Hey "godmodder" your attempt to concure the world gives anomalous things a bad name, have you ever thought of that?
then he charges 3 CP because attacking the godmodder is not a good way to get him to tell you stuff

(this is the character I will actualy be playing)
(by the way @I just write is mr reception a little mister or is the name just a coincidense)

John Egbert moves back to the lands of Homestuck! Don't worry, I won't lose all my steam and go off exploring this place again unless I need to.

Wondertainment decides to exist, confronting the Godmodder with words! The Godmodder just gives a nonchalant shrug in return and continues watching the destruction from his tank... of his tank, really. The PGs, fortunately, move after the AGs... but he's there, just biding his time.

Finally, you charge 3 CP.


The man taps the soldier lightly while the others get their opening shots in.

"Hey. Wake up."

As the Soldier wakes up, he puts the Keyblade to his throat. Not the most devastating part to hold it to, but one that would give a much more instinctive reaction.

"So. Pop Quiz. 2 questions - Short answer and essay style. Short answer, how loyal are you? Essay Question -" He tilts his hood towards the Sealed Tank. "What's that thing's deal? Describe any and all information you know. It'll help your score."

He keeps an eye on the Godmodder. There was no way they'd just let this slide so easily.

The Sword Soldier is woken up, seeming quite scared! He tries to scramble away before being pinned against a cliffside, and your questions begin rolling through. Remarkably, despite being afraid for his life, he seems somewhat coherent and doesn't stutter too much. "S-short answer, I just don't wanna d-die. As for the tank, that thing's a killing machine. Rumors go about that it-it's not even at full power and that the boss just holds it back. It can crush anything we've heard of - even Players - easily since they're so weak here. T-the thing's also designed to not need an-anyone to run, and the c-controls are just for a manual overrid-" He's cut off with a snap of the Godmodder's fingers, disintegrating into the component Grist before another word can be said. Well, I guess that still answers at least a few questions...

Good news, though... at least 15
Grist and 10 Talc were attained in his stead.

Build Grist: 395
Talc: 15
Gallium: 0

-----

I equip the Bulletproof Dress. I presume this is a free action?

-----

Action 1 + Action 2 + Chemist's Wand: I take some of the oxygen in the air and direct it into the Tormentor's Tank's gas tank. There, I force the oxygen atoms in between the hydrogens and carbons on the hydrocarbons in the tank.

Here's a rough diagram of pentane, one of the many different hydrocarbons that make up gasoline:
H H H H H
H-C-C-C-C-C-H
H H H H H

And here's a rough diagram of pentanol, an organic compound similar to pentane but with a hydroxyl group in place of one hydrogen:
H H H H H
H-C-C-C-C-C-O-H
H H H H H

Pretty similar, right? But that one oxygen can make a major difference. For example, pentane is considered an alkane. But pentanol is considered an alcohol.

Therefore, the Tormentor's Tank obviously gets extremely drunk.

And as we all know, you shouldn't drive drunk, because you might crash. And it looks like the Godmodder here did just that! He drives the tank into a telephone pole, which not only damages the tank but gives him severe whiplash. He's hospitalized with a broken neck, and to add insult to injury, his tank driver's license is revoked.

(This is an attack on both the Tank and the Godmodder, I guess?)

-----

Action 3 + Wordy Gun: I fire a bullet at the Sealed Tormentor's Tank that turns into a seal mid-flight. Did you know that Southern Elephant Seals can weigh up to 8,800 pounds? Well, you do now. The Sealed Tormentor's Tank is now *very* thoroughly sealed.

-----

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

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

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

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

Wordy Gun && Sniper Scope = Scrabblistic Sniper [LVL 2 Weapon]
PREVIEW

Thankfully, it appears you've done that already. Don't worry about equipping things, generally, they'll always count as on!

The Godmodder seems to be immune to the attack, without even having to counter!... Hold on, that seems off. One moment... ah. It appears that a Player attempted to use something equating to Wild Magic on him, forcing him to roll on the table. He's been immune to all effects of alcohol for the past 15 days and will be for another one. The tank though - it gets inhibited severely by the fuel change, and it'll act as if Confused for the next turn due to it's targeting systems being set off.

You launch a seal at the thing as well, dealing a total of 65 damage to the Tank! Those things do weigh a lot. Didn't know that.


-=+=-
End of Turn Battle -
The Wicked Witch of the Wavelength quintuple-curses the Tormentor's Tank, dealing 50 damage and an absurd amount of Weakness effect to the attacks for the next couple turns!
The Mirror Golem, unable to attack anything else, goes after the Sealed Tormentor's Tank! He deals 30 damage and receives an additional 5 attack from the thing's basic one!

The
Sealed Tormentor's Tank, confused for the turn, attacks itself with one of the bullets and a second one goes flying off elsewhere to deal 10 damage to the Mirror Golem! It's HP Regen features take place, and additionally, Reinforcements charges up! Despite all the weakness, the other bullet circles around and miraculously hits the steel plating blocking the entry hatch, reopening it!
The Godmodder, meanwhile, decides to use his action to rewrite the rules of Weakness on the Wicked Witch of the Wavelength - 90% of attack gone is just ridiculous! He changes it to -5 Attack per level of Weakness applied, which seems like a much more balanced rule to him. At least you got it off for one turn...

It's clear the Godmodder is going to mainly focus on shutting down your antics to debilitate the tank for the time being.

Total Grist Attained -
[Build] +25 Build Grist
[LVL 1] +10 Talc
[LVL 2] +0 Gallium

-=+=-

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

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

Sdieve - 3/8 Inventory Slots used.
[LVL 1 Weapon] Formation Calculator [Cooldown: 3/3] - A lightweight laptop with a bunch of programs on it for creating and designing formations.
- Usable to add roughly 10 damage and an average chance of a status effect to a formation per action. Has a cooldown of 3 turns once used.


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

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

- Backup Alchemiter

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

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

Ninjatwist - 2/8 Inventory Slots used.

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


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

Paradox - 4/8 Inventory Slots used.

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


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


Mr. Reception - 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 and lightning effects.
- Adds 1-5 damage to the end attack per action. The actual amount depends on the flashiness of the attack.


[LVL 1 Armor] Radio Rocket Boots - A normally silent pair of rocket boots, but can be tuned somehow to a specific AM station. Nifty!
- The wearer has a 5% chance to dodge an attack.

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

Splashcat - 4/8 Inventory Slots used.

[LVL 2 Weapon] Chemist's Wand - A wand that looks a bit like a really narrow beaker, but more durable and closed off. An unknown liquid sloshes inside.
- Adds 8 damage to attacks utilizing it, along with a 20% chance of
Chemical Confliction (10 damage to another enemy) occurring.
[LVL 1 Weapon] Periodic Wand - A wand with a really, really small version of the Periodic Table wrapped around its side lengthwise.
- Adds 3 damage per action to attacks. Also has a 20% chance to trigger
Chemical Reaction (3 damage to another enemy) once a turn.
[LVL 1 Weapon] Wordy Gun - An inexplicably ink-stained pistol. Fires puns so bad they hurt.
- Adds 2-4 damage per action to attacks using it. Damage dependent on the quality of pun, with "worse" puns dealing more.


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

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

[LVL 1 Consumable] Health Amplifier [4/4 Uses] - A mix between radio and medical kits, boosting the signal of one's vitals to somehow restore their health.
- When used, restores 30 HP to anything on the field.
[AG] Sdieve - 250/250 HP - 0 CP (Has 3 Attack Shields!) ((I totally forgot to subtract the total from when you summoned the Ralyx Remix. Derp.))
[AG] Alastair??????? - 250/250 HP - 2 CP
[AG] Foodstuff Coloration Person - 250/250 HP - 12 CP
[AG] Ninjatwist_ - 250/250 HP - 10 CP
[AG] Paradox - 250/250 HP - 5 CP
[AG] Mr. Reception - 250/250 HP - 0 CP
[AG] Splashcat - 250/250 HP - 0 CP
[AG] Shin Kicker (Plague) - 250/250 HP - 0 CP
[AG] Wondertainment - 250/250 HP - 3 CP

[AG - Splashcat] Mirror Golem - 260/260 HP, 34 Attack + Copy Ability: gains a permanent bonus based on whatever it attacked last!

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

[AG - Steffan] Heaven Communication Formation - 60/60 HP, can communicate with Heaven! There's a voice on the other side...

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

[PG - BOSS] Sealed Tormentor's Tank - 1735/1998 HP, 130 HP Regen per turn, 100 x 2 Attack, Shellshock [lll] (Inflicts Terrified (Misses Attacks) for two actions on 3 entities or Players!) Reinforcements [ll] (Summons Formation troops!), Absurdly Weakened (-25 Attack) for one more turn!

[GM] The Godmodder - 70/70 HP
 
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