Update IX
FCP 15 CP (12 + 3)
870 Build Grist
255 Talc Grist
60 Gallium Grist
You continue charging. Have fun.
The person's grip on the keyblade tightens.
"You know... that wasn't very nice..." The cloak shifts as the person stands up. "Perhaps I should make an example out of you..."
But... he doesn't move? The next time the Godmodderattacks, though, he finds that the person has somehow gotten themselves in between the attack and its destination. No matter-
The Godmodder is then attacked from behind and above, and follows it up with a relentless combo that leaves behind after-image clones, which is what took the Godmodder's attack! Only 1 Action is needed for a Godmodder attack, but to act as Godmodder Attack Interception AND a proper assault on their person, I imagine that they need 2 - one per effect.
With their third Action, they make their retreat towards the top of the Sealed Tank... and use the Keyblade to enter the vehicle! And by that I mean they hack their way inside. The Keyblade is magically, absurdly sharp after all and the metal doesn't stand a chance. As for their goal, they are absolutely gunning for the manual override controls inside and begin moving through the Tanks' internals!
The next attack from the Godmodder will invariably target you, no matter who the original target was!
The after-image combo is quickly dispelled by the Godmodder's quick Dispel Magic up his sleeve, leaving you nowhere to be found due to your quick escape! He is on a roll with these D&D based counters, if he does say so himself.
You enter inside the tank, and find the manual override controls! The only problem is that they currently have a whole ton of gross stuff on them from Steffan's attack last turn. It appears that not many forces are targetable inside the tank, anyways...
And unfortunately, a placeholder will remain.
><Wow, that... actually worked pretty well. that actually worked... really well. 120 damag- wait, our player power went up. Right. So that's just a normal attack for those two actions. And yes, I know that was gross. I don't have much to work with here, do I? I'm not superhuman-level yet. Also, I figured Ralyx Remix'd put them to use on building things and productivity? I dunno, that's what I'd thought.
><oh shoot,sound is coming out of the speakers. I do not want to be heard here, uh. I mash some keys randomly. It's Possible for a person to fix tech problems they don't know how to solve by randomly mashing keys, so it does what I want: pipes the heaven sound into a speech-to-text program so i can hear them, mutes the audio and mic, and changes the input sound from 'microphone' to 'a text-to-speech program'. Having silenced the messaging, I 'say' via TtS to the Communication Centre "I'm a player trapped in a Godmodders Soul Orb, and I was hoping to. mooch off your wifi to connect to the real world. I assume Heaven isn't free to stop this Godmodder, since they haven't done so, but if you could... connect this audio stream to the internet, or something? I know early internet travelled on phone lines so I assume this is feasible."
><I shoot the Tormentor in the head with the levitating gun a few more times. Sealed beings come back to life, right?
> ...manual override, you say? Well. I only lobbed a mass of flesh onto those controls... So I use the levitating gun thing to distract everyone around, then sneak over to the controls. Putting my cut-off hand to the mass of flesh, I reconnect the hand, and use some more of that reckless bio-manipulation to make it just... shed all of that extra mass and puss and cancer, which I push aside. The controls now free, I activate the manual override and direct the Tank to aim straight up and Fire. Once the order to keep aiming straight up and firing for the next, oh, few hours is locked in, I duck behind the control chair to hide from view and grow my ear into a bats ear so I can echolocation my way into knowing the internal structure of the control system, which I proceed to disconnect all the buttons and stuff from using an invisible plane of player-projection force.
The Hope here is to redirect all of the Tanks attacks up, so they fall down, and hit the Tank. making it hit itself. Well, until the Godmodder fixes it.
> Wait, this is the Godmodders soul orb. That means...
*sound of typing*
...Yeah. based on the records, We're just soul projections. I guess that explains the lack of death from reckless bio-manipulation... Ahem, right, Actions. Well, since we're soul projections... I don't think there's any need for that projection to be human. kinda... implied, by the bio-manipulation, but it wouldn't need to be animal either. It's like... Well, never mind that. The point is that- Soul projections, those usually follow someones expectations or what they believe about themselves. Player powers obviously have let me bend the rules... So I'm going to bend them further. I grow one of my fingernails through the Tanks wall. It's easy, because I make the fingernail really, really thin. Then, I make my 'body' be on the other end of the fingernail, and the nailtip on the first end.
That leaves me a few meters above the ground, dangling in the air only by a flimsy, hyper-thin fingernail.
which immediately snaps.
Ishouldreallythinkthesethingsthroughmo-Oof.
...At least I'm out of the Tank now. I focus on the Tank's barrel and conjure an Attack Mirror on there- to make the Tanks next attack be mirrored onto it. Way more efficient then anything else I could be doing. you know, it only takes two actions to completely shut down the Tanks basic attacks for the round? That's one thing players are good for no matter their power level. Even worked in the prison break.
In summary, I use a mechanical thing to do 100 damage to the Tank, as long as it's going to attack eventually.
> And now, uh. Assuming the Heaven guy connected the audio to the internet, I go looking for coding work. specifically coding work where they want the best, short code. And proceed to do that coding work by way of random typing which gets the right answers via Player Powers. Why? Well, Steffan... didn't actually pay me, before I. died. And my salary wasn't even that high. I think he was paying for it by selling Frovens, which are... not worth much. Heh, maybe I'll call and ask him for my pay. might freak him out, giving him a call from a ghost... oh, who am I kidding. The guy'd shrug it off. unlike... me. Anyway, got side tracked. I'm doing the coding work for real world assets. I heard in the last war those were hell to obtain, maybe literally... but nowadays, well, technologies've progressed. There's real money to be made with well, writing better code (or, in this case, perfect code, because in an interface with only 2 choices per character (I'm writing in binary, obviously. for peak efficiency), picking the right one each time is well within 'humanly possible' ranges.). And as for what I'll do with those assets- uh.
I Really need to think things through more. is this happening because I only have half a brain awake? ...No, taking Steffans job offer was just as stupid.
CP: 0
Grist: 745->770
Talc: 185->195
Galium: 60
Items: Encyclopedia of Magical Structures [1/3]
Formation Calculator [0->1/3 Chargeup]
Health Amplifier [4/4]
Alchemiter (Backup)
The text-to-speech program works wonderfully! A few words go through...
"Oh. Uh... yeah. Sure. One moment here..." A moment passes, and you notice that small little wifi symbol in the bottom right change to represent wifi! It's not the greatest, but it'll do for now, certainly. "How'd you even get in a Soul Orb anyways? I thought the Godmodder stuff was all destroyed about five years ago."
That one random Formation Soldier that happened to be named the Tormentor is very overly dead! (It's the SEALED Tormentor's Tank, not the SEALED TORMENTOR'S Tank.)
Though the biological mess is cleared, the controls are still completely non-functional due to the mass leaking inwards! That is really, really gross. Thankfully, the secondary part of the action does go through, and you completely break any other sets of controls in the entire area! If you can't control this thing, nobody can.
You conjure up an Attack Mirror on the tank that will activate on the PG turns!
Coding work nets you a grand total of about $200 virtually!...what will you do with this? It's been added to your inventory, at least.
A random stick figure walks into the field.
"Hey, uh sorry to bother you but can anyone point me to the nearest interview room I'm running late as . . . is?"
He he stares out at the madness unfolding in front of him.
"Wat?"
+3 CP
Err, to answer your question, the nearest interview is on the next plane over. You'll want to take a left, continue for a mile or so, repeat that 3 or 4 times, realize there's no way off this place easily, and realize you're gonna miss that interview. Sorry, man.
Welcome to the battlefield, though. You charge up 3 CP to get yourself started.
Suddenly a new challenger approaches.
It is... THE FRAZZLED INVENTOR!!!
He appears to be making something...
+3 CP
You enter the battlefield! Which is rather concerning, considering you kinda have to die to get here... but welcome anyways. You gain 3 CP to start yourself off with, in the form of tinkering a contraption together somehow!
Welp, missing last turn was a mistake. One I hope not to make again!
I charge up 1 more CP, then attach some kind of auto-loader to my crossbow. I'm not sure how well it'll work, but may as well try it. I point my crossbow at the Sealed Tormentor's Tank and fire! I feel the crossbow go out of control as the auto-loading device loads bolt after bolt onto the tank, firing at well over 800 bolts per minute! By the time the auto-loader is empty, my hands are wobbly from all the firing and stabilizing that's been done- and a flurry of crossbow bolts is now buried in the tank's armor.
For my second attack, I decide to take the quality over quantity approach. I start by crafting a HEAT (High-Explosive Anti-Tank) missile- gotta get the high explosives there, shape it just so, then make sure it propels this soon-to-be-molten metal just right... and voila, it should work! I load the thing onto one of my crossbow bolts, aim it at the Sealed Tormentor's Tank, try to compensate for the heavier projectile- and fire! The bolt impacts the armor of the tank, then explodes, releasing a stream of high-velocity molten metal into the tank's armor!
I wonder- are MSPAradox-style passive charges a thing?
Also, is there a cap on how much CP we can charge at one time?
Inventory:
- Crossbow (+4 damage per action)
- Dapper Stovepipe (20% chance to inflict Confusion (30% miss chance) to attacking foes)
Charge: 1q CP
Grist Stores: 810 Build Grist, 225 Talc, 60 Gallium
You unleash a flurry of bolts into the Sealed Tormentor's Tank, and then throw a bomb onto the end of one of them, dealing a grand total of 148 damage with the attacks! That's probably too many crossbow bolts, for future reference, but that was still impressive.
As for the other questions, maybe and then a no. MSPAradox style charges can be straight up broken at times, to the point that the Arbiter Terminal will literally damage a few things if I enable them fully. With creativity and some CP, I imagine they'd work, but it's definitely not as easy as an MSPAradox charge in matters of creation.
There's no limit on CP charging here, though. I know that much. You also charge a point of the stuff, speaking of it.
Taking out my Slugger, I fire a bullet out of it straight up into the air, before pulling it back....and batting it into the Tormentor's Tank with all my might!
189 damage to the Sealed Tank! Player Power works in mysterious ways, I suppose...
Build Grist: 25
Talc: 10
the red caped guy responds to the godmodders shrug
You should realy care more about consequences you know, after all, anomalous enteties and objects come in many shapes and sizes, and at least a fraction of them ought to care, pluss, You are kind of hurting me indirectly by doing that, so I, doctor wondertainment will have to take you down
as he says this he also spins around to walk away hitting the godmodder in the head with his cane like object in the process
walking away from the godmoder he makes his way towards the Sealed Tormentor's Tank, a journe that is prety uneventfull, (is the sky here hexagons like on the Hexa field or is it diferent by the way) and, upon reaching it, he puts his hand on it and closes his eyes, sending a wave through the thing, as the wave passes ovfer the double sword emblem, said emblem dissapears, and the tanks sealdness with it.
Clarification, I am using an action to dissable the tank from respawning using shenanigans
opening his eyes again the person notices Sdieve (@JOEbob ) and adresses him, Who are you and why are you flying with a half paralyzed body
(are your character a carapacian)
@Torix are characters avare of things said in your posts that aren't directly adressed to them?
The Godmodder shrugs again. As far as he cares, he won't be any old SCP to be contained. He's not one of those anomalies and never will be. The cane strike outright misses, hitting one of Alastair's(????) after images instead as the Godmodder sidesteps.
The Sealed emblem becomes the Unsealed Emblem, one shot by your legendary attack!... no, it doesn't. It is gone though, though the Sealed in front of the Sealed Tormentor's Tank is still there. I think you just moved it.
Depends on the character, though it'd be polite if you didn't. It's rude to listen in on stuff not meant for you, after all.
(x2)(Pinpoint Needles) Paradox shrugs and proceeds a preliminary Shoot, shooting his Pinpoint Needles up into the air as they multiply into the thousands, beyond the gaze of everyone as everyone briefly forgets their existence !! They will only strike when the Tank summons its Reinforcements at the end of the turn and bombard the Reinforcements with Targeted Tactical Needles.
(x1)(Schrodinger's Wand)The Dragon of Paradoxes activates a Decision Tree!! If the Tank is not on the AG side due to being manually overridden by the Controls the Wand's Attack on it will Warp it's firing shells, weakening its next Attack by a fair amount !! Otherwise it would Grant the Tank, if it is on our side, a temporary shield lasting for a single turn that would Null the existence of attacks on it !!
CP:5
Build:500
Lv 1:45
Lv 2:0
140 damage will be dealt to various reinforcements when they come out this turn! We'll roll for crits when that happens.
You warp the firing shells yet again, reducing it's attack yet again! At this rate, nothing will even hit you guys this turn.
oh also because my previous post was only two actions I charge
+1 CP.
@Torix somone called algot walks onto the field, taps the screen of the update terminal from the inside and dissapears
Several problems with this.
1 - Double posting bad. I won't count these in the future.
2 - You're out of actions anyways.
Build Grist: 420
Talc: 25
Gallium: 0
-----
The Mirror Golem will attack the Sealed Tormentor's Tank and attempt to copy some of its Sealed-ness to make it gain some sort of buff when below half HP.
-----
Action 1 + Chemist's Wand: Splashcat starts adding oxygen to the Tormentor's Tank's gas tank.
The Godmodder prepares to nope their attack for being repetitive, but Splashcat quickly adds that he's not bonding it to the alkanes, just adding regular old elemental oxygen. The Godmodder relents... and then Splashcat adds a dash of phosphorus. Pure phosphorus to spontaneously combust when exposed to pure oxygen, and that fire has plenty of fuel and plenty of air to feed off of.
-----
Action 2 + Wordy Gun: Splashcat unleashes a vicious salvo of projectile puns:
What do lawyers use when they're having trouble reading documents?
Contract lenses.
Why did earth, water, air and fire cross the road?
To get to the aether side.
What do you call a mischievous skating faerie?
A hockey Puck.
As the bullet strikes the tank, it is sued in several dozen jurisdictions, decomposed into its base elements, and cursed to fall in love with a skating donkey, all of which presumably result in damage somehow.
-----
Action 3: Splashcat charges 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.
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
73 damage is caused to the Sealed Tormentor's Tank as it's internal engines catch briefly on fire, and then another 63 as several sources of puns are created in one attack and then utilized against the tank! You also charge up 1 CP to round off the turn.
The Mirror Golem will do as you say!
Xorm wasn't totally certain how he came to be here.
He had somehow managed to S P L I T when he glitched away from the IDPD, and now there were punch cards and grist bits and godmodders oh my!
At least he still had-
It was gone. Again. As a dimensional anomaly in and of itself, The Piercer tended to error out of existence when he used his fancy powers to bail on whatever situation he was in at.
And as usual. It had done its deed.
Gorilla.
He'd have to make do with his fists for now, until he could alchemize something similar.
And there was only one thing here to punch. Well, *two,* but he wasn't about to punch a tank of solid metal. So he gathered a bit of Toon Force around him, made a mad sprint for the Godmodder, and planted one chitinous, naturally spiked, six-fingered fist into the Godmodder's smug face.
It was simple, he knew. But who could argue with the classics?
You enter the field through a teleportation mishap!... err, welcome? You might have died or errored out of existence in that warp mishap, by the way, but... eh, I'm sure you'll be fine. We'll figure out how to get outta here soon.
In the meantime though, you actually land a punch on the Godmodder, dealing 1 damage!
... wait, that actually worked? How did that work? Did he just... run out of dodge potential or something?
Either way, well done! It appears he's dropped a few things too because of it...
200 Build Grist, 120 Talc, and 60 Gallium are dropped from successfully hitting the Godmodder! Seems like if you can land a hit on him, you'll get a good bit of Grist for your efforts too!
-=+=-
The Wicked Witch of the Wavelength again quintuple curses the Tormentor's Tank, increasing the Weakened Effect to a whopping -50 Attack!
The Mirror Golem attacks the Sealed Tormentor's Tank, copying an aspect of the sealed factor! When below half HP, its attack will multiply by 1.5!
The Sealed Tormentor's Tank finds itself heavily weakened again, unable to successfully attack! It deals 50 damage to itself due to Sdieve's Attack Mirror, and then 25 damage to the Wicked Witch of the Wavelength! It also regenerates 130 HP, and successfully activates its Reinforcements, summoning a squad of 5 Super Soldiers!... which are immediately attacked down by the airstrike pinpoint needles, killing 2 of them! They drop 100 Build Grist and 60 Talc total.
The Godmodder, now able to reach the Shellshock's mechanical area, fixes the problems with the area and reactivates the system, completely ignoring Alastair's(????) after images! They only block his first attack, after all.
Total Grist Attained -
[Build] +300 Build Grist
[LVL 1] +180 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] -
500/800 Build Grist, 240/480 Talc, 120/240 Gallium
Sdieve - 3/8 Inventory Slots used.
[LVL 1 Weapon] Formation Calculator [Cooldown: 2/3] - 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
- $200
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 you take 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.
Wondertainment - 0/8 Inventory Slots used.
Nothing yet!
Stick Figure Guy (GAWR) - 0/8 Inventory Slots used.
Nothing yet!
The Frazzled Inventor - 0/8 Inventory Slots used.
Nothing yet!
Xorm - 0/8 Inventory Slots used.
Nothing yet!
- The Alchemiter: allows for alchemy wherever and whenever!
Required Grist for Upgrade to [LVL 3] -
500/800 Build Grist, 240/480 Talc, 120/240 Gallium
Sdieve - 3/8 Inventory Slots used.
[LVL 1 Weapon] Formation Calculator [Cooldown: 2/3] - 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
- $200
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 you take 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.
Wondertainment - 0/8 Inventory Slots used.
Nothing yet!
Stick Figure Guy (GAWR) - 0/8 Inventory Slots used.
Nothing yet!
The Frazzled Inventor - 0/8 Inventory Slots used.
Nothing yet!
Xorm - 0/8 Inventory Slots used.
Nothing yet!
[AG] Sdieve - 250/250 HP - 0 CP (Has 3 Attack Shields!)
[AG] Alastair??????? - 250/250 HP - 2 CP
[AG] Foodstuff Coloration Person - 250/250 HP - 15 CP
[AG] Ninjatwist_ - 250/250 HP - 11 CP
[AG] Paradox - 250/250 HP - 5 CP
[AG] Mr. Reception - 250/250 HP - 0 CP
[AG] Splashcat - 250/250 HP - 1 CP
[AG] Shin Kicker (Plague) - 250/250 HP - 0 CP
[AG] Wondertainment - 250/250 HP - 4 CP
[AG] Stick Figure (GAWR) - 250/250 HP - 3 CP
[AG] Frazzled Inventor - 250/250 HP - 3 CP
[AG] Xorm - 250/250 HP - 0 CP
[AG - Splashcat] Mirror Golem - 260/270 HP, 34 Attack + Copy Ability: gains a permanent bonus based on whatever it attacked last! Attack multiplies by 1.5 when below half (135) HP!
[AG - Mr. Reception] Wicked Witch of the Wavelength - 275/300 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 - 1342/1998 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 (-55 Attack) for one more turn, Extremely Weakened (-30 Attack) for 2!
[PG] Super Soldiers x2 - 50/50 HP, 30 Attack (x2)
Super Soldier - 10/50 HP, 30 Attack
[GM] The Godmodder - 69/70 HP - First attack he launches intercepted by after-image clone!
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