DefTG 2: Alchemiquest

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

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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.

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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.

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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.

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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!

-=+=-
End of Turn Battle -
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!

[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!
 
Last edited:
Update X
Build Grist: 720
Talc: 205
Gallium: 60

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Action 1 + Wordy Gun: I load the Wordy Gun with Os, and shoot the Super Soldiers. They're transformed into Souper Soldiers, and transferred away from the field and into the mess hall.

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Action 2 + Chemist's Wand: I bombard the Sealed Tormentor's Tank with Francium, causing it to surrender!

...Wait, no, Francium doesn't surrender. Francium radioactively decays so fast that we don't even know what it looks like because it the heat produced from its spontaneous fission instantly vaporizes any sizeable sample. Always so easy to get the two mixed up.

-----

Action 3: I charge 1 CP.

-----

The Mirror Golem will attack the Sealed Tormentor's Tank and try to copy a bit of its regen.

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

The now Souper Soldiers are carted off to some mess hall or another, and are not a part of the battlefield anymore! Their very essence is later reduced into mere soup and later sustenance for whoever ate them. (I actually had to look up if you drink or eat soup here, strangely. Answer's... complicated.) Either way though, this KOs the Souper Soldier at lower health and one full-health one as well!

A large portion of the tank's chassis is struck by francium pellets, which instantly combusts against the tank! This is enough to deal 70 damage to the tank, and trigger Chemical Confliction on the remaining Super Soldier to make them take 10 damage!

Finally, you charge 1 CP, adding that as well as 100
Build Grist and 60 Talc to your total. The Mirror Golem will also do as you say!

>< I tab back to the Text-to-speech and type in 'There are two godmodders again. did you... not know? they kinda just showed up. I think one of them was in the Himalayan mountains, and the other on the final wall?... One managed to kill the player group it was fighting, I was hired by one of the players and became one myself right before I died. It's the protege Godmodder, I think. um. If this isn't common knowledge, you should probably spread the word?'.
> Then I tab back to what I was doing while I wait for the text to get transferred, read out, responded to, etc. Right, 200$. will it be... well, it'll Have to be enough. Alright, uh, 3D printers. What's the price to rent one... with a bit of searching, I find prices for mundane printers can go as low as 10 cents/gram, or 4.5$ per Cubic Inch. another search says the average 3D printer material weighs 1.24 grams/cubic centimeter, and there are ~16 cubic cm/inch, meaning ~20 grams/inch, which means I should take prices per gram rather then inch, to save money. and Polylactic Acid, the primary printer material, is made of processed Corn Stuff. good.
Why's that good? Well, with nothing to do all the time but press a button once per round, I heard a fair bit of the things Steffan talked about, and apparently biological materials tend to be way more magic receptive then mundane metals. Don't ask me why. anyway, that means once I manage to make a proper design for this thing- one which takes up less then 100 cubic inches-
Wait, how much is a cubic inch? I haven't got a clue, and transferring it to other units isn't a help... ok, I found a picture of an urn which can hold 100 cubic inches of stuff, and based on the size of the wood grain, it can't be absolutely miniscule. at least as big as a... alright, there's a 100-cubic-inch paperweight with a background. looks like 100 cubic inches is about one cubic span, which is to say the size of a box a hand-span on each end. maybe a quarter that, since the image was shorter then it was wide... Wish Steffan'd bothered to actually pay me, then I'd be able to afford something big enough to do this without cutting a billion corners.
...
Alright, I flip open the Encyclopedia. Technically, this doesn't consume a use, I don't think? I'm not using its magic to create an example- I'm just reading to find something which'll work. Once I find a decent Starch-based Mana-gathering/redirecting* Rune- not glyph, that requires engraving and 3D printers can't do that- I macro it to a hotkey in the 3D modeling software on the Calculator, then add a rudimentary Spirit Petitioning array with WiFi uplink functionality, and motor runes to the macros. I then preform the legendary "KEYSMASH", which works for the same reasons as before; success is possible, so it happens. I then send the Schematic to the cheapest 3D printer in a public library I can find, and if there's any money left over, I print another. If all went well, this should give me access to actually doing things in the real world, probably via a tiny magic drone.
*the two tasks are almost identical, both mean it needs mana that it can 'access' to go somewhere else, but gathering implies a central location/reciever rune, which I'm not including here unless it shows up via random motion.

{{{OOC clarification: Basically Sdieve pays a 3D printer in the real world to make him a magical drone, controlled by a magic-based spirit, and connected to his commanding via WiFi. This is not an entity unless you want to handle the Real-world as a battlefield. It probably doesn't have any super-amazing abilities, but it might have enough limb-dexterity to build more?}}}

> I preview, and if possible alchemize, as follows:
I take the codes of 'lemonade stand', 'person standing', 'camera stand', and 'stand-up comedy', and keep the alchemy-bits which are the same, hopefully getting me the code for "stand". Then, I add that to "Arrow".
...look, just because JOEbob was a dictator doesn't mean JoJos is a bad show. the name's probably just an unfortunate coincidence.

> I place another Attack Mirror, but this one's in front of the Shellshock Mechanism, so the Tank'll hit itself with Shellshock when it uses it.

CP: 0
Grist: 770->1070
Talc: 195->375
Galium: 60->120
Items: Encyclopedia of Magical Structures [1/3]
Formation Calculator [1->2/3 Chargeup]
Health Amplifier [4/4]
Alchemiter (Backup)

"I heard the news about it all but that was months ago. I'd assumed it was in check for a while, or at least contained. Though I'm unsure what's going on at the Final Wall this moment, the Himalayas Godmodder seems to have gone into some form of hiding or other inactivity from what I've heard. What's going on at your end? Are new Players arriving?"

Though reality beyond here, thankfully, isn't quite manageable from this area, through online shenanigans and logic, you manage to create a small remote controlled drone! Doesn't seem to work perfectly, and it definitely can't make more, but at the very least it could scout out locations back on Earth for investigation.

Basically the essence of the word Stand && Arrow = Stand Arrow [3/3 Uses] [LVL 5 Consumable]
- The Stand Arrow from the popular franchise of Jojo's Bizzare Adventure.
- Deals 2,400 damage to the user upon usage and grants them a Stand, which functions as a
[LVL 5 Weapon] and is added to the inventory. Using the arrow on yourself again levels up the stand, to a currently unknown maximum.

Well, it's more attainable than that one LVL 20 Power Increase. This might actually happen soon!

Attack Mirror placed, which will come into play when Shellshock fires off! The Godmodder seems rather annoyed at the continual use of Attack Mirrors in creative enough ways and variations that it doesn't quite trigger the curse yet... calling it now, he's gonna do something about that.


I focus all my actions on an attack on the supersoldiers, taking out my Airy Sword, rushing up to them, and spinning so hard I almost look like a tornado, before slicing upwards on the soldiers, stabbing one in the chest, and slicing their shins (I've upgraded).

You unleash a massive spin attack before realizing that the last Super Soldier is very much destroyed! You instead preform the combo on the Sealed Tormentor's Tank, which is dealt 134 damage throughout the attack. Well done!

The last Super Soldier drops 50
Build Grist and 30 Talc, by the way.

Still inside the Tank, the figure shrugs.

"Alright. Guess I'll do this the traditional way."

He raises his Keyblade, which morphs and shifts and twists in shape! While it still is recognizably the Kingdom Key, it is also shaped like a Drill!

From the less than protected innards of the Sealed Tormentor Tank,the figure begins to drill their way to the core of the Boss, tearing through as many of the subsystems and charging attacks as possible to cause further damage and delay the timed actions!

200 damage exactly is dealt to the tank, and if the cooldowns weren't already at their lowest charge, they would've been reduced further! Raw damage is nothing to sneeze at, so well done... hey, where'd you... where'd you go?

Hm. That's... concerning. If he ever shows up again, someone let me know.


Welp this sucks, still there gotta be someway to exit this place or at least get a messge out, but first I gotta find some where safe.

(sprints to the nearest safe place which happens to be the Alchemiter)

Hmm what's this (looks at the Alchemiter intructions) so it can combine any thing?

I better test it:
Center for Chaos Containment info pamphlet (CCC) && A Complementary CCC calculator (which is basically an ordinary electonic calculator besides the note on the back saying: "do not divide by zero")

also I serch for the grist stuff in the near by area.

You proceed to sprint behind the Alchemiter, reading it's instructions and basically learning the thing's mechanics! This is technically a free action due to it being only flavor text, by the way.

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

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

You also gain another 2 CP because searching for Grist wasn't overly necessary, and hiding behind the Alchemiter was a free action!


CP:5(+1):6
Build:800
Lv 1:225
Lv 2:60

(x1)(Pinpoint Needles)Paradox wields the Pinpoint Needles and...begins crocheting with some Red Yarn. He begins crocheting a Crimson scarf that happens to cover all the Signalling Equipment by the Tank and indeed, covers all of them with the Red Scarf. When it next fires off it's call for Reinforcements, it shall summon entities...allied to us, since we are the Red Faction after all.

(x1)(Schrodinger's Wand)Wielding the terrible power of Schrodinger's Wand, Paradox unleashes a terrible gash of Paradoxical Energy at the Tank, distorting it's healing protocols into Damaging Protocols and further reducing its regeneration as now they have to fix the damage that some of its protocols now cause.

(x1)CHARGE!!

You knit up a crimson scarf, using some dubious logic to hijack it's next Reinforcements to summon something for the [AG] faction! Seems like it'll work well enough, though.

HP Regeneration is lessened once again, this time by 30 HP per round!

CHARGE!!!!
... +1 CP.


[Build] 300 Build Grist
[LVL 1] 180 Talc
[LVL 2] 60 Gallium

"Ah, yeah. That's the stuff."
There was something empowering about that first hit, especially how simple it was. And then he realized. He did not know why he was here. All he knew was he must kill.
And an idea for an Armor Alchemy formed in his mind...
[1X]Preview: (Focus Lens && Blinders)||Heavy Helmet
(intention: A helmet similar to the meme "I do not know who I am, I do not know where I am, all I know is I must kill.)
And he needed something to kill with. Normally he went in for stealth and precision. But today? Russian Stealth, baby.
[2X]Alchemize: Double Barrel Shotgun && Double Barrel Shotgun
(Intent: Quadruple Barrel Shotgun. Is this shotgun going to get exponential? ABSOLUTELY.)
And of course, he needed to remember the rest of his body, not just his head... Eh, his old shields were shot, let's see what this does.

[3X]Alchemize: Energy Shield Core && A Delayed Blast Fireball

(Focus Lens && Blinders) || Heavy Helmet = Berserker's Helm [LVL 2 Weapon]
- A helmet piece that forces the wielder's focus onto a target to a flaw.
- Adds 18 damage per action to an attack using it. Forces the user to attack that target until it's dead, though.

This is not actually alchemized, just previewed. Now let's see what you actually decide to attain this turn...

Double Barrel Shotgun && Double Barrel Shotgun =
Quadruple Barreled Shotgun [LVL 2 Weapon]
- A shotgun, but with four barrels. This certainly won't get insane later on.
- Adds a solid 12 damage per attack to it's damage. Again, simple enough.


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

These latter two alchemies cost you a grand total of 250
Build Grist, 150 Talc, and 60 Gallium. Unfortunately, it seems like the Berserker's Helm is gonna have to wait, due to lack of Gallium. At least you have a weapon now!

// Ah, gotcha on the charge discussions.

First, I charge up 1 CP- I've gotta see what I can inflict the most damage on.

Seeing as Plague has focused down the super soldiers, it seems like this is another round to focus on the tank. For my attack against it, I'm going to be running a freeform assault. I prepare a batch of mysterious minerals, and pour them all into a heat-proof basin. I then melt the mineral into lava, which bubbles ferociously! Not only that, I selected the mineral because it's highly corrosive when in a liquid- as proven by dropping an iron ingot into the boiling mixture, which has been heavily corroded when I yank it from the molten lava. With this horrific mixture ready, I pour the molten rock onto the Tank, making it take as much DoT damage as possible (for an attack of this effort) for the next two rounds!

Inventory:
- Crossbow (+4 damage per action)
- Dapper Stovepipe (20% chance to inflict Confusion (30% miss chance) to foes that attack you)

Charge: 12 CP
Grist Stores: 1110 Build Grist, 405 Talc, 120 Gallium

You create a massive Burning DoT effect by pouring so much lava on the thing! That'll certainly take a bit to wear off as well.
You also charge 1 CP to end off your turn.


-=+=-
End of Turn Battle -
The Wicked Witch of the Wavelength deals 50 damage to the Sealed Tormentors Tank, additionally re-doing the Weakness effect!
The Mirror Golem attacks the Sealed Tormentor's Tank, dealing 34 damage and copying a bit of it's HP Regeneration effect! Said effect also heals it's HP back to full.

The Sealed Tormentor's Tank goes through... a lot, to say the least. 60 damage is dealt to it from the
Burning effect, and it's Reinforcements and Shellshock effects tick up! As for it's actual attacks, it goes and deals 85 damage to the Wicked Witch of the Wavelength with a 45 and 40 damage attack!

The Godmodder decides to take the Attack Mirror currently placed on Shellshock and place it more advantageously on the Sealed Tormentor's Tank, mirroring the first attack that is sent out at it right back at the attacker!

Keep at the attacks, guys! You're almost to it's Unsealed form, but be prepared for that. I don't know what's coming up, but the Unsealed ones... are WAY stronger than what the Sealed form. Thank whatever gods are left that it doesn't have a True form, but still. Be prepared!

Total Grist Attained -

[Build] +150 Build Grist
[LVL 1] +90 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] -
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) - 1/8 Inventory Slots used.
[LVL 2 Weapon] CI-84 - A graphing calculator, complete with user's manual. It appears to be able to do quite a few odd things, though.
- Grants +10 damage per action to any attacks regarding clever usage of mathematics.

The Frazzled Inventor - 0/8 Inventory Slots used.

Nothing yet!

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


[LVL 1 Armor] Reactive Shield [0/20 Shields] - A shield that builds up deflection energy over time, thankfully compressed into a small trinket on your form.
- Builds up 2 HP of shield per turn. When you're hit, damage is first taken from the shield and then your health bar. Caps at 20 Shields.

[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 - 12 CP
[AG] Paradox - 250/250 HP - 6 CP
[AG] Mr. Reception - 250/250 HP - 0 CP
[AG] Splashcat - 250/250 HP - 2 CP
[AG] Shin Kicker (Plague) - 250/250 HP - 0 CP
[AG] Wondertainment - 250/250 HP - 4 CP
[AG] Stick Figure (GAWR) - 250/250 HP - 5 CP
[AG] Frazzled Inventor - 250/250 HP - 3 CP
[AG] Xorm - 250/250 HP - 0 CP

[AG - Splashcat] Mirror Golem - 270/270 HP, 10 HP Regen per turn, 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 - 190/300 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 - 794/1998 HP, 100 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!(Hijacked to summon [AG] forces instead next time it fires off!), Absurdly Weakened (-60 Attack) for one more turn, Extremely Weakened (-35 Attack) for 2, and Burning(60 damage per turn) for 2 more turns! Attack Mirror placed on Shellshock!

[GM] The Godmodder - 69/70 HP - First attack he launches intercepted by after-image clone!
 
Update XI
>< I tab back to the TtS and reply "uh... occasionally? Some players have arrived after the initial group who died. and some of the players seemed to think they'd gotten here without dying, but I don't think they're actually Right."
"Players have also been randomly vanishing, though... there have been 12 total, but only 8 were active in the last... 'round'. the others are... they didn't vanish but they're not doing anything and I don't know where they are, if that makes sense?"
> I push the attack mirror back to Shellshock. It's not often a player can fully counter the Godmodder with one action!
>You know what, if this Unsealed form is so much worse... howsabout we don't get it unsealed?... No, I can't coordinate everyone like that. But I Can prolong the inevitable by not attacking until the Tank unseals for reasons outside myself. As such, I store 1 CP.
> since the Health Amplifier is actually Weaker then a base player action, I take the amplifier and tape it to the Wicked Witch of the Wavelength and set it to low power mode. If I'm understanding it right, this'll give the Witch regeneration! hopefully more regeneration then just 1 action is worth, since I spent this item on it.

E> The Drone goes to an area with loose dirt on the ground outside and is sent the co... that'll get it out of Wifi range. Ok, the drone is given a design to carve into the ground with one of its feet, and orders to go outside, do that, then return to somewhere with wifi with a video of the effects. The design is fairly unassuming- it's a rune of mana gathering, should help sustain the drone better, but mostly it's to confirm some things.
CP: 0->1.
Grist: 1070->1230
Talc: 375->465
Galium: 120
Items: Encyclopedia of Magical Structures [1/3]
Formation Calculator [2->3/3 Chargeup]
Health Amplifier [4->0/4]
Alchemiter (Backup)

"That doesn't sound good - here's hoping more Players don't seem to show up. Then again, a similar effect did occur... at least with John Smith's Soul Orb, if I have it right. I'd expect anyone not familiar with Godmodder history to not know about their previous death. The only reason we do know is due to the Players who finally managed to defeat John Smith... anyways. I need to try and answer some other calls. Do you have anything else to ask?"

The Attack Mirror mirrors your assault on both it and the tank! Attempting to move it back to the tank, it mirrors your intent to move it and sends the maneuver back to you on one of your Attack Shields - blocking an action next turn! Wait, that's not what Attack Mirrors normally do - and the smirk on the Godmodder's face speaks volumes. I think he just countered your counter...

You charge up 1 CP!

Using a fair bit of shenaniganery, you utilize all four of the Health Amplifier's uses to fully heal and grant a small regeneration effect to the Wicked Witch of the Wavelength! Not a bad deal at all.

---

Meanwhile, back on the planet Earth, the drone haphazardly doodles a Rune of Mana Collection with one of its legs! It's by no means perfect and a good bit weaker than what it would be if you drew it yourself, but it'll work. The drone does seem to be at a bit better battery now, too!


I use one action to create a new level 1 Alchemy: Box of Crayons && Cowboy Revolver.

I use my remaining 2 actions to bounce my discount beach ball off the tank a bunch of times in a row, like a game of tennis (shut up metaphors are hard)

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

You bounce the beach ball twice off the thing, dealing 50 damage and inflicting Chemical Confliction along with another turn of Burning on the thing! Not a bad turn, dealing 60 damage right now and another 60 down the line due to adding a turn to the burn.

50
Build Grist and 30 Talc is subtracted from your totals as well.

Build Grist: 475
Talc: 280
Gallium: 60

doctor wondertainment responds to sdiev(@JOEbob)
"Um, okay why do you want to be asleep exactly"
Also he does this alchemy:
his staff/cane thing (the golden one with the crystal ball on top) && sun wukong's stick thingy from journey to the west,
this is meant to be a level two item

by the way @JOEbob it is allways best to tag the person you are talking to

Golden Staff && "Sun Wukong's Stick Thingy" = Anomaly Staff [LVL 2 Weapon]
A black staff with veins of gold embedded within. Two hoops surround the side of it, but it doesn't seem like it's at full power.
Grants +10 damage to a basic attack per action, when it's actually used.

You... idle for the rest of your turn though, charging 2 CP because standing still is a free action. So is questioning people on why they wanna take a nap. 60
Gallium, 120 Talc, and 200 Build Grist were also used to craft the staff.

>< "I... was sleepy? seems like an odd question."

Just let the man sleep... or at least one half of him. I've pestered him enough about it already.

CP:5
Build:950
Lv 1:315
Lv 2:60

(x1)(Pinpoint Needles) Paradox wields the Pinpoint Needles and tosses them into the various Weapons Systems, weakening them as they busying interfere with whatever is used for it's shots.

(x1)He also tries an Alchemy of Schrodinger's Wand && Contradictory Statement.

(x1)As well as the Lucky Ribbon&&Droplets from the Sea of Time.

60 damage is dealt towards the Sealed Tormentor's Tank, along with weakening its basic attack permanently by 5!

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

Lucky Ribbon && Droplet of the Sea of Time = Ribbon of Time [LVL 2 Armor]
- A sky-blue ribbon from a distant land. Oddly damp, almost as if it was recently retrieved from a sea...
- Lessens the chance of critical hits on your form by 5%. Not much, but it's something!

You obtain the Paradoxic Wand, but the Ribbon of Time doesn't have enough Grist to successfully alchemize! All in all, you're down 200
Build Grist, 120 Talc, and 60 Gallium from the event.

Build Grist: 870
Talc: 295
Gallium: 60

-----

Action 1 + Wordy Gun: I fire another barrage of puns at the Tormentor's Tank.

What third-level spell cries the most?

Firebawl.

Why did the cleric come back as a lich?

Because they could turn undead.

What type of dolphins rule a layer of the Abyss?

Orcas.

Why did the game master never speak in public chats?

Because they preferred to DM.

As the bullets strike the Tormentor's Tank, it is set on fire and reduced to tears, turned into a lich but without a phylactery, smote by a killer whale wielding a wand of bone, and privately ran through Tomb of Horrors at level 1.

-----

Actions 2 and 3: I charge 2 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

((OOC: These puns mentally hurt me. As a D&D player myself, I applaud you.))
75 damage dealt towards the Sealed Tormentor's Tank!

You also go ahead and charge up 2 CP.


The Frazzled Inventor laughs as he hears those words. His frantic constructions efforts not slowing down one iota.

"You think something as plebian as death would stop I, The Frazzled Inventor, then you my friend are in need of some mental help."

As he speaks the various bits and bobs begin to take shape. Slowly forming sub assemblies that resemble a large barrel casing, a sort of containment chamber for an ominously glowing green crystal with wires attached to it and a rather ordinary wooden scaffold on wheels to hold the thing up.

"And furthermore, my name is, THE Frazzled Inventor, not just Frazzled Inventor, get it right! Now bear witness to the might of my latest creation! THE WARP LIGHTNING CANNON! AHAHAHAHAHAHAHA!"

With a sinister click the final wire slots into place and the glowing crystal begins to pulse with eldritch power, barely contained by the weapon itself. The sent of ozone and a menacing hum building in the background. Small sparks fly off of the gun creating small burns wherever they hit. As the the hum builds, the mad laughter of The Frazzled Inventor stops as he sees the tormentor tank in the distance, directly in the path of the cannon.

"Excellent, a test subject. Lets have some fun."

The air seems to become heavy, as dials are adjusted and trajectories are checked. The wind stills and all noise quietens as if the world was holding its breath. Even the humming of the machine seems to fade into the background. Then from the lips of a man with eyes filled with insanity, the word comes.

"Fire."

In an instant, the hum builds to piercing whine before crescendoing as the weapon unleashes its fury upon the world. A brilliant blast of emerald lightning connects the cannon to the tank, drawing a white-green line of nature's fury into existence itself. For a moment the sun is outshone as every hair stands on end, the noise a deafening bang and roar. Sparks crawl all over and along the tank, as it tries to endure the force of the blow. The cannon falls silent, its energy spent as the battlefield returns to normal. But, it is only a matter of time before the cannon recharges, and roars its fury to the world once more.

Warp lightning cannon summoned/created.

Pros:
-Powerful (Who needs an engine or maneuverability, the gun is all that matters right?)
-Really Powerful (Ditto for crew to drag the thing around.)
-Really, Really Powerful (The benefits of using a barely contained, unstable energy source for power.)
-Terrifyingly Powerful (It's a giant lightning bolt, stare in horrified awe.) (Small chance of inflicting terrified on nearby enemies)
-Stunningly Powerful (You have been hit with a lightning storms' worth of electricity, I would not be surprised if you couldn't move) (Inflicts stunned on targets)

Cons:
-No ability to move or turn under its own power. (It's on a wooden frame with cheap wheels, what did you expect?)
-Doesn't come with crew. (There were supposed to be some, but their parts were used to make the cannon better.)
-Somewhat fragile. (The drawbacks of using a barely contained, unstable energy source for power.)
-No real stealth ability (It draws a giant, fuck off, bolt of lightning directly to its target. The moment this thing fires you know where it is.)
-Needs direct line of sight to primary target (Once again, giant fuck off bolt of lightning straight to target.)

... Well, yeah, apparently death won't stop you! You construct the Warp Lightning Cannon, a massively powerful entity on the field and a bit of a glass cannon! It'll fire off at the end of the turn, and again every EoTB! ((OOC: I am very excited about this character and his creations. This is interesting and probably the first of many times I will give an Entity a creativity bonus upon creation.))

[Build] 200 Build Grist
[LVL 1] 120 Talc

LVL 2 Weapon] Quadruple Barreled Shotgun - A shotgun, but with four barrels. This certainly won't get insane later on.
- Adds a solid 12 damage per attack to it's damage. Again, simple enough.


[LVL 1 Armor] Reactive Shield [0/20 Shields] - A shield that builds up deflection energy over time, thankfully compressed into a small trinket on your form.
- Builds up 2 HP of shield per turn. When you're hit, damage is first taken from the shield and then your health bar. Caps at 20 Shields.

He snickered. He chuckled. He laughed. He guffawed. And out of his mad laughter formed a plan. "I can already see this going horribly right and/or wrong. Let's DANCE."
ALCHEMIZE: 20mm Sniper Round && 12 Gauge Shotgun Shell

Then he spun so his back was to the Tormentor's Tank, put the shotgun with the barrel pointing away from his chest, and pulled the trigger. The recoil from a Quadruple Barrel Shotgun was a force to be reckoned with, somehow 2 times as powerful as two separate Double-Barreled Shotguns. And Xorm's chitinous carapace was a rather effective blunt-force type projectile. Of course, after how delightful the first hit felt, he couldn't stop himself - just before striking the hull of the Tank, he uses a bit of Toon Reflexes and a lot of Toon Logic to fire his Quadruple Barrel Shotgun to the side, sending the alien, eldritch cannonball right back to that accursed Godmodder, A few more midair adjustments to trajectory, and he was riding the shotgun recoil wave for a supersonic kick pointed at the bastard's gut.
Oh, where's all the ammo he's using coming from? That's actually where the Toon Logic went - Physics supported his shenanigans wholeheartedly.

A bit inefficient though. So it was time for another Preview...
Preview: Quadruple Barrel Shotgun && Rocket Boots

20mm Sniper Round && 12 Gauge Shotgun Shell = Really Powerful Bullet [1/1 Use] [LVL 1 Consumable]
- It's a really, really powerful bullet - no questions asked there.
- A 1-shot attack that will instantaneously deal 60 damage to the main target, and another 10 to anything in its general group.

You deal 80 damage to the Sealed Tormentor's Tank, missing the Godmodder and hitting the side of the tank instead! It appears shotgun-based propulsion isn't the most accurate thing, and since the Godmodder is on the tank... well, yeah. At least the tank is seemingly on its last legs now, and somehow, you are unharmed from all of this.

Rocket Boots && Quadruple-Barreled Shotgun =
Recoil Propulsion Method [LVL 3 Weapon]
- This thing clearly isn't practical to fire normally. Fires the user backwards like a missile, using them as a weapon.
- Adds an additional 40 damage per action to an attack using it, dealing 20 back to the user in the process.

The latter of these two alchemies is only previewed, but the Really Powerful Bullet costs you 50
Build Grist and 30 Talc.

FCP 18 CP (15 + 3)

1320 Build Grist
525 Talc Grist
120 Gallium Grist
I simply charge up 3 additional CP to get my charge counter to a nice round number- the tank's likely to go down soon, and I want to be prepared for the coming threats.

Inventory:
- Crossbow (+4 damage per action)
- Dapper Stovepipe (20% chance to inflict Confusion (30% miss chance) to foes that attack you)

Charge: 15 CP
Grist Stores: 1260 Build Grist, 495 Talc, 120 Gallium

Works for me. Both of you go ahead and charge up 3 CP for the coming turns.


-=+=-
End of Turn Battle -
The Wicked Witch of the Wavelength replenishes debuffs and deals 50 damage to the Sealed Tormentor's Tank!
The Mirror Golem follows suit, dealing another 34 and boosting its Attack stat to 38!
The Warp Lightning Cannon then proceeds to blast a hole in the thing's side, dealing a whopping 150 damage to the tank! Dang, that is effective!

The Sealed Tormentor's Tank fires off its missiles once again, dealing a pitiful 60 damage to the Wicked Witch of the Wavelength! It takes 60 damage from the
Burning effect as well, and it also summons Reinforcements, which the Godmodder was unable to block in time - and the call is answered faithfully by... Players?!

A duo of Players, donning a bright yellow banner and several scavenged weapons, rush in to join the battle and fight back! Not having to worry about the traditional summoning fatigue due to walking in normally, they unleash a set of tag-teamed attacks and deal precisely 224 damage - it's dangling at 1 HP, but why?


????? - Whatever you do, don't Unseal the thing!
???? - Certainly. Those things are too strong to face - you all need to get out of here, now!

The Godmodder scowls at the two new Players. It appears they've been a thorn in his side for far too long. Getting an idea, he raises one of his fists, and slams it down onto the metal chassis of the tank - only to be intercepted by an after-image clone! Irritated, he does it again, this time a bit more forcefully, and...

Sealed Tormentor's Tank Defeated! Player Power Raised to 100!
+2000
Build Grist, 490 Talc, 120 Gallium, and 180 Bismuth!

The Godmodder grimaces at the side effects that his 1 point of damage created... but nevertheless, it was a carefully made move and one that he seems to delight at. As the Sealed Tormentor's Tank is enveloped in a pale blue glow, you see his grimace change into a smirk...


???? - ... Gorilla.

And as the glow fades, you see the tank revitalized and much, much stronger than before, both of the swords on it's front now glowing. I'd advise running - but I guess some quick tidbits to help are available!

- Any
LVL 3 Alchemy costs 800 Build Grist, 180 Talc, and 90 Bismuth. Use the Grist wisely!
- What faction are you all, anyways? I assumed you'd be
AG, naturally, but who knows? You could be a Neutral as well...
- No seriously, run from this thing. It can kill you all easily.

Total Grist Attained -

[Build] +2000 Build Grist
[LVL 1] +490 Talc
[LVL 2] +120 Gallium
[LVL 3] +180 Bismuth
-=+=-

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

Itinerary -
- Defeat the Godmodder!
- Run. No, seriously, run.

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

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

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

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

[LVL 1 Weapon] Microscope Needles - Needles with near surgical precision. Has a magnifying glass attached as well to aid in 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] Health Amplifier [4/4 Uses] - A mix between radio and medical kits, boosting the signal of one's vitals to somehow restore their health.
- When used, restores 30 HP to anything on the field.

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

Wondertainment - 1/8 Inventory Slots used.
[LVL 2 Weapon] Anomaly Staff - A black staff with veins of gold throughout. It doesn't seem like it's at full power...
Grants +12 damage to a basic attack per action.

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

The Frazzled Inventor - 0/8 Inventory Slots used.

Nothing yet!

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


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


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

[AG] Sdieve - 500/500 HP - 1 CP (Has 2 Attack Shields!) (Attack Shield blocking the first Action next turn!)
[AG] Alastair??????? - 500/500 HP - 2 CP
[AG] Foodstuff Coloration Person - 500/500 HP - 18 CP
[AG] Ninjatwist_ - 500/500 HP - 15 CP
[AG] Paradox - 500/500 HP - 6 CP
[AG] Mr. Reception - 500/500 HP - 0 CP
[AG] Splashcat - 500/500 HP - 4 CP
[AG] Shin Kicker (Plague) - 500/500 HP - 0 CP
[AG] Wondertainment - 500/500 HP - 6 CP
[AG] Stick Figure (GAWR) - 500/500 HP - 5 CP
[AG] The Frazzled Inventor - 500/500 HP - 0 CP
[AG] Xorm - 500/500 HP - 0 CP

[AG - Splashcat] Mirror Golem - 270/270 HP, 10 HP Regen per turn, 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 - 240/300 HP, 25 HP Regen per turn, 5 10 damage Attacks + Weakened (-5 Attack) for two turns. Also inflicts Weakened when hit. This can stack!

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

[AG - The Frazzled Inventor] Warp Lightning Cannon - 80/80 HP, 150 Attack, 10% chance to inflict Terrified (Misses Attacks), and Paralyzed (30% chance to be unable to move) for one turn each on target! Stationary and cannot move.

[RS] ???? - 500/500 HP
[RS] ????? - 500/500 HP

[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] Unsealed Tyrant's Tank - 200,000/200,000 HP, 5000 HP Regen per turn, 7000 x 4 Attack, Shellshock [ll] (Inflicts Terrified (Misses Attacks) for three actions on 5 entities or Players!) Reinforcements [ll] (Summons Formation elites!)

[GM] The Godmodder - 69/70 HP
 
Last edited:
Update XII
Looking at the tank, I decide to use my ultimate technique..running away like a little sissy baby

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

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

-----

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

-----

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

-----

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

-----

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

-----

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

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

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

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

The Mirror Golem will do as you say!


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

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

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

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

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


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

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

+1 Attack Shield.


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

3320 Build Grist
1025 Talc Grist
240 Gallium Grist
180 Bismuth

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

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

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

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

Focus: Swear fealty to the Godmodder.

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

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

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

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

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

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

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

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

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


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

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

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

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


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

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


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

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

(spots the Sealed Tormentor's Tank approaching )

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

*grabs the CI-84 user manual*


"Ok now how should I use this thing"

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

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

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

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

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


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

First up, I've gotta craft something.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

-=+=-

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

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

docs.google.com

DefTG 2: Alchemiquest - Maps & Miscellany

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

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

Player List - Player Power set to 100.

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

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

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


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

Paradox - 6/8 Inventory Slots used.

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

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

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

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


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

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

Sdieve - 2/8 Inventory Slots used.

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


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

- Backup Alchemiter
- $200

Shin Kicker (Plague) - 6/8 Inventory Slots used.

[LVL 1 Weapon] Lightning Mirror - A mirror rimmed with a coppery substance. Seems usable as a magical weapon, somehow...
- Adds 2 Damage to the attack per action, 10% chance for
Paralyzed (70% chance to not move) for 1 turn as well.
[LVL 1 Weapon] Airy Sword - A sword imbued with minor air magics, giving the creator some lesser control over the winds.
- Deals an additional 4 damage per action using it.

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

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

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

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


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


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


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

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

The Frazzled Inventor - 0/8 Inventory Slots used.

Nothing yet!

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


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


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


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

Nothing yet!

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

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


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

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

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


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

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

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

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

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

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

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

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

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

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

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


[GM] The Godmodder - 69/70 HP
 
Last edited:
Update XIII
I stand back, looking at the tank, before taking out my Airy Sword, and pointing it behind me, and shooting out a burst of air as i use all my actions to run straight towards the base

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

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

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

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

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

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

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

You also charge 2 CP.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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


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

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

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

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


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

-----

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

-----

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

-----

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

-----

The Mirror Golem will sprint after me.

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

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

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

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

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

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

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

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


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

The Mirror Golem will do as you say.

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

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

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

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

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

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

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

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

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

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

-=+=-

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

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

docs.google.com

Alchemiquest - Maps & Miscellany

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

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

Player List - Player Power set to 100.

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

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

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


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

Paradox - 6/8 Inventory Slots used.

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

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

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

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


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

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

Sdieve - 2/8 Inventory Slots used.

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


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

- Backup Alchemiter
- $200

Shin Kicker (Plague) - 6/8 Inventory Slots used.

[LVL 1 Weapon] Lightning Mirror - A mirror rimmed with a coppery substance. Seems usable as a magical weapon, somehow...
- Adds 2 Damage to the attack per action, 10% chance for
Paralyzed (70% chance to not move) for 1 turn as well.
[LVL 1 Weapon] Airy Sword - A sword imbued with minor air magics, giving the creator some lesser control over the winds.
- Deals an additional 4 damage per action using it.

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

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

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

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


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


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


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

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

The Frazzled Inventor - 0/8 Inventory Slots used.

Nothing yet!

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

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

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

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


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

Nothing yet!

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

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


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

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

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


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

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

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

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

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

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

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

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

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

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

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

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


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


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

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

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

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

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

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


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

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

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

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

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

-----

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

-----

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

-----

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

-----

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

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

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

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

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

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

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

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

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

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

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

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

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

FOCUS RUNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNN

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

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

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

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

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

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

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

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

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


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

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

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

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

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

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

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

-=+=-

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

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

docs.google.com

DefTG 2: Alchemiquest - Maps & Miscellany

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

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

Player List - Player Power set to 100.

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

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

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


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

Paradox - 6/8 Inventory Slots used.

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

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

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

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


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

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

Sdieve - 2/8 Inventory Slots used.

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


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

- Backup Alchemiter
- $200

Shin Kicker (Plague) - 6/8 Inventory Slots used.

[LVL 1 Weapon] Lightning Mirror - A mirror rimmed with a coppery substance. Seems usable as a magical weapon, somehow...
- Adds 2 Damage to the attack per action, 10% chance for
Paralyzed (70% chance to not move) for 1 turn as well.
[LVL 1 Weapon] Airy Sword - A sword imbued with minor air magics, giving the creator some lesser control over the winds.
- Deals an additional 4 damage per action using it.

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

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

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

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


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


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


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

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

The Frazzled Inventor - 0/8 Inventory Slots used.

Nothing yet!

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

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

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

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


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

Nothing yet!

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

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


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

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

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


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

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

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

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

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

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

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

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

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

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

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


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

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

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

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

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

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

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


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

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

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

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

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

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

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

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

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

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

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

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


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

(x1)Charge !!

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

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

You charge 1 CP. Simple and easy!

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


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

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

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

You examine the base's fortifications and enter it! Upon some closer examination, you find quite a few hidden features within the very structure, including a rather potent forcefield and shield generator protecting the interior. Seems... effective, at the very least, and able to deal with a lot due to the usage of negative HP. I wonder how much CP they poured into this.

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

-----

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

-----

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

-----

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

-----

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

-----

[LVL 3 Armor] Warded Dress - A nice dress, but seems somewhat stiff when given a second glance. Still very magic, lightning, and bulletproof.
- Deducts 20 damage from the total you take per attack. Rather nice effects, too!

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

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

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

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

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

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

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

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

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

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

-=+=-
End of Turn Battle -

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

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

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

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

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


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

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

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

-=+=-

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

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

DefTG 2: Alchemiquest - Maps & Miscellany (XV)

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


Itinerary -

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

Player List - Player Power set to 100.

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

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

Ninjatwist - 3/8 Inventory Slots used.
[LVL 2 Weapon] Heavy Crossbow - A somewhat difficult to wield crossbow made of iron and other heavy materials, including depleted uranium.
- Deals 15 additional damage per Action used to attack with it.
[LVL 1 Weapon] Crossbow - A fairly simple wooden crossbow. Effective and easy to fire!
- Deals an additional 4 damage per action used.


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

Paradox - 6/8 Inventory Slots used.

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

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

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

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


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

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

Sdieve - 2/8 Inventory Slots used.

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


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

- Backup Alchemiter
- $200

Shin Kicker (Plague) - 6/8 Inventory Slots used.

[LVL 1 Weapon] Lightning Mirror - A mirror rimmed with a coppery substance. Seems usable as a magical weapon, somehow...
- Adds 2 Damage to the attack per action, 10% chance for
Paralyzed (70% chance to not move) for 1 turn as well.
[LVL 1 Weapon] Airy Sword - A sword imbued with minor air magics, giving the creator some lesser control over the winds.
- Deals an additional 4 damage per action using it.

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

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

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

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


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

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


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


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

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

The Frazzled Inventor - 0/8 Inventory Slots used.

Nothing yet!

Xorm - 4/8 Inventory Slots used.

[LVL 3 Weapon] Octuple Barreled Shotgun - It's taken on a standard revolver design, but with 8 slots for shotgun shells. Also, the barrel still unhinges.
- Adds 25 damage per Action to an attack. Still rather simple, but effective...
[LVL 2 Weapon] Quadruple Barreled Shotgun - A shotgun, but with four barrels. This certainly won't get insane later on.
- Adds a solid 12 damage per attack to its damage. Again, simple enough.

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

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

[LVL 1 Armor] Reactive Shield [12/20 Shields] - A shield that builds up deflection energy over time, thankfully compressed into a small trinket on your form.
- Builds up 2 HP of shield per turn. When you're hit, the damage is first taken from the shield and then your health bar. Caps at 20 Shields.


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

Nothing yet!

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

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


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

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

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


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

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

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

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

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

[PG] Xorm - 358/500 HP - 1 CP [Taking 144 damage from Splashcat if not countered!]

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

Godmodder HP - 69/70
Current Players - None

No entities present.
Players - Xorm

[RR] The Ralyx Remix - 1/1 HP, -300/-300 Shields, can warp and heal dying entities somewhere safe in exchange for joining the faction. Can command said entities, and will grow as the war progresses as well!
Players: None!

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

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

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

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

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

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

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

[H] Small Bunnits x2 - 150/150 HP, 50 Attack
[H] Junk Bunnit - 350/350 HP, 120 Attack
Apparently, the Godmodder likes Xenoblade references in his Soul Orb.
 
Last edited:
Update XVI
FCP 23 CP (20 + 2)
They spend 1 action helping pick up or tow anyone or anything having difficulties fleeing, then quite simply run.

3320 Build Grist
1025 Talc Grist
240 Gallium Grist
180 Bismuth

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

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


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

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

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


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

... Okay. You do that, then!

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


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

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

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

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

Action 3: Room Transition to the West

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

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

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


The stickman deced to rest for a bit.

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

I charge up 3 CP and rest for a bit.

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

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

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

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

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

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

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

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

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

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

With an ominous laugh...

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

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

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

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

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

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

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

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


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

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

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

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

The Drone will do as you command.

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

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


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

-----



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

"Stop!"

Time pauses, and turns to look at the interjector.

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

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

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

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

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

-----

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

-----

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

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

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


-=+=-
End of Turn Battle -

Slated Cliffs -

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

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

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

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

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

Everything upticks like it should!

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

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

-=+=-

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

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

docs.google.com

DefTG 2: Alchemiquest - Maps & Miscellany (XVI)

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

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

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

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

Ninjatwist - 3/8 Inventory Slots used.
[LVL 2 Weapon] Heavy Crossbow - A somewhat difficult to wield crossbow made of iron and other heavy materials, including depleted uranium.
- Deals 15 additional damage per Action used to attack with it.
[LVL 1 Weapon] Crossbow - A fairly simple wooden crossbow. Effective and easy to fire!
- Deals an additional 4 damage per action used.


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

Paradox - 6/8 Inventory Slots used.

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

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

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

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


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

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

Sdieve - 2/8 Inventory Slots used.

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


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

- Backup Alchemiter
- $200

Shin Kicker (Plague) - 6/8 Inventory Slots used.

[LVL 1 Weapon] Lightning Mirror - A mirror rimmed with a coppery substance. Seems usable as a magical weapon, somehow...
- Adds 2 Damage to the attack per action, 10% chance for
Paralyzed (70% chance to not move) for 1 turn as well.
[LVL 1 Weapon] Airy Sword - A sword imbued with minor air magics, giving the creator some lesser control over the winds.
- Deals an additional 4 damage per action using it.

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

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

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

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


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

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


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


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

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

The Frazzled Inventor - 0/8 Inventory Slots used.

Nothing yet!

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

Xorm - 5/8 Inventory Slots used.

[LVL 3 Weapon] Octuple Barreled Shotgun - It's taken on a standard revolver design, but with 8 slots for shotgun shells. Also, the barrel still unhinges.
- Adds 25 damage per Action to an attack. Still rather simple, but effective...
[LVL 2 Weapon] Quadruple Barreled Shotgun - A shotgun, but with four barrels. This certainly won't get insane later on.
- Adds a solid 12 damage per attack to its damage. Again, simple enough.

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

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

[LVL 2 Armor] Formation Badge - A small badge with the same coloration and everything as the uniform of a Formation Soldier.
- Takes 10 damage off every attack launched at you, along with showing loyalty to the PG side.
[LVL 1 Armor] Reactive Shield [14/20 Shields] - A shield that builds up deflection energy over time, thankfully compressed into a small trinket on your form.
- Builds up 2 HP of shield per turn. When you're hit, the damage is first taken from the shield and then your health bar. Caps at 20 Shields.


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

Nothing yet!

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

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


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

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

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


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

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

[AG] Foodstuff Coloration Person - 500/500 HP - 23 CP
[AG] Ninjatwist_ -
500/500 HP - 18 CP
[AG] Paradox - 500/500 HP - 6 CP (Has 1 Attack Shield!)

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

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

[PG] Xorm - 358/500 HP - 2 CP [Taking 40 damage from Splashcat's Karmic Bat if not countered!]
[AG] [AFK] Alastair??????? - 500/500 HP - 2 CP
[AG] [AFK] Mr. Reception - 500/500 HP - 0 CP
[AG] [AFK] Wondertainment - 500/500 HP - 6 CP

Godmodder HP - 69/70
Players: Winkins

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

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

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

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

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

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

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

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

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

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

[H] Small Bunnits x2 - 150/150 HP, 50 Attack
[H] Junk Bunnit - 350/350 HP, 120 Attack
Apparently, the Godmodder likes Xenoblade references in his Soul Orb.
 
Last edited:
Update XVII
The stickfigure decides to head out to the blasted pass but not before previewing: pogo stick && teleporter

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

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

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

I finish dancing, before attempting to leave the base and run as much as I can towards the forest transition, taking the shortest path, before jumping towards the Scouts with my Airy Sword and putting all my actions into a barrage of hits to the shins with the hilt.

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

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

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

(x1)I make sure the Loot chest isn't actually a Mimic in disguise before opening it
(x1)I take a gander around the entire area on this summit with the aid of the Telescope...maybe starting with that Broken Power Anchor ??
(x1)CHARGE!!
(Orders)The Trap ticks upwards and the Drone, spotting Xorm, flees to explore the West and North Transition Room, remaining in the North one since West seems to be PG Territory and it does not wish to stay there for longer than needed to explore the place superficially.

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

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


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

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

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

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

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

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

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

[Build] 950 Build Grist
[LVL 1] 160 Talc
[LVL 2] 0 Gallium
[LVL 3] 90 Bismuth


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

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

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

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

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

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

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


FCP 26 CP

3320 Build Grist
1025 Talc Grist
240 Gallium Grist
180 Bismuth

+3 CP it is!

What? an AG? of course not! I'm 99% Neutral... That 1% was when he was... grouped up with... the other AGs at the end?

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

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


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

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

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

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


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

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

Knowing that the code will last for two turns, Winks grins and puts up his arms to get into a fisticuff with this here Hunter.

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

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

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


I join up with Winkins in the Forest Transition, staying in the backline and trying to assess the coming situation.

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

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

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

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

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


-=+=-
End of Turn Battle -

Slated Cliffs -

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

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

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

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

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


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

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

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

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


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

-=+=-

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

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

docs.google.com

DefTG 2: Alchemiquest - Maps & Miscellany (XVII)

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

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

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

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

Ninjatwist - 3/8 Inventory Slots used.
[LVL 2 Weapon] Heavy Crossbow - A somewhat difficult to wield crossbow made of iron and other heavy materials, including depleted uranium.
- Deals 15 additional damage per Action used to attack with it.
[LVL 1 Weapon] Crossbow - A fairly simple wooden crossbow. Effective and easy to fire!
- Deals an additional 4 damage per action used.


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

Paradox - 7/8 Inventory Slots used.

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

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

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

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

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


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

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

Sdieve - 4/8 Inventory Slots used.

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

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


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


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

- Backup Alchemiter
- $200

Shin Kicker (Plague) - 6/8 Inventory Slots used.

[LVL 1 Weapon] Lightning Mirror - A mirror rimmed with a coppery substance. Seems usable as a magical weapon, somehow...
- Adds 2 Damage to the attack per action, 10% chance for
Paralyzed (70% chance to not move) for 1 turn as well.
[LVL 1 Weapon] Airy Sword - A sword imbued with minor air magics, giving the creator some lesser control over the winds.
- Deals an additional 4 damage per action using it.

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

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

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

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


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

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


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


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

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

The Frazzled Inventor - 0/8 Inventory Slots used.

Nothing yet!

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

Xorm - 5/8 Inventory Slots used.

[LVL 3 Weapon] Octuple Barreled Shotgun - It's taken on a standard revolver design, but with 8 slots for shotgun shells. Also, the barrel still unhinges.
- Adds 25 damage per Action to an attack. Still rather simple, but effective...
[LVL 2 Weapon] Quadruple Barreled Shotgun - A shotgun, but with four barrels. This certainly won't get insane later on.
- Adds a solid 12 damage per attack to its damage. Again, simple enough.

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

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

[LVL 2 Armor] Formation Badge - A small badge with the same coloration and everything as the uniform of a Formation Soldier.
- Takes 10 damage off every attack launched at you, along with showing loyalty to the PG side.
[LVL 1 Armor] Reactive Shield [6/20 Shields] - A shield that builds up deflection energy over time, thankfully compressed into a small trinket on your form.
- Builds up 2 HP of shield per turn. When you're hit, the damage is first taken from the shield and then your health bar. Caps at 20 Shields.


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

Nothing yet!

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

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


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

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

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


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

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

[AG] Foodstuff Coloration Person - 500/500 HP - 26 CP
[AG] Ninjatwist_ -
500/500 HP - 18 CP
[AG] Paradox - 500/500 HP - 7 CP (Has 1 Attack Shield!)

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

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

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

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

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

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

[AG - Splashcat] Mirror Golem - 520/520 HP, 10 HP Regen per turn, 80 Attack, + Copy Ability: gains a permanent bonus based on whatever it attacked last! Attack multiplies by 1.5x when below half (260) HP.

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

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

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

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


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

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

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

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

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

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

[AG - Paradox] Needle Trap - 150 Attack, +50 attack per turn. Will strike the Bunnits down when combat starts!

[H] Small Bunnits x2 - 150/150 HP, 50 Attack
[H] Junk Bunnit - 350/350 HP, 120 Attack
Apparently, the Godmodder likes Xenoblade references in his Soul Orb.
 
Update XVIII
[Free Action?]A bit of static kicks through to the Arbiter's terminal. It seems oddly unrelated to the game... [[Yo, Xorm's Player here. The Reactive Bat was built upon the foundation of a Smashmouth song, so I countered it with the classic Smashmouth song, "Allstar." This granted Xorm the very temporary powers of the Mystery Men (who feature in the music video. Great terrible movie, suggest you watch it.) As well as the meme-lord God status of Shrek, where everyone knows the song from in the first place. Sorry, my references can get out of hand - which I like to think makes we a worthy fighter. AIGHT, back to the grind~]]

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

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

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

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

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

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

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

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

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

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

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

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

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

-Wait, what?

-Oh for pete's sa-

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


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

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

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

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


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

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

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

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

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

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

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

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

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

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

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

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

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

Alright, time for a challenge.

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

Quarrel

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

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

Charge: 20 CP
Grist Stores: 3360 Build Grist, 965 Talc, 180 Gallium, 210 Bismuth

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

FCP 26 CP (23 + 3)
churg

3320 Build Grist
1025 Talc Grist
240 Gallium Grist
180 Bismuth

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

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

-----

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

-----

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

-----

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

-----

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

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

The Mirror Golem will follow your lead!

-=+=-
End of Turn Battle -

Slated Cliffs -

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

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

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

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

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

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

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

Total Grist Attained -
[Build] +730 Build Grist
[LVL 1] +50 Talc
[LVL 2] +120 Gallium
[LVL 3] +0 Bismuth

-=+=-

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

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

DefTG 2: Alchemiquest - Maps & Miscellany (XVIII)

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

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

Player List - Player Power set to 100.
General Inventory / Key Items:
- The Alchemiter: allows for alchemy wherever and whenever!
Required Grist for Upgrade to [LVL 4] -
2200/3200 Build Grist, 500/720 Talc, 180/360 Gallium, 230/360 Bismuth

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

Ninjatwist - 3/8 Inventory Slots used.
[LVL 2 Weapon] Heavy Crossbow - A somewhat difficult to wield crossbow made of iron and other heavy materials, including depleted uranium.
- Deals 15 additional damage per Action used to attack with it.
[LVL 1 Weapon] Crossbow - A fairly simple wooden crossbow. Effective and easy to fire!
- Deals an additional 4 damage per action used.

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

Paradox - 7/8 Inventory Slots used.
[LVL 3 Weapon] +1 Broadsword - Seems to be a mildly enchanted broadsword, with nothing more to it. Still cool, though.
- Adds 25 damage to an attack and negates up to a 15% chance of dodging.
[LVL 2 Weapon] Paradoxic Wand - A wand with the power to create and control previously unknown paradoxes.
- Deals an additional 10 damage to the Max Health of a creature, due to mind-breaking paradoxes implanted within.
[LVL 2 Weapon] Pinpoint Needles - Two needles with weak-point sensing tech inside, allowing them to be incredibly precise with their aim.
- Deals an additional 10 damage per action, with a 10% chance to double all damage dealt in the attack.
[LVL 1 Weapon] Schrodinger's Wand - A wand with the power to make its enemies in an unknown state until looked at again.
- Deals an additional 2 damage per action to the Max Health of the target.
[LVL 1 Weapon] Microscope Needles - Needles with near surgical precision. Has a magnifying glass attached as well to aid in a user's perception.
- Deals an additional 3 damage per action, with a 5% chance to double the attack's damage.

[LVL 3 Armor] Destiny Scarf - A dark-blue scarf with several bright teal markings across its surface.
- Grants the wearer a 10% chance to dodge an attack, and reduces the damage by 10 Attack when something does hit.
[LVL 1 Armor] Lucky Ribbon - A green ribbon... simple enough, honestly. It does blend in with the scales, though.
- Grants a 5% dodge chance to the player wearing it per attack.

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

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

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

- Backup Alchemiter
- $200

Shin Kicker (Plague) - 6/8 Inventory Slots used.
[LVL 1 Weapon] Lightning Mirror - A mirror rimmed with a coppery substance. Seems usable as a magical weapon, somehow...
- Adds 2 Damage to the attack per action, 10% chance for Paralyzed (70% chance to not move) for 1 turn as well.
[LVL 1 Weapon] Airy Sword - A sword imbued with minor air magics, giving the creator some lesser control over the winds.
- Deals an additional 4 damage per action using it.
[LVL 1 Weapon] Slugger - Literally just a baseball bat with a revolver taped onto the handle.[/COLOR]
- Deals 3 damage with a 10% chance of inflicting Stunned (misses actions) for 1 turn.

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

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

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

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

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

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

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

Xorm - 5/8 Inventory Slots used.
[LVL 3 Weapon] Octuple Barreled Shotgun - It's taken on a standard revolver design, but with 8 slots for shotgun shells. Also, the barrel still unhinges.
- Adds 25 damage per Action to an attack. Still rather simple, but effective...
[LVL 2 Weapon] Quadruple Barreled Shotgun - A shotgun, but with four barrels. This certainly won't get insane later on.
- Adds a solid 12 damage per attack to its damage. Again, simple enough.
[LVL 2 Weapon] Berserker's Helm - The weapon of a monster. Focuses attention on one target and one target only.
- Adds 18 damage per action to an attack's damage, at the tradeoff of being focused on one person until they're dead.

[LVL 2 Armor] Formation Badge - A small badge with the same coloration and everything as the uniform of a Formation Soldier.
- Takes 10 damage off every attack launched at you, along with showing loyalty to the PG side.
[LVL 1 Armor] Reactive Shield [8/20 Shields] - A shield that builds up deflection energy over time, thankfully compressed into a small trinket on your form.
- Builds up 2 HP of shield per turn. When you're hit, the damage is first taken from the shield and then your health bar. Caps at 20 Shields.

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

[AFK]Mr. Reception - 4/8 Inventory Slots used.
[LVL 1 Weapon] S.FX Flamethrower Gauntlet - A flamethrower that somehow, can achieve a variety of special effects. Way ahead of its time!
- Adds 3 damage to the end attack per action with a 20% chance to inflict Burn (2 damage per turn) for 2 turns.
[LVL 1 Weapon] Light-Tech Gauntlet - A gauntlet capable of controlling many different stage lighting effects, along with electricity.
- Adds 1-5 damage to the end attack per action. The actual amount depends on the flashiness of the attack.

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

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

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

[AFK]Wondertainment - 1/8 Inventory Slots used.
[LVL 2 Weapon] Anomaly Staff - A black staff with veins of gold throughout. It doesn't seem like it's at full power...
Grants +12 damage to a basic attack per action.

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

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

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

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

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

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

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

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

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

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

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

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

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

[H] Junk Bunnit - 134/350 HP, 120 Attack
 
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