DefTG 2: Alchemiquest

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

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

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

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

FCP 32 CP (29 + 3)
churge

4050 Build Grist
1075 Talc Grist
360 Gallium Grist
180 Bismuth

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

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

He weighed his odds.

He did the math.

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

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

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

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

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

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

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

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


Well, that happened.

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

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

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

Edit: Got directions wrong. Again.

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

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

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

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

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

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

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

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

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

He than attempts to give chase as best he can

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

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

The Drone will do as you say!

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

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


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

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

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

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


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

-----

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

-----

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

-----

Action 3: I charge 1 CP.

The Mirror Golem will do as you say!

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

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

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

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

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

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

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

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

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

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

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

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

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

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


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

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

Alchemies:
None!

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

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

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

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

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

Charge(x3)

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

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

-=+=-
End of Turn Battle -

Slated Cliffs -

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

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

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

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

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

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

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

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

-=+=-

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

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

DefTG 2: Alchemiquest - Maps & Miscellany (XIX)

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

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

Player List - Player Power set to 100.
General Inventory / Key Items:
- The Alchemiter: allows for alchemy wherever and whenever!
Required Grist for Upgrade to [LVL 4] -
2200/3200 Build Grist, 500/720 Talc, 180/360 Gallium, 230/360 Bismuth

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

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

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

Paradox - 7/8 Inventory Slots used.
[LVL 3 Weapon] +1 Broadsword - Seems to be a mildly enchanted broadsword, with nothing more to it. Still cool, though.
- Adds 25 damage to an attack and negates up to a 15% chance of dodging.
[LVL 2 Weapon] Paradoxic Wand - A wand with the power to create and control previously unknown paradoxes.
- Deals an additional 10 damage to the Max Health of a creature, due to mind-breaking paradoxes implanted within.
[LVL 2 Weapon] Pinpoint Needles - Two needles with weak-point sensing tech inside, allowing them to be incredibly precise with their aim.
- Deals an additional 10 damage per action, with a 10% chance to double all damage dealt in the attack.
[LVL 1 Weapon] Schrodinger's Wand - A wand with the power to make its enemies in an unknown state until looked at again.
- Deals an additional 2 damage per action to the Max Health of the target.
[LVL 1 Weapon] Microscope Needles - Needles with near surgical precision. Has a magnifying glass attached as well to aid in a user's perception.
- Deals an additional 3 damage per action, with a 5% chance to double the attack's damage.

[LVL 3 Armor] Destiny Scarf - A dark-blue scarf with several bright teal markings across its surface.
- Grants the wearer a 10% chance to dodge an attack, and reduces the damage by 10 Attack when something does hit.
[LVL 1 Armor] Lucky Ribbon - A green ribbon... simple enough, honestly. It does blend in with the scales, though.
- Grants a 5% dodge chance to the player wearing it per attack.

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

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

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

- Backup Alchemiter
- $140

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

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

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

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

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

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

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

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

Xorm - 4/8 Inventory Slots used.
[LVL 3 Weapon] Octuple Barreled Shotgun - It's taken on a standard revolver design, but with 8 slots for shotgun shells. Also, the barrel still unhinges.
- Adds 25 damage per Action to an attack. Still rather simple, but effective...
[LVL 2 Weapon] Berserker's Helm - The weapon of a monster. Focuses attention on one target and one target only.
- Adds 18 damage per action to an attack's damage, at the tradeoff of being focused on one person until they're dead.

[LVL 2 Armor] Formation Badge - A small badge with the same coloration and everything as the uniform of a Formation Soldier.
- Takes 10 damage off every attack launched at you, along with showing loyalty to the PG side.
[LVL 1 Armor] Reactive Shield [8/20 Shields] - A shield that builds up deflection energy over time, thankfully compressed into a small trinket on your form.
- Builds up 2 HP of shield per turn. When you're hit, the damage is first taken from the shield and then your health bar. Caps at 20 Shields.

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

[AFK]Mr. Reception - 4/8 Inventory Slots used.
[LVL 1 Weapon] S.FX Flamethrower Gauntlet - A flamethrower that somehow, can achieve a variety of special effects. Way ahead of its time!
- Adds 3 damage to the end attack per action with a 20% chance to inflict Burn (2 damage per turn) for 2 turns.
[LVL 1 Weapon] Light-Tech Gauntlet - A gauntlet capable of controlling many different stage lighting effects, along with electricity.
- Adds 1-5 damage to the end attack per action. The actual amount depends on the flashiness of the attack.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

CP:16->17
Grist: 3460->3760
Talc: 885->915
Galium: 240->270
Bismuth: 160->180
Items: Encyclopedia of Magical Structures [1/3]
Formation Calculator [1->2/3 Chargeup]
Heaven Comms Router
Alchemiter (Backup)

You move to the Crash Site and open the chest, adding 150 Gallium to the total everyone receives at the end of the turn! Also in there, you find yourself a Chipped Pickaxe - it seems to deal more damage to walls and various structures. Not a terrible effect, but what would you use it on around here?

As you hit the 1 damage mark, the small piece of the book cover is disintegrated! At 2 damage, the same seems to happen to the router's casing, and at 5, the broadsword's hilt piece finally disintegrates in the same manner. Multiplying that up, it seems that alchemies will be destroyed at a certain rate - 1000 damage in a single blow for
LVL 1 Alchemies, 2000 for LVL 2, and 5000 for LVL 3. Thankfully, you guys don't have that much HP yet, so if attacks overkill properly, then at least the alchemies won't be destroyed.

Formation Calculator && Laptop Supercomputer && Magical Laptop Psuedo-Computer == Formation Computator [Cooldown: 2/2] [LVL 3 Weapon]
- A far more capable computer, running the latest in calculation technologies and also not from 15 years ago!
- Usable to add roughly 50 damage per action or a weaker status effect to an attack using formations. Has a cooldown of 2 turns.

You round off your turn with a simple charge, adding 1 CP to your total.

I take out my returning shot, aiming at the Tribesmen, before letting loose three volleys of bullets that hit them and fly through them, where i proceed to maneuver around to wrap the string the bullets are attached to around the tribesmen, and swing them around, slamming them into the ground. The bullets then return, coming back through the tribesmen. And then I kick their shins.

You perform a really neat combo attack, looking awesome in the process!... and then proceed to kick them in the shins. I don't know what else I was expecting, to be honest, but... hey, whatever works. You deal 205 damage to both of the Tribesmen through your fancy attack! Unfortunately, this doesn't KO either of them.

FCP 35 CP (32+ 3)
chuge

4350 Build Grist
1375 Talc Grist
390 Gallium Grist
200 Bismuth

... Chugeing it is. Whatever that did, you seem to have gotten 3 CP out of it!

Xorm grinned at these archaic structures. He had a solid knowledge of technology, though his experience working with the older means of communication was... Rusty. He had certainly seen these kinds of machinery before, he just had to recall what they were for...
Strength: 5
Perception: 7
Endurance: 5
Charisma: 3
Intelligence: 8
Agility: 5
Luck: 7

Total: 40 (Fallout 3 Amount)

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

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

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

[Focused Action: Observe. Learn. Implement.]

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

He then coughs loudly.

"Ogh, that was a bit of static. Thank the Godmodder it's out, that had to be a pain for my Player to format."

((OOC: Couple things:
1: The dice only show up when you're editing posts. I learned that the hard way...
2: Yes, the SPECIAL stats are overly complicated. I won't be giving any numerical advantages to it, except whatever the Creativity Bonus deems fit, but hey - if it makes the game more fun for you, then go ahead and use them! I look forward to seeing what you'll write.
3: I understand the static formatting pains.))


You... err, suffer the whims of fate as your first roll for an intelligence check gets a natural 1. Never the less, though: Xorm not only activates the Radio Towers of old but additionally, converts them to a PG entity! Due to the activation, the Radio Zone effect is now active yet again on this section of the battlefield!

While you're at it, the Radio Towers also obtain a huge boost in HP due to the overload of Player Power, and you and Kama both obtain a frequency due to your interactions! This should make the battle far more interesting...


(OOC: Yes it's me Gold)

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

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

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

You perform some nice flavor-text things before moving to create a proper setup for yourself! You summon a small robot, but it appears... that Grist is not as easily collectible from the environment around you as it was back on Earth. You quickly repurpose it into a small fighting robot, realizing that Grist can still be gotten from fighting things!

Loaded Dice && Red String of Fate == Status Reroller [5/5 Cooldown] [LVL 7 Weapon]
- A red icosahedral die. Seems to hold more power than any mere die should...
- When used as an action, causes a re-roll on a status effect.

River Styx Water && Blood of the Evil Dragon, Fafnir == Unholy Water [4/4 Uses] [LVL 3 Consumable]
- A set of four vials of foul-looking mixtures. You could probably do some damage with these.
- When used as an action, can inflict 200 damage with a revolting splash of this mixture.

Neither of these items are alchemized, due to you saying you previewed them! Also, they'd be a bit too costly to do that anyway...

(Action 1)(Making a path to pass the Wall)
Looking at the wall once more, he notes that whoever built this wall... did... a passable job actually, huh. It looks to be built on top of the ground with no foundation... but with how solid the ground looks that's not much of an issue and...

Shaking out of that observation and noting his experience in buildings, he quickly stomps on the ground and notes that the hardness feels similar to concrete but a bit weaker. Not exactly thrilled about flying above the wall, Winkins quickly gathers the dogs before force-feeding some power to turn them into a car-sized Glacier Husky Mech! Knowing that permafrost is just generally harder than concrete and passing a knowledge check on Glacier Huskies and how wild Glacier Huskies dig into said permafrost to take shelter under the surface of tundra… Then there's no problem for a Glacier Husky-based mech to tunnel right through this ground!

With that said, Winks powers the mech with no worries of running into a part of the wall underneath and just creates a tunnel to the other side of the wall.

Of course, having only fed just the transformation a bare minimum, it disperses and the 4 Huskies are back from their shared mechanical experience.


(Action 2 & 3)(Charging 2 CP and Heading down south)
With not much else of interest and not enough to make another Name for the dogs, Winks bottles up his remaining actions and walk further south.


CP: 2
Grist Count:
[Build] 1330 Build Grist
[LVL 1] 190 Talc
[LVL 2] 150 Gallium
[LVL 3] 50 Bismuth

Alchemies:
None!

You move underneath the wall, finding a small secret cave with... a surprising amount of useful stuff, actually. The main thing that strikes your interest is the deposit of Talc in the corner - this is the first time you've seen naturally formed Grist in the Soul Orb! You wonder what would happen if you used an action to smack it a bit, and perhaps chip some off...

You also act and charge up 2 CP!


Without much else to do, I charge up 3 more CP to bring my total to a nice even 25.

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

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

Charge: 22+3=25 CP
Grist Stores: 3160+300=3460 Build Grist, 895+30=925 Talc, 240+30=270 Gallium, 210+20=230 Bismuth

25 is a nice number! You charge up and reach that number perfectly. Well done!

CP:7
Build:3180
Lv 1:705
Lv 2:330
Lv 3:110

The Dragon mutters as the Frequencies warp and Shift. Wearing a pair of conjured Earmuffs to ignore any ill effects from it.
(Orders) The Drone picks up the Loot and hovers up the Cliff to the entrance of the Crash Site, it than zips past the Paradox to pass the Loot before hightailing back to the wall to see if it can't just...fly over it

(x3)( +1 Broadsword)The Dragon hefts the Broadsword consideringly.

"For what it is worth, I am sorry"

He sets it aflame with a snort and points it at Kama, an Ice Blade.

"Not sorry enough to deny the Godmodder an Asset though."

The Dragon calls on the Parallel between using a Fire Blade and an Ice Blade to empower his attacks against Kama. Swinging it once, he sets the Landscape on Fire. Heat causing the Earth, the very foundation, to crack in the intense heat that suddenly encapsulated the area. All Ice Melts under such a Heat, a flame from a Dragon burning this entire place down.

He then engages in a flurry of Swipes on Kama, dodging her counterattacks that melt into water and dancing on the bullets that Xorm would inevitably send his way when they realize who he was targetting. The Dragon hovers on emerald wings for a brief second, gliding in the updrafts produced by the Burning Earth, and swings his Broadsword down, unleashing a flaming line of white-hot flames onto Kama, burning with such Heat, the very air turns to plasma and leaves the electric scent of Ozone, though it's scent may be hidden by the fact that the temperature of the entire place has skyrocketed even higher.

The Broadsword shines molten white in this heat, a Light in the smoke and wavering air. It should have been molten by now, yet by sheer craftsmanship of whoever created this blade, and Quick Enchanting of the Blade, it would not melt. The Dragon plunges the Sword into the Floor as easily as Jelly as he prepares his finale.

He unleashes a cataclysmic firestorm onto the place, the winds picking up and fanning the flames into a tornado, a vortex of Heat and Fire. A taste of the Blazing Inferno that lies at the Heart of Dragons before it gets even more intense. Snakes of Fire and Smoke reaching out, towards Kama, lashing out from all directions, and at rapid speeds. Soon, though, the tornado of flame will fade as the fuel available in what plantlife the area had been torched and consumed.

Invoking the actual finale, The Dragons manipulates the flames and they all converge into a singular point, a Blazing Star that shines down as it descends onto Kama with the inevitability of a Shooting Star. It then promptly explodes into a Supernova that envelops everyone, but the Dragon is protected by virtue of these flames being part of him. In the choking smoke, there is one thing left to do.

He picks up the Broadsword from the Ground, releasing it from the grasp of the Earth, walks to the Weakened Kama, and ends her. Collecting her Core Crystal afterward and saving what has transpired so far into a book for...later.

He then waits for reinforcements to help out with the Radio situation

Fire overtakes the entirety of the battlefield, dealing 200 damage to Kama as you negate her ability to dodge! However, as you attempt to end the Blade's existence under her current driver... it flickers. The Radio Zone, activated by Xorm, takes effect, and although Kama is on low HP, the Blade remains standing... although barely. One good strike is all it could take to end the conflict...

Xorm also will take 40 damage if he doesn't counteract the flames, being caught in the aftermath of the attack!

The drone also flies through the tunnel to join Winks in the Hidden Cave after dropping off a Chipped Pickaxe!

-=+=-
End of Turn Battle -

Slated Cliffs -

Alchemiter Outpost -
At the Alchemiter Outpost, Kama retorts to the attack, and decides to use the flames to her advantage! Refreezing the water and steam left behind, the air coalesces into a bitterly cold atmosphere before it centers in on Paradox! He'll take 68 damage without countering the attack!

Northern Transition -
At the Northern Transition, the Mirror Golem acts and deals 145 damage to the Weaker Tribesman, gaining 20 current and max HP from the attack, before Murai finishes the weakened one off!

The Tribesman attacks Plague, threatening 100 damage on them if they don't counteract!

Elsewhere -
Not... too much happens elsewhere this turn, actually. Jake charges 3 CP over in the Forest Transition, but that's about it!

General/Miscellaneous -
@KitRougard will take 40 damage from Paradox's firey attack if he doesn't counteract the flames!
@paradoxdragon will take 68 damage from Kama's retort without a counter!
@plague126 will take 100 damage from the Tribesman if they don't defeat the attack!

All status effects and things that require up-ticking do so.

Total Grist Attained -
[Build] +0 Build Grist
[LVL 1] +0 Talc
[LVL 2] +150 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: DefTG 2: Alchemiquest - Maps & Miscellany (XX)


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

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

Paradox - 8/8 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 2 Weapon] Chipped Pickaxe - An iron pickaxe with a small chip in it. Seems effective at what it does.
- Adds 20 damage per action to an attack used to break down walls and other structures.
[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 - 6/8 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 3 Weapon] Formation Computator [Cooldown: 2/2] - A far more capable computer, running the latest in calculation technologies!
- Usable to add roughly 50 damage per action or a weaker status effect to an attack using formations. Has a cooldown of 2 turns.
[LVL 2 Weapon] Chipped Pickaxe - An iron pickaxe with a small chip in it. Seems effective at what it does.
- Adds 20 damage per action to an attack used to break down walls and other structures.
[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.

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

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

- Backup Alchemiter
- $140

Shin Kicker (Plague) - 7/8 Inventory Slots used.
[LVL 1 Weapon] Returning Shot - A shotgun that fires spherical bullets attached by a string. The bullets also can retreat back to their holster, oddly enough.
- When used, splits actions given to deal damage to two different entities, adding 3 damage per action to each attack.
[LVL 1 Weapon] Lightning Mirror - A mirror rimmed with a coppery substance. Seems usable as a magical weapon, somehow...
- Adds 2 Damage to the attack per action, 10% chance for Paralyzed (70% chance to not move) for 1 turn as well.
[LVL 1 Weapon] Airy Sword - A sword imbued with minor air magics, giving the creator some lesser control over the winds.
- Deals an additional 4 damage per action using it.
[LVL 1 Weapon] Slugger - Literally just a baseball bat with a revolver taped onto the handle.[/COLOR]
- Deals 3 damage with a 10% chance of inflicting Stunned (misses actions) for 1 turn.

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

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

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

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

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

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

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

Xorm - 4/8 Inventory Slots used.
[LVL 3 Weapon] Octuple Barreled Shotgun - It's taken on a standard revolver design, but with 8 slots for shotgun shells. Also, the barrel still unhinges.
- Adds 25 damage per Action to an attack. Still rather simple, but effective...
[LVL 2 Weapon] Berserker's Helm - The weapon of a monster. Focuses attention on one target and one target only.
- Adds 18 damage per action to an attack's damage, at the tradeoff of being focused on one person until they're dead.

[LVL 2 Armor] Formation Badge - A small badge with the same coloration and everything as the uniform of a Formation Soldier.
- Takes 10 damage off every attack launched at you, along with showing loyalty to the PG side.
[LVL 1 Armor] Reactive Shield [8/20 Shields] - A shield that builds up deflection energy over time, thankfully compressed into a small trinket on your form.
- Builds up 2 HP of shield per turn. When you're hit, the damage is first taken from the shield and then your health bar. Caps at 20 Shields.

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

[AFK]Mr. Reception - 4/8 Inventory Slots used.
[LVL 1 Weapon] S.FX Flamethrower Gauntlet - A flamethrower that somehow, can achieve a variety of special effects. Way ahead of its time!
- Adds 3 damage to the end attack per action with a 20% chance to inflict Burn (2 damage per turn) for 2 turns.
[LVL 1 Weapon] Light-Tech Gauntlet - A gauntlet capable of controlling many different stage lighting effects, along with electricity.
- Adds 1-5 damage to the end attack per action. The actual amount depends on the flashiness of the attack.

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

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

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

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

[AG] Foodstuff Coloration Person - 500/500 HP - 35 CP
[AG] Gold - 500/500 HP, 3 CP
[AG] Ninjatwist_ - 500/500 HP - 25 CP
[AG] Paradox - 500/500 HP - 7 CP
[N] Sdieve - 500/500 HP - 17 CP (Has 2 Attack Shields!)
[AG] Shin Kicker (Plague) - 500/500 HP - 6 CP
[AG] Splashcat - 335/500 HP - 10 CP
[AG] Stick Figure (GAWR) - 500/500 HP - 8 CP
[N] Winkins - 465/500 HP - 2 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
Field Effect: RADIO ZONE! [Lasts 2 more turns or until dispelled!]
- All entities that choose a frequency have a 50/50 chance to dodge attacks!
- This effect can be negated if the attacker has a frequency exactly double or half of the defender's.
- Frequencies for both you and your entities can be chosen as a free action once a turn.

Current Players - Xorm (Frequency 5) Paradox (No Frequency)

[N - Xorm] Kama - 50/250 HP, 80 Attack(10% chance of critical, doubling damage), Dodges 15% of all attacks, Frequency 3

[PG - Xorm] Radio Towers (x3) - 180/180 HP, Radio Zone Broadcast [ON]
Current Players - Sdieve

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

[N] Spawn Point
Current Players - Ninjatwist

[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, 10 CP

[N] Wall - 2000/2000 HP
Current Players - Winkins

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

[N] Loot Chest - 1/1 HP
[N] Talc Deposit - 500/500 HP
Current Players - Shin Kicker, Splashcat

[AG - Splashcat] Mirror Golem - 190/580 HP, 10 HP Regen per turn, 90 Attack, + Copy Ability: gains a permanent bonus based on whatever it attacked last! Attack multiplies by 1.5x when below half (290) HP.

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

[PG - BR] Tribesman - 495/700 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 - Gold, Stick Figure

[AG - Gold] Generic Robot - 100/100 HP, 25 Attack

[N - Xorm] Ice Wall - 250/400 HP, was protecting Xorm & Kama from attacks!
 
Last edited:
Update XXI
FCP 38 CP (35 + 3)
cuge

4350 Build Grist
1375 Talc Grist
540 Gallium Grist
200 Bismuth

+3 CP, as you perform the even more sacred and mystical art of "cuging." What exactly this is? No clue. When will the Foodstuff Coloration Person stop charging? The world may never know...

[[Oh, don't worry, my best writing comes from torturing myself with restrictions~]]

Grist Pile: The Mondo-Jumbo Triple Update!
[Build] 1250+730+300 = 2280 Build Grist
[LVL 1] 260+50+30 = 340 Talc
[LVL 2] 0+120+30+150 = 300 Gallium
[LVL 3] 120+20 = 140 Bismuth

It was a thrill, humming with the Radio Zone around him. He had to admit, the "Wondertainment" guy who made it was a smart one. But there was an untapped potential in these airwaves...

Charisma Check: Breakpoints 6, 12, 18
NATURAL 20. Automatic Critical Success.

[[See? Google's dice can go GORILLA themselves~]]

Oh, yes, with the quirks and personality of Xorm, this Station would become a great asset to the Godmodder cause. But for now, he had to...

[ACTION 1 + COUNTER: SEND IT TO THE COUNCIL.]

He almost didn't want to take the role of the Radio Zone's DJ - Too much static to be any good for his vocal cords. But it was calling to him on all frequencies, and he had to obey the sweet call~
"Hello, dear RADIO ZONE listeners~" Xorm croons over the freshly amplified airwaves, smoothly slipping into a fresh persona for his little public performance. "Just moments ago, you got to hear paradoxdragon's new solo track, Raging Inferno (Burn it all)! But now I want to hear from you! Just call in at 666-HEY-XORM, that's (439-9676) ~~~ and let your voice be heard!"

With the public announcement over, Xorm folds up the spontaneous Kamina glasses that appeared on his face and pounds out the remnants of static from his lungs. No good talking like that over the phone, after all, and it was ringing off the hook! Literally. A ringing phone fell from the sky just so Xorm could answer.
"Xorm here, with Raging Inferno (Burn it All) on the Council's Stand today. What do you think?"
An elderly voice came through from the other line.
"Ah, Xorm! You usually only play some of the best rock and roll, stuff from when I was a teenager! But this new-age nonsense, with its... Random capitalization, and its misspellings... I remember when artists went over their work a dozen times! This makes me sad... I say execute!"
"Thank you for your input sir!" Xorm says, letting go of the receiver as he makes a glowing neon blue mark in front of himself. As soon as that phone's out of view, another one falls down.
"Xorm at XORM, speak to me!"
A younger, rebellious teenager voice, this time.
"Man, there's a good existential angst, and then there's this Burn it All trash. Execute."
"Your dread is noted! Keep rolling out there!"
Another "Execute," another blue mark. And the calls kept falling from the sky as fast as Xorm could answer them.
"Hey, Xorm? I think you're really cute, but that one made me sick. Execute."
"I'm an eldritch deity, and that ssorely disappointed me to hear on your station. Execute."
"...What was that last caller? Sounded like tentacles made of chainsaws murdering a bathtub full of squeaky rubber ducks...Anyways, execute!"
"I'm Batman. Execute."
"EXECUTE ORDER 66. That is, for this song in particular, ehe... I said stand down, you idiots! Not yet!"
With every caller, every Execute, every Blue Mark, the flames and slashes and epic fight scene seemed weaker in retrospect, until all that anyone had seen or felt was a poorly choreographed brawl with cheap pyrotechnics. Finally, Xorm took to the airwaves again, flicking those glasses back onto his face.
"Alright, I spun the vinyl, you all took a listen, and the results are in!"
A flourish of Radio!Xorm's hand fuses those dozens of Blue Marks (and the couple incidental Red Marks) into one solid circle - A vinyl record, mostly blue with a thin wedge of red. It floats in the air horizontally for a moment, before Radio!Xorm flips it vertically, then spins it.
"I don't think it's a suprise, folks~ For paradoxdragon's Raging Inferno (Burn It All)..."
The record spins faster and faster, until it's one great blue blur...
And Xorm stops it with a heart-rending, ear bleeding SCREECH as he uses a scythe as a needle. The sound wipes across the battlefield physically, undoing the feeble remnants of paradoxdragon's lackluster performance as best as it could. After all, music could rarely be forgotten, but it could be wiped away by the next best thing!
"Yes, that was an Execute Order that you, the Council, passed!"
Radio!Xorm grins as he queues up the next few songs for his Fans listening across dimensions - A few of his GORILLA-kicking favorites, like Soldiers - Otherwise, Lift Me Up - Five Finger Death Punch, and Wolf in Sheep's Clothing - Set it Off. And with the situation majestically retconned, he snapped those glasses shut again and slipped them into a pocket.

TL;DR - Xorm sends paradoxdragon's attack to his Council of listeners, and they find it lacking. Popular opinion takes its toll on the actual effect of the attack, and before long, it's countered and wiped clean~

"
And that was just a Counter, pal~" Regular!Xorm growls with a wild grin, snapping down his Berserker's Helm's visor to zero in on his opponent - Now that most of the damage to Kama had been undone by the Almighty Will of the Council.

[Semi-Focus - Actions 2 + 3: The Vaguely Eldrich-Horror Musical Number!]

His Helm had a built in radio, so he got to listen to his alter ego's playlist while he fought... Which of course only made his will, his rage, stronger. Kama could feel it in her bones too - Which put the two of them in perfect sync. And the song that was accompanying this madness?

...It was Natural, by Imagine Dragons. Gods, Earth music hit hard. And the band name was just a dash of irony on top of it all~ Xorm opened his mouth to call out along with the inspiring tune, while @paradoxdragon found himself locked into a cinematic attack!

"Will you hold the line? When every one of them is giving up or giving in, tell me." he growls in perfect time with the beat pounding in his ears. His mad eyes locked with his foe's, and his grips on the Twinned Scythes and his Octuple-Barreled Shotgun tightened.
"In this house of mine, nothing ever comes without a consequence or cost, tell me."
In a flash, Xorm was behind paradox, shotgun in his spine, and scythe at his throat.
"Will the stars align?" he growls, a third, gnarled hand reaching from some abyss to grab the dragon by the top of their head and wrench it back so they're facing the pitch black sky... With not a star to be seen.
"Will Heaven step in? Will it save you from your sin? Will it?" Xorm growls, something abyssal rising from his voice to chill the dragon to their soul.
"'Cause this house of mine stands strong."
A swift pull of the blade, and a rainbow of dread spews from the wound. Xorm's hand lets go, and paradox can do nothing except fall in slow motion as Kama's voice cuts in to add to the scene.
"That's the price you pay~" she croons, walking at a normal speed as the world around her ticks at just the wrong pace.
"Leave behind your heart and cast away~" Sweet are the words that pass her lips, as she jams a scythe into the dragon's chest so brutally.
"Just another product of today~" Another scythe follows, and she rips him open so she can reach inside.
"Rather be the hunter than the prey~" She pulls out a pulsing red orb - His heart, his soul. Kama polishes it with a palm, looking at it thoughtfully.
"And you're standing on the edge, face up 'cause you're a" she starts to say, but somehow the removal of the dragon's soul leaves him heavier than a sack of bricks, and he falls, falls, through the ground into an endless abyss. Finally, he hits featureless black ground, hard, as the drop rattles the nightmare realm he finds himself in.
NATURAL cries the voice in his skull, introducing him to the chorus.
A BEATING HEART OF STONE it continues, and paradox feels a lump in his chest, frozen and hard, unmoving.
YOU GOTTA BE SO COLD, TO MAKE IT IN THIS WORLD the migraine pulses, oh Gods, it's so COLD, he can't feel his ANYTHING-
YEAH YOU'RE A NATURAL, LIVING YOUR LIFE CUTTHROAT - Of course, THAT was why he was so cold - The dread spewing from his throat, freezing him inside and out, he just had to staunch the flow-
YOU GOTTA BE SO COLD, YEAH YOU'RE A
NAT-
UR-
AL!
that throbbing voice shrieks one last time before the dragon finally snaps free of the dread, before realizing he has no clue where he is. Unwillingly, and still right in time with the song and the cinematic, he cries out through the darkness.
"Will somebody!" he yells. "Let me see the light within the dark trees shadowing?"
In response, a dark rustle in unseen bushes startles him, worries him.
"What's happening?" he asks in a panic. He feels hot breath on his face, and a monster's mirrored eyes are staring into his.
"Look ye through the glass find the wrong within the past knowing." it hisses in a terrible voice no man could understand.
"Oh, you are the youth..." it chuckles, caressing his face with cold talons.
"And I shall cut until it bleeds, inside this world without the peace-" Those icy talons dig into his flesh, not just in his head but all over - And he cannot scream.
"Face ye, a bit of the truth."
"The truth..." he whispers back as venom sinks into his bones, and his vision fades rapidly...
He woke up somewhere else. It was blindingly white this time... Wait, who was he?
《That's the price you pay,》states a cold voice behind the dragon. He spins and comes face to face with DEATH.
No, he didn't die. And it's not actually DEATH either, it's his daughter who's greeting the dragon.
《You left behind your heart and were cast away.》 she explains callously.
《But you're just another product of today...》 She adds, and with a wave of her hand, so many other souls are shown shuffling into the abyss.
《I'm glad to be the hunter, not the prey~》she muses.
But then the music stops for a moment as death's daughter stares the dragon straight in the face. 《But you? You're not even supposed to be here yet. Why are you here?》
The music starts back up, and she grins with maddness. 《You're still standing on the edge, face up, because you're a》
"NATURAL." roars Xorm, who's face to face with the dragon in reality, outside of that strange place where he had fallen. There's frozen scythes in his chest, and a few too many shotgun barrels in his stomach. I mean, 1 is a few too many, but 8 is wholly unnecessary.
"I'll shatter your heart of stone." he says, driving the scythes in deeper. Wait. If that was all an illusion, why did the dragon's heart feel WRONG.
"Oh you'll soon be so cold, you'll fit right in this world." he says, shifting his stance and pulling the trigger, pumping so many rounds of lead into the dragon's gut.
"Yeah, you're a natural." Xorm admits, walking over to where his foe lies on the ground, and kneeling beside them.
"You lived your life cutthroat." He grabs the scythes embedded in the dragon's chest.
"But you have to be so cold, 'cuz you're a nat-ur-al~" the alien sneers, violently yanking the Scythes out of the dragon's chest. It was cold, having them in there, but... Now it was even colder. Frozen. Lifeless.


"Deep inside me, I'm fading to black, I'm fading." The dragon thinks.

But then a little voice pipes up besides him.

"Took an oath by the blood of my hand, won't break it." it says, trying to stir him.

"I can taste it, the end is upon us, I swear." the weakened dragon responds.

"You're gonna make it." it insists.

"I'm gonna make it." The dragon says aloud, standing back up in spite of mortal injuries.

Xorm just chuckles. Bashes his helmeted head against the dragon's, sending them staggering back. And he gloats, his only injuries the ones from earlier.
"Natural.
A beating heart of stone.
You gotta be so cold,
To make it in this world.
Yeah, you're a natural -
Living your life cutthroat.
You gotta be so cold,
Yeah, you're a natural.
"
Every word cuts like iced blades, Xorm's unexpectedly silver tongue loading every word with vitriol. He wasn't complimenting you for standing back up, he was mocking you. And... Wait, the song's over. So why is there more to describe?
"And, eh, you might be a natural... But won't it be a little difficult to survive much longer without... this?"
From Xorm's hand dangles a pulsing red orb. The same red orb pulled from the dragon's chest earlier. All that psychic backlash hits like a Mack truck, all at once. It wasn't an illusion. It had happened. And it would happen. Xorm had read the wavelengths, and he knew exactly how to play them. The paradoxdragon was merely another instrument in the band.

And so the song did not fade to silence... It just ended. Like a life cut short.

TL;DR: Using Imagine Dragons - Natural as a base, send @paradoxdragon through nightmares and a lot of actual pain. Steal his soul somewhere along the line.

[[I proudly present to you 2000ish words of psychic and physical mayhem. Written in a fuege state over the course of 7 hours. While I'm at work. On my phone. Man, I wish I had this kind of motivation normally!]]

You completely counter Paradox's attack through the power of negative reviews and even wiping the slate clean on the attack, functionally making it like it hardly existed! 75 of Kama's HP is restored as the attack proves far less powerful than it originally was!

Turning it around, you then proceed to subject Paradox to a massive attack! Paradox finds himself facing about 434 damage, considering everything you've sent his way with Kama's help... and... oh gods, what exists of them. You literally stole his soul... so if even some of it gets through, up to 100 of this damage will be Max HP damage, permanent until he regains it through some shenanigans! Seems like he countered a bit earlier, at least... so I'm gonna wait until after that to tell you the results.

> Interesting. That gives me an idea...I'm gunna l Well, it's not immediately relevant. For the moment, I pull out the Broadsword +1, aware of the hostility some players hold, and walk back to the Run Down Fort to scan the power anchor in more detail.
How this consumes one of my actions is left as an exercise to the reader.
>< I scan the power anchor in more detail. Any lingering energies, bits of information of note? ways I could disguise myself from their influence? chalk-y smell? I've heard godmodding smells like chalk.
> Using the Formation Computer, and, of course, this action, I design a new formation. In the... extra-orbular?... world, of course, resources are extremely scare; on the other hand, in this world resources are- not abundant, but direct player powers will probably, uh. skip most of the problems. The two require different design sensibilities, I think, but I want to be efficient with my uses of the calculator, so I stick to a design which is possible both here, and in the world. What does the formation do? Well... put simply, it gathers Mana. First from the enviroment, but... I don't want my drone to have an ecological footprint. Not just to protect nature, you understand; if it was a magically competative area of the world, I don't think the drone would've survived so long. but I don't want it to be detected, either. So the formation has several stages. First, it gathers Mana; then it infuses it into a rock at its centre, and keeps infusing it until the rock becomes a mana stone; then it continues until the stone grows mana crystals on the side; drain the mana from, and discard, the stone (this part requires maintenance. In the Soul Orb, I build in some simple telekinesis to accomplish the task; in the real world, the drone'll do it once it builds the formation.). Keep putting Mana into the crystal, but keep it from expanding (this requires pressure from all directions. In the orb, I do this with more telekinesis. Outside, the drone will bury crystals in the dirt at this point.). Eventually, the crystals mana-structure will collapse inward, which, assuming the speculative fiction I read was drawing this particular bit from reality instead of fancy, causes them to slowly generate mana within themselves.

{{{on a mechanical level, the intention is for there to be even odds that this works really well, and even odds that it doesn't work at all because the person he was reading was making stuff up. On a roleplay level, the formation computer won't prevent him from making a mistake here if he's making one, because he built a formation to 'gather mana, infuse it into a rock, infuse it into a mana crystal, and then stop', not a formation to 'turn mana into a perpetual mana source'. and of course, if it doesn't work he'll blame himself for not thinking to spend 3 seconds typing "collapsed mana crystal" into his calculator, and if it works really well he'll just assume it was the wonders of his new alchemy. }}
>< ...Say, arbiter torix. how well defended are you? I gather you're in another plane, but considering the last war... I don't think it's entirely safe. Do you have access to an alchemiter? you might want to make some alchemies for your own safety. and I'm definitely not just asking this in the hopes you can preview alchemies For me.
...not Just, anyway. I do care about your safety and ways you can improve it, but I won't pretend my own advantage didn't enter into that question at all.

>The following action is not charging, but from an outside prespective, looks basically like charging, because I'm hiding this action. It depends on the results of some of my actions earlier, either it's really charging, or it's a different thing I'm not going to explain until next round.

CP:17
Grist: 3760->3310
Talc: 915->735
Galium: 270->430
Bismuth: 180->0
Items: Encyclopedia of Magical Structures [1/3]
Formation Calculator [1->2/3 Chargeup]
Heaven Comms Router
Broadsword +1
Formation Computer [2->0/2 Chargeup]
Alchemiter (Backup)

You do so... although, at the same time, this seems... like some pretty major shenanigans, to say the least. Don't be surprised if whatever you're doing has a few flaws, Sdieve.

The Broken Power Anchor, despite everything, still seems really, really broken. Seems like whatever energies that could've been here have leaked out by this point, though the air does ironically smell a bit like chalk. It's... also not a room transition, despite what the color may suggest.

Using your new Formation Computator, you make a formation that'll convert mana into a mana rock, and then that into a mana geode type thing, which... gah, I get the process, but it's complicated. Point is, through a variety of drone usage, telekinesis, and a clever formation, you'll be making a collapsed mana crystal type thing, which slowly generates its own mana over the passage of time for what's essentially a perpetual source. That's good and all, but that might take a little bit to make. It's calculated, at least, so you could probably have your drone start and finish it in... four turns time? There's still the strange mana density stuff going on, so that's most of the delays there. As for you, well... uh, I'd just throw a bit of CP at it, if the Player Power's even high enough for it...

You... do something! I'm not sure what this is, but it's something.

... My self-defense? Thanks for the concern, but for the time being I'm fine here. Despite everything, there does still seem to be some form of... well, essentially supercharged Player Powers here in the form of Arbiter energy I can control. I think I'll be fine from the stuff you're all facing, at least. As for previewing things? I've... not found an Alchemiter here, actually. I've created a neat sword using some CP I gathered, but that's about it.

Alright first, I rent a Hyperbolic Time Chamber for two hours and configure it for 1 hour(Chamber-Time) to 1 minute(Real-Time) then I order three books.

1. Aura and Semblances 101
2. Magecraft For Dummies
3. Beginner's Guide to Nen

I stay in there for 10 minutes (10 Hours) and first I see what Nen type I am and find that I'm an Emitter, so I train in Emitter Techniques. Then my Origin which is Blood so I train in Blood Type Magecraft. And then I unlocked my semblance which is Speed Manipulation so I don't skip leg day.

I also upgrade Generic Robot with a basic AI trained to fight, bulletproof armor, some cameras, laser sights, lasers, guns, etc.

I also arm myself with a magic gun and glaive.

Once I get out I see Paradox, Kit, and Plague fighting Kama and go to help.

Due to this training and study, along with arming yourself, essentially being free actions, you spend 2 of your actions upgrading your Generic Robot to be a bit more than a Generic Robot - instead, it is now an Armed Bot! Attack and HP go up!

You also spend 1 action charging up before running off to the Alchemiter Outpost to face Kit and Kama with Paradox!


CP:7
Build:3180
Lv 1:705
Lv 2:480
Lv 3:110

(FREE)Frequency Set: 6

(X2)(Counter)(Paradoxic Wand) The Paradox Dragon is caught in the cinematic movement of song and music...
Or is he??

No. He dodges, sidestepping into a Sub-Dimension for just a second for an swipe to miss and the rhythm to collapse into itself as where bullets, scythes and claws expect flesh, there exists only a gust of Wind. With the aid of a Wand he turns hits into misses and intensity into...peace.

He steps back and ignoring whatever music Xorm and Kama is listening to with the aid of his Earmuffs, he tunes to a different Frequency and plays a different song.

From the place where the Stars shine, from the place on that distant glade where the wind blows in the trees and the lake is still. Reflecting the full moon and the place where fireflies dance.

From the place where the dreams of the innocent rise, from the place where there is only peace.The Dragons invokes, this absolute shelter which cannot be breached.

Look at the ever distant clearing, upon which a thousand years of sunlight and moonlight have shone down on. Here is a holy site, bathed in the energies of the sun and moon. No evil can be perpetuated here, here is a place where everyone can agree. Where Long lasting feuds can be ended. Where a kindling of a Campfire and a Song; of Friendship and Dreams are born.

A Distant melody plays, it strikes the Heart, it will resolve the world into a perfect Harmony, untouched by evil and chaos. It's the fresh air of the world, a gentle breeze passing through the pines. It is the shine of the moon and the light of the sun. It is the unreachable Utopia, that distant dream.

Here it is. Invoked by the Dragon amidst the Chaos. In the place beyond Pain, beyond Death. It is the everlasting Dream. That protects the Spirit. Light shining through stained glass that brings even mkre

AVALON MOULD: The Place where Utopia may yet be Found.

A glade cuts through the Madness of that Cinematic Piece to guard the Dragon from the encroaching attack as he steps back in from that sub-dimension. An aura of peaceful music to counter the intensity of @KitRougard 's music.

Around him, plants regrow from the firestorm and reach towards the Light. Like cycles, all things fall and are reborn...

Xorm's attack... mostly countered... yet you can't fully deny the ramifications of Xorm's attack either. You take 28 damage, and 28 Max HP damage as well, as Xorm lands a hit with his scythes that seems to tear a bit of your very being out of you! You're gonna need to defeat Xorm in order to regain that - but you can do it!

-ow. ... I'm not even allowed to root on the AGs? Dang, this system's harsh sometimes...

As the Tribesmen move to attack me, I pull out my Airy Sword and send a burst of air to throw them off, before taking out my Lightning Mirror and frying one with all its power.

Attack semi-successfully countered, though you still take 25 damage as your dodge doesn't quite get past the Tribesman's desperate swing! You deal 244 damage with the Lightning Mirror afterward, at least.

Winks blink at the drone's entrance with it dropping a convenient pickaxe to mine at the deposit but shrug in indifference.

(FOCUS Action + 1CP)
Winks give one more look around around… Well, this seemed rather straight forward.

He grabbed the Chipped Pickaxe in no real hurry as he called for the huskies attention and point them to the chest to open up, they're smart enough to push open a chest after all.

With the thought loot out of the way, Winks focus on the task on hand. Not wanting to stay here for long and get a move on! He grabs one of the bottled up CP from last turn them before molding it into some HUGE motorized rocket attachments before strapping these safety hazards onto the pickaxe... Or one of the pickaxe head as he fiddled and turn one side into what was basically a sledgehammer. Winks chuckles in participation at the cathartic smashing with some safety hazard of a jet hammer...

Now that he thought about safety... a lot of bits will fly everywhere huh? with that pause he quickly summons up a mining cap and some goggle and shooing the huskies out of the cave after they grabbed onto whatever was in the chest.

Eh good enough.

And so with that out of the way and the huskies in the background pulling whatever it was in the loot chest and out of the cave. Winks wind up the makeshift motorized jet hammer-pickaxe over the shoulder,

Activate it.

And just let it hang there.

Motor roaring to move forward as Winks held it.

Wind in the cave picks up.

A final build up.

Arms strains.

Then.


Release.


...


Panting was heard as Winks held onto what was basically a stick as the pickaxe head exploded from shear force from the impact... along with a good chunk of the cave as rubble and a good amount of Talc lay around the cave's floor.

"... Hah! That was fun... now if only I can feel my arms again..."

With that, Winks slump onto the floor as the dust finish settling, waiting to feel his arms again before checking if he manage to hit anything else from the XTREME mining episode he just had.

CP: 2 - 1 = 1
Grist Count:
[Build] 1330 Build Grist
[LVL 1] 190 Talc
[LVL 2] 300 Gallium
[LVL 3] 50 Bismuth

Alchemies:
None!

You loot the chest, gaining a Hunter's Longbow and 20 Talc before smashing the entire Talc Deposit into its component pieces of Talc! In total, there's... a lot... and it's still flowing from the back of the deposit before it eventually slows and stops, the shell reforming like a strange crystal. In total, you'd estimate there's something along the lines of 180 Talc dropped from this deposit, and even better, it seems to refill over time! This is a truly valuable resource...

+200 Talc in total is gained!

Loooot! I rush over to the hidden cave, only to hear that Winkins has it. Oh well, we got it already.

If I can, I move over to the eastern edge of the Forest Transition to try seeing where it leads- probably just deeper into the forest, though.

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

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

Charge: 22+3=25 CP
Grist Stores: 3160+300=3460 Build Grist, 895+30=925 Talc, 240+30=270 Gallium, 210+20=230 Bismuth

You actually manage to grab yourself a Hunter's Longbow from the chest - seems like there was more than one there!

Other than that, you enter into the Forest Transition... and discover a completely new Zone. Though the canopy causes the area to be a fair bit darker, it does seem to be a mostly regular forest for now, at least. Yet.. despite everything, you can't shake the feeling that something is watching you...


The Mirror Golem will attack the Tribesman.

-----

I run down to the Radio Zone, and choose a Frequency of 10.

-----



Action 1 + Action 2 + Action 3 + Chemist's Wand:

As Xorm finishes taking callers and moves on to the next part of their attack, I call into the station myself. "I'm thinking... execute. Execute Xorm."

The radio station and nearby zone falls silent at the sound of my words. Xorm tries to cut the line, but I hook into one of the other Radio Towers, tune it to broadcast at the same wavelength as Xorm's, and start sending my own words out across the ether.

"I call upon the Council of Listeners to execute Xorm for high crimes against music. He claims to call himself a master of taste, but he has dark secrets of his own. Just earlier today, I referenced Karma Police, the classic track by Radiohead. And Xorm thought it was a Smash Mouth song."

Gasps come in across the caller lines, and sobs, and angry demands for justice. Such crimes cannot go unpunished! If Paradox was to be executed, but Xorm not for his even greater crime, it would be a miscarriage of justice so great that it would upset the natural order of the universe. And so the song goes...

Code:
Karma police
Arrest this man
He talks in maths
He buzzes like a fridge
He's like a detuned radio

Xorm tries to continue with his attack, and broadcast in self-defense, but his radio is out of tune, and all that comes out is buzzing static.

Code:
Karma police
Arrest this girl
Her Hitler hairdo
Is making me feel ill
And we have crashed her party

Xorm's attack was impressive, I'll give KitRougard that. But its spectacle is doomed to not pay off. The party has been crashed, and Xorm's health deteriorates with it. They try to sing their second action, but their stomach churns and their words catch in their throat. And still the listeners call in, chanting across the airwaves:

Code:
This is what you'll get
This is what you'll get
This is what you'll get
When you mess with us

The tides of public opinion turn against them, and soon it's their own attack that's being executed in Paradox's attack's stead. Rather than use a scythe like Xorm, I turn to the electric chair, using the Chemist's Wand to summon solutions of oxidizing and reducing agents connected by a tube and with an anode and a cathode connected by a wire. This forms a galvanic cell, and electricity flows through the wire, frying Xorm's attack - and Xorm himself - just as Xorm tried to scratch Paradox's.

Code:
Karma police
I've given all I can
It's not enough
I've given all I can
But we're still on the payroll

Kit really did pull out all the stops: Bringing Frequency back into the game and taking the role as radio announcer was a great move, and the post used SV's post formatting features to the full extend of their capability. But it's just not enough, and now they're on the hook to pay for their crimes.

Code:
This is what you'll get
This is what you'll get
This is what you'll get
When you mess with us

The people demand blood, and blood has been delivered to them.

Code:
For a minute there
I lost myself, I lost myself
Phew, for a minute there
I lost myself, I lost myself

For a minute there
I lost myself, I lost myself
Phew, for a minute there
I lost myself, I lost myself

Xorm got too carried away with their attack to remember its fatal weakness, and now... they are lost.

You move to the Alchemiter Outpost, claiming a frequency of 10!

You then proceed to utterly expose Xorm to his viewers, causing the Radio Zone to collapse around him as his viewers proceed to berate him and eventually, use the psychic backlash for an attack in conjunction with the very song he misjudged! Xorm will take 450 lethal damage if he doesn't find a way to counter the attack and regain the faith of his viewers!

[[BEGIN TRANSMISSIONS]]

[[Gods, I feel like I should be salty that all the [AG]s are piling on me. But I can hardly be mad at this!]]
[[You know, he would have had to think harder if you had just paid a little attention when you countered his attack earlier...]]
[[Hey! I'm the Player here, I'm allowed to make mistakes!]]
[[Fatal ones?]]
[[We'll be back stronger after a sidequest. That's how these always work.]]
[[You don't know that, nobody's died yet.]]
[[Always.]]
[[You DO realize you made yourself a target anyways by writing so heavily, right? You're a Goliath begging for a Zergling Magic Box. You'll just die, over. And over. And over.]]
[[...shut it... Wait. This is an open communications line. Dammit! When I-]]

[[END TRANSMISSIONS]]

You're... communicating with... your "Player", though he seems more of a narrator than anything. Hey, I've seen weirder things before.

As your transmission ends, though... you receive a letter of 5 CP from the Godmodder. Though marked with no words, other than that small signature, it seems like he's trying to at least make sure you don't quite die this turn and maybe stand a fighting chance. To all combatants, good luck. You'll need it.


-=+=-
End of Turn Battle -

Slated Cliffs -

Alchemiter Outpost -
At the Alchemiter Outpost, the Armed Bot attempts to attack Kama but fails on account of the Radio Zone! Kama, using the wavelengths, attempts to attack Paradox, scoring a critical and threatening 160 damage!

Northern Transition -
At the Northern Transition, Murai ends the battle through a blast of water, slowly refreezing itself into ice as it enters the cold area beyond! 20 Bismuth is dropped, along with an additional 20 from before that I forgot to count from the previous Tribesman that died. The Mirror Golem idles, awaiting orders or movement!

As the last Tribesman dies, the marking on the Slated Cliffs changes from Gold to Crimson, marking this area's 100% completion!... well, minus the conflict with Xorm, but as for the objectives intentionally placed here? They've all been found and completed, so well done!

Elsewhere -
The Drone arrives at the Hidden Cave, but not much else happens otherwise.

Woodgrave -
Jake enters Woodgrave along with Ninja, taking in the scenery...
Jake - "This place seems... ominous. Is it just me, or do you feel like we're being watched?"

General/Miscellaneous -
@KitRougard will take 450 damage if he doesn't recover from Splashcat's assault and regains his listener's faith!
@paradoxdragon will take 160 damage from Kama's attack if he doesn't fight back!

All status effects and things that require up-ticking have.

In exchange for me un-archiving the Run-Down Fort, I'll go ahead and archive the Trailhead! The Stick Figure, who's been doing nothing for a few turns now, is also being marked as AFK and will hereby be removed from the map. The Crash Site, since I don't think much else will occur there, also is archived!


Total Grist Attained -
[Build] +150 Build Grist
[LVL 1] +200 Talc
[LVL 2] +0 Gallium
[LVL 3] +40 Bismuth

-=+=-

The Soul Orb
A diversified world in itself, separated into biomes under the control of the Godmodder and his Companions.

The maps of the world can be found linked here:
docs.google.com

DefTG 2: Alchemiquest - Maps & Miscellany

Landing Page Alchemiquest Maps Sheet Rules of advice: Silver sheets mark incomplete areas, where the story objectives have not been finished. Golden sheets mark areas where the story objective's completed, but side objectives remain. Crimson sheets mark areas where all side and story objectives...

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!

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

Ninjatwist - 5/8 Inventory Slots used.
[LVL 3 Weapon] Hunter's Longbow - A longbow made of sturdy oak, complete with plenty of fletched arrows made of the same tree.
- Adds 15 damage per action, or 30 per action if more than one action is used in the attack.
[LVL 2 Weapon] Retreater's Spear - A light spear, designed to actually maximize physical recoil from the weapon.
- When used, it does 8 extra damage per action and springs the user back one space on the map from the enemy they're attacking.
[LVL 2 Weapon] Heavy Crossbow - A somewhat difficult to wield crossbow made of iron and other heavy materials, including depleted uranium.
- Deals 15 additional damage per Action used to attack with it.
[LVL 1 Weapon] Crossbow - A fairly simple wooden crossbow. Effective and easy to fire!
- Deals an additional 4 damage per action used.

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

Paradox - 8/8 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 2 Weapon] Chipped Pickaxe - An iron pickaxe with a small chip in it. Seems effective at what it does.
- Adds 20 damage per action to an attack used to break down walls and other structures.
[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 - 6/8 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 3 Weapon] Formation Computator [Cooldown: 0/2] - A far more capable computer, running the latest in calculation technologies!
- Usable to add roughly 50 damage per action or a weaker status effect to an attack using formations. Has a cooldown of 2 turns.
[LVL 2 Weapon] Chipped Pickaxe - An iron pickaxe with a small chip in it. Seems effective at what it does.
- Adds 20 damage per action to an attack used to break down walls and other structures.
[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
- $140

Shin Kicker (Plague) - 7/8 Inventory Slots used.
[LVL 1 Weapon] Returning Shot - A shotgun that fires spherical bullets attached by a string. The bullets also can retreat back to their holster, oddly enough.
- When used, splits actions given to deal damage to two different entities, adding 3 damage per action to each attack.
[LVL 1 Weapon] Lightning Mirror - A mirror rimmed with a coppery substance. Seems usable as a magical weapon, somehow...
- Adds 2 Damage to the attack per action, 10% chance for Paralyzed (70% chance to not move) for 1 turn as well.
[LVL 1 Weapon] Airy Sword - A sword imbued with minor air magics, giving the creator some lesser control over the winds.
- Deals an additional 4 damage per action using it.
[LVL 1 Weapon] Slugger - Literally just a baseball bat with a revolver taped onto the handle.[/COLOR]
- Deals 3 damage with a 10% chance of inflicting Stunned (misses actions) for 1 turn.

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

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

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

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

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

Winkins - 1/8 Inventory Slots used.
[LVL 3 Weapon] Hunter's Longbow - A longbow made of sturdy oak, complete with plenty of fletched arrows made of the same tree.
- Adds 15 damage per action, or 30 per action if more than one action is used in the attack.

Xorm - 4/8 Inventory Slots used.
[LVL 3 Weapon] Octuple Barreled Shotgun - It's taken on a standard revolver design, but with 8 slots for shotgun shells. Also, the barrel still unhinges.
- Adds 25 damage per Action to an attack. Still rather simple, but effective...
[LVL 2 Weapon] Berserker's Helm - The weapon of a monster. Focuses attention on one target and one target only.
- Adds 18 damage per action to an attack's damage, at the tradeoff of being focused on one person until they're dead.

[LVL 2 Armor] Formation Badge - A small badge with the same coloration and everything as the uniform of a Formation Soldier.
- Takes 10 damage off every attack launched at you, along with showing loyalty to the PG side.
[LVL 1 Armor] Reactive Shield [8/20 Shields] - A shield that builds up deflection energy over time, thankfully compressed into a small trinket on your form.
- Builds up 2 HP of shield per turn. When you're hit, the damage is first taken from the shield and then your health bar. Caps at 20 Shields.

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

[AFK]Mr. Reception - 4/8 Inventory Slots used.
[LVL 1 Weapon] S.FX Flamethrower Gauntlet - A flamethrower that somehow, can achieve a variety of special effects. Way ahead of its time!
- Adds 3 damage to the end attack per action with a 20% chance to inflict Burn (2 damage per turn) for 2 turns.
[LVL 1 Weapon] Light-Tech Gauntlet - A gauntlet capable of controlling many different stage lighting effects, along with electricity.
- Adds 1-5 damage to the end attack per action. The actual amount depends on the flashiness of the attack.

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

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

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!

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 - 38 CP
[AG] Gold - 500/500 HP, 4 CP
[AG] Ninjatwist_ - 500/500 HP - 25 CP
[AG] Paradox - 472/472 HP - 7 CP (Must defeat Xorm to regain lost Max HP!)
[N] Sdieve - "500/500" HP - 17 CP (Has 2 Attack Shields!)
[AG] Shin Kicker (Plague) - 475/500 HP - 6 CP
[AG] Splashcat - 335/500 HP - 10 CP
[N] Winkins - 465/500 HP - 2 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] Stick Figure (GAWR) - 500/500 HP - 8 CP
[AG][AFK] The Frazzled Inventor - 500/500 HP - 0 CP
[AG][AFK] Wondertainment - 500/500 HP - 6 CP

Godmodder HP - 69/70
Field Effect: RADIO ZONE! [Lasts 2 more turns or until dispelled!]
- All entities that choose a frequency have a 50/50 chance to dodge attacks!
- This effect can be negated if the attacker has a frequency exactly double or half of the defender's.
- Frequencies for both you and your entities can be chosen as a free action once a turn.

Current Players - Xorm (Frequency 5) Paradox (Frequency 6), Gold (No Frequency), Splashcat (Frequency 10)

[AG - Gold] Armed Bot - 200/200 HP, 50 Attack (No Frequency)

[N - Xorm] Kama - 125/250 HP, 80 Attack(10% chance of critical, doubling damage), Dodges 15% of all attacks (Frequency 3)

[PG - Xorm] Radio Towers (x3) - 180/180 HP, Radio Zone Broadcast [ON]
Current Players - None!

[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!

[N] Wall - 2000/2000 HP
Current Players - Winkins

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

[N] Talc Deposit - 0/500 HP - Recharges in 4 turns!
Current Players - Shin Kicker

[AG - Splashcat] Mirror Golem - 200/580 HP, 10 HP Regen per turn, 90 Attack, + Copy Ability: gains a permanent bonus based on whatever it attacked last! Attack multiplies by 1.5x when below half (290) HP.

[RS] Murai - 500/500 HP, 9 CP
Current Players: Foodstuff Coloration Person

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

[PG] Broken Power Anchor
Current Players - None!

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

[RS] Jake - 500/500 HP, 10 CP

[PG] ???
 
Update XXII
(Orders) The Drone picks up the loot and assists Winkins in mining the deposit

(x1)(Broadsword+1) In the light of Paradise and the newly verdant landscape which has entangled Kama, and as Xorm has their viewers turned against them, Paradox bears the Broadsword once again. With a feverent wish, he invoked the Aspect of Breath and shrouds the Blade in the actual Counter Element of Ice, which is Wind.

With a singular strike, he blasts a blade of wind through Kama, granting the finishing blow

Kama, unable to dodge the effects, takes the full amount of damage needed to KO them!... yet they aren't reverting back to Grist or anything. It appears the Core Crystal tied to Kama's being is keeping them alive as functionally, an immortal being, but she's still completely exhausted! It's gonna take a while for them to recover...

CP:7
Build:3330
Lv 1:905
Lv 2:480
Lv 3:150


(x3)(Counterattack)(Paradoxic Wand)(Pinpoint Needles)
The Dragon inhales as the Light grows intense and becomes blinding. When Xorm(@KitRougard) opens their eyes again, it is not at the Outpost where they stand with the Paradox.

In a Hall of Polished Ceramic Tiles and Golden Arches, The Paradoxical Dragon stands before Xorm.

But he looks different, perhaps a slightly different hue of Green, a different arrangement of horns and spikes.

"Howdy."

"Nice to see you here. Well, maybe not."

"Well, let's cut to business, shall we??"

He immediately attacks Xorm with a barrage of bones and lasers, forming intricate patterns at light speed that trap Xorm in near-inescapable patterns. With each strike, an echo of the pain of Xorm's Soul-breaking attack on Paradox is felt.

The Dragon then ends their attack and creates waves of fireballs and crystal shards that home in onto Xorm, darting between Dimensions and sewing shut loopholes as they hit Xorm. Like all attacks, they each have a physical and soul component.

Meanwhile….in the past(this is the unaccounted action, not this turns 3 actions)

The Dragon takes the attack of Kama head-on, letting blood flow through the valley.

"Heh."

Taking into account the Paradox of his last action being unaccounted for, this Paradox performs a rubber-banding move. Taking advantage of the shock from Kama of him just taking the attack to immediately lag-teleport behind her for a final blow in case the last one didn't work.

"Sorry, again."


Back in the Judgement Hall…

The Dragon of Judgement reverses course, attacking Xorm from behind and the sides with tangerine coloured blades and cyan coloured knives as periodically, homing projectiles of Paradoxical Lasers attempt to strike Xorm.

The Dragon mutters under their breath as they prepare another set of attacks, dodging Xorm's Bullets and brutal attacks with elegance and twitching the Wand like a Conductor's Baton.

The Wound is reflected onto his form and he is now bleeding.

He smiles.

Invoking the power of Knock, he converts the opening of the self to the opening of Doors, opening gateways to imagination and dimensions. Invoking the Mother of Ants, he turns the wound into a new power source as he turns it into a form of Desperation move, despite him being above 50% HP and such.

Now as he attacks, other Shard of Paradoxes and other Judges enter the fray.

A sudden darkening as a Shard of Darkness takes hold of Xorm's Heart and squeezes it for good measure while blinding them to further attacks.

"Some may say that this is unfair. They are right, but vindication is a powerful force"

Another flux, and within a pair of time stops, a Road Roller and a barrage of a few hundred knives converted from temporal paradoxes and moonsilver strike down Xorm.

Another flux, and the Dragon grins.

Invoking the Aspect of Breath, he converts his attacks to even bigger waves of fireballs, icicles, crystal shards, blades and bones.

Invoking the Aspect of Blood, he traps Xorm in a whirling cage of chains that bind them to a singular place, time and dimension.

Invoking the Aspect of Space, he rends space and teleports away from Xorm's attack while teleporting them into attacks deliberately.

Invoking the Aspect of Time, he cuts time out of the battle to recover and rest while at the same time forcing time skips onto Xorm to mess them up while changing patterns.

The Paradoxical Dragon than prepares his Final Attack.

Meanwhile…

The Dragon at the Outpost proceeds to collect the Core Crystal of Kama and waits for the signal. He Orders his Drone to head to the new area and using its amazing Scouting abilities, scout out all the areas it can safely reach and not get immediately shot/incinerated/Blasted/EMPed etc.

Back in the Hall…

The Judge prepares his statement and brings down the hammer onto the gavel.

Invoking the nature of colours and souls, he takes up seven hovering blades of Colour, made out of Seven Pinpoint Needles and throws them up into the air with a mental effort.

Up high in the air, the swords multiply into a barrage that blocks light from the incredibly high ceiling.

The Bell tolls eight times.

The first for Patience, as Blades of Cyan rain down from up high, striking down with a graceful serenity that makes it difficult to avoid attacks as the blades wait upon each other to perform coordinated attacks that defy the imagination. They render Xorm's Soul Cyan, and summon Ice Fields where they hit the Ground, making Xorm slip and fall as the Soul slides on solid ground and is caught by Ice while the Body...is the opposite. Another Paradox.

The second is for Bravery, as Blades of Orange rain down from the ceiling, striking down with such speed and ferocity, their edges thirsting for blood as they strike and home in onto Xorm to fulfill their task. They render Xorm's Soul Orange and summon explosions when they hit the ground, causing a minefield of care needed as Xorm becomes overfilled with energy, unable to stop and think about where to go to avoid the raining bombs and blades.

The third is for Integrity, as blades of Blue rain down from the Heavens, striking down with the balance of a ballet dancer and the surety of absolute self-confidence. They strike and poison Xorm with their doubts and disquiet. Plaguing them with uncertainty. They render Xorm's Soul Blue, which forces it to obey Gravity. Each time they strike the floor, the subjective gravity of Xorm changes, causing them to smack into walls, ceilings and floors as they do so.

The fourth is for Perseverance, as blades of Purple rain down from space, striking down over and over and over again, lifting themselves back up just to strike down again in an attempt to hit Xorm. They render Xorm's Soul Purple, binding it to the purple threads attached to the ends of the blades as they lift and strike down again, causing Xorm to get jerked about and go where they probably don't wish to be, getting struck down by blades in an unceasing storm.

The fifth is for Kindness, as the blades of Green form shields about themselves as they rain down from the Vast Above, encased in blunted shells of Green. Although they lack the sharp edge of the others, purposefully blunt they are, they still strike with solid blows and hits. They strike the floor and reverse the damage done to it, and healing up the Dragon from the accepted Wound as they drain energy from Xorm with their myriad strikes and hits as they turn Xorm's Soul Green, granting them a shield, but also a myriad of spears that seek to skew them.

The sixth is for Justice, as blades of Yellow rain down from the Judgement Hall's Ceiling. They strike down, summoning even more swords of translucent yellow as they strike down to render back damage done from the previous attack. With each strike on the Earth, bullets spew out from the cracks that seek out Xorm, bullets that seek to lodge themselves into their Soul for even more damage. They turn Xorm's Soul Yellow, allowing Xorm to shoot Bullets, but rendering them stuck on the floor, which, in addition to the bullet geysers, is a bad Time.

The Seventh is for Determination, as blades of Red rain down from all sides. They gleam with glee as they cut away at Time and Space, hiding in subdimensions, in the past and the future to strike at Xorm where they least expected it. From inside them if necessary. The Blades never strike the floor, for each them they would do, they create a Paradox that makes Xorm to be at the place where they strike instead, forcing Xorm to always be the target of the Sword Strikes.

The Eight, and final, toll of the Bell is for Hope, as all the blades of all colours rain down in a final smash, blending their colours until a pure white emerges. From all the blades, all their abilities combined, Xorm is hit by all the blades and Judged. Found wanting, they is then tossed back out as they are struck in all their weak points. Thus, they are expelled from the Hall, much hurting and back out to the Outpost.

... And then the actual actions come in! Taking 160 damage from Kama's last slash, you proceed to attack with Aspects, Spells, the traits of Undertale's Souls and in total, potentially dealing 390 damage to Xorm and 39 to Xorm's Max HP... yikes. I can only hope that he's got a decent counter for this. The countering of Max HP damage comes first, thankfully, but... still.

I sit down and simply make one alchemy

Wrench && Shovel

Wrench and Shovel = Adjustable Shovel [LVL 2 Weapon]
- A shovel split into two halves of a blade, seemingly creating an adjustable width and length of the tool.
- Adds 10 damage per action to an attack, with a 50% chance of dealing Buried (cannot switch zones) for one turn.

As you sit back and watch the ensuing chaos between Players, you alchemize a strange weapon that seems to be a combination of... a shovel and a wrench. At the very least, it seems good for keeping foes grounded where they are, so that's gotta be worth something! It costs you 200 Build Grist, 120 Talc, and 60 Gallium - which you should have more than enough of - to alchemize the strange weapon, but at least it seems neat.

>< Looks like the action was just charging after all.
> ...fudge. I really don't want to do this(what's that saying? this is a terrible idea and I hope I die? no, it's a bit less fatalistic then that...), but... I think, in order to survive... I'm going to have to find an intact Power Anchor.
...But that doesn't mean I'll be doing it directly. If I want to find something in a technically-infinite expanse, looking one step at a time is manifestly a fools task. Since the fort already has Walls, albeit somewhat broken ones... It'll probably be a decent place to fortify.
...no, that's a terrible idea, never mind. Why would I want a base that's visible from the ground? Ok, new plan. I walk to the crash site, descend the cliffs, phase through two meters of solid stone by manipulating my Self, and then start digging into the ground with the Chipped Pickaxe. Once a substantial amount of underground rocks are broken and loose, I eat them, phase back Up through the stone, climb the cliff, dump the rocks at the fort where they won't be amiss amid the rubble,and return to my hollowed underground area. Since natural caves exist, like the deposit, this should be undetectable geomatically. since there's no opening, it's not visible by land or sky. Since I dig beneath the Cliffs primarily, people will need to phase through quite some stone to get here if they don't know where the entrance is, and travel without altering the Self, or being inherently suited, will be difficult. And of course none of this will remotely make up for the complete lack of health.
To summarize, I make a map-unlisted cave place to work in.
> Using the Formation Calculator, and several loose rocks freed from the stone around me as I continue to expand the cave, I modify the formation from the previous round slightly. I leave the core functioning untouched, since the calculator isn't a good enough tool to improve on it, but I add in a solution for the inability to carry rocks out of this cave to expand it: A formation made of rocks and air, which turns Rocks into a mix of Earth Mana and Air, helping the formation from last round get started without a detectable mana footprint. Once I'm done, I have an... appreciable (collapsed-mana-crystal-based) Mana Supply up and running, the ability to expand my cave as needed, and the mana supply will keep growing without my input as long as the collapsed mana crystals have excess mana generation.
> +1 CP.
>< Say, I sent out that message a while ago... any players interested in my plane-based message yet?

E> Drone finishes current projects in 4->3. Drone projects: Mana Gathering, Player Assistance: Complete. Player Projection: in progress... Mana Generation: Pending.

CP:18->19
Grist: 3310->3460
Talc: 735->935
Galium: 430
Bismuth: 0->40
Items: Encyclopedia of Magical Structures [1/3]
Formation Calculator [2->3->0/3 Chargeup]
Heaven Comms Router
Broadsword +1
Formation Computer [0->1/2 Chargeup]
Alchemiter (Backup)
Assets:
Drone (Real)
Mana Gathering, P.Assistance Formations(Real)
Player Projection Formation (in progress...) (Real)
Mana Generation Formations (Pending.) (Real)
Mana Generation Formations (Cave in Orb) (1U)

... What do you mean by an intact Power Anchor being "needed to survive"? Those things are heavily guarded anyways, and they'd be far better broken. Trying to get one intact is a deathwish - both from the PG forces you'd be stealing it from and from the AGs who'd be after you for it once the information breaks loose. Others can read this thing as well, so there's not really a great way to keep it secret... and now it's out there anyways.

Either way... digging beneath the cliffs, you find a vast expanse of stone... and unfortunately, the stone is somewhat durable! With this entire place seemingly suffused and built somewhat by the Godmodder, it appears that even the stone here has a somewhat high level of durability... you'd need to get to somewhere in the ten-thousands to even consider making your own area beneath the cliffs, not to mention structural stability and all that! Phasing back out of the floor before you suffocate in stone, it occurs to you that there might be a significant problem with carving out that much space without a boatload of CP at the current level of Player Power.

Speaking of that, your CP total goes up by three due to being unable to set up a formation in solid stone and your charging actions both this and last turn. At the very least, you seem to have gotten a ping on Discord from that plane...
Audien - Saw your message and got bugged by the others to actually investigate it.
Audien - What's going on? We're kinda trying to not die here.


CP: 4
Armed Bot

I stand in the Radio Zone and choose a Frequency of 9. Armed Bot immediately starts playing music without my instructions throughout the entire field:




(Japanese: Uzou muzou hito no nari
English: A lot of bullshit, human nature)

(Japanese: Kyosei shinshou jingai aa Mononoke mitai da
English: Empty, illusory, uninhabited, ah like a ghost)

Following the music I reinforce my legs charge at Kama using Ren and my speed manipulation semblance, allowing me to disappear and appear in front of her with a swish of wind, reinforcing my arms and using Ko while focusing my Aura I slam my blade into her with an overhead swing cracking the ground beneath her feet.

(Japanese: Kyoshin tankai inochi yadoshi
English: With a calm and make mistakes)

(Japanese: Ato was pappara pa an nakami naki ningen
English: Furthermore, humans become stupid with bodies without content)

Armed Bot hacks into all the Radio Towers broadcasting the music to the people as well while shooting lasers and bullets at Kama.

(Japanese: Yoseru kitai fubyoudou an jinsei
English: The expectations that life brings are not fair)

(Japanese:
Sainou mo nai daijou hi nichijou ga
English: Without ability, to be opportunistic and unusual)

I fire with my magic gun and block with my sword, weaving through her attacks with the flow of the music.

Until...

(Japanese:
YAMI WO HARATTE, YAMI WO HARATTE!!!
English: CLEANSE THE DARKNESS, CLEANSE THE DARKNESS!!!)

As the climactic chorus plays, I
reinforce my entire body and use Ken on my body as well while using Ryu and Aura to strengthen my arms and legs.

Then I cut myself bleeding onto my blade, with a single thought the wound seals up instantly.

Forcing my
semblance, speed manipulation to its limits I moving at near-supersonic speeds, causing hurricane-like winds to batter the field from the speed and power I was wielding.

With the savageness and strength of a berserker and the skill of a surgeon, I slash at Kama.


The ground shook, trembled, broke, cracked, flew, and cratered beneath our feet sending dust and rubble into the air.

However, that was not all, as my limbs cracked like whips surpassing the speed of sound, my blade suddenly bursts into blood-red flame like a rocket. Using the Magecraft technique known as Alteration to make my blood a combustible, explosive, corrosive liquid.

My now acidic blood combusts like fireworks coloring my blade bright red.

Cutting, slicing, slashing, ripping, tearing, liquifying, melting, dissolving, burning, igniting, blistering, searing, scorching, boiling, broiling, baking, roasting, sizzling, cauterizing through Kama's body as I slice her to pieces.

(Japanese: Sekai ga matteru kono isshun wo
English: The world is waiting for me for times like this)


Despite the effort put behind the attack... not much of this really happens. Xorm, busy in countering attacks, and Kama, already incapacitated, is in no shape to fight! Your flurry of blows causes Kama to take even more damage, forcing her to retreat into the Core Crystal she originated from and completely rendering her unable to stay on the field!

(Focused Action)(Some Fluff and Specializing a Doggo: Aurora!)
As time flies by in the cave, I finally get around to figuring out another Name! Calling over the only female Glacier Husky first then the rest of the group to come around, Winks stretches his hands as he prepares to perform a maneuver... A move that was practiced over years of practicing by giving headpats to over hundreds of bunnies each and everyday... the LEGENDARY 100%-EFFICIENCY-MULTIPLE-PARRAREL-HIGH-SPEED-HEADPATS.

Winks hands blur as he's guided by his returning memories, touching, rubbing, and patting the huskies heads as it felt like it never left their heads to pat the other doggo beside them. Satisfaction bloom over the huskies faces and that soon turns euphoric as they tumble over in pure ecstasy. As the female husky tumbles unto his lap, Winks catches the good girl and told her her Name. From now she will be called... Aurora. And just like the last Naming, the change started immediately, the fur puffs up a bit, turning fluffier and the mane grow much larger... But more noticeably, lights flowed from the newly named husky, forming actual string of aurora lights to drift around her form... giving soothing lights that as Winks started to notice his wounds actually closing from being near her!

CP: 2
Grist Count:
[Build] 1430 Build Grist
[LVL 1] 390 Talc
[LVL 2] 300 Gallium
[LVL 3] 90 Bismuth

Alchemies:
[LVL 3 Weapon] Hunter's Longbow - A longbow made of sturdy oak, complete with plenty of fletched arrows made of the same tree.
- Adds 15 damage per action, or 30 per action if more than one action is used in the attack.

Headpats have been given and Aurora named! ... Man I miss my dogs. I hope they're doing alright, honestly, but it has been a little while...
Never the less, Aurora changes her attack stat into a healing stat and gains a lot more HP, becoming the designated healer of the group and a very fluffy dog. If only I could give her the pets...

[[Dammit, Editwindow closed on me. Arbiter, please disregard my previous comment... started it in a panic, which is no longer in play.]]

[Build] 2530 Build Grist
[LVL 1] 540 Talc
[LVL 2] 300 Gallium
[LVL 3] 180 Bismuth

[Counter: Splashcat + 2CP: ...And Justice For All.]
Static cuts through Xorm's head, the rioting militia shaking him deeply... Until he realizes the focus on him is unfair. To judge one should be to judge all - So he looks up to the phones, and grimaces.
"Aye, I have sinned, and for this I repent." He growls. There's no glasses on his face, no dramatic static in his throat... Only true sorrow.
"But I will admit my mistake, and face my judgement. Can you all say the same?"
"How many times have you mangled the words to a song? Sung along to a remix, never giving a hum to the original, which festers, forgotten?"
"Your samples and quotes, your 10 seconds of 'fair use'... In the face of an honest mistake, there are far greater sins that go unpunished."
"I accept judgement... So long as only he... Or her, or they, before any rules lawyers jump in... who is without melodic sin cast the first Execute."
And so Xorm stared into the skies clotted with callers... And saw the light starting to shine through. As they looked upon their playlists of stolen songs ripped from YouTube, or pirated from only the sketchiest of sites... Their collection of terrible songs and guilty pleasures... They hung up their phones in shame. Indeed, the Karma Police was a powerful militia... But their judgement was meant for all, not merely one. And with an elegant hand and a silver tongue, Xorm split the pain as it should have been dealt - A small mark on all their consciousnesses... Not enough to hurt, but enough to learn from.

"And now, I'll queue up a few more songs for you all, starting with Rag 'n' Bones Man - Human."

[Counter: Paradoxdragon + 2CP]
I'm only human-
I'm only-
I'm only-
I'm only human- human.

The song starts slow... Right as he slips between dimensions. It takes him a moment to figure out where he is... It's a soulscape.

Soulscapes are dangerous places for anyone, even the one whose soul it's for. As evidenced by the bones, lasers, and bone lasers that fire on him almost instantly.

Looks like a bad time... Man, are my sins creeping up my back, or what? Xorm thinks fondly. It's actually fun to dodge all 23 rounds. He had to do that once, when he had to purge the Underworld for a Tale. In hindsight, that Tale was hardly worth it. That Tale from Under faded into Sands too fast.

Fireballs and crystal shards, a similar song and dance. Though these were more erratic... And more in sync with Xorm, due to his inherent dimensional instability. A few clipped him. Scarred him... And reminded him.

Brought him to a revelation. In the soulscape, time tended to desync... As such, only now did the next line ring free.


Maybe I'm foolish
Maybe I'm blind
Thinkin' I can see through this
And see what's behind
Got no way to prove it

So maybe I'm lyin'

In a soulscape, everything has a meaning. And revelations could be the end of a world.

The Wound, the Knock, the call of an Hour. While he may have forced the attack... It was planned. He temporarily went blind, deaf, numb. His scales turned to scars as Secret Histories aligned to give him the Edge he needed... He was as an Hour, he was the Colonel. For a minute, anyway. But it was enough to shake the Influence of the Mother of Ants, and that was enough.

But I'm only human after all
I'm only human after all
Don't put your blame on me

Don't put your blame on me

His soul pressed, he barely had time to look up and see...
A road roller and a few thousand knives?
Original. But here, a strong enough soul could take a Stand and own The World... So he did, dodging lethal rain before disappearing for long enough to allow his foe to gloat. Then he made his dramatic reveal...

Take a look in the mirror
And what do you see?
Do you see it clearer
Or are you deceived

In what you believe?

And was pinned by Aspects, locked inside a box of bullethell. There was no real escape from the amount of sheer paradoxical force that held him still.

Cause I'm only human after all
You're only human after all
Don't put the blame on me
Don't put your blame on me


The bell tolled for Patience, the first of a soul's virtues. And he knew there was nothing he could do but lie still, wait for the end.

An end that would never come. The lesson of Patience was taught in a twisted way - One who waited, rather than reacting, would find themselves unharmed by the Bell's tone.

Bell two for Bravery. A virtue learned only by fools and the fearful. Xorm was both.


Some people got the real problems
Some people out of luck
Some people think I can solve them
Lord heavens above


So Xorm, knowing the time for patience was over, RUSHED the source of the blade barrage... And they parted like the seas before Moses, because Xorm shoved aside Fear long enough to be considered Brave.

I'm only human after all
I'm only human after all
Don't put the blame on me
Don't put the blame on me


Three for Integrity. From this, Xorm struggled. What if he failed? What if he died here? What if he couldn't save Kama...

Just like he couldn't save so many others?

No, no, he couldn't crumble like that. He had learned from so many times that one simply had to do all they could... And all he could do was accept.

The soulscape was affected by his lesson... And though impact after impact shook him, no damage was dealt to his soul, only his 《figurative》 body.


Don't ask my opinion
Don't ask me to lie
Then beg for forgiveness
For making you cry
For making you cry


Perseverance he had already known. To be knocked down only to stand back up was a harsh skill... And as long as he stood back up, and wrenched those threads out of himself again, eventually he would find the end of that Bell's tone.

'Cause I'm only human after all
I'm only human after all
Don't put your blame on me
Don't put the blame on me


A kindness done for the fifth, which he takes in stride. But he was truly concerned for Kama, so he passed along the granted shields through his Driver's Link... And took the spears, as pain and suffering to be properly sustained. But he felt nothing from it... For he had fear for another, and passed his kindness. So the spears simply faded, unable to find their target.

Oh, some people got the real problems
Some people out of luck
Some people think I can solve them
Lord heavens above


Justice had already passed. He was found guilty, and so were the rest. To be tried twice for the same crimes was sacrilege, anathema for everything this virtue stood for. So he was found to be innocent, by proxy and precedent. His soul remained unmarred by way of twisted logic.

I'm only human after all
I'm only human after all
Don't put the blame on me
Don't put the blame on me
I'm only human
I make mistakes
I'm only human
That's all it takes
To put the blame on me
Don't put the blame on me


Determination he had held from the moment he arrived. Determination to punch the Godmodder. Determination to weaponize that around him. Determination to live.
So live he would. Even as the skies seared him, tried to tell him it was easier to just give up... He'd live.


'Cause I'm no prophet or Messiah
You should go looking somewhere higher

I'm only human after all
I'm only human after all
Don't put the blame on me
Don't put the blame on me


Hope... Failed him, however. For there was no such thing, not in a world like this. Not for him. Not for the Dragon... Not for anyone. Eventually everyone would die. And so hope was meaningless. A silly thought provided by those who left the future to others. Better to hold the future yourself.
Do not hope.
Simply do.


I'm only human
I do what I can
I'm just a man
I do what I can
Don't put the blame on me
Don't put your blame on me


Finally, he chose to SPARE himself this nonsense... Having reached the end of dialogue and attacks. He snapped back to his body, with only the slightest discomfort. His lessons learned, his scales ablaze with color...

[Something Has Changed. Gain Trait: Chromatic SOUL.]
[[Just another flavor-bit, nothing mechanical~]]

[Action 1: Recall Kama]
A single word escaped his lips in a panic, as he saw what had transpired... And he reached out a hand towards his Blade.

"Return!"

It was... Brutal. To return to a Cracked Core Crystal was painful, and Xorm saw it, felt it, knew it. But it was the only way to save them.

And so she slept restlessly, and Xorm turned to his final choice...

((Intent: Turn Kama into an item she can be summoned from later... At 1 HP. I mentioned it HURT, right? Item will drop if Xorm dies.))

[Actions 2 + 3, +1 CP: Calling All Units]
Sinful pride choked his throat, but his lessons in Virtues pushed him to do it. He opened a line of communication, on all channels (save for XORM's frequency, he wouldn't interrupt the tunes for $1 Million.)... and stated the facts.

"All [PG] units who can hear me, this is [PG] Player Xorm, Badge ID K17R021. I am located at the old Alchemiter Outpost, and have discovered an old Player Artefact I believe could be repurposed to our cause. However, I and my Entity have come under heavy Player fire, and as such... We need backup, fast. Or at least a pickup, out of this GORILLAstorm. Please respond if you can."

He didn't know if he'd actually reach anyone in his desperation. But he knew he had tried.

[[Meanwhile, on the "Sub-Arbiter" plane...]]
A wolf boy is seen choking on his own writing, keeled over in front of his computer.
"Gorilla. This is going to be... Tight."
His fingers ache, his mind raced, but he had to hold strong. After all, how could he escape this prison if his hard-won Avatar bit it?
"Stay with me, Xorm, just gotta get a Favor outta Him..." He mutters, regaining his composure.

[[End Sidestory]]

You admit the mistake with Karma Police, appeasing the viewers and taking only 12 damage in response, redirecting the other 37 points evenly to every AG Player currently in the battle as he spreads the mark to everyone! Paradox's attack has been countered, Xorm only taking 29 damage from the trials of the traits!

You gain Kama's Core Crystal, although... it's very clearly cracked. It's gonna take some work to even make it usable again... you can only hope that the Blade is okay within it.

On the other end of the radio, you hear noises... and then, they become much louder as you seem to have attracted a somewhat fast unit from elsewhere on the field! A black helicopter with blue accents flies in from over the cliffs, dropping down a rope ladder and seeming to provide cover fire for Xorm!
"Request for aid received. We leave at the end of the next round, so get in if you're done here. With this concentration of Players, it is unsafe to remain here for long..."

... I'm... not sure what to say in response here. Hey, person who's shown up in red text - can you even hear me? I'd... doubt it, for some reason, but I figure it can't hurt to check.

Huh, I wonder what this longbow does? I also wonder if I could use it in my later crossbow recipes.

I progress further into Woodgrave forest, crossbow at the ready. If I'm being watched by anything, I've gotta make sure I can loose a bolt at it at a moment's notice.

By the way, if anyone wants to join me in this expedition, feel free to do so! The more manpower we have, the merrier.

Inventory:
- Heavy Crossbow [Lvl.2] ( +15 damage per action used)
- Retreating Spear [Lvl.2] (+8 damage per action used, moves user back one space after action)
- Hunter's Longbow (???)

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

Charge: 22+3=25 CP
Grist Stores: 3460+150=3610 Build Grist, 925+200=1125 Talc, 270 Gallium, 230+40=270 Bismuth

You ready your Heavy Crossbow, quickly checking the stats on the Hunter's Longbow to figure out what it does! It adds 15 damage per action, or 30 per action if more than one action is used in the attack. Could be useful!

Emerging into a forest clearing, you sense... a wide clearing opening up before you, before the forces stalking you become clear to see! You fire on one of them with your loaded crossbow, dealing 345 damage to it as the battle starts! It seems like there's not a real choice to engage in this fight or not - the enemies are clearly on your trail here already. You could run, but... who's to guarantee they wouldn't follow you?

-=+=-
End of Turn Battle -

Slated Cliffs -

Alchemiter Outpost -
Finally having something to attack, the Armed Bot and the Wicked Witch of the Wavelength begin to fire at the Formation Heli, causing it to take 100 damage! The Formation Heli begins to provide cover fire for Xorm, dealing 150 HP of damage to both the Armed Bot and the Wicked Witch! To prevent Xorm's escape, you'd need to take down the aircraft first!

Elsewhere -
At the Northern Outpost, the Mirror Golem relaxes and regains 10 HP due to its passive regen! Murai charges 3 CP.
The Wicked Witch of the Wavelength seems to be called upon by the Radio Zone's defilement... flying over there, she'll be considered a part of the Alchemiter Outpost's battle next turn!
The Glacier Huskies play with each other in the caves, Iceberg joining in! Aurora heals Winkins' wounds, restoring him to max HP!

Woodgrave -
Jake, caught off guard, summons a Resistance Defender using his actions and 2 CP!
The Stalker and the 2 accompanying scouts fire at the Defender, dealing 120 damage and inflicting Stun!

General/Miscellaneous -
Everything across the Soul Orb increments upwards!

Due to all challenges in the zone being bypassed and no entities, points of interest, nor Players remaining within the area, the Forest Transition is archived due to now being a glorified hallway!

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

-=+=-

The Soul Orb
A diversified world in itself, separated into biomes under the control of the Godmodder and his Companions.

The maps of the world can be found linked here:
docs.google.com

DefTG 2: Alchemiquest - Maps & Miscellany (XXII)

Landing Page Alchemiquest Maps Sheet Rules of advice: Silver sheets mark incomplete areas, where the story objectives have not been finished. Golden sheets mark areas where the story objective's completed, but side objectives remain. Crimson sheets mark areas where all side and story objectives...

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...?
[PG] - Escape from the AG-dominated territory!

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!

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

Ninjatwist - 5/8 Inventory Slots used.
[LVL 3 Weapon] Hunter's Longbow - A longbow made of sturdy oak, complete with plenty of fletched arrows made of the same tree.
- Adds 15 damage per action, or 30 per action if more than one action is used in the attack.
[LVL 2 Weapon] Retreater's Spear - A light spear, designed to actually maximize physical recoil from the weapon.
- When used, it does 8 extra damage per action and springs the user back one space on the map from the enemy they're attacking.
[LVL 2 Weapon] Heavy Crossbow - A somewhat difficult to wield crossbow made of iron and other heavy materials, including depleted uranium.
- Deals 15 additional damage per Action used to attack with it.
[LVL 1 Weapon] Crossbow - A fairly simple wooden crossbow. Effective and easy to fire!
- Deals an additional 4 damage per action used.

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

Paradox - 8/8 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 2 Weapon] Chipped Pickaxe - An iron pickaxe with a small chip in it. Seems effective at what it does.
- Adds 20 damage per action to an attack used to break down walls and other structures.
[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 - 6/8 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 3 Weapon] Formation Computator [Cooldown: 0/2] - A far more capable computer, running the latest in calculation technologies!
- Usable to add roughly 50 damage per action or a weaker status effect to an attack using formations. Has a cooldown of 2 turns.
[LVL 2 Weapon] Chipped Pickaxe - An iron pickaxe with a small chip in it. Seems effective at what it does.
- Adds 20 damage per action to an attack used to break down walls and other structures.
[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
- $140

Shin Kicker (Plague) - 7/8 Inventory Slots used.
[LVL 2 Weapon] Adjustable Shovel - A shovel split into two halves of a blade, seemingly creating an adjustable width and length of the tool.
- Adds 10 damage per action to an attack, with a 50% chance of dealing Buried (cannot switch zones) for one turn.
[LVL 1 Weapon] Returning Shot - A shotgun that fires spherical bullets attached by a string. The bullets also can retreat back to their holster, oddly enough.
- When used, splits actions given to deal damage to two different entities, adding 3 damage per action to each attack.
[LVL 1 Weapon] Lightning Mirror - A mirror rimmed with a coppery substance. Seems usable as a magical weapon, somehow...
- Adds 2 Damage to the attack per action, 10% chance for Paralyzed (70% chance to not move) for 1 turn as well.
[LVL 1 Weapon] Airy Sword - A sword imbued with minor air magics, giving the creator some lesser control over the winds.
- Deals an additional 4 damage per action using it.
[LVL 1 Weapon] Slugger - Literally just a baseball bat with a revolver taped onto the handle.[/COLOR]
- Deals 3 damage with a 10% chance of inflicting Stunned (misses actions) for 1 turn.

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

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

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

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

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

Winkins - 1/8 Inventory Slots used.
[LVL 3 Weapon] Hunter's Longbow - A longbow made of sturdy oak, complete with plenty of fletched arrows made of the same tree.
- Adds 15 damage per action, or 30 per action if more than one action is used in the attack.

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] 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 [10/20 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] Cracked Core Crystal [1/1 Uses] - Summons Kama... although it really doesn't seem like a good idea right now.
Kama would be resummoned at 1 HP and incredibly weakened while the Core Crystal's in this state. Be careful.

[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.

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!

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 - 38 CP
[AG] Gold - 488/500 HP, 4 CP
[AG] Ninjatwist_ - 500/500 HP - 25 CP
[AG] Paradox - 300/472 HP - 7 CP (Must defeat Xorm to regain lost Max HP!)
[N] Sdieve - "500/500" HP - 20 CP (Has 2 Attack Shields!)
[AG] Shin Kicker (Plague) - 475/500 HP - 6 CP
[AG] Splashcat - 323/500 HP - 10 CP
[N] Winkins - 500/500 HP - 2 CP
[PG] Xorm - 317/500 HP - 0 CP
[AG][AFK] Alastair??????? - 500/500 HP - 2 CP
[AG][AFK] Mr. Reception - 500/500 HP - 0 CP
[AG][AFK] Stick Figure (GAWR) - 500/500 HP - 8 CP
[AG][AFK] The Frazzled Inventor - 500/500 HP - 0 CP
[AG][AFK] Wondertainment - 500/500 HP - 6 CP

Godmodder HP - 69/70
Field Effect: RADIO ZONE! [Lasts 1 more turn or until dispelled!]
- All entities that choose a frequency have a 50/50 chance to dodge attacks!
- This effect can be negated if the attacker has a frequency exactly double or half of the defender's.
- Frequencies for both you and your entities can be chosen as a free action once a turn.

Current Players - Xorm (Frequency 5) Paradox (Frequency 6), Gold (No Frequency), Splashcat (Frequency 10)

[AG - Gold] Armed Bot - 50/200 HP, 50 Attack (No Frequency)

[AG - Mr. Reception] Wicked Witch of the Wavelength - 150/300 HP, 25 HP Regen per turn, 10x5 Attack + Weakened (-5 Attack) for two turns. Also inflicts Weakened when hit. This can stack! (No Frequency)

[PG - Xorm] Radio Towers (x3) - 180/180 HP, Radio Zone Broadcast [ON]

[PG] Formation Heli - 1400/1500 HP, 50x6 Attack, Protecting Xorm, Leaving in 1 turn! (No Frequency), Weakened (-25 Attack) for two turns
Current Players - Winkins

[N - Winkins] Iceberg - 400/400 HP, 10 Defense, Frost Breath [Deals 60 damage and inflicts Frost (Can only move 1 zone away) for two turns.]
[N - Winkins] Aurora - 380/380 HP, Aurora Pulse [Heals 50 HP across multiple entities!]
[N - Winkins] Glacier Huskies (x2) - 110/110 HP, Frost Breath (x2) [Deals 45 Damage and inflicts Frost (Can only move 1 zone away) for two turns.]

[N] Talc Deposit - 0/500 HP - Recharges in 4 turns!
Current Players - Shin Kicker

[AG - Splashcat] Mirror Golem - 210/580 HP, 10 HP Regen per turn, 90 Attack, + Copy Ability: gains a permanent bonus based on whatever it attacked last! Attack multiplies by 1.5x when below half (290) HP.

[RS] Murai - 500/500 HP, 12 CP
Current Players: Foodstuff Coloration Person

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

[PG] Broken Power Anchor
Current Players - None!

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

[RS] Jake - 500/500 HP, 8 CP
[RS] Resistance Defender - 350/350 HP, 10 Defense, 25 Attack

[PG - RN] Stalker - 255/600 HP, Stun Attack [70 Damage, inflicts Stun (10% chance to skip an action!) for 1 turn]
[PG - RN] Scouts x2 - 300/300 HP x2, 40 Attack x2
 
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Update XXIII
>< I reply to the message "I'm a player trapped in the Soul Orb of the Alchemizing Godmodder. Player Power is devastatingly low here, but I've managed to scrounge together the ability to affect the Living World slightly, and creating Attack Shields doesn't depend on Player Power so I can build those fine. You have Player Power in the Thousands, right? for any action that a player such as you takes for me, I'll be willing to make 3 Attack Shields for you. or attack blockers. or 1.5 redirectors. or 3 mirrors. you get the picture."
a few minutes later, I add:
"I should probably try handing you some of my CP, might be more efficient. tell me if this works?" and then try to transfer 2 CP to this other player.
> I punch myself in the eyes, causing that wacky vision distortion effect that happens when a person stands up too fast or rubs their eyes too hard. I then use some Player Powers to make this vision distortion actually be me seeing a special kind of light to which Air is nearly-opaque, and everything else is transparent! Using that, I press my face against the cliff face and look for any large zones of underground air, which is to say, caves. And, once I find one, I grow my fingernail at a width of 0.01 centimeters through solid rock until it reaches that cave and then exchange the bulk of my soulform over to it.
If there's no special kind of light, I use something similar to echolocation except for rocks. I'm pretty sure that's a thing you can do with normal physics, vibrate the ground to find empty spaces. Not sure what it's called.
> Once I'm in a natural cave-not the talc deposit one from earlier- if it is empty, I make the formation from last round. If it's not empty, I change my soulform appearance into a rock and quietly wait for an opportunity to assassinate all the other beings there.
> +1 CP


E> Drone finishes current projects in 3->2. Drone projects: Mana Gathering, Player Assistance: Complete. Player Projection: in progress... Mana Generation: Pending.

CP:19 ->22 'parrently? and then ->23. possibly ->21 if my CP transfer works.
Grist: 3460
Talc: 935
Galium: 430
Bismuth: 40
Items: Encyclopedia of Magical Structures [1/3]
Formation Calculator [3/3 Chargeup]
Heaven Comms Router
Broadsword +1
Formation Computer [1->2/2 Chargeup]
Alchemiter (Backup)
Assets:
Drone (Real)
Mana Gathering, P.Assistance Formations(Real)
Player Projection Formation (in progress...) (Real)
Mana Generation Formations (Pending.) (Real)

Audien - Hm. Alright, that seems like a decent deal.
Audien - Our attack power here is right around 5000... closer to 6500 due to alchemies that people managed to make.
Audien - Pretty sure we're facing the same Godmodder as well.


You attempt to grant 2 CP, forcing it through your device with all your power!...
Audien - ... Doesn't seem to have worked. I'd imagine items might work a little bit better?
Audien - Thinking behind that is that you can download items and compress them and stuff. Raw CP is a bit more difficult to define.


You proceed to find a naturally formed cave at the upper edge of a cave system and separated from the rest by a submerged cavern! There appears to be a few other entities in here, but your unique method of sight seems to have detected them already. The roper seems... pretty strong too, even with your ongoing shenanigans.

+1 CP, bringing your total to 23!

"I smell trouble coming, so GORILLA yeah I'm catching a ride..."
Xorm looks at the heavily damaged Core Crystal in his claws. It hurt him to see his Entity... His ally like that, but...
Better to live to fight another day, right?
Come back stronger?
But so many of them never did...
Xorm almost choked on feelings, tuning out the chaos around him for a moment. It took the precise, loud meeting of two bullets right next to his head to snap him out of it.
"Yeah, let's... Let's get out of here." he says, solemnly. The opposition raged around him, but it was faded. Muted. Unimportant.
[Action 1: Annoying Amounts Of Verifiably In-Character Paranoia!]
First, the Crystal in his hand. A cracked orb of pure blue and white... Well, not so pure any more, with the texture of the internal damage. It was important, not just as a 4 CP Entity, but... as a Companion. And so many of their actions seemed intent on stealing her away. Not giving her a reason to turn. Not befriending her and putting her in a crisis of bonds. Just... breaking her and binding her to their will.
[[Trait Revealed: Inner Circles.
Xorm is a mercenary, and he understands that to have a close group of powerful allies that he trusts is far better than an army of minions he knew none of. He favors quality Entities over quantity... And he will fight scale and claw for them.]]
[[Whew! I should make a character sheet for Xorm or something!]]

If brutish methods were in play, well... He would simply give them a little Razzle Dazzle.
It was a simple trick of light, Player Power, and handwork that produced a large number of flawed, glimmering spheres all over his body, in every manner of jewelry. As for where Kama truly was? Well, eh... Xorm really hoped his Blade couldn't tell she was currently the gemstone in his tongue piercing. In his defense, it was a highly secure spot - He could bite down with the force of a crocodile... And that was IF they could pry his jaws open to begin with! And also have the guts to shove their hand into his mouth before anything else...

[Action 2: Leave Me With Them When You Go]
"Hey. Before I leave..." Xorm yells from halfway up the ladder. The [AG] forces watching see Xorm... vibrating on the ladder, seeming to climb up and down at the same time, before with a SNAP Xorm's soul separates, and there are now two Xorms on the ladder. The one going up is bleeding, and covered in glittering crystals. The one going down has a pep to their climb down, a flashy suit, and Kamina glasses on. Once he hits the ground, he totally ignores the war around him and starts repairs on the Radio Towers. They had been scratched up in the crossfire, and that was terrible for their audio quality. As a radio host, Radio!Xorm had standards that would not be tarnished.
"Radio Zone's had one big DJ change already, and I'd feel bad if it had to go through another. So here's Radio!Xorm for y'all."
"
He's a non-combatant, unless y'all start messing up his Station... And he doesn't listen to anyone but the fans. He isn't beholden to me, you, the Godmodder... Anyone. Just the music."
"And, eh... For your sake, don't mess with him. You saw what happened with Karma Police. People get really snippy when their music stops. Alright, I'll be off with that..."
Xorm finishes climbing into the one-way Heli to anywhere, leaving his charismatic doppelganger behind to man the Radio Towers in peace.

((Intent: Summon Radio!Xorm, a true Neutral who is only loyal to the music and those who listen. Cares little for the war... Both sides take breaks to relax and listen to the waves once in a while, after all. Is currently a paper bag in terms of Attack/HP, but to kill him would leave you with the retribution of a LOT of angry fans.))

[Action 3: Leave This Place]
"Alright, I'm loaded, let's scramble!" the [PG] Player yells, pulling himself into the Heli. He pounds a fist against the roof for good luck, and also at an odd rhythm, giving it a Frequency of 999999937. Because it's better to have a Frequency than not have one here. In addition, his emotionally charged fist has an odd... Healing effect on the metal. Fixing holes and clearing weird vibrational gun jams, that kinda stuff. Simple mechanics.

Even though he was hitting a machine.

With just enough force to leave a small dent.

First off, you set yourself up with all sorts of jewelry and such to disguise Kama along with all of it! Hopefully, this should deter any theft attempts by the AGs. ... Hm. Despite you being a PG, you have taken an incredible amount of care and... well, honest sympathy, towards what you've done. I really do appreciate it... and honestly? Despite everything, I am kinda rooting for you along with the rest of the Players!

Radio!Xorm has been created as a complete Neutral! Sustained by the Radio Towers and waves itself, he claims a Frequency of 0!... apparently that's legal, and nobody thought about that. Seems rather fitting that the DJ claimed it, though - after all, who else should claim the highest position except the new master of this music himself?

You grant the Formation Heli a somewhat odd Frequency before restoring its HP with something that probably shouldn't! Regardless, it works perfectly fine, and you get a nod from the pilot confirming your intent to leave immediately!

[ACTION 1: Steal Kama]
I look up at the helicopter, "Tch, I thought we had more time" I go to @paradoxdragon and help him up covering him allowing my aura to block the bullets.

Then I look at him I mouth sorry as my nails pierce his skin drawing blood.

Absorbing the power from the Dragon's blood, I look at @KitRougard, "You don't think that would actually work do you?" I had the ability to sense where my blood was, since my blood was in Kama's body I could see where he had hidden her, in his mouth.

Since I had covered my blade with my blood, some of my blood had entered Kama's body even after being turned into an item it was still in her.

"This'll be a bit hard," I said "and painful..., for you" I call to my blood, beckoning it to return to my body.

The blue crystal on his tongue was ripped from his tongue and through the soft flesh of the top of his mouth and the nose. (Use 2 CP to snatch Kama's Crystal from @KitRougard)

Using my blood I cut the connection between @KitRougard and Kama, and then use my power to bond myself and Kama together. Like a factory reset, I wipe all of Kama's memories and make sure she's subservient to me and heal her. (Use 2 CP to brainwash and bond Kama to me)

"Haha, I'm sorry it's just that the way you looked at this gem with such reverence and... feeling gave me no choice but to take it, after all, I think someone like you would know all about following the desires of one's souls."

[ACTION 2: Teleport to Base]
After I finish gloating to @KitRougard I teleport myself and @paradoxdragon back to my (Rented) Hyperbolic Time Chamber.

[ACTION 3: Heal @paradoxdragon and train]
Then I start fiddling with switches dilating time even more.

Then I start to train.

Learning advanced Aura techniques and Hatsu's.

Creating Mystic Codes, and Magecraft Techniques.

Learning Breathing and Walking.

Learning how to use Chi and Cursed Energy.

I also heal @paradoxdragon

I do in three days in the Time Chamber but only minutes have passed outside. Waiting for the PG Forces to come or else I'll come at them.

And the controls and whims of fate deem so. Getting lucky as the Frequency dodge doesn't take place here, you still manage to steal Kama's Core Crystal despite Xorm's precautions. Breaking the bond between Kama and Xorm, you use your actual action to resummon the Blade and heal 100 HP to her form. There's a lot I could say here, but your gloating is quickly cut off by Kama's voice.
Kama - Hello. Though we just met, I hope to maintain expectations. What are your orders?
... Neutrality, Torix.

You don't have a base, and the Hyperbolic Time Chamber is not an entity on the field currently. You instead warp back to the Resistance Base, and once Paradox joins you, healing them to full HP and helping to restore their HP decrease.

CP:8
Build:3330
Lv 1:905
Lv 2:480
Lv 3:150

(x1)Charge!!

(x1)Using the aid of the hyperbolic Time Chamber, The Dragon focuses on his Damaged Soul and regenerates back it's Missing Max HP to 500 where Xorm wounded it. Using the Resonance of the entity that Xorm has left(his radio self), he doesn't damage it, but do exploit its connection to Xorm to start this off before he gets teleported away. Thus, with a Resonance(an Echo) of Xorm, which he crushes, he has technically also fulfilled the "kill Xorm" part by killing it. This of course does nothing to damage anything but allows for the Damaged Soul to be restored to full power.

(x1)The Dragon heals himself with the aid of a Travelling Physician. If he is already at full Health, he charges again

You charge 2 CP, and then destroy an echo of Xorm to regain your max HP with the help of Gold's hyperbolic chamber (which is still flavor text, but still.) Hey, at least you're back to full health.

(Focus!)(Summoning Talc Snail!)
Winks gives one last look over in the hidden cave as he tries to list everything he needed to do before skedaddling... As his mind wanders over a mental checklist, his eyes settles on the Talc Deposit as an idle part of his brain just started brainstorming over entities... Which is still bloody weird to him how easily he got into it but chalking it up as something he used to do before the loss memories.

Once finished with the mental checklist, the rest of his mind caught up to what he's looking at and with some sort of idea already in hand summoned some sort of... snail.

Having been summoned just above the forming Talc Deposit's shell, it falls onto it and stills when it made contact with the Talc, after a few moments, it immediately moves in a... frenzy?

Okay look, its hard to figure out what's the difference between slow and quick for snails alright?

When moving as slowly as thickened molasse, the snail seemed to be munching at the deposit shell as quick as it could. Watching in curiosity along with the dogs who prods and bark at it, Winks notes that it seemed to be growing crystals along along its shell, as well as turning more crystal-like, albeit slowly. Taking a closer look at the Talc colored shell, the crystal deposits look to be removable and when examining them, Winks conclude is that its basically purified Talc itself.

Noting this, he grabs the shell deposits for what was basically 20 Talc Grist and ready himself to sled over to the Woodgrave, with a question that soon pops up in his head... Where does the impurities go to if what he picked up was purified Talc?

But those thoughts are left forgotten as he and the dogs quickly catch up to Plague and Jake.

While back in the cave, the shell is noticable bigger then as it start, impurities filtered to be caught in its biological design as it being used to strengthened its shell and size...

And so a snail dreams of a powdered shell to match the mountain.


CP: 2
Grist Count:
[Build] 1430 Build Grist
[LVL 1] 390 Talc
[LVL 2] 300 Gallium
[LVL 3] 90 Bismuth

Alchemies:
[LVL 3 Weapon] Hunter's Longbow - A longbow made of sturdy oak, complete with plenty of fletched arrows made of the same tree.
- Adds 15 damage per action, or 30 per action if more than one action is used in the attack.

You create the Talc Snail as a somewhat unique entity! It's unique in that it not only has an inventory, but that it will consume Talc as it obtains it. Although half the Talc will be outputted into the snail's inventory, the other half will go into upgrading its stats at a rate of 3 HP per Talc consumed, and 1 Attack per 2 Talc consumed. Who knows, it might even reach a couple of milestones based on how much it eats!

You then proceed to catch up to Ninjatwist and Jake over in Woodgrave, taking your team of dogs with you!

Man, my Grist is out of date. Updating...

[Build] Build Grist: 1450
[LVL 1] Talc: 405
[LVL 2] Gallium: 420
[LVL 3] Bismuth: 50

-----

Me and the Mirror Golem leave Xorm alone for once and head over to the Forest Transition, enter Woodgrave Forest, and head through the room transition into the room beyond.

Action 1 + Scrabbalistic Sniper: Peering through the rifle's scope, I check the surrounding area for secret rooms. The rooms are put in check, and are forced to move their king to escape check, making them easy to spot.

We've probably triggered an encounter at this point, so the Mirror Golem will attack anything that's acting hostile towards us.

-----

I hand the Periodic Wand to Ninja, because he's nearby and I need to free up inventory space.

-----

Action 2: I alchemize Quicksilver && Neodymium Magnets || Sword.

-----

Action 3: I charge 1 CP.

You enter the Forest Clearing with the small congregation of other entities and Players that have gathered there! The Scouts and Trapper are beginning to realize they may be a bit outmatched...

Nevertheless, you search for secret rooms - and actually, find a small hidden exit to some other area of the forest! Good thing you checked.

Handing the Periodic Wand to Ninja, you then proceed to alchemize...

(Quicksilver && Neodymium Magnets) || Sword == Lodestone Sword [LVL 3 Weapon]
- A sword composed of some sort of magnetic stone, infused with mercury in the process. Seems to polarize attacks.
- Adds 30 damage per action to its attack, but subtracts 2/3rds of that amount from another.


Finally, you charge 1 CP as you ponder your new sword. Looks cool, at least!

I'm in a bit of a conundrum- any assistance would be greatly appreciated! I'm glad Jake's on my side, though.

As for my actions, I cannot ignore that Stalker. Any chance of getting stunned would be absolutely detrimental!

Also, Splash, thank you for the Periodic Wand!

Firstly, I spend this turn getting into a position in which I can damage the Stalker and the Scout closest to it- if I already can from my position, I put this action into amplifying the power of my next attack.

I devote my next two turns to attacking with my newly-acquired Hunter's Longbow, taking advantage of its unique attributes! I enchant an arrow with Multishot, rush up to the Stalker, and nock the arrow, but before it gets the chance to strike, I loose the shot right into its most vital regions at point-blank- knowing my enchantment, the arrow expands into a flurry of five, all striking the Stalker because I'm up close and personal with it!

For my second shot, I decide to go with Dynamo for my next enchantment, which I apply to an arrow. I roll around a bit, trying to dodge the Scouts' fire, all the while building up my stored momentum in the arrow. On my third roll, I pirouette and nock the arrow in one single motion, then fire it at the Scout nearest to the Stalker, unleashing all of the built-up momentum and movement into the one critical shot!

Inventory:
- Heavy Crossbow [Lvl.2] ( +15 damage per action used)
- Retreating Spear [Lvl.2] (+8 damage per action used, moves user back one space after action)
- Hunter's Longbow [Unique?] (+15 damage per action used, increased to +30 damage per action used if more than one action is used)
- Periodic Wand [Lvl.?] (Gift from Splashcat, ???)

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

Charge: 22+3=25 CP
Grist Stores: 3610 Build Grist, 1125 Talc, 270 Gallium, 270 Bismuth

I... think you found the assistance you're looking for.

I digress, though! Using the Hunter's Longbow, you tear through the Trapper's defenses and manage to fully reduce it to the base Grist it was made of. Another 138 damage is dealt to one of the Scouts!

All in all, you seem to have gained 400 Build Grist and 60 Gallium from the Trapper's defeat. Not bad!

As for weapon clarification...
The Hunter's Longbow is an LVL 3 Weapon. The Periodic Wand is only LVL 1, adding 3 damage per action to attacks and having a 20% chance to activate Chemical Reaction, which deals 2 extra damage when it does hit!

-=+=-
End of Turn Battle -

Slated Cliffs -

Alchemiter Outpost -
As things wind down, the Formation Heli takes off to the skies above! Though still technically located in the Alchemiter Outpost, it will remain untargetable for the time being due to flying well out of reach of near everything and everyone. The pilot looks to Xorm... "So, where do you wanna go next? We'll drop ya off somewhere if you want, but we have places to be. Resistances to crush and all that."

Meanwhile, far below... the Wicked Witch of the Wavelength seems... to actually appreciate Radio!Xorm and their attempt to keep the radio waves going! Retiring from the battle, she decides to assist the DJ in his goal to grant beats to everyone throughout the war. As a fellow being of music and wavelengths, it fits her interests and roles rather well! This also marks the end of the second conflict here, as there's... not much left to fight about.

Sdieve's Cave -
Nothing much happens, but... how'd these guys even get here? Last I checked, neither Darkmantles nor Ropers have a swim speed...

Elsewhere -
The Talc Snail, having already consumed everything within the grove for the time being, awaits new food impatiently! Everywhere else seems to be fairly quiet, most of the main attacking forces having moved on to Woodgrave or just idling. Murai does charge 3 CP, though.

Woodgrave -
Forest Clearing -
At the Forest Clearing... well, the Scouts really don't stand a chance with everyone else rolling in. The Mirror Golem and Glacier Huskies make quick work of them, Jake easily cleaning up the rest of the conflict! Although 200 Build Grist and 60 Talc is dropped, the main question now is... well, which way does everyone go?

General/Miscellaneous -
Shin Kicker charges 3 CP! Everything else on the field increments accordingly.

Although no zones are archived or anything along those lines, I'm realizing that a biweekly update schedule is somewhat unrealistic... I pulled it off for a grand total of 1 week before slipping back into this. Expect weekly updates to remain as the status quo for a while.

Total Grist Attained -
[Build] +600 Build Grist
[LVL 1] +60 Talc
[LVL 2] +60 Gallium
[LVL 3] +0 Bismuth

-=+=-

The Soul Orb
A diversified world in itself, separated into biomes under the control of the Godmodder and his Companions.

The maps of the world can be found linked here:
docs.google.com

DefTG 2: Alchemiquest - Maps & Miscellany (XXIII)

Landing Page Alchemiquest Maps Sheet Rules of advice: Silver sheets mark incomplete areas, where the story objectives have not been finished. Golden sheets mark areas where the story objective's completed, but side objectives remain. Crimson sheets mark areas where all side and story objectives...

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!

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

Ninjatwist - 6/8 Inventory Slots used.
[LVL 3 Weapon] Hunter's Longbow - A longbow made of sturdy oak, complete with plenty of fletched arrows made of the same tree.
- Adds 15 damage per action, or 30 per action if more than one action is used in the attack.
[LVL 2 Weapon] Retreater's Spear - A light spear, designed to actually maximize physical recoil from the weapon.
- When used, it does 8 extra damage per action and springs the user back one space on the map from the enemy they're attacking.
[LVL 2 Weapon] Heavy Crossbow - A somewhat difficult to wield crossbow made of iron and other heavy materials, including depleted uranium.
- Deals 15 additional damage per Action used to attack with it.
[LVL 1 Weapon] Crossbow - A fairly simple wooden crossbow. Effective and easy to fire!
- Deals an additional 4 damage per action used.
[LVL 1 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 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 - 8/8 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 2 Weapon] Chipped Pickaxe - An iron pickaxe with a small chip in it. Seems effective at what it does.
- Adds 20 damage per action to an attack used to break down walls and other structures.
[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 - 6/8 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 3 Weapon] Formation Computator [Cooldown: 0/2] - A far more capable computer, running the latest in calculation technologies!
- Usable to add roughly 50 damage per action or a weaker status effect to an attack using formations. Has a cooldown of 2 turns.
[LVL 2 Weapon] Chipped Pickaxe - An iron pickaxe with a small chip in it. Seems effective at what it does.
- Adds 20 damage per action to an attack used to break down walls and other structures.
[LVL 1 Weapon] Formation Calculator [Cooldown: 3/3] - A lightweight laptop with programs on it for creating and designing formations.
- Usable to add roughly 10 damage and an average chance of a status effect to a formation per action. Has a cooldown of 3 turns.

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

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

- Backup Alchemiter
- $140

Shin Kicker (Plague) - 8/8 Inventory Slots used.
[LVL 2 Weapon] Adjustable Shovel - A shovel split into two halves of a blade, seemingly creating an adjustable width and length of the tool.
- Adds 10 damage per action to an attack, with a 50% chance of dealing Buried (cannot switch zones) for one turn.
[LVL 1 Weapon] Returning Shot - A shotgun that fires spherical bullets attached by a string. The bullets also can retreat back to their holster, oddly enough.
- When used, splits actions given to deal damage to two different entities, adding 3 damage per action to each attack.
[LVL 1 Weapon] Lightning Mirror - A mirror rimmed with a coppery substance. Seems usable as a magical weapon, somehow...
- Adds 2 Damage to the attack per action, 10% chance for Paralyzed (70% chance to not move) for 1 turn as well.
[LVL 1 Weapon] Airy Sword - A sword imbued with minor air magics, giving the creator some lesser control over the winds.
- Deals an additional 4 damage per action using it.
[LVL 1 Weapon] Slugger - Literally just a baseball bat with a revolver taped onto the handle.[/COLOR]
- Deals 3 damage with a 10% chance of inflicting Stunned (misses actions) for 1 turn.

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

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

Splashcat - 8/8 Inventory Slots used.
[LVL 3 Weapon] Lodestone Sword - A sword composed of some sort of magnetic stone, infused with mercury in the process.
- Adds 30 damage per action to its attack, but subtracts 2/3rds of that amount from another.
[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 to deal damage to opponents.
- Deals anywhere from 15-25 extra damage per Action, now dependent on quality wordplay! This can include puns.
[LVL 2 Weapon] Chemist's Wand - A wand that looks a bit like a really narrow beaker, but 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] 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.

Winkins - 1/8 Inventory Slots used.
[LVL 3 Weapon] Hunter's Longbow - A longbow made of sturdy oak, complete with plenty of fletched arrows made of the same tree.
- Adds 15 damage per action, or 30 per action if more than one action is used in the attack.

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] 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 [10/20 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.

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!

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 - 38 CP
[AG] Gold - 488/500 HP, 0 CP
[AG] Ninjatwist_ - 500/500 HP - 25 CP
[AG] Paradox - 500/500 HP - 9 CP
[N] Sdieve - "500/500" HP - 23 CP (Has 2 Attack Shields!), Cloaked
[AG] Shin Kicker (Plague) - 475/500 HP - 9 CP
[AG] Splashcat - 323/500 HP - 11 CP
[N] Winkins - 500/500 HP - 2 CP
[PG] Xorm - 317/500 HP - 0 CP
[AG][AFK] Alastair??????? - 500/500 HP - 2 CP
[AG][AFK] Mr. Reception - 500/500 HP - 0 CP
[AG][AFK] Stick Figure (GAWR) - 500/500 HP - 8 CP
[AG][AFK] The Frazzled Inventor - 500/500 HP - 0 CP
[AG][AFK] Wondertainment - 500/500 HP - 6 CP

Godmodder HP - 69/70
Field Effect: RADIO ZONE! (Lasts as long as Radio!Xorm is alive!)
- All entities that choose a frequency have a 50/50 chance to dodge attacks!
- This effect can be negated if the attacker has a frequency exactly double or half of the defender's.
- Frequencies for both you and your entities can be chosen as a free action once a turn.

Current Players - Xorm

[N] Radio!Xorm - 130/130 HP, 30 Attack (Frequency 0)
[N - Radio!Xorm] Radio Towers (x3) - 180/180 HP, Radio Zone Broadcast [ON]
[N - Radio!Xorm] Wicked Witch of the Wavelength - 175/300 HP, 25 HP Regen per turn, 10x5 Attack + Weakened (-5 Attack) for two turns. Also inflicts Weakened when hit. This can stack! (Frequency 1)

[PG] Formation Heli - 1500/1500 HP, 50x6 Attack, Transporting Xorm, Weakened (-25 Attack) for one more turn. Currently unattackable!
Current Players - None

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

[N - Winkins] Talc Snail - 60/60 HP, 10 Attack, 20 Talc Eaten (Inventory: 0/60 Talc)
- Eats all available Talc, converting half of it to stats and gaining 3 HP and .5 Attack per Talc converted. Stores the other half in its inventory.

[N] Talc Deposit - 40/200 Talc, gains 40 Talc per turn!
Current Players - Shin Kicker

[RS] Murai - 500/500 HP, 15 CP
Current Players: Foodstuff Coloration Person, Paradox, Gold

[AG - Gold] Armed Bot - 50/200 HP, 50 Attack
[AG - Gold] Kama -101/250 HP, 80 Attack (10% chance of critical, doubling damage)

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

[PG] Broken Power Anchor
Current Players - None!

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

[H] Darkmantles (x3) - 180/180 HP, 40 Attack (x3)
[H] Roper - 2600/2600 HP, 400 Attack, 6/6 Tendrils
- Tendrils - 300/300 HP, Grapple Attack [Gives the Roper an additive x2 attack bonus until broken. Can stack with other tendrils!]
Current Players - Ninjatwist, Winkins, Splashcat

[AG - Splashcat] Mirror Golem - 210/580 HP, 10 HP Regen per turn, 90 Attack, + Copy Ability: gains a permanent bonus based on whatever it attacked last! Attack multiplies by 1.5x when below half (290) HP.

[N - Winkins] Iceberg - 400/400 HP, 10 Defense, Frost Breath [Deals 60 damage and inflicts Frost (Can only move 1 zone away) for two turns.]
[N - Winkins] Aurora - 380/380 HP, Aurora Pulse [Heals 50 HP across multiple entities!]
[N - Winkins] Glacier Huskies (x2) - 110/110 HP, Frost Breath (x2) [Deals 45 Damage and inflicts Frost (Can only move 1 zone away) for two turns.]

[RS] Jake - 500/500 HP, 8 CP
[RS] Resistance Defender - 290/350 HP, 10 Defense, 25 Attack
 
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Update XXIV
Aaah, fantastic! I'm glad to see that everyone here is present. (turns to Jake) Including you, Jake.

I'm going to run some Alchemizing up and then head north. Time for me to make use of some of the Bismuth I have stored!

For my first alchemy, I decide to add a bit of spark and pizzazz to my current ensemble:

Tailed Coat && Puzzling Trapezohedron == Trickster's Tailed Coat [Lvl.3]
Trickster's Tailed Coat [Lvl.3] (X% chance to reduce an incoming attack's damage by 50%)

I craft the Trickster's Tailed Coat to try to increase both my defensive prowess!

Now time for an offense-based alchemy... I'm fine with my current weaponry, so now to craft some equipment that can boost their effectiveness.

Enthusiast's Timepiece && Daemon's Cauldron == Warlock's Timepiece [Lvl.3]

Warlock's Timepiece [Lvl.3] (X% chance for attacks to deal 25% of their damage to an enemy close to the target)

I craft the Warlock's Timepiece to try buffing the offensive power of my attacks!

Running the math, these two level 3 alchemies should run me 900 Build Grist, 360 Talc, and 180 Bismuth.

As for my final action, I head over to the northern side of the Forest Clearing to try to investigate what's going on in that part of the woods.

Inventory:
- Heavy Crossbow [Lvl.2] ( +15 damage per action used)
- Retreating Spear [Lvl.2] (+8 damage per action used, moves user back one space after action)
- Hunter's Longbow [Lvl.3] (+15 damage per action used, increased to +30 damage per action used if more than one action is used)
- Periodic Wand [Lvl.1] (Gift from Splashcat, +3 damage per action, 20% chance to proc Chemical Reaction, dealing 2 additional damage)

- Dapper Stovepipe [Lvl.1] (20% chance to inflict Confusion (30% miss chance) to foes that attack you)
- Trickster's Tailed Coat [Lvl.3] (X% chance to reduce an incoming attack's damage by 50%)
- Warlock's Timepiece [Lvl.3] (Y% chance for attacks to deal 25% of their damage to an enemy close to the target)

Charge: 22+3=25 CP
Grist Stores:
3610+600=4210-900=3310 Build Grist
1125+60=1185-360=825 Talc
270+60=330 Gallium
270-180=90 Bismuth

Jake - Thanks. Never hurts to have some backup, right?
Jake - Either way... well then, where to next? I'll stick with you for the time being.


Conversations aside, you take your turn to alchemize a few items!
Tailed Coat && Puzzling Trapezohedron ==
Trickster's Tailed Coat [LVL 3 Armor]
- A coat that seems to be an optical illusion in itself. Seems to make some attacks hit a bit less, at least!
- Grants a 40% chance to deduct 60 damage from the total dealt by an attack.


Enthusiast's Timepiece && Daemon's Cauldron == Warlock's Timepiece [LVL 3 Armor]
- A small timepiece that seems to glow with malevolent energy. Occasionally, bolts of dark red energy seem to break loose from the cover...
- Grants a 30% chance for your attacks to chain off to another enemy, dealing 25% (Up to 75) of the attack's damage to them.

You craft both of these items! Though possibly not as strong as you intended due to the nature of percentage buffs, they should still serve nicely for quite some time. Running the costs... hm. I think I have the formula listed wrong, one second.
... Okay, fixed! Since this is my mistake, I'll let you get by with 900 Build Grist instead of 1600 Build Grist, like it normally would cost. You're still correct on the 360 Talc and 180 Bismuth being consumed, however. In total, this leaves you with exactly what you calculated: 3,310 Build Grist, 825 Talc, and 90 Bismuth remain in your stores.

You also move upwards, coming across a strangely cluttered area of the forest! The trees seem a bit denser here, and there are a few odd-looking stone pillars off to the west. You still can't shake the feeling of being watched, but there doesn't seem to be any apparent encounter in this area. Jake and the defender join you, thankfully, so at least you're not alone here.

>< "eh... most types of Items I make probably won't help you much, since my power's peanuts, and I already know I can send Attack Shields over. Anyway, want attack shields?"
If they want any right now, I spend as much CP as they ask for Shields to make shields for them. The first Action-payment I ask for- since this guy thinks items should be transferable- is a single-use item with a modest- to them- 3200-ish damage, area-targetting. or, if they can manage it, 3200 damage plus summoning the killed entities as allied shades, or something. My second priority is for them to put an action into my Drone's everything, which should probably speed things up by an order of magnitude or two. Like, in terms of numerical stats, something along the lines of... 1000 HP, 1000 generic action abilities, something like that?
...that'll make my drone stronger then me, heh.
>< My guess, the Ropers and whatnot spawned here. That's how monsters work, right? they just kinda... appear, in dark areas?
...or am I taking too many cues from video gaems?
>>If the Item Transfer doesn't work out, or nobody needs attack shields, I use the Formation Computer and Calculator without removing either from my inventory, constructing a new Formation. But what shall I make my formation out of? why, the very stuff of my soul!... I think that technically counts as spellcraft. Anyway, I expand my soulform into the shape of the formation's design, disguising it as spiderwebs equivalent to hair. When the Formation is ready, I saw away at a stalactite for a little until it crashes down on the Roper. little does the Roper know, the tip of the stalactite had been subtly carved by me to leave a very precise indent in the Roper when it impacted. specifically, a Rune! the Rune absorbs the power of the Formation to become a persistent effect and optimise its nature, with the final result being the creation of a broad-spectrum illusion controlling the Ropers perceptions so it will not see me- or anything I do- even if I undisguise myself... but Will see the mantles, and as enemies(invading players, maybe?) at that! To bypass any inherent magic-resistance, the formation acts indirectly by modification of light that reaches the Roper, as well as sound, heat, mana, and every sensoratorium it could plausibly have. from the outside, it looks like a slight haze around the Roper, but from within the illusion is flawless.
If it did work, this two-actions action is instead CP storage / attack shield creation.
> +1 CP


E> Drone finishes current projects in 2->1. Drone projects: Mana Gathering, Player Assistance: Complete. Player Projection: finishing... Mana Generation: Pending.
If the drone is buffed, it instead finishes its projects now I 'magine, and I'll give it new orders come next round.

CP: 23->??
Grist: 3460->4060
Talc: 935->995
Galium: 430->490
Bismuth: 40
Items: Encyclopedia of Magical Structures [1/3]
Formation Calculator [3/3 Chargeup]
Heaven Comms Router
Broadsword +1
Formation Computer [2/2 Chargeup]
Alchemiter (Backup)
Assets:
Drone (Real)
Mana Gathering, P.Assistance Formations(Real)
Player Projection Formation (finishing...) (Real)
Mana Generation Formations (Pending.) (Real)

Audien - Yeah, I'll take a few... let's stick with three for the time being. That'd be nice.
Audien - Now then... single-use attack item. Let's see...

After you send the three attack shields over, some time passes before you get a response and a strange type of attachment.
Audien - Had to use some Grist on this, but here you are.

You obtain a Proximity Bomb after downloading the file!
[LVL 7 Consumable] Proximity Bomb [1/1 Use] - An unassuming sphere with a strange orange symbol on it depicting... some sort of bomb.
- Deals 3000 damage total to a room of enemies, targeting the strongest ones first before moving to weaker ones.

Audien - There's no way I can afford that again. I used most of the Grist I had on that.
Audien - I might be able to manage some less powerful items still, but nothing of that level.
Audien - Sure, we have higher Player Power, but Grist is still a commodity.


All of your actions this turn go to creating some Attack Shields for them, trading the files! Your CP total stays the same as a result.

[Build] Build Grist: 2050
[LVL 1] Talc: 465
[LVL 2] Gallium: 480
[LVL 3] Bismuth: 50

-----

To clear up more inventory space, I offer Jake the Wordy Gun, discarding it if he doesn't want it.

Action 1: I alchemize Swiss Army Knife && Bear Trap.

-----

I head down the secret passage I opened up.

Action 2: I keep the Chemist's Wand at the ready to encase any danger that might lurk within in a block of solid titanium. If no such dangers lurk, I charge 1 CP.

-----

Action 3: I charge 1 CP.

-----

The Mirror Golem will follow Ninjatwist, and if anything attacks Ninja, it will attack back with its laser beams.

Despite Jake not being in the same room as you anymore, you offer him the Wordy Gun! He politely declines, preferring freeform attacks and more of the support role anyway. With that settled, you discard the gun instead.

Swiss Army Knife && Bear Trap == Multifunction Snare [4/4 Uses] [LVL 2 Consumable]
- A very complex device based on the classic bear trap. Now with about 15 extra functions!
- Placable in an area as an action. The first enemy to enter the area then takes 100 damage from stepping on it!

This costs you 200 Build Grist, 120 Talc, and 60 Gallium, which should be more than affordable! Moving along to the Bramble Passage, you look around and see... well, no immediate threat at all here - not even that strange feeling of being watched like throughout the rest of the area. Seems like this wasn't expected to be an area that you were going to access.

You also charge 2 CP after not getting jumped by anything in the passage! The Mirror Golem will do as you say.

CP:0
Build:3930
Lv 1:965
Lv 2:540
Lv 3:150

(Move)The Paradoxical Dragon heads to the Forest Clearing where others seem to have gathered. He gives a command to the Drone to meet him there as well.

(9CP)(x1) At the Forest Clearing, where the Sunlight can first be seen, there is a certain sense. Hmm...

The Dragon crafts a ritual. He mutters that another Awakened Paradox has given this Plan for the Entity he is about to summon, while leaving that Inner Place. Invoking that sense of Timeless Paradise, the place where all hurts are healed, where grudges are rested and Peace reigns. Invoking the Pure Moonlight and the Golden Sunlight, shining down onto an untouched meadow for hundreds and thousands of years. From that spring water and that autumn breeze, the soothing certainty that all will be well, a construct takes shape. A rustle of wind that shakes the leaves of this place and changes the pattern of sunlight and shadow here.

Glowing Hardlight springs forth from Generators, mutable yet solid. A Hospital on wheels springs forth with all of it's attendent staff. A Curious Mix of Hooded Servants and White-Carapaced Beings. The Outpost Hospital is constructed with this Paradisal Command and it is to Heal.

The Outpost Hospital
4 CP in 400 HP(Hardlight Walls and structural Integrity)
4 CP in "+100 to healing actions by entities or players"(Army of Nurses and Doctors and Equipment to aid in aid)
2 CP in 5 turn special, produce an Item worth 3 CP(There's actually a small team of scientists and engineers here working on new things. Mostly in the name of life-preservation)

(x2) A Shield of Light, drawn from the Light, surrounds the Dragon and the Drone. The Drone is now ready for it's next task.

(Orders) The Outpost Hospital and the Paradoxical Dragon accompanies Splash.The Drone pokes it's head into every currently open room before going to the Dragon. The Dragon renames it the Exploratory Drone if it survives and notes down to improve it next turn.

You move about the battlefield, ending with you and the Drone located at the Forest Clearing! There, you summon the Outpost Hospital with the stats outlined in your post! This'll prove to be a helpful boon throughout the area, as long as you keep it upgraded... hm. I might have to rewrite that last ability to make it stay in line with the current Player Power, but other than that it looks good. Its finished stats are present in the Forest Clearing below!

You also grant yourself and the newly renamed Exploratory Drone an Attack Shield each before both moving into the Bramble Passage with Splashcat!

[Build] 3130 - 1000 = 2130 Build Grist
[LVL 1] 600 - 220 = 480 Talc
[LVL 2] 360 - 180 = 180 Gallium
[LVL 3] 180 - 130 = 50 Bismuth

S.P.E.C.I.A.L. Stats
-These stats are used whenever The Narrator decides to add a bit of uncertainty to his Acts.
Strength: 5
Perception: 7
Endurance: 5
Charisma: 3
Intelligence: 8
Agility: 5
Luck: 7

Traits
-These tell you about Xorm's character, and may be mentioned directly by Rolls or seemingly illogical Acts.

[Inner Circles]
Xorm is a mercenary, and he understands that to have a close group of powerful allies that he trusts is far better than an army of minions he knew none of. He favors quality Entities over quantity... And he will fight scale and claw for them.

[Chromatic Soul]
Having gone through the Genocidal Trials, not once but twice, Xorm's soul has taken in the Lessons of the Seven Humans, and will reference them often.

[???]
A good character always has room to grow, change, shrink. A character is never fully developed. -KitRougard, Narrator.

Skills
-Esoteric bits of knowledge he's picked up through the game, that may impart actual mechanical benefits.

[Power Anchor Knowledge 1]
Analyzing a shattered Power Anchor gave Xorm a glance into it's workings. Anything with an effect that reduces Player Power that Xorm Alchemizes costs less Grist as a result.

Scars
-Xorm has racked up his fair share of failures. But some run deeper than others. These are like temporary Traits, and can be resolved if their Source is cured.

[NEW!][One Too Many. Source: The Loss of Kama]
387 times, I swore I'd never lose another ally. 387 times, I broke that promise. By my rotten blood, Kama, you will not be another number on my shoulders. -Xorm, Avatar

A Summary Of Colors And Characters
-Good gods, this Narrator is a colorful one! This should help some...

[[Dark Grey Strikethrough: Full OOC. Used to conversate with the actual person on the other side of the screen.]]
[[Dark Grey: IC "OOC." Used when KitRougard as a character is talking to Xorm, Arbiter Torix, or another character directly.]]

Teal: Used when Xorm is talking. "Quotations" are for spoken words, while [[Double Brackets]] are for digital messages. Italics implies thoughts or psychic conversation.
Light Grey: [[OUT OF ORDER]]
[NEW!] Purple: Used for Jets. Same "Quotations" and [[Double Brackets]] as Teal/Xorm.
[[Dark Red: The Warden's Direct Feed. Patched into Kit's updates sometimes for The Warden's amusement.]]
[[Undecided: Used for Ranieh's... HEY! Who authorized this early release?]]

The Terms
-Wait. Why are there all these Capitalized Words? Good question! Here's the answers~

[The Narrator]
Narrators are powerful beings, similar to Arbiters... And Godmodders. But rather than seek the submission of all, or the fairness of a battlefield, Narrators seek to spin an enticing story by way of their Avatars. With their Avatar as a conduit, a Narrator can pluck at the strings of The Almighty Narrative through a variety of methods, most commonly some form of digital writing device, though there have been Narrators who used typewriter, quill and pen, even one who forever sang a ballad whose words he made up on the spot. Narrators are easily confused for Players, and indeed, there are few differences between them.

[Avatars]
Avatars are powerful Characters, strong enough that they can function as a conduit for a Narrator's ability. Easily confused for a Player's Player Character. The major difference is that an Avatar can potentially disobey its Narrator, while a Player Character is, well, a Player's puppet.

[The Warden]
Known as such for their literary might, The Warden is the Narrator who created the Ex Machina Prison, and rules it. He is his own Avatar, and this makes him dangerous.

[Kit Rougard]
The Narrator bound to Avatar Xorm. Currently cell-bound in the Ex Machina Prison for the highest crimes - 7 confirmed counts of The Unfnished Story. Sentence: Life, or Until Finished... Whichever comes last. Has managed to curry enough favor with The Warden to be granted access to an Avatar. Seeks a Godmodder's Favor to escape.

[The Magnum OPUS]
A well known branch of the Omniverse Police - Unwritten Security forces, who have made their name known by capturing many a threat to literary culture, including the infamous Mykan. The ones who brought Kit in... And a creation of The Warden.

[Free Action(?): DISPENSER GOING UP.]
It's not clear where, or how, or why, but it seems like Xorm's Grist Pile got... a LOT lighter all of a sudden. And now there's another funny-shaped canister stapled to the Alchemizer. Weird.
(Upgrade Alchemizer.)

[Focus Action: Don't Let Me Go]
Xorm felt that moment when Gold ripped Kama from his mouth in more way than one. Sure, it hurt. But something else twinges hard, too. His soul. He had read that a Blade could fall and their Driver wouldn't feel a thing.

Lies. Every one of them.

His blood, his torn flesh, it almost instinctively reached forward to try to grab her Crystal. But it was unplanned, and Xorm was weak. It only succeeded in closing the wound as it was made, reforming Xorm's face to appear more reptilian, with a pronounced snout and long, toothy jaw. One word escaped it.
"NO."
[[A wolf boy types frantically at a computer, trying to wrangle his Avatar. Various swearwords are censored.]]
But Xorm knew he didn't have a chance. They were already gone, an-
"
NO. I CAN FEEL WHERE THEY WENT."
[TRAIT TRIGGERED: INNER CIRCLES]
He though long and hard about how he could save her, bu-
"NO. I WILL NOT LET THIS HAPPEN. THREE HUNDRED. EIGHTY. SIX. AND NOT. ONE. MORE." Xorm roared aloud, flipping down the visor of his Berserker's Helmet.
[[The wolf boy stops typing. This swear word rings clear.
"...Shit."
He reaches forwards for the letter "X," but is rebuked by an arc of teal electricity from his keyboard.]]

[FLAW TRIGGERED: BERSERKER'S HELMET.]
Xorm gritted his teeth. It was difficult to wrest the narrative from his Narrator, but with two Triggers that focused on the same thing, he could do it. He just had to focus.

[["Shit. Dammit. No. Nonononono. He's taken his Narrative back. Shit." The wolf mutters, fingers twitching above his keyboard. He couldn't control Xorm when he was under a Double-Trait...
But he could control the Narrative of those around Xorm, still.
"Oh Gods above and Godmodders below, this is a longshot." And he leans in and begins to type.]]

Time seems to slow, as it does at Tipping Points. Xorm is on the edge of the heli's floor, grabbing at a backpack so he can jump. There's a few Formation Soldiers in the craft with him, and one of them is actually looking at Xorm with concern.
[["A Plothook. Perfect."]]
He grabbed the parachute bag and slung it on. The wind buffeted him, seeming to beg him to go back inside, but he knew he couldn't do that. Gold had to die. And Kama had to live. That was all.

The concerned Formation Soldier feels an entry into his mind. It's panicked and rushed, and he knows it means no harm, even as he starts to grow panicked as well. Psychic Resonance did that to a guy.
You. Soldier. What's your name? A voice in his head asks. He could feel it rooting around in there, trying to figure out who he was.
[[The wolf boy has opened the Data Files of the Soldier, and is browsing through the generic, copypasted text that the Godmodder gave him.]]
Designation #J375... Soldiers don't have names, they train that into us at the Acadmey. he replies warily.
Not for much longer, Kit delivers, straight into the Soldier's head. Grit your teeth, you're gonna get a custom fit personality, courtesy of one Narrator!
That's... Wait! A Narratoooooooo The soldier responds, before being temporarily fried by the upload.
[[UPLOAD PROCESSING...]]
Number J375, or "Jets," as they called him in the Acadmey, was Everything's Second Best Pilot. He was just shy of stellar in everything he did, which put him, logistically, as the top student.
If they counted those kind of things logically.
As it was, he was considered the second best, even though on average, he was the best pilot. This meant he was everyone's co-pilot, everyone's wing man.


[["Alright, good Entity... But he needs trauma. A reason to grab Xorm. A reason to be a Companion." The wolf boy says aloud, stretching his fingers for a moment.]]

Everyone's designated survivor.
He was always reading the books and manuals on safety in any vehicle he was in. The "top pilots" he was paired with? They didn't. They were too confident.
5 times.
5 times, they had been consumed by their egos.
5 times, they had crashed.

5 times, he had been the sole survivor. He had a bit of a bad rep because of it. That's why he volunteered for this. Because he could help someone else stay alive.

Jets looked at Xorm, the Player he and his crew were picking up. He saw him about to jump. And he saw a chance to redeem himself.
A Player on the [PG] side was rare. And he was about to jump out of the heli... And basically commit suicide. He knew how it felt to lose another.
And he knew Xorm had been through so much more than he had.
But Jets was CERTAIN about this. He saw that Xorm was overly eager. He was fingering the release string. If he pulled that before he had fallen enough, he'd get sucked into the blades and get shredded. So he stood up.
Xorm fingered the ring, bent his knees, and stepped forward-
A hand fell on his shoulder. And an arm wrapped around his chest.
"Who the-?" Xorm growls, struggling against the surprisingly firm grip.

"It's fine. You're fine. You can't save them if you die." Jets says softly.
The helmet! Get rid of the helmet! Kit broadcasts into Jets' head. And he does, flipping up the front of the helmet. Then he eases it off, and tosses it down into the Radio Zone below, where it shatters into some form of... Narrative energy, that flows back up and circles around Xorm and Jets.
"
No, I can't, she's still..." Xorm struggles... then stills.
[["Holy shit. It actually worked." The wolf sighs, slumping backwards in his seat. The Act Update writes itself from the momentum he had imparted.]]
Xorm couldn't fight against reason, or against the Narrator reigning him in. All he could do was crumple in Jets' arms...
And cry.

Xorm cried. Jets pulled him back into the heli properly, and sat him down on a chair.

"
So, uh, I don't think Xorm's in much of a Player-fighting state right now..." Jets says to the pilot. He looks back at Xorm quietly shuddering next to him. "Or much talking, really. I think he needs a Sidequest. Let's just take him with us, see if we can't give him a win."

[Scar created: One Too Many.]

((Intent: 3 Actions, and sacrifice the Berserker's Helmet, to Summon Jets, a high-ranking Formation Soldier.

Skills:
Everything's Second-Best Pilot
Provides notable buffs to any vehicle-type Entity he crews or pilots.

Safety First
Nearly impossible to kill while he's inside a vehicle-type Entity.))

You provide a whole heck of a lot of terms and backstory lore behind everything that is apparently canon now! Time to figure out how to deal with this revelation and patch it into the world view I have from the Arbiter standpoint...

Anyways! Along with this, you manage to singlehandedly finish leveling up the Alchemiter! This enables the collection of Cerium, the [LVL 4] grist type, and the ability to craft [LVL 4] Alchemies using it! To craft something at that level, you'll need 3200(!) Build Grist, 240 Gallium, and 120 Cerium.

... And so Jets is summoned! Causing a major shift in the Formation Helicopter's statistics as a part of his transition, the pilot seems to have become a rather valid character in your brigade! Though his HP and Attack values are rather low, his special abilities definitely balance it out. In response to Xorm's incapacitated manner for the time being, Jets' co-pilot nods. "We're heading back to the headquarters at Bounds End anyway. I'm sure if he's up and functioning, we can find him something to do once we're there. Perhaps you could even head with him, J375. Seems like he might need it."

Desperate for alchemy material, I rush over yo the talc deposit in the cave, and, not even using any of my alchemies, try to kick the deposit for Talc for more alchemy for more shin destruction

You gain 40 Talc, much to the snail's dismay!... okay, we need to talk real quick, though. I think you've only been counting the Grist you've gained from the enemies you've killed, which is really discounting your abilities and what you've gotten. You should have more than enough for plenty of alchemies - up to 4 level 3s, and even a ton more level 2s and 1s! The proper amount of Grist gained at an end of the turn for everyone is located down at the End of Turn Battle, so don't forget to add that!

(Free action)(Move to a separate path that's not being taken)
Seeing as there isn't much to do... and that the two fellow... Players? Wait what IS he?

Winks immediately switches thoughts to stave off the existential dread stemming from forgotten memories and blank states. Best to figure out more of his memories before confronting those thoughts again... And so he focus on the present and decides to take a path not being trekked on.


(Focused Action)(Specializing a Husky: Icicles!)
Trying to get his mind off from the previous worries, Winks starts interacting with the dogs that seem to keep him happy. As they move through the path, Winks grabs an arm full of branches and like any good dog owner, play fetch with the crew! Sticks were toss left and right, and never straying to far... at this point Winks was throwing as the sticks as soon as they brought em back, in fact, 13 sticks were constantly in the air as this game of fetch grew to greater speeds. Eventually, the dogs tire themselves against his Player empowered throwing arm... or so he thought...

While Aurora gave a good showing, she was first to slow, only to be followed by the Unnamed husky as they took side lines... And while the increased stamina and strength of Iceberg kept him from tiring too much in the beginning, he was too encumbered by his armor to truly move quick enough to match the pace and speed of sticks flew too fast in the air.

And so left the last husky in this grueling gauntlet of sticks and catches. Flying through the air as he caught multiple sticks at once, the dog move with enough finesse and speed and coming back with a mouthful of the wooden branches. Only to repeat to the boy and Wink's joy... only to finally stop when there was no more of the Player energy that was forced into his arms...

Laughing at the exertion and tails wagging all around to be accompanied with some heavy petting to go with this joyful mood. Winks gives the quick husky a his attention and gave him its new Name: Icicle!

And so the wind the around the dog changes, a flow a of biting winds seem to envelop the dog as actual icicles lazily float around the husky as his coat of fur then darkens and sharpen out to give a slicker look.


CP: 2
Grist Count:
[Build] 2080 Build Grist
[LVL 1] 450 Talc
[LVL 2] 360 Gallium
[LVL 3] 90 Bismuth

Alchemies:
[LVL 3 Weapon] Hunter's Longbow - A longbow made of sturdy oak, complete with plenty of fletched arrows made of the same tree.
- Adds 15 damage per action, or 30 per action if more than one action is used in the attack.

You specialize into your third of the four huskies, naming them Icicle! Their icicle weaponry and darker fur point to their method of quicker attacks, and although their HP goes up as well, most of their stat increase has gone into increasing their attack and splitting it into a 2-hit combo!

After the fetch session, you all decide to head east and emerge into a small... campfire area of sorts! Marking the first actual entities you've seen after entering this forest, a group of two sits around the fire and is seeming to discuss something before they notice you and ready their weapons.
Seems they're willing to fight fair, at least...

FCP 41 CP (38 + 3)
cughre

5100 Build Grist
1635 Talc Grist
600 Gallium Grist
200 Bismuth
I just train and charge in this round.
3x CP

+3 CP to the both of you!

-=+=-
End of Turn Battle -

Slated Cliffs -

Sdieve's Cave -
As the encounter continues... it occurs to the Ropers and the Darkmantles that there may be another hidden object in the room, if the sudden Attack Shield and the glow of Discord illuminating the cave is any indication. Though they still can't find Sdieve, they're definitely aware of his presence. Might wanna wipe these things out before they start attacking!

Elsewhere -
Murai returns to the Resistance Base! Noticing the beat-up entities, he sighs and quickly tends to the rather simple magic he uses, casting some sort of healing spell to restore both of the entities' health to full. Though Kama's presence seems... off to him, he doesn't;t seem to question it too badly.


Woodgrave -
Northern Trail -
Jake quickly uses an action to patch up the Resistance Defender, and then charges two CP.
The Mirror Golem and Defender stay alert for any possible attacks... yet none seem to come. Only that same uneasy sense from before fills the minds of this group of entities and Players...

Campfire -
Though everyone seems alert on both sides of the battlefield, the group at the campfire doesn't fire. Neither do the huskies - it seems as though the first move awaits Winks and the rest of the Players.

Bramble Passage -
Not much of anything happens here! Seems to be calm enough for the time being, at least.

Bounds End Base -
Meanwhile, after a somewhat short flight.... the Formation Helicopter touches down on the aforementioned base.
Pilot - Well, here we are. Something's not right here, though.
Looking around, Xorm notices their perch on a rather large building located in the midst of an even more sprawling city. A couple of soldiers seem to be loitering on the roof, though their state of being out of breath points to something else going on.
Pilot - Oy, you two! What's going on!?
Soldier - The lower floor's been taken by the Resistance! They've been charging for too long without interference!

The pilot scoffs in dismay, shaking his head.
Pilot - Fine. I've got air support. J375, take the Player and these worthless scraps of Grist and get this taken care of.
Pilot - You'll probably be fighting entities of theirs, so make sure you're prepared. It'd put us at a disadvantage to lose you.
Pilot - Player, you're helping out too! Get some CP from the Armory and fight back. I'll talk when this is done!


General/Miscellaneous -
Everything across the battlefield upticks!

Everyone gains the ability to craft LVL 4 Alchemies thanks to Xorm's contribution to it! Crafting them costs a whopping 3200 Build Grist, along with 240 Gallium and 120 Cerium. These should be somewhat nice things at this level, too - here's hoping some Cerium will drop soon!

Also, the Northern Passage has been archived due to inactivity and somewhat of a lack of purpose now. I'm considering archiving the Summit and the Run-Down Fort as well if everyone's okay with this. Please let me know if you'd like them to stick around!

Total Grist Attained -
[Build] +0 Build Grist
[LVL 1] +40 Talc
[LVL 2] +0 Gallium
[LVL 3] +0 Bismuth
[LVL 4] +0 Cerium

-=+=-

The Soul Orb
A diversified world in itself, separated into biomes under the control of the Godmodder and his Companions.

The maps of the world can be found linked here:
docs.google.com

DefTG 2: Alchemiquest - Maps & Miscellany (XXIV)

Landing Page Alchemiquest Maps Sheet Rules of advice: Silver sheets mark incomplete areas, where the story objectives have not been finished. Golden sheets mark areas where the story objective's completed, but side objectives remain. Crimson sheets mark areas where all side and story objectives...

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 5] -
0/12,000 Build Grist, 0/960 Gallium, 0/480 Bismuth, 0/480 Cerium

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

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

Ninjatwist - 6/8 Inventory Slots used.
[LVL 3 Weapon] Hunter's Longbow - A longbow made of sturdy oak, complete with plenty of fletched arrows made of the same tree.
- Adds 15 damage per action, or 30 per action if more than one action is used in the attack.
[LVL 2 Weapon] Retreater's Spear - A light spear, designed to actually maximize physical recoil from the weapon.
- When used, it does 8 extra damage per action and springs the user back one space on the map from the enemy they're attacking.
[LVL 2 Weapon] Heavy Crossbow - A somewhat difficult to wield crossbow made of iron and other heavy materials, including depleted uranium.
- Deals 15 additional damage per Action used to attack with it.
[LVL 1 Weapon] Crossbow - A fairly simple wooden crossbow. Effective and easy to fire!
- Deals an additional 4 damage per action used.
[LVL 1 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 3 Armor] Trickster's Tailed Coat - A coat that seems to be an optical illusion in itself. Seems to make some attacks hit a bit less, at least!
- Grants a 40% chance to deduct 60 damage from the total dealt by an attack.
[LVL 3 Armor] Warlock's Timepiece - A small timepiece that seems to glow with malevolent energy.
- Grants a 30% chance for your attacks to chain off to another enemy, dealing 25% (Up to 75) of the attack's damage to them.
[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 - 8/8 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 2 Weapon] Chipped Pickaxe - An iron pickaxe with a small chip in it. Seems effective at what it does.
- Adds 20 damage per action to an attack used to break down walls and other structures.
[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 - 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 3 Weapon] Formation Computator [Cooldown: 0/2] - A far more capable computer, running the latest in calculation technologies!
- Usable to add roughly 50 damage per action or a weaker status effect to an attack using formations. Has a cooldown of 2 turns.
[LVL 2 Weapon] Chipped Pickaxe - An iron pickaxe with a small chip in it. Seems effective at what it does.
- Adds 20 damage per action to an attack used to break down walls and other structures.
[LVL 1 Weapon] Formation Calculator [Cooldown: 3/3] - A lightweight laptop with 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 7 Consumable] Proximity Bomb [1/1 Use] - An unassuming sphere with a strange orange symbol on it depicting... some sort of bomb.
- Deals 3000 damage total to a room of enemies, targeting the strongest ones first before moving to weaker ones.
[LVL 1 Consumable] Encyclopedia of Magical Structures [1/3 Uses] - A purple leather-bound book filled with magic. Perhaps this has some info?
- Two functions here: Either can be used to learn for lore [0 charges used] or can create an example for 1 charge. Examples have varying effects.

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

- Backup Alchemiter
- $140

Shin Kicker (Plague) - 8/8 Inventory Slots used.
[LVL 2 Weapon] Adjustable Shovel - A shovel split into two halves of a blade, seemingly creating an adjustable width and length of the tool.
- Adds 10 damage per action to an attack, with a 50% chance of dealing Buried (cannot switch zones) for one turn.
[LVL 1 Weapon] Returning Shot - A shotgun that fires spherical bullets attached by a string. The bullets also can retreat back to their holster, oddly enough.
- When used, splits actions given to deal damage to two different entities, adding 3 damage per action to each attack.
[LVL 1 Weapon] Lightning Mirror - A mirror rimmed with a coppery substance. Seems usable as a magical weapon, somehow...
- Adds 2 Damage to the attack per action, 10% chance for Paralyzed (70% chance to not move) for 1 turn as well.
[LVL 1 Weapon] Airy Sword - A sword imbued with minor air magics, giving the creator some lesser control over the winds.
- Deals an additional 4 damage per action using it.
[LVL 1 Weapon] Slugger - Literally just a baseball bat with a revolver taped onto the handle.[/COLOR]
- Deals 3 damage with a 10% chance of inflicting Stunned (misses actions) for 1 turn.

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

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

Splashcat - 8/8 Inventory Slots used.
[LVL 3 Weapon] Lodestone Sword - A sword composed of some sort of magnetic stone, infused with mercury in the process.
- Adds 30 damage per action to its attack, but subtracts 2/3rds of that amount from another.
[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 to deal damage to opponents.
- Deals anywhere from 15-25 extra damage per Action, now dependent on quality wordplay! This can include puns.
[LVL 2 Weapon] Chemist's Wand - A wand that looks a bit like a really narrow beaker, but 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 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] Multifunction Snare [4/4 Uses] - A very complex device based on the classic bear trap. Now with about 15 extra functions!
- Placable in an area as an action. The first enemy to enter the area then takes 100 damage from stepping on it!
[LVL 2 Consumable] Capcharoid Camera [4/5 Uses] - 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.

Winkins - 1/8 Inventory Slots used.
[LVL 3 Weapon] Hunter's Longbow - A longbow made of sturdy oak, complete with plenty of fletched arrows made of the same tree.
- Adds 15 damage per action, or 30 per action if more than one action is used in the attack.

Xorm - 3/8 Inventory Slots used.
[LVL 3 Weapon] Octuple Barreled Shotgun - It's taken on a standard revolver design, but with 8 slots for shotgun shells. The barrel still unhinges.
- Adds 25 damage per Action to an attack. Still rather simple, but effective...

[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 [10/20 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.

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!

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 - 41 CP
[AG] Gold - 488/500 HP, 3 CP
[AG] Ninjatwist_ - 500/500 HP - 25 CP
[AG] Paradox - 500/500 HP - 0 CP
[N] Sdieve - "500/500" HP - 23 CP (Has 2 Attack Shields!), Cloaked
[AG] Shin Kicker (Plague) - 475/500 HP - 9 CP
[AG] Splashcat - 323/500 HP - 13 CP
[N] Winkins - 500/500 HP - 2 CP
[PG] Xorm - 317/500 HP - 0 CP
[AG][AFK] Alastair??????? - 500/500 HP - 2 CP
[AG][AFK] Mr. Reception - 500/500 HP - 0 CP
[AG][AFK] Stick Figure (GAWR) - 500/500 HP - 8 CP
[AG][AFK] The Frazzled Inventor - 500/500 HP - 0 CP
[AG][AFK] Wondertainment - 500/500 HP - 6 CP

Godmodder HP - 69/70
Field Effect: RADIO ZONE! (Lasts as long as Radio!Xorm is alive!)
- All entities that choose a frequency have a 50/50 chance to dodge attacks!
- This effect can be negated if the attacker has a frequency exactly double or half of the defender's.
- Frequencies for both you and your entities can be chosen as a free action once a turn.

Current Players - None

[N] Radio!Xorm - 130/130 HP, 30 Attack (Frequency 0)
[N - Radio!Xorm] Radio Towers (x3) - 180/180 HP, Radio Zone Broadcast [ON]
[N - Radio!Xorm] Wicked Witch of the Wavelength - 175/300 HP, 25 HP Regen per turn, 10x5 Attack + Weakened (-5 Attack) for two turns. Also inflicts Weakened when hit. This can stack! (Frequency 1)
Current Players - Shin Kicker

[N - Winkins] Talc Snail - 60/60 HP, 10 Attack, 20 Talc Eaten (Inventory: 0/60 Talc)
- Eats all available Talc, converting half of it to stats and gaining 3 HP and .5 Attack per Talc converted. Stores the other half in its inventory.

[N] Talc Deposit - 40/200 Talc, gains 40 Talc per turn!
Current Players - Foodstuff Coloration Person, Gold

[AG - Gold] Armed Bot - 200/200 HP, 50 Attack
[AG - Gold] Kama - 250/250 HP, 80 Attack (10% chance of critical, doubling damage)

[RS] Murai - 500/500 HP, 15 CP
[RS] Forcefield Projector - -1000/-1000 Shields, heals for -100 HP every turn! Protects the entire zone.
Current Players - None

[PG] Broken Power Anchor
Current Players - None!

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

[H] Darkmantles (x3) - 180/180 HP, 40 Attack (x3)
[H] Roper - 2600/2600 HP, 400 Attack, 6/6 Tendrils
- Tendrils - 300/300 HP, Grapple Attack [Gives the Roper an additive x2 attack bonus until broken. Can stack with other tendrils!]
Current Players - Splashcat, Paradox

[AG - Paradox] Recon Drone - 100/100 HP, 25 Attack, has 1 Attack Shield!
Current Players - Winkins

[N - Winkins] Iceberg - 400/400 HP, 10 Defense, Frost Breath [Deals 60 damage and inflicts Frost (Can only move 1 zone away) for two turns.]
[N - Winkins] Aurora - 380/380 HP, Aurora Pulse [Heals 50 HP across multiple entities!]
[N - Winkins] Icicle - 300/300 HP, Icicle Spears x2 [Deals 50 damage and inflicts Frost (Can only move 1 zone away) for two turns.]
[N - Winkins]
Glacier Husky - 110/110 HP, Frost Breath [Deals 45 Damage and inflicts Frost (Can only move 1 zone away) for two turns.]

[PG - RN] Beast Master - 1000/1000 HP, 100x2 Attack, Master's Mark [lll]
Master's Mark - Inflicts Marked on 1 creature, increasing the Beast Master's and Wolf's attack by 50 when attacking them!
[PG - RN] Wolf - 500/500 HP, 70 Attack

[PG - RN] Hunter - 800/800 HP, 60 Attack, Counterattack
Counterattack - Grants a 50% chance to deal 60 damage back to whoever attacked it!
Current Players - None!

[AG - Paradox] Outpost Hospital - 400/400 HP, Adds +100 to Player or Entity Heal Actions!
[lllll] 0/5 - Produce Item: Makes 1 LVL 3 Alchemy!
Current Players - Ninjatwist

[AG - Splashcat] Mirror Golem - 210/580 HP, 10 HP Regen per turn, 90 Attack, + Copy Ability: gains a permanent bonus based on whatever it attacked last! Attack multiplies by 1.5x when below half (290) HP.

[RS] Jake - 500/500 HP, 8 CP
[RS] Resistance Defender - 350/350 HP, 10 Defense, 25 Attack
Current Players - Xorm

[PG - Xorm] Jets - 100/100 HP, 25 Attack, Everything's Second Best Pilot, Vehicular Bodyguard
Everything's Second-Best Pilot - Multiplies HP & Attack stats of any vehicle he's piloting by 1.5x!
Vehicular Bodyguard - Cannot be targeted while inside a vehicle!

[PG] Formation Heli - 1000/1000 HP, 40x6 Attack
[PG - F] Soldiers (x2) - 900/900 HP, 100 Attack (10% chance of crit, doubling damage!) (x2)
 
Last edited:
Update XXV
FCP 44 CP (41+ 3)
charge

5100 Build Grist
1675 Talc Grist
600 Gallium Grist
200 Bismuth

... whoa, he actually spelled "charge" normally. What are the odds?!
+3 CP all the same, though.

[Build] Build Grist: 2050
[LVL 1] Talc: 505
[LVL 2] Gallium: 480
[LVL 3] Bismuth: 50

-----

The Mirror Golem will pick up a branch and poke one of the highly suspicious red lines on the ground with it.

-----

Action 1 + Action 2 + Texter's Rifle + Chemist's Wand: Through a careful and complex synthesis of chemicals and puns, I synthesize an entirely new element and load it into the Rifle. From my hidden vantage point, I take aim at the Beast Master with the Rifle, unseen and unheard until the moment which I fire. The Rifle's barrel issues an earsplitting crack and a blinding muzzle flash as the bullet is launched into the air and strikes the Beast Master's head. He has no chance to react... because that bullet was made of no ordinary material, but of the Element of Surprise.

-----

Action 3: I charge 1 CP.

The Mirror Golem will do as you say at the end of turn battle!

Due to Paradox's added assistance, you deal 320 damage to the Beast Master, catching them off guard and turning his attention to you! I could've sworn I heard a small startled "Ah" from him as well - seems like you certainly got him with that shot!

Finally, you charge 1 CP. Nothing wrong with that!

CP:2
Build:3930
Lv 1:1005
Lv 2:540
Lv 3:150

(x2) Charging Up!!

(x1)(Paradoxic Wand)The Dragon prepares a Spell that enchants the Bullet from Splashcat that strikes the Beastmaster. Taking form of a Mystic, vaguely Liquid-like Aura that drips from the Paradoxic Wand to the Element of Surprise, the Bullet strikes it's intended target...with an additional Surprise. It's aura of Paradoxicality drips down into the Campfire, causing it to gain slightly more mystical properties and turning it...unstable in a sense, flickering between a bright light and a enveloping, creeping darkness in the worldthatsucksalllightinan- and back to it's cheery flames...is it creeping out of it's bounds ?? Who knows, maybe a person seeking to use this fire for an attack might know what to do with this...Not-Quite-Fire.

(Orders)The Exploratory Drone checks what is at the South of the Forest Clearing for a brief peek before immediately running back to the Outpost Hospital. It is a flying Drone so it shouldn't be triggering any forest traps. Well that and it has an Attack Shield.

Outpost Hospital awaits it's first patient, as the small group of Scientists begin tinkering about, something about a Consumable...

Along with retroactively enhancing the bullet, you alter the campfire to a paradoxical state between a normal campfire and... something that is clearly not one. We'll see what this does!

The Drone and Hospital will do what you say! To round out your turn, you also charge 2 CP.

"Great- the more people we have around, the better. I'm glad to have you around with me."

Also, new balance for my two items has been taken into account.

Hmm, regarding the map, I move over to the stone pillars and try to examine them. Is there any writing or art on them? If it's art, what does it look like? Stuff like that.

If I can, I also investigate what felled the trees in this area, and if they were knocked down by something powerful or if they died of natural causes.

Inventory:
- Heavy Crossbow [Lvl.2] ( +15 damage per action used)
- Retreating Spear [Lvl.2] (+8 damage per action used, moves user back one space after action)
- Hunter's Longbow [Lvl.3] (+15 damage per action used, increased to +30 damage per action used if more than one action is used)
- Periodic Wand [Lvl.1] (Gift from Splashcat, +3 damage per action, 20% chance to proc Chemical Reaction, dealing 2 additional damage)

- Dapper Stovepipe [Lvl.1] (20% chance to inflict Confusion (30% miss chance) to foes that attack you)
- Trickster's Tailed Coat [Lvl.3] (40% chance to deduct 60 damage from the total dealt by an attack)
- Warlock's Timepiece [Lvl.3] (30% chance for your attacks to chain off to another enemy, dealing 25% (Up to 75) of the attack's damage to them)

Charge: 25 CP
Grist Stores:
3310 Build Grist
825+40=865 Talc
330 Gallium
90 Bismuth

You investigate the trees, only to find they're still perfectly healthy! They just have really, really thick trunks. However, as you investigate the stone pillars, you find that they're far more interesting, engraved in Celtic-like runes and engravings! As you get closer and try to determine the meaning, though, you're suddenly caught in a snare!

Although this inflicts Ensnared (Takes 2 actions to break, halves attack power), you still find yourself more than able to determine the meaning. Something about this being a fast travel point...? Odd, considering that there's no limit on movement once you've discovered an area. Seems like it's a relic from an older version of this battlefield.

> I use the proximity bomb, guiding the blast slightly to ensure it strikes the Ropers main body first and ignores the tendrils. It would probably do that anyway, but... better safe then sorry! I then sink somewhat-further into the stone, granting me a moments reprieve from the single surviving Darkmantle.
>< wait, that cost him grist? darnit. I reply back "oh, shoot, sorry! I didn't mean to cost you anything more then a single action, I'd assumed that you'd be able to store your player actions in an item-y form with just a player action! I can't do much to repay you, but... here, have another attack shield as thanks."
> I send over one more attack shield as a tip, since doing that apparently cost him quite a bit more then I'd thought it would.
>...oh wait, that leaves the Mantle low enough that I can kill it this round. I guess I'll do that... I use the formation computator to make a formation that works using the exploded corpses of darkmantles and roper tendrils, using an inversion lens formed out of mana suspended in the air to turn the resulting pulse of darkness into a ray of light,killing that Darkmantle. If the Darkmantle is on lower health then I'd've expected, like 40 or so, then the formation is modified slightly to 'hollow out' its form and refill it with light, turning it into an allied Lightmantle.
Now that this place is free, I can really set up... in two rounds. the formation computer has to recharge now.

E> Drone finishes current projects this turn! 1->0. Drone projects: Mana Gathering, Player Assistance: Complete. Player Projection: complete. Mana Generation: finishing...
Once the projects are finished, the drone puts all Mana towards Mana Generation until further notice.
...hm. I need a symbol for using the Projection formation...
P> yeah, that works. With the Projection Formation complete, I finally get a good look at my real-world base! which is, I believe, at the moment, a random clearing in the middle of a forest in the middle of nowhere, full of levitating dirt and magic. Unsightly, to say the least! My projection gets to work chopping down trees (by growing a fingernail into razorwire and slicing cleanly through; just like soul-projections, there's no need to get stuck up on physics! well... not that much need. the formation projection is more limited, it has to be something the formation can actually project, but it's still fairly freeform, inherently.) in order to build some rudimentary wooden walls around it.
Yeah, I can pilot projection and soulself at the same time. Remember the dolphin-brain? If I can split my brain into two halves, of course I can multitask on two things at once!


CP: 23
Grist: 4060
Talc: 995->1035
Galium: 490
Bismuth: 40
Items: Encyclopedia of Magical Structures [1/3]
Formation Calculator [3/3 Chargeup]
Heaven Comms Router
Broadsword +1
Formation Computer [2->0/2 Chargeup]
Alchemiter (Backup)
Assets:
Drone (Real)
Mana Gathering, P.Assistance Formations(Real)
Player Projection Formation (Real)
Mana Generation Formations (finishing, recursing.) (Real)
Wooden Walls (started.)

You use the Proximity Bomb, bypassing some of the tendril's defenses as it desperately defends against the attack! Getting rid of two Tendrils in the process and getting the Roper to critically low health was probably worth it, though... even though it knows where you are now, and you're bound to take a fair bit of damage at this point...

You also send Audien 1 more Attack Shield before realizing that that really wasn't the smartest choice in retrospect. Attempting to do something to lessen the damage you'll take, you then smack the Darkmantle with concentrated Light, turning it to your side! Somehow! How did you even do this with only one action?

The drone will do as you command! The Player Projector Sdieve will not do that, because it appears to require Actions in order to function! At the very least, you can interact with the world outside now. Thankfully, it's presence seems to have commanded its own zone, somehow, and things are at least provided proper statistics outside.

Xorm took the time in the Heli to get himself in check. Jets had a point - He couldn't save Kama if he got sidelined. And besides, he could actually still feel her out there, she was fine...

Hang on.

He could feel her out there.

Somehow, he was still Linked with her.

This did wonders for his nerves - he actually smiled as he called her weapon to his hands again... well, hand, he only pulled one scythe out of the Link. A reminder of how weak she was at the moment. But she was fine. She was still alive. And that would have to do.

Kama, he thought aloud. Hold on.

[Action 1: "WHAT A DAY! WHAT A LOVELY DAY!"]
Getting out of the Heli with Jets, Xorm notes how he seemed less durable than the Soldiers around him.
"Hey, you need a vehicle?" he asks. "Don't answer. I have an idea." He knew there was a few Alchemiter settings he didn't usually mess with... That is, calling out Level and Result. But he was gonna have fun with them today.
Alchemize (Lego Power Miners Set 8956 && Lego Power Miners Set 8957) || Child's Imagination == Working, Fullsized Power Miners Combo Build [Level 2 Consumable]
"I'll pop it once we're inside. It should be able to go down and up stairs with its claw/tire mobility, but I don't want to try anything silly." Xorm says, pocketing the suspiciously small box for a moment.

[Action 2: One Squishy Boi]
...Actually, these Soldiers were making Xorm feel squishy himself... 900 HP to his 500. So he whips up another Alchemy, from memories of a cute, brutal world of technological magic.
Preview VitaCanister && Spiral Knight's Flak Jacket == Vitasuit [Level ? Armor]
It would have to wait for now, though. He had scraps left in his Grist Pool - That fight had ripped a hole in his pouch and dumped out a bunch of it.

[Action 3: ...Huh. This is the first time I've Charged, I think.]
And finally, he tucks away an Action in crystalline form. Nifty!

"Alright, you two lead the breach, I'll follow behind, and Jets'll be rear guard. Let's dance with these [AG] chump changers." Xorm states firmly, his mind socketing into an XCOM-like state. This was going to be fun...

[Free Action: Down We Go...]
...Go down the stairs. Silly!

(Lego Power Miners Set 8956 && Set 8957) || Child's Imagination = Real Power Miner Combo Kit (1/1 Uses) [LVL 2 Consumable]
- Like it says on the box, but imbued with a bit of childhood imagination. Becomes usable once built!
- Summons the Power Miner Combo Kit, a vehicle with 100 HP and 25 Attack.

As Jets sees you combine the things in the Alchemiter, he chimes in!
Jets - Got it. That'd be nice to be able to deploy, though I'm worried about its power. It is only a Level 2...
Jets - Never the less, thank you for your help.


You continue, previewing the following:
VitaCanister && Spiral Knight's Flak Jacket = Vitasuit [LVL 4 Armor]
- A dark green set of modern-looking armor. Has a canister strapped to the back of it as well, presumably filled with something.
- Deducts 30 damage per attack sent at the wielder, along with increasing their max HP by 50.

And... finally, you proceed downstairs into the Armory Floor! This place is jam-packed with a few barrels of Grist, a full-sized Alchemiter that doesn't just magically exist for everyone, and quite a few other simple battle implements. Outside, in the hallway, there's another set of stairs leading downwards, and you can hear the sounds of battle in the room below. Jets seems eager to go and sort this thing out!


Sitting back and deciding to go for a massive upgrade... I make 3 more alchemies!

Adjustable Shovel && Airy Sword

Returning Shot && Six-Color Shooter

Golden Watch && Health Amplifier

Adjustable Shovel && Airy Sword == Sylphic Shovel [LVL 3 Weapon]
- A lightweight shovel with a white and blue color scheme. Contains the power of the winds.
- Adds 20 Damage per action to an attack, with a 10% chance of dealing Airbound (cannot change squares) for one turn.

Returning Shot && Six-Color Shooter == Rainbow Reloader [LVL 3 Weapon]
- A multicolored pistol, using the same return-shot system as the Returning shot.
- Can use Red, Orange, Yellow, Green, Blue, or Purple shots. Effects vary depending on color.

Golden Watch && Health Amplifier == Lifetime Extender [LVL 3 Armor]
- A secondary golden timepiece, seeming to run a bit slower than time itself...
- Increases Max HP by 40 when worn.

You alchemize all these for a grand total of 2400 Build Grist, 540 Talc, and 270 Bismuth! Due to the... major calculation derps, we'll leave it as you having roughly 800 Build Grist, 180 Talc, and 90 Bismuth left, plus a bit of Gallium - say 60 or so.

(Free Action)(Tactical positioning)
As the Turn starts, Winks briefly look at the surroundings to notice... some shifted soil and grass... Recalling how most of the enemies seems to be hunters and trappers of sorts, it's safe to assume those spots are traps of sort. Not want to fall for such things, Winks back away from the entrance he came from with the dogs and head through the secret entrance to avoid those traps entirely!


(Action 1)(Grappling the Beast Master into the actual camp fire)
As he and huskies move through the underbrush, Winks gave a moment to Name the last dog before arriving to the scene just in time to see the Dragon and Splash finishing up their attacks! Wanting to add to the Surprise themed attack, Winks gave the order for the huskies to engage the wolf before slinking off a bit... AND APEARING RIGHT BEHIND THE BEAST MASTER. Grabbing the Surprised victim of the Element of Surprise bullet, I further Surprise him by performing a SURPRISE Suplex into the Surprise enhanced camp fire which Paradox surprisingly fiddled with. Of course, the Beast Master is too surprise to immediately react to the Not-Quite-Fire that seems to begin grasp it's current occupant, spreading the burns much faster than normal fires would.


(Action 2)(Trapping Beast Master in the Not-Quite-Fire camp fire)
Having tossed the Beast Master into the fire, Winks quickly start casting to take advantage of the Beast Master's dazed state and toss out shrinking spells at the three logs area, shrinking them into the size of long sticks. With not too much time to spare as the spell is temporary, Winks dodge the Hunter and grab the stick-size log before doing grabbing the two other logs by the wolf, who is occupied with my own dogs. With the logs in hand and basically with almost no time left before spell wear off, Winks toss them precisely above the Beast Master being burned alive, just in time for the spell to dissipate and the logs falling onto the Beast Master at full size. With multiple thumps, the logs land in a way that the largest log crash first and parallel to the Beast Master's body, trapping him underneath that was followed by the two remaining logs that then landed perpendicular to the large log, keeping the large log from being rolled off easily.

All leading to trapping the Beast Master as the Not-Quite-Fire catches onto the log and starts burning him from above and below.


(Action 3 + 2CP)(Specializing final Doggo: Snow!)

Having glanced at the stats the opponents had in that confrontation, and a bit before their re-engagement with the enemy, Winks decided to getting around to getting a Name for the last doggo! While admittingly, the Name hadn't come to him naturally like with the other Names, (except Iceberg... sorry about that buddy) Winks kept an eye on all them as he noted some traits before Naming them.

Iceberg, a stalwart and proud Warrior.

Aurora, a soothing and kind Cleric.

Icicles, a quick and competitive Rogue.

And finally, a dog that's more curious of the world and its workings... And so a Name was given, and as like all other dogs, the winds around him changed. The frost that flowed freely from their fur, no longer drifts aimlessly, instead it's contained. Grasped into an area as snow starts to somehow form around the dog. Eyes that were already sharp, gains a a greater intensity to the point that it glow. Then finally, the fur shimmers, gaining a blueish tint as it glimmer not unlike snow in the few rays of light that shine through the forest's trees. With that, a dog looked upon the world with new eyes, for he is...

Snow, a patient and curious Wizard.


CP: 2
Grist Count:
[Build] 2080 Build Grist
[LVL 1] 490Talc
[LVL 2] 360 Gallium
[LVL 3] 90 Bismuth

With a devastating combo finisher, you... circumvent the snares because of a way around them already being discovered! Fair warning, the Huskies might miss that - but either way, you proceed to throw the Beast Master into the Not-Quite-Fire, dealing 150 damage and inflicting Burning on him at a rather... wait. Err, it appears to be gone.

... Eh, I'm sure it's no big deal. You proceed to give Snow his purpose and name, and complete the quartet of good boys! On the scale of fluffiness, he is the second-most fluffy of the dogs behind Aurora... but I digress. His battle statistics are in the Campfire's zone!

-=+=-
End of Turn Battle -

Slated Cliffs -

In Sdieve's Cave, the two Darkmantles don't realize their friend has been turned in time to switch their attacks to it! Instead, Sdieve's Attack Shields take the brunt of the attack for Sdieve... but that still leaves the Roper! Attacking with all its Tendrils, that adds up to 2000 damage... threatening... only 200? ... Either way - Sdieve will take "200" damage if he doesn't counter this attack, and risks revealing his true HP bar as well!

Elsewhere, Murai resumes charging, only pausing for a moment as he ponders what that earthquake was beneath him. Oh well, probably doesn't matter.

Woodgrave -
Northern Trail -
The Mirror Golem pokes the highly suspicious red lines, triggering one of the snares littered throughout the area! Would've been nice to know what they were before Ninjatwist got caught by one, though. Thankfully, it seems as if this particular set wasn't linked to anything major...

Jake uses 2 of his actions to release Ninjatwist from the trap he got caught in while inspecting the pillars! His third action goes towards charging, to prepare for whatever's up next.
Jake - Well, at the very least, we know what they do now...
Jake - All the more reason to be cautious going through here!


The Defender seems to prepare for guarding against one of the entries to the room, noting the extended stay.

Campfire -
The group of Huskies takes their action first, Iceberg charging ahead - and... going straight into one of the snares. Well, it was going to happen to one of them. Aurora spends her action attempting to free Iceberg, and Icicles and Snow spend their actions attacking the Wolf, dealing a total of 130 damage!

The Wolf counterattacks, spending its action to prey on Iceberg and dealing 60 damage to him! The Hunter attacks Winks, threatening 60 damage if he doesn't come up with some sort of defense!

... The Beast Master is banished and cannot act, because it is ban- oh god
............
Okay, I'm back! Turns out that Campfire is a portal to a random plane of existence, and by all sorts of terrible luck, it happened to get teleported here. It smashed my map program while it was at it, too... so I'm gonna have to try and get that back and running soon, sorry. Good news, it is fairly dead now, though! If I just do this, then... 500 Build Grist and 60 Cerium has been added to the Grist pile for the turn due to being dropped by the thing!

Elsewhere -
Back at the Forest Clearing, the Hospital increases its item-building charge! (Not actually done yet.) Meanwhile, the Drone flies southwards to briefly explore what is now known to be the Barricade! Seems... pretty well defended, honestly, and in its better interest, the drone promptly retreats to the Forest Clearing!

The Lodestar -
At the Lodestar, the soldiers rush downstairs as Jets decides to stick with Xorm!
Jets - I'd be dead if I ran down there myself. What's the plan?

General/Miscellaneous -
@JOEbob Sdieve will take "200" damage if he doesn't block the Roper's attack, and risks revealing his true HP bar as well!
@Winkins You will take 60 damage if you don't block the hunter's attack!

Everything across the battlefield needs to uptick!

To cut down on EoTB clutter, the Run-Down Fort, Summit, and Bramble Passage have been archived! This only cuts the total number of active zones down by one, though... oh well. What else did I expect to happen in a game focused on exploration?

Total Grist Attained -
[Build] +500 Build Grist
[LVL 1] +0 Talc
[LVL 2] +0 Gallium
[LVL 3] +0 Bismuth
[LVL 4] +60 Cerium

-=+=-

The Soul Orb
A diversified world in itself, separated into biomes under the control of the Godmodder and his Companions.

The maps of the world can be found linked here:
"That Beast Master took down the map system for the turn... I'll try and get it back up soon! Sorry for the inconvenience - maybe try using the one from last turn?"

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 5] -
0/12,000 Build Grist, 0/960 Gallium, 0/480 Bismuth, 0/480 Cerium

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

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

Ninjatwist - 6/8 Inventory Slots used.
[LVL 3 Weapon] Hunter's Longbow - A longbow made of sturdy oak, complete with plenty of fletched arrows made of the same tree.
- Adds 15 damage per action, or 30 per action if more than one action is used in the attack.
[LVL 2 Weapon] Retreater's Spear - A light spear, designed to actually maximize physical recoil from the weapon.
- When used, it does 8 extra damage per action and springs the user back one space on the map from the enemy they're attacking.
[LVL 2 Weapon] Heavy Crossbow - A somewhat difficult to wield crossbow made of iron and other heavy materials, including depleted uranium.
- Deals 15 additional damage per Action used to attack with it.
[LVL 1 Weapon] Crossbow - A fairly simple wooden crossbow. Effective and easy to fire!
- Deals an additional 4 damage per action used.
[LVL 1 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 3 Armor] Trickster's Tailed Coat - A coat that seems to be an optical illusion in itself. Seems to make some attacks hit a bit less, at least!
- Grants a 40% chance to deduct 60 damage from the total dealt by an attack.
[LVL 3 Armor] Warlock's Timepiece - A small timepiece that seems to glow with malevolent energy.
- Grants a 30% chance for your attacks to chain off to another enemy, dealing 25% (Up to 75) of the attack's damage to them.
[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 - 8/8 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 2 Weapon] Chipped Pickaxe - An iron pickaxe with a small chip in it. Seems effective at what it does.
- Adds 20 damage per action to an attack used to break down walls and other structures.
[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 - 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 3 Weapon] Formation Computator [Cooldown: 0/2] - A far more capable computer, running the latest in calculation technologies!
- Usable to add roughly 50 damage per action or a weaker status effect to an attack using formations. Has a cooldown of 2 turns.
[LVL 2 Weapon] Chipped Pickaxe - An iron pickaxe with a small chip in it. Seems effective at what it does.
- Adds 20 damage per action to an attack used to break down walls and other structures.
[LVL 1 Weapon] Formation Calculator [Cooldown: 3/3] - A lightweight laptop with 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 has some info?
- Two functions here: Either can be used to learn for lore [0 charges used] or can create an example for 1 charge. Examples have varying effects.

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

- Backup Alchemiter
- $140

Shin Kicker (Plague) - 8/8 Inventory Slots used.
[LVL 3 Weapon] Sylphic Shovel - A lightweight shovel with a white and blue color scheme. Contains the power of the winds.
- Adds 20 Damage per action to an attack, with a 10% chance of dealing
Airbound (cannot change squares) for one turn.
[LVL 3 Weapon] Rainbow Reloader - A multicolored pistol, using the same return-shot system as the Returning shot.
- Can use Red, Orange, Yellow, Green, Blue, or Purple shots. Effects vary depending on color.
[LVL 2 Weapon] Adjustable Shovel - A shovel split into two halves of a blade, seemingly creating an adjustable width and length of the tool.
- Adds 10 damage per action to an attack, with a 50% chance of dealing Buried (cannot switch zones) for one turn.
[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] 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 3 Armor] Lifetime Extender - A secondary golden timepiece, seeming to run a bit slower than time itself...
- Increases Max HP by 40 when worn.
[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 restore their health.
- When used, restores 30 HP to anything on the field.

Splashcat - 8/8 Inventory Slots used.
[LVL 3 Weapon] Lodestone Sword - A sword composed of some sort of magnetic stone, infused with mercury in the process.
- Adds 30 damage per action to its attack, but subtracts 2/3rds of that amount from another.
[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 to deal damage to opponents.
- Deals anywhere from 15-25 extra damage per Action, now dependent on quality wordplay! This can include puns.
[LVL 2 Weapon] Chemist's Wand - A wand that looks a bit like a really narrow beaker, but 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 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] Multifunction Snare [4/4 Uses] - A very complex device based on the classic bear trap. Now with about 15 extra functions!
- Placable in an area as an action. The first enemy to enter the area then takes 100 damage from stepping on it!
[LVL 2 Consumable] Capcharoid Camera [4/5 Uses] - 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.

Winkins - 1/8 Inventory Slots used.
[LVL 3 Weapon] Hunter's Longbow - A longbow made of sturdy oak, complete with plenty of fletched arrows made of the same tree.
- Adds 15 damage per action, or 30 per action if more than one action is used in the attack.

Xorm - 3/8 Inventory Slots used.
[LVL 3 Weapon] Octuple Barreled Shotgun - It's taken on a standard revolver design, but with 8 slots for shotgun shells. The barrel still unhinges.
- Adds 25 damage per Action to an attack. Still rather simple, but effective...

[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 [10/20 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 2 Consumable] Real Power Miner Combo Kit (1/1 Uses) - Imbued with a bit of childhood imagination. Becomes usable once built!
- Summons the Power Miner Combo Kit, a vehicle with 100 HP and 25 Attack.

[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.

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!

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 - 44 CP
[AG] Gold - 488/500 HP, 3 CP
[AG] Ninjatwist_ - 500/500 HP - 25 CP
[AG] Paradox - 500/500 HP - 2 CP
[N] Sdieve - "500/500" HP - 23 CP (Has 2 Attack Shields!), Cloaked
[AG] Shin Kicker (Plague) - 475/500 HP - 9 CP
[AG] Splashcat - 323/500 HP - 13 CP
[N] Winkins - 500/500 HP - 2 CP
[PG] Xorm - 317/500 HP - 0 CP
[AG][AFK] Alastair??????? - 500/500 HP - 2 CP
[AG][AFK] Mr. Reception - 500/500 HP - 0 CP
[AG][AFK] Stick Figure (GAWR) - 500/500 HP - 8 CP
[AG][AFK] The Frazzled Inventor - 500/500 HP - 0 CP
[AG][AFK] Wondertainment - 500/500 HP - 6 CP

Godmodder HP - 69/70
Field Effect: RADIO ZONE! (Lasts as long as Radio!Xorm is alive!)
- All entities that choose a frequency have a 50/50 chance to dodge attacks!
- This effect can be negated if the attacker has a frequency exactly double or half of the defender's.
- Frequencies for both you and your entities can be chosen as a free action once a turn.

Current Players - None

[N] Radio!Xorm - 130/130 HP, 30 Attack (Frequency 0)
[N - Radio!Xorm] Radio Towers (x3) - 180/180 HP, Radio Zone Broadcast [ON]
[N - Radio!Xorm] Wicked Witch of the Wavelength - 175/300 HP, 25 HP Regen per turn, 10x5 Attack + Weakened (-5 Attack) for two turns. Also inflicts Weakened when hit. This can stack! (Frequency 1)
Current Players - Shin Kicker

[N - Winkins] Talc Snail - 60/60 HP, 10 Attack, 20 Talc Eaten (Inventory: 0/60 Talc)
- Eats all available Talc, converting half of it to stats and gaining 3 HP and .5 Attack per Talc converted. Stores the other half in its inventory.

[N] Talc Deposit - 40/200 Talc, gains 40 Talc per turn!
Current Players - Foodstuff Coloration Person, Gold

[AG - Gold] Armed Bot - 200/200 HP, 50 Attack
[AG - Gold] Kama - 250/250 HP, 80 Attack (10% chance of critical, doubling damage)

[RS] Murai - 500/500 HP, 18 CP
[RS] Forcefield Projector - -1000/-1000 Shields, heals for -100 HP every turn! Protects the entire zone.
Current Players - Sdieve

[N - Sdieve] Lightmantle - 100/180 HP, 40 Attack

[H] Darkmantle - 180/180 HP, 40 Attack
- Darkmantle - 140/180 HP, 40 Attack
[H] Roper - 400/2600 HP, 400 Attack, 4/6 Tendrils
- Tendrils - 300/300 HP, Grapple Attack [Gives the Roper an additive x2 attack bonus until broken. Can stack with other tendrils!]
Current Players - None!

[PG] Overly Obvious Snares - Takes an action to disarm! Ensnares anyone who tries to attack the Barricade or Scouts in melee!
[PG] Barricade - 1500/1500 HP, provides Fortified (50% damage that would be taken by entities behind it instead goes to this one) to the Scouts!
[PG] Scouts x2 - 300/300 HP x2, 40 Attack x2
Current Players - Winkins, Splashcat, Paradox

[N - Winkins] Iceberg - 400/400 HP, 10 Defense, Frost Breath [Deals 60 damage and inflicts Frost (Can only move 1 zone away) for two turns.], Ensnared (needs 1 more action to break, halves Attack power)
[N - Winkins] Aurora - 380/380 HP, Aurora Pulse [Heals 50 HP across multiple entities!]
[N - Winkins] Icicle - 300/300 HP, Icicle Spears x2 [Deals 50 damage and inflicts Frost (Can only move 1 zone away) for two turns.]
[N - Winkins]
Snow - 250/250 HP, 30 Attack, Snowstorm [lll][Deals 120 Damage and inflicts Frostbite (-20 Attack) for two turns.]

[PG - RN] Wolf - 370/500 HP, 70 Attack

[PG - RN] Hunter - 800/800 HP, 60 Attack, Counterattack
Counterattack - Grants a 50% chance to deal 60 damage back to whoever attacked it!
Current Players - None!

[AG - Paradox] Outpost Hospital - 400/400 HP, Adds +100 to Player or Entity Heal Actions!
[lllll] 0/5 - Produce Item: Makes 1 LVL 3 Alchemy!
[AG - Paradox] Recon Drone - 100/100 HP, 25 Attack, has 1 Attack Shield!
Current Players - Ninjatwist

[AG - Splashcat] Mirror Golem - 210/580 HP, 10 HP Regen per turn, 90 Attack, + Copy Ability: gains a permanent bonus based on whatever it attacked last! Attack multiplies by 1.5x when below half (290) HP.

[RS] Jake - 500/500 HP, 8 CP
[RS] Resistance Defender - 350/350 HP, 10 Defense, 25 Attack
Current Players - Xorm

[PG - Xorm] Jets - 100/100 HP, 25 Attack, Everything's Second Best Pilot, Vehicular Bodyguard
Everything's Second-Best Pilot - Multiplies HP & Attack stats of any vehicle he's piloting by 1.5x!
Vehicular Bodyguard - Cannot be targeted while inside a vehicle!

[N] CP Containers x2 - 200/200 HP, Contains 5 CP each!
[N] Grist Chests x4 - 100/100 HP, Contains assorted Grist typings!
Current "Players" - Sdieve's Projection
Current Mana - 70

[N - Sdieve] Constructor Drone - 50/50 HP, Constructor
Current Project - Mana Generation Formations, Completed!

[N - Sdieve] Player Projection Formation - 100/100 HP, Allows for Player Projection. Protect at all costs!
[N - Sdieve] Mana Formations x2 - 60/60 HP, Gathers 5 Mana a turn! (x2)
 
Update XXVI
FCP 47 CP (44+ 3)
charge

5600 Build Grist
1675 Talc Grist
600 Gallium Grist
200 Bismuth
60 Cerium

... You're getting awfully close to reaching 50. I wonder what'll happen when you do manage to hit it? Some all-out attack, or a massive entity, or... will you just keep charging? I guess we'll find out here in just a couple of turns.

CP:0
Build:4530
Lv 1:1005
Lv 2:540
Lv 3:150
Lv 4:60

(x2)(2CP)The Dragon calls the Recon Drone over and receive it's upgrade!! It gains slightly more HP but importantly it gains the Stealth Ability, a 3 turn charge that grants the Stealth status to the Drone if it doesn't have it already.

This Stealth would allow the Drone to be the last to be targetted by Enemy Entities and prevent traps from being sprung on it. It can be broken via entity shenanigans or players doing their thing. Also if it is in an area for less than a turn it will not be shot at all, but I think that's already a Thing so...

(x1)(Pinpoint Needles) The Shard of Paradox tosses the Pinpoint Needles up into the air to rain down across the Campfire, taking special care to not hurt Winkins or any of their Dogs(they are too cute!!). They are mainly here to trigger every single trap in here so as to disable them with their weakness sensing capabilities.

You upgrade the Recon Drone, granting it Stealth Drive and bumping its health up! The Drone is also renamed to the Exploratory Drone, as it should've been earlier. Sorry about that, but at least it should be more adept at its role now!

You also rid the Campfire's zone of traps as the last remaining set immediately snares the needles fired at it! At least we won't have to worry about those in the immediate vicinity anymore.


E> I'm a tad busy! just put that Mana into making another Mana Generation Formation for now!
>< I think the lightmantle was a success because of shenanigans, that or I got lucky with the formation. speaking of which... Lightmantle, retreat! I can heal myself more easily then I can conjure up an entity with 40 attack! only slightly more easily, but still.
>> ...So.
That was a mistake.
I'd probably be dead or dying right now if I hadn't, well, the thing with the health. you know. Shows me right for... I don't know. expecting something to go right when I do it. Sure, it's a lot better then I'd've managed without that attack-shield trade, but you know where else I'd probably be without that trade? not in a cave, watching the tendrils of a roper swing towards in slow motion while I waste player powers on giving me time to call myself an idiot. I'd probably have just given up. More power isn't useful if all it does is let you take bigger, stupider risks, without even thinking they Are risks. I should've just asked for the thing with the Drone- then all the power beyond my pay grade would've been out in the real world. Where I couldn't use it to trick myself into thinking I was safe.
The plan... the hope... is to succeed this one time and never do that again. stay in a base which isn't at immediate risk of death, don't end up in huge fights. But... what are the odds, hm? Since in the past, what, day? I've been killed, run from the Tank (...admittedly, more quickly and effectively then most players managed in a stroke of luck.), and just now almost died.
...Still...
I should probably focus on the present, at least for another few minutes. I create an Attack Redirector, Redirecting the Ropers attack! ...into who? ... the Roper is the safer bet, but the darkmantles are more efficient if I...
...
I know I just said I should avoid risks. But I guess I'm just lying to myself, hm?
I direct the Attack Redirector to redirect the Ropers 400 damage into the Darkmantles, killing both.
{{{{ I have very mixed feelings about last turn. On the one hand, I failed to kill the Roper, which is bad. On the other hand, Sdieve has really been lacking in terrible failures to recriminate himself over lately, so this is an excellent justification for him to continue to be the same person.
I also have mixed feelings about this action, because... well, I mentioned on discord, but I don't think you saw- my immediate instinct, or habit, was to write the entity order, and then follow it with "Of course, busy doesn't mean outclassed!" and conjure an attack redirector and kill the roper and be confident about everything like "Hah! I can turn any situation around! you see, they made two mistakes in this fight: the second one was attacking while they have as much attack as HP, and the first was being in my way!", but that's very much not Sdieve-y.
which I guess is the trouble with writing a character who starts out as "this is very Not Me.", they're not me. who'd've think'd it?}}}}



> I then create an Attack Blocker on the Roper, layered after the Redirector blocking the attack last-round, to deal with its Next attack. Risk-taking doesn't mean I'm suicidal, even if I've probably been stupid enough to seem like it.


CP: 23
Grist: 4060->4560
Talc: 1035
Galium: 490
Bismuth: 40
Cerium: 0->60
Items: Encyclopedia of Magical Structures [1/3]
Formation Calculator [3/3 Chargeup]
Heaven Comms Router
Broadsword +1
Formation Computer [0->1/2 Chargeup]
Alchemiter (Backup)
Assets:
Drone (Real)
Mana Gathering, P.Assistance, P.Projection Formations(Real)
Mana Generation Formations x2->3? (Real)
Lightmantle (Orb)

The Drone and Lightmantle will do as you say!

As a counter, you create a retroactive Attack Redirector and redirect the majority of the Roper's attack before it shatters - sending several ethereal tentacles of pure Player Power at the remaining Darkmantles and destroying them completely! Although, even with that - a bit seems to get through, just due to the sheer damage behind the attack. Even those constructs independent of the number seem to have their limits when going too far, compared to it... and because of that, you take 500 damage. Just enough to knock off a tenth of your health bar.

Regardless - you then create an Attack Blocker on the Roper, blocking the majority of its next attack in advance! From the Darkmantles remains, there's roughly 200 Build Grist and 80 Gallium as well. You've got this!

"Hmm... Well, for one thing, there's a lot of resources here. I'm torn between bleeding them dry so I can build something proper and taking only half, in case there's another Player on our side, but..."

Xorm looks around. There wasn't... anyone else here, huh? Something inside him grinned wildly.

"But you know... I can't look at this Grist and *not* immediately want to make a more impressive vehicle, and that Vitasuit too. But that takes Actions, and Actions take precious time I don't think we have. So let's see what I can do..."

100 Player Power wasn't much to work with against containers that had that much HP to begin with. And he was pretty much on a timer here, so he had to pick his targets.

Because presumably the fact they had HP values meant they were a GORILLA to open or break, right?

...That gave him a crackpot idea.

[Action 1: Build Up]

It was a blur faster than the people in the commercials, with an impressive payoff - A large, rumbling, energy-crystal powered mining machine, with plenty of open spaces in its frame to lash anything a Power Miner might need to it.

Perfection.

[Use Real Power Miner Combo Kit.]

[Actions 2+3: Now Add A Little Mad Max~]
"Ballyhoo - Callback." Xorm mutters.
"Alright, now I'm gonna just..." Out of somewhere, he pulls a large number of zipties, duct tape and bungie cords. "Perfect. Help me out here. We're gonna tie as many of these containers as we can to the machine."
Jets looks at him for a second.
"...What."
Xorm hefts a Grist container and starts strapping it to the Power Miner Build. "See, if these things are so durable, we can use them as makeshift armor, and make the [AG] gremlins do all the work breaking them open."
Jets thinks about this for a moment, then his eyes widen. "Woah. Woah woah woah woah. No. Raw CP is a volatile substance, if those tanks get hit too hard-"
"Then they'll crack open and shatter into a pretty glittery shardcloud." Xorm interrupts. "You said raw CP, which I'm guessing takes liquid form and is probably the most dangerous fuel this side of the Great Divide. This is branded CP. When a Character like me touches raw CP, they can change its composition to match their personal flavor. My CP is crystalline, because I think it's beautiful."
"...I don't know enough about that to disagree but it sounds reasonable."
Xorm knocks on one of the CP containers, and instead of the thoom of a liquid filled barrel, there's a solid thud. "That make you feel better about it?"
"..."
"Great, help me strap the rest down."
"This is still a really bad idea." Jets states, even as he starts strapping the rest of the containers down while Xorm holds them in place. The [PG] Player just grins.
"That's what makes it a good one!" He steps back to survey their work. "See, there's three kinds of fights. Out-gun, out-run, and out-crazy. This world's logic is broken... So you have to out-crazy the other guys here." Xorm then clambers on top of the pilot's cockpit and braces himself. "In an Entity vs. Entity fight, it's just a DPS slugfest. But now we're here, and that'll tip the scales. So let's smash them wide open."
Jets looks at the mess he was in now... and sighs. "Heh... We're all just Grist in the end anyways, eh?" he says with half a smile. And he climbs into the driver's seat. And starts that sweet, gravelly rumble of the engine grinding its solid crystal fuel into highly combustible dust. "Let's make a scene."

[Free Action]
DOWNWARDS INTO THE CHAOS WE SHALL DIVE.

You proceed to use the Power Miner Combo Kit!... and then proceed to Mad Max the living heck outta it. Attaching the CP Containers and Grist Caches to the Power Vehicle, you make a really, really complicated stat block come into existence as a result of it!... but still. The thing seems more or less ready for battle! At the very least, it seems pilotable and you've given it quite a bit of beneficial-to-lose HP! The attack leaves something to be desired, but... still.

Moving downstairs, you see a large amount of chaos occurring! The battlefield seems to be relatively balanced, oddly enough... perhaps you can shift the tides of battle a bit? The Conglomerate Mess seems to be like the biggest issue for your side, with its non-standard HP bar... perhaps try taking that out first!
... A Ballyhoo, though? What's that?

[Build] Build Grist: 2550
[LVL 1] Talc: 505
[LVL 2] Gallium: 480
[LVL 3] Bismuth: 50
[LVL 4] Cerium: 60

-----

Action 1 + Texter's Rifle: I shoot the H off the Hunter's name, turning them into an unter. "Unter" is German for "under", so the unter suddenly finds themselves buried underground.

Action 2 + Chemist's Wand: I fill up a beaker with ethanol and heat it over the Not-Quite-Fire. It presumably starts Not-Quite-Burning. I then dump it on the Hunter. What this does, I don't know.

Action 3: I charge 1 CP.

-----

The Mirror Golem, worried about walking into a bunch of traps while they can't see the map, idles, attacking anything that attacks Ninjatwist.

The Unter takes 144 damage from being suddenly buried, along with having the Buried condition inflicted on them! They won't be able to move until they take an action to free themselves!

... Well, good news, there isn't a second entity here to smash up my systems - in fact, it still seems to be located in the little pile of dirt you buried it in and seems pretty damaged as well! Along with taking 60 damage, it doesn't burn - but instead seems to inflict some sort of Necrosis effect. It functionally seems similar to Burning, but... different flavor text, I suppose.

For the Hunter's counterattacks, they manage to get off both, threatening a total of 120 damage as they manage to fire several shots with their longbow in your direction! Though not the most accurate thing in the world, it gives enough of a threat to warrant being countered...

You also charge 1 CP. Works well enough!

(Hey, I'm going through a minor slump IRL, I might make some simpler posts or miss an update in the following month or so.)

(Action 1)(Counter)
As Winks dusts himself after picking himself up from the forest floor, he became quickly aware of the incoming projectile that coming straight at him! With no time for anything fancy since he took some time to dust himself, Winkins grabs a miniature half-pipe from... somewhere, and slicken it in oil. Turning around to face the projectile, he holds the half-pipe in such a way that the projectile slides on the halfpipe and redirect itself back to the sender.

(Action 2)(Freeing/tossing an ensnared doggo at another doggo)
As he finishes up dealing with his assailant, Winks... feels oddly tired. Not in a physical sense... but more mental? Was it the Naming? or was it a something more meta? Seeing as his mental faculties are doing that great, Winks saunters up to the ensnared Iceberg and cut the top part off, which was made easy with Aurora chewing on it early... but not letting go, leaving Iceberg still in the net. Taking a stance, heels and toes limbered, and tightening the grip on the net's top, Winks starts starts a slow rotation and begun to speed up drastically, lifting the ensnared husky up and spinning! Continuing the swings and building up more velocity, Winks finally lets go once his muscles begin to burn up, which launches the Iceburg to crash into the ship that is the forest Wolf.

CP: 2
Grist Count:
[Build] 2580 Build Grist
[LVL 1] 490 Talc
[LVL 2] 360 Gallium
[LVL 3] 90 Bismuth
[LVL 4] 60 Cerium

((OOC: Sorry to hear... Hope things get better for you soon.))

To deflect the Hunter's attack, you summon a miniature halfpipe and send the arrow shot at you right back at the hunter, dealing 20 damage with your Counter in itself! It thankfully doesn't counterattack its own arrow, at least.

You then proceed to launch Iceberg and the trap he was caught at the Wolf, allowing Iceberg to break free of the trap and causing the wolf to take 156 damage as icy plating and snarling dog slams into it! The dogs should be able to nearly finish the wolf this turn, now that Iceberg is free - so well done!

"Thanks for the assistance, Jake!"

As for my actions, I charge up twice and proceed further to the right. The people down in the Campfire area should have the place under control, right?

Inventory:
- Heavy Crossbow [Lvl.2] ( +15 damage per action used)
- Retreating Spear [Lvl.2] (+8 damage per action used, moves user back one space after action)
- Hunter's Longbow [Lvl.3] (+15 damage per action used, increased to +30 damage per action used if more than one action is used)
- Periodic Wand [Lvl.1] (Gift from Splashcat, +3 damage per action, 20% chance to proc Chemical Reaction, dealing 2 additional damage)

- Dapper Stovepipe [Lvl.1] (20% chance to inflict Confusion (30% miss chance) to foes that attack you)
- Trickster's Tailed Coat [Lvl.3] (40% chance to deduct 60 damage from the total dealt by an attack)
- Warlock's Timepiece [Lvl.3] (30% chance for your attacks to chain off to another enemy, dealing 25% (Up to 75) of the attack's damage to them)

Charge: 25+2=27 CP
Grist Stores:
3310+500=3810 Build Grist
865 Talc
330 Gallium
90 Bismuth
60 Cerium

You charge up and then proceed further to the right, as you stated above - and doing so, you come across a small riverbank of sorts! Seems like this area is still laden with traps of various types, and... well, although there doesn't seem to be any enemies out in the open, they're almost certainly here... I'd get outta here quick. Across the log bridge seems like the way towards the Power Anchor, but I doubt it could be as straight forward as that.

Either way - stay on your guard. Something's bound to happen if you're not careful here.

-=+=-
End of Turn Battle -

Slated Cliffs -

In Sdieve's Cave, the Lightmantle tries its best to avoid the conflict! The Roper's stuck hitting an unfortunately placed Attack Blocker,

Elsewhere, Murai... well, actually charges 3 CP as well, but decides to do something else with it!
Murai - ... You've been charging for some time, but I've noticed you're about to hit 50.
Murai - Here. Perhaps it'll save you a turn if you're gonna summon something.

He then grants the Foodstuff Coloration Person the 3 CP he charged, bringing them to a total of 50!... oh boy, this will be interesing.

Woodgrave -
Campfire -
Iceberg, Icicle, and Snow continue to engage in their fight against the wolf, bringing it to critical health and dealing 190 damage! Although the wolf deals 70 damage in retaliation to Icicle, Aurora heals them by 50 HP to minimize it!

Elsewhere -
At the Northern Trail, the Mirror Golem idles due to not wanting to hit any traps! Jake and the Resistance Defender follow Ninjatwist to the Riverside! Paradox's entities charge up their special abilities! At the Riverside, there is definitely an entity, but it seems to have hidden its stats and position... stay careful!

The Lodestar -
The tides of battle shift and turn and many different attacks are fired off! In the interest of my own sanity, we're just gonna say the stats I've provided are updated to this turn and continue from here. You've got this, Xorm!

General/Miscellaneous -
@Splashcat You're gonna have to counterattack the counterattack by the Hunter, or risk 120 damage.

Everything across the battlefield has upticked, twice! I forgot to do so last round. Also, Plague charges 3 CP!

Other good news, I've got the map up and running again as well! It'll be right where it normally is!

Total Grist Attained -
[Build] +200 Build Grist
[LVL 1] +0 Talc
[LVL 2] +80 Gallium
[LVL 3] +0 Bismuth
[LVL 4] +0 Cerium

-=+=-

The Soul Orb
A diversified world in itself, separated into biomes under the control of the Godmodder and his Companions.

The maps of the world can be found linked here:
docs.google.com

DefTG 2: Alchemiquest - Maps & Miscellany (XXVI)

Landing Page Alchemiquest Maps Sheet Rules of advice: Silver sheets mark incomplete areas, where the story objectives have not been finished. Golden sheets mark areas where the story objective's completed, but side objectives remain. Crimson sheets mark areas where all side and story objectives...

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 5] -
0/12,000 Build Grist, 0/960 Gallium, 0/480 Bismuth, 0/480 Cerium

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

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

Ninjatwist - 6/8 Inventory Slots used.
[LVL 3 Weapon] Hunter's Longbow - A longbow made of sturdy oak, complete with plenty of fletched arrows made of the same tree.
- Adds 15 damage per action, or 30 per action if more than one action is used in the attack.
[LVL 2 Weapon] Retreater's Spear - A light spear, designed to actually maximize physical recoil from the weapon.
- When used, it does 8 extra damage per action and springs the user back one space on the map from the enemy they're attacking.
[LVL 2 Weapon] Heavy Crossbow - A somewhat difficult to wield crossbow made of iron and other heavy materials, including depleted uranium.
- Deals 15 additional damage per Action used to attack with it.
[LVL 1 Weapon] Crossbow - A fairly simple wooden crossbow. Effective and easy to fire!
- Deals an additional 4 damage per action used.
[LVL 1 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 3 Armor] Trickster's Tailed Coat - A coat that seems to be an optical illusion in itself. Seems to make some attacks hit a bit less, at least!
- Grants a 40% chance to deduct 60 damage from the total dealt by an attack.
[LVL 3 Armor] Warlock's Timepiece - A small timepiece that seems to glow with malevolent energy.
- Grants a 30% chance for your attacks to chain off to another enemy, dealing 25% (Up to 75) of the attack's damage to them.
[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 - 8/8 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 2 Weapon] Chipped Pickaxe - An iron pickaxe with a small chip in it. Seems effective at what it does.
- Adds 20 damage per action to an attack used to break down walls and other structures.
[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 - 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 3 Weapon] Formation Computator [Cooldown: 0/2] - A far more capable computer, running the latest in calculation technologies!
- Usable to add roughly 50 damage per action or a weaker status effect to an attack using formations. Has a cooldown of 2 turns.
[LVL 2 Weapon] Chipped Pickaxe - An iron pickaxe with a small chip in it. Seems effective at what it does.
- Adds 20 damage per action to an attack used to break down walls and other structures.
[LVL 1 Weapon] Formation Calculator [Cooldown: 3/3] - A lightweight laptop with 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 has some info?
- Two functions here: Either can be used to learn for lore [0 charges used] or can create an example for 1 charge. Examples have varying effects.

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

- Backup Alchemiter
- $140

Shin Kicker (Plague) - 8/8 Inventory Slots used.
[LVL 3 Weapon] Sylphic Shovel - A lightweight shovel with a white and blue color scheme. Contains the power of the winds.
- Adds 20 Damage per action to an attack, with a 10% chance of dealing
Airbound (cannot change squares) for one turn.
[LVL 3 Weapon] Rainbow Reloader - A multicolored pistol, using the same return-shot system as the Returning shot.
- Can use Red, Orange, Yellow, Green, Blue, or Purple shots. Effects vary depending on color.
[LVL 2 Weapon] Adjustable Shovel - A shovel split into two halves of a blade, seemingly creating an adjustable width and length of the tool.
- Adds 10 damage per action to an attack, with a 50% chance of dealing Buried (cannot switch zones) for one turn.
[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] 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 3 Armor] Lifetime Extender - A secondary golden timepiece, seeming to run a bit slower than time itself...
- Increases Max HP by 40 when worn.
[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 restore their health.
- When used, restores 30 HP to anything on the field.

Splashcat - 8/8 Inventory Slots used.
[LVL 3 Weapon] Lodestone Sword - A sword composed of some sort of magnetic stone, infused with mercury in the process.
- Adds 30 damage per action to its attack, but subtracts 2/3rds of that amount from another.
[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 to deal damage to opponents.
- Deals anywhere from 15-25 extra damage per Action, now dependent on quality wordplay! This can include puns.
[LVL 2 Weapon] Chemist's Wand - A wand that looks a bit like a really narrow beaker, but 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 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] Multifunction Snare [4/4 Uses] - A very complex device based on the classic bear trap. Now with about 15 extra functions!
- Placable in an area as an action. The first enemy to enter the area then takes 100 damage from stepping on it!
[LVL 2 Consumable] Capcharoid Camera [4/5 Uses] - 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.

Winkins - 1/8 Inventory Slots used.
[LVL 3 Weapon] Hunter's Longbow - A longbow made of sturdy oak, complete with plenty of fletched arrows made of the same tree.
- Adds 15 damage per action, or 30 per action if more than one action is used in the attack.

Xorm - 3/8 Inventory Slots used.
[LVL 3 Weapon] Octuple Barreled Shotgun - It's taken on a standard revolver design, but with 8 slots for shotgun shells. The barrel still unhinges.
- Adds 25 damage per Action to an attack. Still rather simple, but effective...

[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 [10/20 Shields] - A shield that builds up deflection energy over time, 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 restore their health.
- When used, restores 30 HP to anything on the field.

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!

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 - 50 CP
[AG] Gold - 488/500 HP, 3 CP
[AG] Ninjatwist_ - 500/500 HP - 27 CP
[AG] Paradox - 500/500 HP - 0 CP
[N] Sdieve - 4500/500 HP - 23 CP
[AG] Shin Kicker (Plague) - 475/500 HP - 12 CP
[AG] Splashcat - 323/500 HP - 14 CP
[N] Winkins - 500/500 HP - 2 CP
[PG] Xorm - 317/500 HP - 1 CP
[AG][AFK] Alastair??????? - 500/500 HP - 2 CP
[AG][AFK] Mr. Reception - 500/500 HP - 0 CP
[AG][AFK] Stick Figure (GAWR) - 500/500 HP - 8 CP
[AG][AFK] The Frazzled Inventor - 500/500 HP - 0 CP
[AG][AFK] Wondertainment - 500/500 HP - 6 CP

Godmodder HP - 69/70
Field Effect: RADIO ZONE! (Lasts as long as Radio!Xorm is alive!)
- All entities that choose a frequency have a 50/50 chance to dodge attacks!
- This effect can be negated if the attacker has a frequency exactly double or half of the defender's.
- Frequencies for both you and your entities can be chosen as a free action once a turn.

Current Players - None

[N] Radio!Xorm - 130/130 HP, 30 Attack (Frequency 0)
[N - Radio!Xorm] Radio Towers (x3) - 180/180 HP, Radio Zone Broadcast [ON]
[N - Radio!Xorm] Wicked Witch of the Wavelength - 175/300 HP, 25 HP Regen per turn, 10x5 Attack + Weakened (-5 Attack) for two turns. Also inflicts Weakened when hit. This can stack! (Frequency 1)
Current Players - Shin Kicker

[N - Winkins] Talc Snail - 180/180 HP, 30 Attack, 60 Talc Eaten (Inventory: 40/60 Talc)
- Eats all available Talc, converting half of it to stats and gaining 3 HP and .5 Attack per Talc converted. Stores the other half in its inventory.

[N] Talc Deposit - 40/200 Talc, gains 40 Talc per turn!
Current Players - Foodstuff Coloration Person, Gold

[AG - Gold] Armed Bot - 200/200 HP, 50 Attack
[AG - Gold] Kama - 250/250 HP, 80 Attack (10% chance of critical, doubling damage)

[RS] Murai - 500/500 HP, 18 CP
[RS] Forcefield Projector - -1000/-1000 Shields, heals for -100 HP every turn! Protects the entire zone.
Current Players - Sdieve

[N - Sdieve] Lightmantle - 100/180 HP, 40 Attack

[H] Roper - 400/2600 HP, 400 Attack, 4/6 Tendrils
- Tendrils - 300/300 HP, Grapple Attack [Gives the Roper an additive x2 attack bonus until broken. Can stack with other tendrils!]
Current Players - None!

[PG] Overly Obvious Snares - Takes an action to disarm! Ensnares anyone who tries to attack the Barricade or Scouts in melee!
[PG] Barricade - 1500/1500 HP, provides Fortified (50% damage that would be taken by entities behind it instead goes to this one) to the Scouts!
[PG] Scouts x2 - 300/300 HP x2, 40 Attack x2
Current Players - Winkins, Splashcat, Paradox

[N - Winkins] Iceberg - 400/400 HP, 10 Defense, Frost Breath [Deals 60 damage and inflicts Frost (Can only move 1 zone away) for two turns.], Ensnared (needs 1 more action to break, halves Attack power)
[N - Winkins] Aurora - 380/380 HP, Aurora Pulse [Heals 50 HP across multiple entities!]
[N - Winkins] Icicle - 280/300 HP, Icicle Spears x2 [Deals 50 damage and inflicts Frost (Can only move 1 zone away) for two turns.]
[N - Winkins]
Snow - 250/250 HP, 30 Attack
[lll] 2/3 - Snowstorm: Deals 120 Damage and inflicts Frostbite (-20 Attack) for two turns!

[PG - RN] Wolf - 24/500 HP, 70 Attack

[PG - RN] Hunter - 576/800 HP, 60 Attack, Counterattack, Buried (cannot move, 1 action to free self), Necrosis (40 damage taken per turn, 2/2)
Counterattack - Grants a 50% chance to deal 60 damage back to whoever attacked it!
Current Players - None!

[AG - Paradox] Outpost Hospital - 400/400 HP, Adds +100 to Player or Entity Heal Actions!
[lllll] 2/5 - Produce Item: Makes 1 LVL 3 Alchemy!
[AG - Paradox] Exploratory Drone - 250/250 HP, 25 Attack, has 1 Attack Shield!
[lll] 1/3 - Stealth Drive: Grants Stealthed to the Drone, causing grounded traps not to trigger and the drone to be the last entity attacked!
Current Players - None

[AG - Splashcat] Mirror Golem - 210/580 HP, 10 HP Regen per turn, 90 Attack, + Copy Ability: gains a permanent bonus based on whatever it attacked last! Attack multiplies by 1.5x when below half (290) HP.
Current Players - Ninjatwist

[RS] Jake - 500/500 HP, 8 CP
[RS] Resistance Defender - 350/350 HP, 10 Defense, 25 Attack

[PG - RN] Gloom Stalker - ???
Current Players - Xorm

[PG - Xorm] Power Miner Combo Kit - 150/150 HP, 40 Attack, Piloted by Jets!
[N] CP Containers x2 - 200/200 HP, Each contains 5 CP that goes to Xorm when broken! Being used as armor!
[N] Grist Chests x4 - 100/100 HP, Contains Talc, Gallium, Bismuth, and Build Grist! Being used as armor!
[PG - Xorm] Jets - 100/100 HP, 25 Attack, Everything's Second Best Pilot, Vehicular Bodyguard
Everything's Second-Best Pilot - Multiplies HP & Attack stats of any vehicle he's piloting by 1.5x!
Vehicular Bodyguard - Cannot be targeted while inside a vehicle!

[PG - F] Infantry x17 - 70/70 HP, 20 Attack x17
[PG - F] Soldiers x4 - 900/900 HP, 100 Attack [10% chance to double damage] x4
Soldier - 440/900 HP, 100 Attack [10% chance to double damage]
[PG - F] Banneret - 1500/1500 HP, 250 Attack,
[lll] 2/3 - Rally Cry: Heals all other PGs for up to 300 HP!

[AG] Strike Troops x22 - 50/50 HP, 25 Attack x22
[AG] Bismuth Golem - 140/500 HP, 100x2 Attack

[AG - ???] Conglomerate Mess - ERROR/XXXX HP, Corrupt [Does... well, something...]
[AG - ???] Arcanic Archer - 700/1000 HP, Arcane Arrow [Chooses from Bursting, Grasping, and Beguiling arrows!]
[RS] Resistance Defender - 340/500 HP, 30 Defense, 100 Attack
Current "Players" - Sdieve's Projection
Current Mana - 70

[N - Sdieve] Constructor Drone - 50/50 HP, Constructor
Current Project - Mana Generation Formations - [lllll] 0/5

[N - Sdieve] Player Projection Formation - 100/100 HP, Allows for Player Projection. Protect at all costs!
[N - Sdieve] Mana Formations x3 - 60/60 HP, Gathers 5 Mana a turn! (x3)
 
Last edited:
Update XXVII
E> Lightmantle, Attack the Roper if it survives its own attack.
Drone orders are the same as last round.
>> I make another Attack Redirector on the Roper. Either it kills itself(with the Lightmantle's help), or it doesn't attack. Both are functionally identical, aside from grist. Since its attack Last round didn't hurt me, I surmise the Tendril attack boost only triggers after the attack has been launched, and so it won't pierce through this redirector in any quantity.
>I place an attack shield on myself.


CP: 23
Grist: 4560->4760
Talc: 1035
Galium: 490->570
Bismuth: 40
Cerium: 60
Items: Encyclopedia of Magical Structures [1/3]
Formation Calculator [3/3 Chargeup]
Heaven Comms Router
Broadsword +1
Formation Computer [1->2/2 Chargeup]
Alchemiter (Backup)
Assets:
Drone (Real)
Mana Gathering, P.Assistance, P.Projection Formations(Real)
Mana Generation Formations x3+? (Real)
Lightmantle (Orb)

The Lightmantle will follow your orders to the best of its ability! Additionally, you place a second Attack Redirector on the Roper, which should be just enough to destroy it fully! You also give yourself an Attack Shield to round out the turn and keep yourself safer.

He had a pretty good idea what he needed to do. Honestly, a handful of Really Powerful Bullets would clean the room neatly.

But that eldrich thing in the background was a major problem. Its HP block wasn't even sensical.

"Jets, set it to ramming speed and see if you can't draw the Bismuth Golem's ire. I have something to pick apart..."

Entity thus ordered, Xorm leaped over the mighty mess of Entities in the center of the room to get a good view of...

[Focus Action: The Thing That Came Through.]

Worlds had rules. And this monstrosity didn't obey a single one of them. No owner tag. No legible HP bar. And a chaos-type entity that wasn't even generally Hostile.

It was time to clean up.

First, its HP. When something came through from another dimension, it tended to bring it's own logic with it, local laws be damned. A perfect example of this was ERROR/XXXX HP. That had to be a base... 26 system, at least! Sheesh. No place for it here, though... So Xorm came down on it and did the only thing he could.

He shoved his left arm right into that fleshy catastrophe... and he synched his mind with its.

THAT WAS A MISTAKE, OF COURSE.

[Cut to Kit, at his computer, nursing a burn on his hand. His keyboard clacks itself with an eldrich rhythm and an ominous pink glow.]

THERE WAS NOTHING FOR XORM TO SAVE HERE. ONLY HATRED AND MADNESS AND AGONY AND HIM.

Oh Godmodders. This is thick with proper madness, XORM THINKS, BLISSFULLY UNAWARE OF THE HELL HE HAS PLUNGED HIS MIND INTO. Kit. Kit! Are you there? HE THOUGHT-YELLS, COMPLETELY SEALED OFF FROM THE OUTSIDE WORLD, NOW.

TO THE WAR RAGING IN THE HALLWAY, XORM SIMPLY DISAPPEARED. SUCKED INTO THE DEPTHS OF GIBBERING FLESH. BUT INSIDE HIS HELL HAS ONLY BEGUN. UNBIDDEN MEMORIES WELL UP INSIDE HIM, TEARING AT HIS MIND FROM THE INSIDE OUT. MEMORIES OF DEATHS THAT HE EXPERIENCES PERSONALLY, OVER AND OVER.


DECAPITATED.

DROWNED.

FORGOTTEN TO ROT.

SUICIDE.

RAPE.

EXECUTED IN FRONT OF FAMILY.

EXPREIMENTED UPON AND TOSSED ASIDE.

BLED OUT AND TRAMPLED.
[XORM TAKES 100 DAMAGE FROM REMEMBERING FORGOTTEN DEATHS.]

[XORM TAKES 100 DAMAGE FROM EXPERIENCING FORGOTTEN DEATHS.]


THESE ARE JUST A FEW OF THE DEATHS THAT WE HAVE EXPERIENCED, AND WE HAVE SO MUCH MORE PAIN TO- WAIT, HOW ARE YOU
UUUUUU...

Xorm could see clearly through the chaos, at least for a moment.

Xorm, that was a... really good, really bad idea. Kit says to him mentally. He's still reeling from the assault on mind and body, and can't respond. I got my hands on the Emporer's Speech To Text Device for the next few minutes, which LITERALLY cost me my tail. But it's worth it. Kinda. The creator of this thing left the Flavor Text way too open, which means it'll settle into a form on direct contact with a Character. Looks like it's a sort of... Redshirt Angst mound. It lives off its own hatred it draws from a wide variety of deaths across the multiverse. Nasty bugger, and every time someone attacks it without thinking it gets stronger. Hence the ERROR/XXXX HP, it's trying to bait people into striking it to see what happens. So you did good, trying to figure out what's inside it. Now hold on to your guts, I'm pulling you out of there--!

Xorm can barely contemplate what's happening. One moment he's drifting in repressed, liquid agony, the next he's being pulled through said liquid agony (which was now dragging against his skin as it tried to keep him inside...), and finally, he was outside the quivering mass, which he understood a bit better, maybe. Enough to kill it for good, at least. He stood up, shook off the gunk, and...

Hey, what was this? At some point, he had grabbed a cracked dark purple crystal, with a dim red glow. It was wholly unlike Kama's - This was a jagged, long, thing, where the Blade's Core was a sphere.


I think I know what that is. Warden's been recommending some good anime to me, and that looks just like a Monster Core from Is It Wrong To Pick Up Girls In A Dungeon. Cross that with the Redshirt Angst, and... No, no way- ALRIGHT, FINE, I'M GETTING OFF! You're NOT getting my ears!

Xorm blinks a few times. Shakes those odd images from his head. Then he looks on his formless foe with new eyes.

"
Let's dance." he growls.

[Summary: Focus Action +200 HP sacrifice to analyze the Conglomerate Mess, make some sense out of its stat block.]

Jets regards you with a quick nod. "Got it. I'll try my best to do so."

You then proceed to... oh gods, what the heck is that thing? Why is that thing even allied with the AGs, it's just straight-up terrifying! I'm surprised it hasn't gone Hostile at this point, but oh god Xorm, what the heck no no no stop -

---

Okay, are we back? Whatever you did in there, it appears that its stat block has become a whole lot more clear - but you really need to get some healing in, you look a lot worse for wear! The good news is that so does the now defined Congomerate Mess, and... roughly 20% of its Will seems to be missing! Stay safe and be sure not to die out there!

CP:2
Build:4730
Lv 1:1005
Lv 2:620
Lv 3:150
Lv 4:60

(x2) Charging Up!!

(x1)(Paradoxic Wand) The Dragon uses the Paradoxic Wand, controlling his Domain of Paradoxes and commanding the Not Campfire.

Fiery shapes burst from it, killing the Lone Wolf and singeing the Hunter whose return shots hit only flame and gas. The embers of which turn into the cold of Absolute Zero as their paradoxical nature is revealed, as they become the centres for Healing Snow to form that powdet down gently onto Icicle

+2 CP it is.

Regardless of that, though - you then proceed to simultaneously destroy the Wolf, heal Icicle the rest of the way, and deal 30 uncounterable damage to the Hunter! Good job multitasking. The Wolf drops 200 Build Grist and 30 Bismuth as well.

FCP 53(!) CP (50 + 3)
charge

5800 Build Grist
1675 Talc Grist
680 Gallium Grist
200 Bismuth
60 Cerium

... That was anti-climatic. Well, +3 CP... what are you charging all this CP for, anyway?

First, i do Lightning Mirror && Explosives

Then i rush to the hallway of the lodestar, wielding my Sylphic Shovel, and start spinning so fast a tornado forms around my body, as i charge through the Infantry.

Lightning Mirror & Explosives = Thunder Mirror [LVL 3 Weapon]
- A mirror rimmed with magically infused copper. Seems to hold back immense levels of sound.
- Adds 10 damage to an attack action, along with a 30% chance for Paralyzed (cannot switch squares) for 1 turn.

... Hold on a moment, how do you plan on getting there? I know that movement's somewhat freeform here, but you can't just warp to entirely different areas without a clear path there - even the airspace seems like it'd be a bit restrained by the PG side!

With all this charge I have, I figure I should summon something...

I summon an Akimbo Sniper as my first summon! With a pair of sunglasses and two sniper rifles in his hands, he's sure to at least look cool while putting holes in any foes.

I'm putting 6 CP into its Health stat, and another 9 CP into its attack stat, so it should have a statline like this...

[AA - Ninjatwist_] Akimbo Sniper - 600/600 HP, 115 Attack. Attacks twice.

Let me know if this is alright or if he needs tweaking. I don't intend to make anything more complicated than that... It's my first entity here, after all.

Now that that's out of the way, the Akimbo Sniper stays on the lookout for any traps while I make my way over to the entrance to the Campfire and wait for backup.

Inventory:
- Heavy Crossbow [Lvl.2] ( +15 damage per action used)
- Retreating Spear [Lvl.2] (+8 damage per action used, moves user back one space after action)
- Hunter's Longbow [Lvl.3] (+15 damage per action used, increased to +30 damage per action used if more than one action is used)
- Periodic Wand [Lvl.1] (Gift from Splashcat, +3 damage per action, 20% chance to proc Chemical Reaction, dealing 2 additional damage)

- Dapper Stovepipe [Lvl.1] (20% chance to inflict Confusion (30% miss chance) to foes that attack you)
- Trickster's Tailed Coat [Lvl.3] (40% chance to deduct 60 damage from the total dealt by an attack)
- Warlock's Timepiece [Lvl.3] (30% chance for your attacks to chain off to another enemy, dealing 25% (Up to 75) of the attack's damage to them)

Charge: 27-15=12 CP
Grist Stores:
3810+200=4010 Build Grist
865 Talc
330+80-410 Gallium
90 Bismuth
60 Cerium

Using 15 CP and your three actions for this turn, you summon the Akimbo Sniper! He seems like an overall cool dude, even though I'm not sure how you're supposed to wield two sniper rifles that way. Despite it being originally formatted in Postnoctis's stat block style (AA isn't a faction), I've gone ahead and converted it and buffed it slightly, due to the 3 extra Actions in there.

Let me know if this works! You then head off to the campfire, leaving Jake and the Akimbo Sniper to defend their front.

(I've only noticed now, but wasn't Iceberg supposed to be free from his snare last turn?)

Winkins ponders over what to do this turn, while not as enthused as he was when he started the engagement, he feels a bit obliged to do something at least... Sitting down, his hands began grabbing whatever was left around as his mind wanders in its thought, all while his body busy itself with something to do.

"How about... no..."

"...A ferris wheel? where would I get designs for that?"

"Read about a Peasant Railgun, interesting stuff, don't think it applies in this edition… Maybe."

"How about turkey? No no! Thanksgiving had already past! …or has it? Really feels like time has been finicky as of late..."

"... too much redstone and wouldn't fit enough anvils..."

... His thoughts continues on as he plans of awe-inspiring attacks... that seems to fail once he adds in any thought into them.

Eventually, Winkins snaps, and in frustration tosses whatever he was fiddling in-hand at the Hunter... which happened to be the remains of the snare that once held Iceberg.

Spinning in the air, the snare elegantly soars towards its target, and with the frustration-fueled throw, nimbly snared itself onto the Hunter. The end results in a extremely wrapped up hunter that is so thoroughly bounded, that they couldn't even move a muscle in its bindings, which means he won't be able to retaliate this this! Additionally, this isn't an attack and is counted as a pure debuff action, which doesn't proc the Hunter's ability! Unfortunately, it can't be all positives, since the fact the material for the snare was re-used to make this particular snare, it will most likely snap from the pressure it wasn't meant to take.

Winkins, watching all this, feels VERY PEEVED as his mind rages over the wasted time spent in brainstorming, but gives up to vocalize any of it and tiredly sits on one of the remaining not-on-fire logs.

At last, Winkins spent his last two actions along with his two remaining CP for some campfire stories with the huskies of their ancestors and recall their known and shared ability to Dogpile focused targets of the pack. Making for a good time and slightly easing the tiredness from Winkins' mind, giving the last order for the dogs to try and mimic the actions of their ancestors on the Hunter.

CP: 2 - 2 = 0
Grist Count:
[Build] 2780 Build Grist
[LVL 1] 490 Talc
[LVL 2] 440 Gallium
[LVL 3] 90 Bismuth
[LVL 4] 60 Cerium

He was, and is! My bad, I forgot to remove the status.

After a rather long chain of attack ideas that would supposedly fall apart, you just throw the former snare that Iceberg was trapped in at the Hunter, latching onto him and causing him to be Ensnared! Though the trap is firmly lodged onto him, it's still been used once, so I would be surprised if it lasted after an action's used to remove it. Even better, this applies to his counterattack too!

You then proceed to spend 2 CP and 2 Actions to... sit around the campfire and tell some stories of yore, completely disregarding the Hunter who seems to be very stuck. Due to this, Snow in particular gains the special attack Dogpile, which allows the Huskies to team up and deal more damage than they could independently!

[Build] Build Grist: 2750
[LVL 1] Talc: 505
[LVL 2] Gallium: 560
[LVL 3] Bismuth: 50
[LVL 4] Cerium: 60

-----

The Mirror Golem will head into the Campfire area and attack the Hunter, attempting to copy some of its Counterattack ability.

-----

Counter + Action 1 + Lodestone Sword: I hold up the sword in the way of the bullets and channel magnetic energy through it, causing the bullets to curve and stick to the sword rather than hitting me. The bullets partially amalgamate into its quicksilver surface, resulting in the sword growing even larger. If I have any action power left, I stab the Hunter with the sword, leaving his bullets behind in his own wound. Otherwise, I just eject the excess material harmlessly onto the ground.

Actions 2 and 3: I attempt to charge 2 CP, but I don't know if this will completely work thanks to the Lodestone Sword's drawback.

The sword not only completely counters the bullets, but proves an effective counter-in-advance for your next attack as you slash it back at the Hunter, inflicting 70 damage! Seemingly unaffected due to rounding, you charge 2 CP just fine.

The Mirror Golem will do as you say!

-=+=-
End of Turn Battle -

Slated Cliffs -

In Sdieve's Cave, the entire area becomes clear as the Roper hits the Attack Redirector, and its attack is redirected right back it! Letting out an overly dramatic death screech, it then explodes into 1000 Build Grist, 300 Gallium, and 60 Cerium! The Lightmantle, unable to attack anything, instead goes about providing light to the cavern through magical means.

Murai, realizing that 50 CP was not the landmark the Foodstuff Coloration Person was aiming for, sighs.
Murai - Well, that did a whole lot of nothing. Have fun charging.
Murai - If you're gonna stay here, mind making sure this place stays safe? Thanks.

He then decides to leave the base behind and quickly moves over to the concentrated force in Woodgrave's Campfire, ready to assist!

Woodgrave -
Campfire -
The Mirror Golem attacks the Hunter, gaining the Counterattack ability for itself and dealing 140 damage! The Huskies soon dogpile onto the thing, dealing an additional 320 damage! As the damage adds up, the group of Huskies finds themselves suddenly drop and proceed to scatter as the Hunter seems to have been reduced to naught but a pile of Grist through the Necrosis effect! He drops 300 Build Grist, 180 Talc, and another 30 Bismuth! Some alchemy definitely seems in order...

Elsewhere -
The Gloom Stalker seems to retreat, hiding in the shadows once again... who knows where he'll pop up? Jake and the Akimbo Sniper hold their ground, Jake buffing the Resistance Defender and the Sniper increasing their coolness factor by 10 by simply existing!
((OOC: This is what you get when you try and write the update at 11 PM.))

The Lodestar -
The AG side fires off a slew of attacks! The Bismuth Golem, Defender, and the Strike Troops destroy 9 of the Infantry, causing the PG side to collectively drop 360 Build Grist and 180 Talc! The Conglomerate Mess shakes off Xorm's attack and Corrupts the Banneret, causing it to turn Hostile! The Arcanic Archer uses their Grasping Arrow, Restraining a Soldier and dealing 100 damage!

The Banneret, corrupted by the Conglomerate Mess, finishes off the damaged soldier! It drops 200 Build Grist and 60 Bismuth! Rally Cry, although corrupted, is ready but remains unused...

The PGs retaliate, dealing enough damage to kill four of the Strike Troops and heavily damage the Arcanic Archer, along with dealing a small amount to the Resistance Defender! Jets focuses on the Bismuth Golem, drawing its' attacks for the next turn! In total, another 100 Build Grist and 80 Talc is dropped!

General/Miscellaneous -
Everything across the battlefield has upticked!

To keep clutter low, the Northern Trail has been archived as a location!

Total Grist Attained -
[Build] +1,860 Build Grist
[LVL 1] +260 Talc
[LVL 2] +300 Gallium
[LVL 3] +90 Bismuth
[LVL 4] +60 Cerium

-=+=-

The Soul Orb
A diversified world in itself, separated into biomes under the control of the Godmodder and his Companions.

The maps of the world can be found linked here:
docs.google.com

DefTG 2: Alchemiquest - Maps & Miscellany (XXVII)

Landing Page Alchemiquest Maps Sheet Rules of advice: Silver sheets mark incomplete areas, where the story objectives have not been finished. Golden sheets mark areas where the story objective's completed, but side objectives remain. Crimson sheets mark areas where all side and story objectives...

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 5] -
0/12,000 Build Grist, 0/960 Gallium, 0/480 Bismuth, 0/480 Cerium

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

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

Ninjatwist - 6/8 Inventory Slots used.
[LVL 3 Weapon] Hunter's Longbow - A longbow made of sturdy oak, complete with plenty of fletched arrows made of the same tree.
- Adds 15 damage per action, or 30 per action if more than one action is used in the attack.
[LVL 2 Weapon] Retreater's Spear - A light spear, designed to actually maximize physical recoil from the weapon.
- When used, it does 8 extra damage per action and springs the user back one space on the map from the enemy they're attacking.
[LVL 2 Weapon] Heavy Crossbow - A somewhat difficult to wield crossbow made of iron and other heavy materials, including depleted uranium.
- Deals 15 additional damage per Action used to attack with it.
[LVL 1 Weapon] Crossbow - A fairly simple wooden crossbow. Effective and easy to fire!
- Deals an additional 4 damage per action used.
[LVL 1 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 3 Armor] Trickster's Tailed Coat - A coat that seems to be an optical illusion in itself. Seems to make some attacks hit a bit less, at least!
- Grants a 40% chance to deduct 60 damage from the total dealt by an attack.
[LVL 3 Armor] Warlock's Timepiece - A small timepiece that seems to glow with malevolent energy.
- Grants a 30% chance for your attacks to chain off to another enemy, dealing 25% (Up to 75) of the attack's damage to them.
[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 - 8/8 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 2 Weapon] Chipped Pickaxe - An iron pickaxe with a small chip in it. Seems effective at what it does.
- Adds 20 damage per action to an attack used to break down walls and other structures.
[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 - 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 3 Weapon] Formation Computator [Cooldown: 2/2] - A far more capable computer, running the latest in calculation technologies!
- Usable to add roughly 50 damage per action or a weaker status effect to an attack using formations. Has a cooldown of 2 turns.
[LVL 2 Weapon] Chipped Pickaxe - An iron pickaxe with a small chip in it. Seems effective at what it does.
- Adds 20 damage per action to an attack used to break down walls and other structures.
[LVL 1 Weapon] Formation Calculator [Cooldown: 3/3] - A lightweight laptop with 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 has some info?
- Two functions here: Either can be used to learn for lore [0 charges used] or can create an example for 1 charge. Examples have varying effects.

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

- Backup Alchemiter
- $140

Shin Kicker (Plague) - 8/8 Inventory Slots used.
[LVL 3 Weapon] Thunder Mirror - A mirror rimmed with magically infused copper. Seems to hold back immense levels of sound.
- Adds 10 damage to an attack action, along with a 30% chance for Paralyzed (cannot switch squares) for 1 turn.
[LVL 3 Weapon] Sylphic Shovel - A lightweight shovel with a white and blue color scheme. Contains the power of the winds.
- Adds 20 Damage per action to an attack, with a 10% chance of dealing
Airbound (cannot change squares) for one turn.
[LVL 3 Weapon] Rainbow Reloader - A multicolored pistol, using the same return-shot system as the Returning shot.
- Can use Red, Orange, Yellow, Green, Blue, or Purple shots. Effects vary depending on color.
[LVL 2 Weapon] Adjustable Shovel - A shovel split into two halves of a blade, seemingly creating an adjustable width and length of the tool.
- Adds 10 damage per action to an attack, with a 50% chance of dealing Buried (cannot switch zones) for one turn.
[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 3 Armor] Lifetime Extender - A secondary golden timepiece, seeming to run a bit slower than time itself...
- Increases Max HP by 40 when worn.
[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 restore their health.
- When used, restores 30 HP to anything on the field.

Splashcat - 8/8 Inventory Slots used.
[LVL 3 Weapon] Lodestone Sword - A sword composed of some sort of magnetic stone, infused with mercury in the process.
- Adds 30 damage per action to its attack, but subtracts 2/3rds of that amount from another.
[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 to deal damage to opponents.
- Deals anywhere from 15-25 extra damage per Action, now dependent on quality wordplay! This can include puns.
[LVL 2 Weapon] Chemist's Wand - A wand that looks a bit like a really narrow beaker, but 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 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] Multifunction Snare [4/4 Uses] - A very complex device based on the classic bear trap. Now with about 15 extra functions!
- Placable in an area as an action. The first enemy to enter the area then takes 100 damage from stepping on it!
[LVL 2 Consumable] Capcharoid Camera [4/5 Uses] - 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.

Winkins - 1/8 Inventory Slots used.
[LVL 3 Weapon] Hunter's Longbow - A longbow made of sturdy oak, complete with plenty of fletched arrows made of the same tree.
- Adds 15 damage per action, or 30 per action if more than one action is used in the attack.

Xorm - 3/8 Inventory Slots used.
[LVL 3 Weapon] Octuple Barreled Shotgun - It's taken on a standard revolver design, but with 8 slots for shotgun shells. The barrel still unhinges.
- Adds 25 damage per Action to an attack. Still rather simple, but effective...

[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 [16/20 Shields] - A shield that builds up deflection energy over time, 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 restore their health.
- When used, restores 30 HP to anything on the field.

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!

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 - 53 CP
[AG] Gold - 488/500 HP, 3 CP
[AG] Ninjatwist_ - 500/500 HP - 27 CP
[AG] Paradox - 500/500 HP - 2 CP
[N] Sdieve - 4500/500 HP - 23 CP
[AG] Shin Kicker (Plague) - 475/500 HP - 12 CP
[AG] Splashcat - 323/500 HP - 16 CP
[N] Winkins - 500/500 HP - 2 CP
[PG] Xorm - 317/500 HP - 1 CP
[AG][AFK] Alastair??????? - 500/500 HP - 2 CP
[AG][AFK] Mr. Reception - 500/500 HP - 0 CP
[AG][AFK] Stick Figure (GAWR) - 500/500 HP - 8 CP
[AG][AFK] The Frazzled Inventor - 500/500 HP - 0 CP
[AG][AFK] Wondertainment - 500/500 HP - 6 CP

Godmodder HP - 69/70
Field Effect: RADIO ZONE! (Lasts as long as Radio!Xorm is alive!)
- All entities that choose a frequency have a 50/50 chance to dodge attacks!
- This effect can be negated if the attacker has a frequency exactly double or half of the defender's.
- Frequencies for both you and your entities can be chosen as a free action once a turn.

Current Players - None

[N] Radio!Xorm - 130/130 HP, 30 Attack (Frequency 0)
[N - Radio!Xorm] Radio Towers (x3) - 180/180 HP, Radio Zone Broadcast [ON]
[N - Radio!Xorm] Wicked Witch of the Wavelength - 175/300 HP, 25 HP Regen per turn, 10x5 Attack + Weakened (-5 Attack) for two turns. Also inflicts Weakened when hit. This can stack! (Frequency 1)
Current Players - Shin Kicker

[N - Winkins] Talc Snail - 240/240 HP, 40 Attack, 80 Talc Eaten (Inventory: 60/60 Talc)
- Eats all available Talc, converting half of it to stats and gaining 3 HP and .5 Attack per Talc converted. Stores the other half in its inventory.

[N] Talc Deposit - 40/200 Talc, gains 40 Talc per turn!
Current Players - Foodstuff Coloration Person, Gold

[AG - Gold] Armed Bot - 200/200 HP, 50 Attack
[AG - Gold] Kama - 250/250 HP, 80 Attack (10% chance of critical, doubling damage)

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

[N - Sdieve] Lightmantle - 100/180 HP, 40 Attack
Current Players - None!

[PG] Overly Obvious Snares - Takes an action to disarm! Ensnares anyone who tries to attack the Barricade or Scouts in melee!
[PG] Barricade - 1500/1500 HP, provides Fortified (50% damage that would be taken by entities behind it instead goes to this one) to the Scouts!
[PG] Scouts x2 - 300/300 HP x2, 40 Attack x2
Current Players - Winkins, Splashcat, Paradox, Ninjatwist

[AG - Splashcat] Mirror Golem - 230/580 HP, 10 HP Regen per turn, 90 Attack, + Copy Ability: gains a permanent bonus based on whatever it attacked last! Attack multiplies by 1.5x when below half (290) HP.

[N - Winkins] Iceberg - 400/400 HP, 10 Defense, Frost Breath [Deals 60 damage and inflicts Frost (Can only move 1 zone away) for two turns.],
[N - Winkins] Aurora - 380/380 HP, Aurora Pulse [Heals 50 HP across multiple entities!]
[N - Winkins] Icicle - 300/300 HP, Icicle Spears x2 [Deals 50 damage and inflicts Frost (Can only move 1 zone away) for two turns.]
[N - Winkins]
Snow - 250/250 HP, 30 Attack
[lll] 3/3 - Snowstorm: Deals 120 Damage and inflicts Frostbite (-20 Attack) for two turns!
Dogpile: Deals (80*Huskies Involved) damage. Requires 2+ Huskies to function!


[RS] Murai - 500/500 HP, 18 CP

[N] Loot Chest - 1/1 HP
Current Players - None!

[AG - Paradox] Outpost Hospital - 400/400 HP, Adds +100 to Player or Entity Heal Actions!
[lllll] 3/5 - Produce Item: Makes 1 LVL 3 Alchemy!
[AG - Paradox] Exploratory Drone - 250/250 HP, 25 Attack, has 1 Attack Shield!
[lll] 2/3 - Stealth Drive: Grants Stealthed to the Drone, causing grounded traps not to trigger and the drone to be the last entity attacked!
Current Players - None

[AG - Ninjatwist_] Akimbo Sniper - 800/800 HP, 120x2 Attack

[RS] Jake - 500/500 HP, 8 CP
[RS] Resistance Defender - 500/500 HP, 30 Defense, 25 Attack
Current Players - Xorm

[PG - Xorm] Power Miner Combo Kit - 150/150 HP, 40 Attack, Piloted by Jets!
[N] CP Containers x2 - 200/200 HP, Each contains 5 CP that goes to Xorm when broken! Being used as armor!
[N] Grist Chests x4 - 100/100 HP, Contains Talc, Gallium, Bismuth, and Build Grist! Being used as armor!
[PG - Xorm] Jets - 100/100 HP, 25 Attack, Everything's Second Best Pilot, Vehicular Bodyguard
Everything's Second-Best Pilot - Multiplies HP & Attack stats of any vehicle he's piloting by 1.5x!
Vehicular Bodyguard - Cannot be targeted while inside a vehicle!

[PG - F] Infantry x8 - 70/70 HP, 20 Attack x8
- Infantry - 20/70, 20 Attack
[PG - F] Soldiers x3 - 900/900 HP, 100 Attack [10% chance to double damage] x3
Soldier - 800/900 HP, 100 Attack [10% chance to double damage], Restrained (takes 2 actions to break, halves attack power)

[AG - F] Banneret - 1350/1500 HP, 250 Attack, Corrupted for 1 more turn!
[lll] 3/3 - Rally Cry: Heals all members of a random faction present for up to 300 HP!

[AG] Strike Troops x18 - 50/50 HP, 25 Attack x18
- Strike Troop - 40/50 HP, 25 Attack
[AG] Bismuth Golem - 140/500 HP, 100x2 Attack

[AG - ???] Conglomerate Mess - 80% Will, Corrupt [Deals 150 damage and inflicts Corrupt, changing an entity stat block for 2 turns!]
[AG - ???] Arcanic Archer - 250/1000 HP, Arcane Arrow [Chooses from Bursting, Grasping, and Beguiling arrows!]
[RS] Resistance Defender - 340/500 HP, 30 Defense, 100 Attack
Current "Players" - Sdieve's Projection
Current Mana - 85

[N - Sdieve] Constructor Drone - 50/50 HP, Constructor
Current Project - Mana Generation Formations - [lllll] 1/5

[N - Sdieve] Player Projection Formation - 100/100 HP, Allows for Player Projection. Protect at all costs!
[N - Sdieve] Mana Generators x3 - 60/60 HP, Gathers 5 Mana a turn! (x3)
 
Last edited:
Update XXVIII
>Now that I've cleared out my cave...
(I think...)
I'll turn it into a proper base of operations! technically, step one should be defending it from intruders, but it's more Efficient to do that step as late as possible, so instead step one will be setting up a mana wellspring in the middle. You see, technically speaking there is no such thing as a mana wellspring. There are, however, such things as mana Generators, like the formations out in the real. As a player, I can create entities which do not exactly follow physics, partially because this is a soulscape. so by using an entity which has no power source, but nonetheless moves, in order to run a mana generator, I can produce an endless flow of mana. The advantage this has over mana generation formations is twofold. one, it is very slightly more compact. Two, it does not require a significant initial investment of mana. In order to construct this wellspring, I use the formation calculator, not the computer, as wellsprings aren't particularly Complicated.
>next, using the Formation Computer, I devise a variant of the Mana Generation Formation which requires only Mana, and no physical action, to expand. While this is likely quite expensive, it should be able to ramp up mana production faster then I make use of it, if I'm sufficiently conservative in my use of the wellspring.
>I create an attack shield around my setup so far. This is the twofold benefit of one, protecting it, and two, forming an impermiable barrier that keeps the mana in so it doesn't spread to the environment or dissipate. this isn't a problem in the real world, because all the mana generated by the formations is stored within the collapsed crystalstructure, not free-floating, but the mana wellspring I made doesn't have a central crystal, so...

E> Drone continues working on the Mana Generation formations. I'd give it something new to make, but I just used both my formation design tools.
Lightmantle is a living being with magic! this probably means it has Mana! the Lightmantle uses its Mana, worth 40 Attack, to boost my above-created Generation formation around the wellspring!

CP: 23
Grist: 4760->6820
Talc: 1035->1295
Galium: 570->870
Bismuth: 40 ->130
Cerium: 60->120
Items: Encyclopedia of Magical Structures [1/3]
Formation Calculator [3->1/3 Chargeup]
Heaven Comms Router
Broadsword +1 (damaged)
Formation Computer [2->0->1/2 Chargeup]
Alchemiter (Backup)
Assets:
85->100 Mana(Real)
Drone (Real)
Mana Gathering, P.Assistance, P.Projection Formations(Real)
Mana Generation Formations x3.2 (Real) (req.5 Turns per Formation, req.0 Mana to emplace and run.)
Lightmantle (Orb)
Mana Wellspring (Orb)
Mana Generation Formation x? (Orb)

Okay. You create a Mana Wellspring in the bottom right corner of your cave! Though by no means perfect and still taking up a good amount of the space you have in here, it'll give a consistent 10 Mana per turn as long as it's alive.

Using your Formation Computator, you manage to alter the cost for Mana Generation Formations to cost 50 Mana! Though expensive, there's definitely some potential for snowballing in here.

Finally, you generate an Attack Shield around everything so far! Sending orders out across the board, your entities will do as you say.

[Build] 2130 + 500 + 200 + 1860 - 200 = 4490 Build Grist
[LVL 1] 480 + 40 + 260 - 120 = 660 Talc
[LVL 2] 180 + 80 + 300 - 60 = 400 Gallium
[LVL 3] 50 + 90 = 140 Bismuth
[LVL 4] 60 + 60 = 120 Cerium

[Action 1: Let's Talk About It]
"Hey! Hey. Easy, big fella." Xorm growls to the Conglomerate Mess. "I get it. You're angry. But I'm here to talk, ok?" The battle raged behind him, and he realized the Arcane Archer was eyeing him with a finger on that magical bow. "Let's... Let's take this somewhere a bit quieter. Calmer."

Xorm then straightens up and steps to the side, revealing a door. He opens it, then closes it, and inexplicably both he and the Conglomerate Mess are inside the pocket-dimensional room. It's a nice room - The walls are sky blue, with large windows that offer a view of a kind world, of open fields dotted with flowers, and a pure sky speckled with fluffy clouds. Gentle piano music plays distantly. The Conglomerate Mess finds itself laying on... Well, more like spread across one of those lounge chair-beds. Xorm sits in a fancy office chair, with a rather professional pair of glasses on his face.

"Now, Conglomerate... Can I call you Congo?" Xorm starts, his voice calmer, brighter than before. "I want you to know this a safe pla-" He is interrupted by the loud slam of a body ramming against the door.

"Ahem. This is a sa-" he resumes, only to be blocked by a full-auto gun going off next to the door. Xorm is getting visibly aggravated.

"This IS-" "THEY TOOK MY SQUEEZING ARM!" A Soldier screams outside, having had his left arm lopped off. "IT'S JUST A FLESH WOUND," the offending Strike Troop growls. "NOW WILL YOU FIGHT? OR WILL YOU DIE LIKE A DOG?"

The Soldier just chuckles. "My ancestors smile upon me, Imperial. Can yours say the same?" Xorm, meanwhile, has had enough of these nonsensical referential interruptions. He stands up.

(Intent: Begin therapy with the Conglomerate Mess, in a pocket dimension. Get interrupted. A lot.)

[Action 2: You Would Do Anything For Me?]
As always, the Alchemiter was willing.

Alchemize: Really Powerful Bullet && 8-Bullet Revolver Reloader == Really Powerful 8-Pack [LEVEL 3 CONSUMABLE]

[Action 3: Then Perish.]
Xorm walked through the door, back into The Hallway where a small war raged. He held his Octuple-Barreled Shotgun in one hand, and opened it up to load it with far too much dakka. With a chilling CHUNK. he closes it again.

"Everybody, SHUT UP!" he shouts.

And with a single dimension-splitting

BANG

the whole room went silent. Not just from shock, no. From the fact there were significantly more corpses lying about. Though Xorm had leveled his Shotgun at the Arcane Archer, the shotgun pellets packed around the rifle bullets went unsettlingly wide.

Read: They were controlled by such an anger that they sought out the obnoxiously loud [AG] faction and made sure they became members of the much quieter [SC] (Swiss Cheese) faction.

This is not a shenanigan. They were shot quite dead. All at once.

(Intent: Immediately use the fresh Alchemy to level the room. No I will not pay for damages to the building.)

You attempt to begin therapy with the Conglomerate Mess, only to be interrupted by the ongoing war outside of your pocket dimension! Although the Conglomerate Mess loses 10% Will from the therapy and someone from the opposing side making an effort to help it, you've lost your patience at this point.

Really Powerful Bullet && Octuple-Barreled Shotgun = Really Powerful 8-Pack - 1/1 Use [LVL 3 Consumable]
- 8 Really Powerful Bullets forced into one oversized round.
- When used, deals 70 damage to 8 different enemies!

Firing the Really Powerful 8-Pack, you manage to destroy 8 different Strike Troops! Though this costs you 800 Build Grist, 180 Talc, and 90 Bismuth, you regain 200 Build Grist and 160 Talc from the spoils!

CP:3
Build:4730+1860:6590
Lv 1:1005+260:1265
Lv 2:620+300:920
Lv 3:150+90:240
Lv 4:60 +60:120

(x1)The Dragon conceals itself into the Shadows, disappearing from the senses as he engages Stealth Mode

(FREE) He than promptly moves to the Barricades to see what all the fuss is about

(x1) Lv 4 Alchemy time...
Paradoxic Wand&&Pinpoint Needles&&Green Paradox Dragon Scale
The wand is useful as an instrument, but it's actual mechanical usage is...lacking so far. The Scale should help bind them together as well as balance them.

(x1)Charging Up..+1 CP

(Orders)The Hospital quietly churns. The Drone enters it's own Stealth Mode and proceeds to explore the North, South and East of the Riverside before returning to the Riverside to rest

You spend an action to make yourself Stealthed! In this mode, you cannot be attacked first, but doing anything along the lines of attacking or even falling for a trap can easily remove the status.

Proceeding to move to the Barricade, you then quietly make yourself a Level 4 Alchemy...
Paradoxic Wand && Pinpoint Needles && Green Paradox Dragon Scale -
Wand of Contradictions [LVL 4 Weapon]
- A slender wand made of dark oak. Flecks of green scales hint at the nature of the wand.
- When used as a part of an attack, deals 30 extra damage per action to the target's Max HP. Also has a 10% chance to double the damage dealt.

In total, this costs you 3200
Build Grist, 240 Gallium, and 120 Cerium! You then charge 1 CP, waiting to see what comes next. The Drone and Hospital will do what you say, although I have doubts that the Drone can explore that many areas in one go...

I make these 2 alchemies: Slugger && Laser
Golden Watch && Wrecking Ball

Before attempting to move to the Barricade, taking out my Thunder Mirror and uppercutting a Scout's chin with it, before grabbing his shin and slamming it into my knee like what was done to the man of bats.

Slugger && Laser == Laser Slugger [LVL 2 Weapon]
- A metallic bat with a laser gun duct-taped onto the handle. Seems slightly more sturdy, at least.
- When used as a part of an attack, deals 10 extra damage per action with a 15% chance of inflicting
Stunned (Misses actions) for 1 turn.

Golden Watch && Wrecking Ball ==
Timely Wrecking Ball - 3/3 Uses [LVL 2 Consumable]
- A wristband with the power to summon a wrecking ball wherever and whenever needed.
- Usable as an action to deal 70 damage or 140 damage to structures.

You make these two alchemies, costing you 400 Build Grist, 240 Talc, and 120 Gallium! The Laser Slugger replaces the regular one, but what about the Timely Wrecking Ball? You're out of inventory space.

Regardless, you spend your final action charging into the Barricade, attempting to attack a Scout with the Thunder Mirror! Although you deal 55 damage to both the Scout and the Barricade as electricity courses through them both, you find yourself Ensnared by the Overly Obvious Snares placed before the barricade! I'd recommend getting ready to dodge somehow...

The only thing keeping the Akimbo Sniper's rifles aloft and steady is sheer "rule of cool" factor. If he ceased to be as cool as he is, the rifles would drop to the ground.

As for my action... I think it's time that we try crossing the log bridge. There's gotta be something good on the other side...
I decide to take point, crossing over the log bridge, wary of any ambushes or traps that await me. I also get the Akimbo Sniper into a good position to cover my escape and fire at any attackers as I try crossing the bridge.

Anybody with me?

Inventory:
- Heavy Crossbow [Lvl.2] ( +15 damage per action used)
- Retreating Spear [Lvl.2] (+8 damage per action used, moves user back one space after action)
- Hunter's Longbow [Lvl.3] (+15 damage per action used, increased to +30 damage per action used if more than one action is used)
- Periodic Wand [Lvl.1] (Gift from Splashcat, +3 damage per action, 20% chance to proc Chemical Reaction, dealing 2 additional damage)

- Dapper Stovepipe [Lvl.1] (20% chance to inflict Confusion (30% miss chance) to foes that attack you)
- Trickster's Tailed Coat [Lvl.3] (40% chance to deduct 60 damage from the total dealt by an attack)
- Warlock's Timepiece [Lvl.3] (30% chance for your attacks to chain off to another enemy, dealing 25% (Up to 75) of the attack's damage to them)

Charge: 12 CP
Grist Stores:
4010+1860=5870 Build Grist
865+260=1125 Talc
410+300=710 Gallium
90+90=180 Bismuth
60+60=120 Cerium

You would cross the bridge, but Winkins stops you before you do so! Seems like his actions will make yours take place ever-so-slightly later. Regardless, Luke nods and will follow you forwards!

[Build] Build Grist: 4610
[LVL 1] Talc: 765
[LVL 2] Gallium: 860
[LVL 3] Bismuth: 140
[LVL 4] Cerium: 120

-----

Action 1: I discard the Bulletproof Dress to make inventory space, then craft Periodic Wand && Standard Model of Particle Physics.

-----

Action 2 + Chemist's Wand: I add extra calcium to my bones, repairing any injuries they might have suffered and hopefully restoring my health.

-----

Action 3: I charge 1 CP.

-----

Me and the Mirror Golem head over to the Log Bridge, and cross it and head into the room beyond if able.

Bulletproof dress discarded! You proceed to craft the following:
Periodic Wand && Standard Model of Particle Physics ==
Particle Wand [LVL 3 Weapon]
- A wand that looks more like a baton than anything, seeming to direct the very particles around it.
- Adds 20 damage per action to an attack, along with a 10% cumulative chance per action of a minor negative status effect being inflicted.

This costs you 800 Build Grist, 180 Talc, and 90 Bismuth - but either way, you proceed to use the Chemist's Wand and heal yourself for 125 HP! Thankfully, Chemical Confliction doesn't have a chance of occurring when you use it on yourself.

+1 CP! You would cross the bridge as well, but Winkins' action seems to still be taking priority...

Winks, feeling rather tired at the moment, simply appears in the (newly dubbed) Talc Cave, pet the Talc snail to get some feelings back, and make a talc coloured carrot out of the Talc the snail was carrying for easier consumption.

With his little trip done, Winks is somehow back with the dogs and take a look at the map of the current area. Ah, before doing any planning, Winks grabs whatever was in the

Noting the the traps, Winks walks up the northern trail to get to the river area, and while noting the log bridge, does the industrious thing and flip the entire thing vertically. Before Plague walks on the thing of course.

Feeling the motivation from the petting and generally beating back the slump for a bit, Winks air punches a minor hole into the bridge while it is experiencing air time. As the bridge falls down into place, Winks swiftly DISCOMBOBULATE the tree to such a degree, that it confused itself to be logs. The traps that was hanging off said tree collapse into a pile of ropes. The bridge... now blocking the path quickly become a makeshift dam, and with a simple kick, the logs from the tree roll over to reinforce the structure enough that it can reliably stay in place in the future and make a minor pond when the water piles up... and turning the lower part of the river into a small stream.

With that done, Winks wade over the stream to check what's on the otherside.

CP: 0
Grist Count:
[Build] 4640 Build Grist
[LVL 1] 750 Talc
[LVL 2] 740 Gallium
[LVL 3] 180 Bismuth
[LVL 4] 120 Cerium

The 60 Talc from the Talc Snail is collected!

You proceed to grab what was in the campfire: 60 more Cerium, yet to be used! Always good to have some extra!

Moving to catch up with the others, you then proceed to say no to using the bridge and make your own way across, building a dam and making a whole bunch of traps fall off! Good eye on those! With that settled, you three move ahead into events that will be described and detailed at the End of Turn Battle!

-=+=-
End of Turn Battle -

Slated Cliffs -
In the Slated Cliffs, not too much happens! The Lightmantle attempts to use its attack to make the Mana Wellspring generate more, but... as the Lightmantle seems to try and use its power, it just shatters the Attack Shield that was put in place. Welp.

Woodgrave -
The Exploratory Drone, deciding to go south instead of north, finds the Lake area of Woodgrave! It seems... surprisingly tranquil here for now, and the only other thing of note here is an entity seeming to be fishing. It almost certainly hasn't noticed the drone...

Barricade/Elsewhere -
Elsewhere, the Hospital continues to churn away! Murai, seeing the three Players wander off with their small entourage of entities, decides to join Paradox at fighting at the Blockade - he'll start combat next turn!
The two Scouts fire at @plague126, threatening 80 damage onto them if they don't dodge!

The Arena -
Meanwhile... the small group of Players and their entities arrive at a strangely tended-to grove, cut in the shape of an elliptical. Elaborate patterns of vine-like growths sprawl from the ground, culminating in a bright blue object that stands tall above you.
Luke - "Awesome, it's right there! We'll just run up, smash it, and - "
A thorny wall of vines quickly interrupts that train of thought, engulfing the Power Anchor in a thick shield.
??? - "How nice of you to join us, Players. We've been expecting you."
A figure in a worn green cloak steps out from the shadows, their figure imposing. In their hand, a bow glistening with power emanates an aura of authority, their high boots meant for going through the undergrowth, and brown underclothes fit perfectly for forest camoflauge. It's clear that this may be the Ranger you all have heard so much about.
The Ranger - "I'd love to sit and chat for a while, but the Godmodder has made their will clear."
The Ranger - "You all are to be eliminated and this Power Anchor to be guarded."
The Ranger - "There's a reason hunting's considered a sport, though. I'll be a good one for you all."
The Ranger - "Your move, Players."

... This is it. Judging by her low HP, she has some kind of Godmodding potential as well - no matter, though! You guys have got this in the bag!

The Lodestar -
Unfortunately, the AGs seem to still move first here, as evidenced by the Strike Troops wiping out 4 of the Infantry and moving first! The Bismuth Golem and Resistance Defender proceed to destroy another 3, realizing the power the Infantry collectively has!
The Conglomerate Mess focuses on one of the Soldiers, dealing 150 damage and buffing their attack as they're converted to an AG for 2 turns!
The Arcane Archer decides to use Bursting Arrow, dealing 100 damage to both CP containers on the P.M.C.K!


The two remaining Infantry free the Restrained Soldier before proceeding to hide behind them, having used their actions!
The 3 non-corrupted Soldiers fire on the Bismuth Golem and one of the Strike Troops, killing all of them!
The corrupted Soldier fires at the wounded PG Soldier, dealing 150 damage!
The corrupted Banneret uses Rally Cry, healing all AGs with HP bars as determined by a coin flip! Some of them really needed it, but that makes the job here a bit harder for you.
Jets continues to distract the Arcane Archer, dealing 40 damage to it with the drill!

In total, an additional 300 Build Grist, 160 Talc, and 30 Bismuth drop from the spoils of war!

General/Miscellaneous -
@plague126 will take 80 damage if they don't counterattack!

Across the Soul Orb (and outside of it), everything upticks!

... No Arbiter Tips tonight, just that this took far too long to get out. Hopefully, this won't happen again - there were pretty... rough circumstances this time. Please let me know if I missed anything.

Total Grist Attained -
[Build] +500 Build Grist
[LVL 1] +380 Talc
[LVL 2] +0 Gallium
[LVL 3] +30 Bismuth
[LVL 4] +60 Cerium

-=+=-

The Soul Orb
A diversified world in itself, separated into biomes under the control of the Godmodder and his Companions.

The maps of the world can be found linked here:
docs.google.com

DefTG 2: Alchemiquest - Maps & Miscellany (XXVIII)

Landing Page Alchemiquest Maps Sheet Rules of advice: Silver sheets mark incomplete areas, where the story objectives have not been finished. Golden sheets mark areas where the story objective's completed, but side objectives remain. Crimson sheets mark areas where all side and story objectives...

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 5] -
0/12,000 Build Grist, 0/960 Gallium, 0/480 Bismuth, 0/480 Cerium

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

Ninjatwist - 6/8 Inventory Slots used.
[LVL 3 Weapon] Hunter's Longbow - A longbow made of sturdy oak, complete with plenty of fletched arrows made of the same tree.
- Adds 15 damage per action, or 30 per action if more than one action is used in the attack.
[LVL 2 Weapon] Retreater's Spear - A light spear, designed to actually maximize physical recoil from the weapon.
- When used, it does 8 extra damage per action and springs the user back one space on the map from the enemy they're attacking.
[LVL 2 Weapon] Heavy Crossbow - A somewhat difficult to wield crossbow made of iron and other heavy materials, including depleted uranium.
- Deals 15 additional damage per Action used to attack with it.
[LVL 1 Weapon] Crossbow - A fairly simple wooden crossbow. Effective and easy to fire!
- Deals an additional 4 damage per action used.
[LVL 1 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 3 Armor] Trickster's Tailed Coat - A coat that seems to be an optical illusion in itself. Seems to make some attacks hit a bit less, at least!
- Grants a 40% chance to deduct 60 damage from the total dealt by an attack.
[LVL 3 Armor] Warlock's Timepiece - A small timepiece that seems to glow with malevolent energy.
- Grants a 30% chance for your attacks to chain off to another enemy, dealing 25% (Up to 75) of the attack's damage to them.
[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 - 8/8 Inventory Slots used.
[LVL 4 Weapon] Wand of Contradictions - A slender wand made of dark oak. Flecks of green scales hint at the nature of the wand.
- When used as a part of an attack, deals 40 extra damage per action to the target's Max HP. Also has a 10% chance to double the damage dealt.
[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 2 Weapon] Chipped Pickaxe - An iron pickaxe with a small chip in it. Seems effective at what it does.
- Adds 20 damage per action to an attack used to break down walls and other structures.
[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 - 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 3 Weapon] Formation Computator [Cooldown: 0/2] - A far more capable computer, running the latest in calculation technologies!
- Usable to add roughly 50 damage per action or a weaker status effect to an attack using formations. Has a cooldown of 2 turns.
[LVL 2 Weapon] Chipped Pickaxe - An iron pickaxe with a small chip in it. Seems effective at what it does.
- Adds 20 damage per action to an attack used to break down walls and other structures.
[LVL 1 Weapon] Formation Calculator [Cooldown: 0/3] - A lightweight laptop with 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 has some info?
- Two functions here: Either can be used to learn for lore [0 charges used] or can create an example for 1 charge. Examples have varying effects.

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

- Backup Alchemiter
- $140

Shin Kicker (Plague) - 8/8 Inventory Slots used.
[LVL 3 Weapon] Thunder Mirror - A mirror rimmed with magically infused copper. Seems to hold back immense levels of sound.
- Adds 10 damage to an attack action, along with a 30% chance for Paralyzed (cannot switch squares) for 1 turn.
[LVL 3 Weapon] Sylphic Shovel - A lightweight shovel with a white and blue color scheme. Contains the power of the winds.
- Adds 20 Damage per action to an attack, with a 10% chance of dealing
Airbound (cannot change squares) for one turn.
[LVL 3 Weapon] Rainbow Reloader - A multicolored pistol, using the same return-shot system as the Returning shot.
- Can use Red, Orange, Yellow, Green, Blue, or Purple shots. Effects vary depending on color.
[LVL 2 Weapon] Adjustable Shovel - A shovel split into two halves of a blade, seemingly creating an adjustable width and length of the tool.
- Adds 10 damage per action to an attack, with a 50% chance of dealing Buried (cannot switch zones) for one turn.
[LVL 2 Weapon] Laser Slugger - A metallic bat with a laser gun duct-taped onto the handle.
- When used as a part of an attack, deals 10 extra damage per action with a 15% chance of inflicting Stunned (Misses actions) for 1 turn.

[LVL 3 Armor] Lifetime Extender - A secondary golden timepiece, seeming to run a bit slower than time itself...
- Increases Max HP by 40 when worn.
[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 restore their health.
- When used, restores 30 HP to anything on the field.

Splashcat - 8/8 Inventory Slots used.
[LVL 3 Weapon] Lodestone Sword - A sword composed of some sort of magnetic stone, infused with mercury in the process.
- Adds 30 damage per action to its attack, but subtracts 2/3rds of that amount from another.
[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 to deal damage to opponents.
- Deals anywhere from 15-25 extra damage per Action, now dependent on quality wordplay! This can include puns.
[LVL 3 Weapon] Particle Wand - A wand that looks more like a baton than anything, seeming to direct the very particles around it.
- Adds 20 damage per action to an attack, along with a 10% cumulative chance per action of a minor negative status effect being inflicted.
[LVL 2 Weapon] Chemist's Wand - A wand that looks a bit like a really narrow beaker, but 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 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 2 Consumable] Multifunction Snare [4/4 Uses] - A very complex device based on the classic bear trap. Now with about 15 extra functions!
- Placable in an area as an action. The first enemy to enter the area then takes 100 damage from stepping on it!
[LVL 2 Consumable] Capcharoid Camera [4/5 Uses] - 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.

Winkins - 1/8 Inventory Slots used.
[LVL 3 Weapon] Hunter's Longbow - A longbow made of sturdy oak, complete with plenty of fletched arrows made of the same tree.
- Adds 15 damage per action, or 30 per action if more than one action is used in the attack.

Xorm - 3/8 Inventory Slots used.
[LVL 3 Weapon] Octuple Barreled Shotgun - It's taken on a standard revolver design, but with 8 slots for shotgun shells. The barrel still unhinges.
- Adds 25 damage per Action to an attack. Still rather simple, but effective...

[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 [18/20 Shields] - A shield that builds up deflection energy over time, 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 restore their health.
- When used, restores 30 HP to anything on the field.

[AFK]Gold - 0/8 Inventory Slots used.
Nothing yet!

[AFK]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.

[AFK]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 - 53 CP
[AG] Ninjatwist_ - 500/500 HP - 12 CP
[AG] Paradox - 500/500 HP - 2 CP, Stealthed
[N] Sdieve - 4500/500 HP - 23 CP
[AG] Shin Kicker (Plague) - 475/500 HP - 12 CP, Ensnared (Attack Power halved, 2 Actions required to break)
[AG] Splashcat - 448/500 HP - 17 CP
[N] Winkins - 500/500 HP - 2 CP
[PG] Xorm - 317/500 HP - 1 CP
[AG][AFK] Gold - 488/500 HP, 3 CP
[AG][AFK] Alastair??????? - 500/500 HP - 2 CP
[AG][AFK] Mr. Reception - 500/500 HP - 0 CP
[AG][AFK] Stick Figure (GAWR) - 500/500 HP - 8 CP
[AG][AFK] The Frazzled Inventor - 500/500 HP - 0 CP
[AG][AFK] Wondertainment - 500/500 HP - 6 CP

Godmodder HP - 69/70
Field Effect: RADIO ZONE! (Lasts as long as Radio!Xorm is alive!)
- All entities that choose a frequency have a 50/50 chance to dodge attacks!
- This effect can be negated if the attacker has a frequency exactly double or half of the defender's.
- Frequencies for both you and your entities can be chosen as a free action once a turn.

Current Players - None

[N] Radio!Xorm - 130/130 HP, 30 Attack (Frequency 0)
[N - Radio!Xorm] Radio Towers (x3) - 180/180 HP, Radio Zone Broadcast [ON]
[N - Radio!Xorm] Wicked Witch of the Wavelength - 175/300 HP, 25 HP Regen per turn, 10x5 Attack + Weakened (-5 Attack) for two turns. Also inflicts Weakened when hit. This can stack! (Frequency 1)
Current Players - None!

[N - Winkins] Talc Snail - 300/300 HP, 50 Attack, 100 Talc Eaten (Inventory: 60/60 Talc)
- Eats all available Talc, converting half of it to stats and gaining 3 HP and .5 Attack per Talc converted. Stores the other half in its inventory.

[N] Talc Deposit - 40/200 Talc, gains 40 Talc per turn!
Current Players - Foodstuff Coloration Person, Gold

[AG - Gold] Armed Bot - 200/200 HP, 50 Attack
[AG - Gold] Kama - 250/250 HP, 80 Attack (10% chance of critical, doubling damage)

[RS] Forcefield Projector - -1000/-1000 Shields, heals for -100 HP every turn! Protects the entire zone.
Current Players - Sdieve
Current Mana Reserve - 20

[N - Sdieve] Lightmantle - 100/180 HP, 40 Attack

[N - Sdieve] Mana Wellspring - 50/50 HP, Generates 10 Mana per turn! Has 1 Attack Shield!
Current Players - Splashcat, Winkins, Ninjatwist

[AG - Splashcat] Mirror Golem - 230/580 HP, 10 HP Regen per turn, 90 Attack, + Copy Ability: gains a permanent bonus based on whatever it attacked last! Attack multiplies by 1.5x when below half (290) HP.
[AG - Ninjatwist_] Akimbo Sniper - 800/800 HP, 120x2 Attack

[N - Winkins] Iceberg - 400/400 HP, 10 Defense, Frost Breath [Deals 60 damage and inflicts Frost (Can only move 1 zone away) for two turns.],
[N - Winkins] Aurora - 380/380 HP, Aurora Pulse [Heals 50 HP across multiple entities!]
[N - Winkins] Icicle - 300/300 HP, Icicle Spears x2 [Deals 50 damage and inflicts Frost (Can only move 1 zone away) for two turns.]
[N - Winkins] Snow - 250/250 HP, 30 Attack
[lll] 3/3 - Snowstorm: Deals 120 Damage and inflicts Frostbite (-20 Attack) for two turns!
Dogpile: Deals (80*Huskies Involved) damage. Requires 2+ Huskies to function!

[RS] Jake - 500/500 HP, 8 CP
[RS] Resistance Defender - 500/500 HP, 30 Defense, 25 Attack

[PG] The Ranger - 5/5 HP
Current Players - Paradox (Stealthed), Shin Kicker (Ensnared)

[RS] Murai - 500/500 HP, 18 CP

[PG] Barricade - 1445/1500 HP, provides Fortified (50% damage that would be taken by entities behind it instead goes to this one) to the Scouts!
[PG] Scout - 300/300 HP, 40 Attack
- Scout - 245/300 HP, 40 Attack
Current Players - None!

[AG - Paradox] Outpost Hospital - 400/400 HP, Adds +100 to Player or Entity Heal Actions!
[lllll] 4/5 - Produce Item: Makes 1 LVL 3 Alchemy!
Current Players - None

[AG - Paradox] Exploratory Drone - 250/250 HP, 25 Attack, has 1 Attack Shield, Stealthed
[lll] 0/3 - Stealth Drive: Grants Stealthed to the Drone, causing grounded traps not to trigger and the drone to be the last entity attacked!

[N] Fisher - 700/700 HP, 40 Attack
[lll] 2/3 - Fish Up: Obtains 1d4 fish. What a peculiar entity.
Current Players - Xorm

[PG - Xorm] Power Miner Combo Kit - 150/150 HP, 40 Attack, Piloted by Jets!
[N] CP Containers x2 - 200/200 HP, Each contains 5 CP that goes to Xorm when broken! Being used as armor!
[N] Grist Chests x4 - 100/100 HP, Contains Talc, Gallium, Bismuth, and Build Grist! Being used as armor!
[PG - Xorm] Jets - 100/100 HP, 25 Attack, Everything's Second Best Pilot, Vehicular Bodyguard
Everything's Second-Best Pilot - Multiplies HP & Attack stats of any vehicle he's piloting by 1.5x!
Vehicular Bodyguard - Cannot be targeted while inside a vehicle!

[PG - F] Infantry x2 - 70/70 HP, 20 Attack x3
[PG - F] Soldiers x2 - 900/900 HP, 100 Attack [10% chance to double damage] x3
Soldier - 800/900 HP, 100 Attack [10% chance to double damage], Restrained (takes 2 actions to break, halves attack power)

[AG - F] Soldier - 750/900 HP, 150 Attack, Corrupted for 2 more turns!
[AG - F] Banneret - 1350/1500 HP, 250 Attack, Corrupted for 1 more turn!
[lll] 0/3 - Rally Cry: Heals all members of a random faction present for up to 300 HP!

[AG] Strike Troops x10 - 50/50 HP, 25 Attack x10
[AG - ???] Conglomerate Mess - 70% Will, Corrupt [Deals 150 damage and inflicts Corrupt, changing an entity stat block for 2 turns!]
[AG - ???] Arcanic Archer - 510/1000 HP, Arcane Arrow [Chooses from Bursting, Grasping, and Beguiling arrows!]
[RS] Resistance Defender - 500/500 HP, 30 Defense, 100 Attack
Current "Players" - Sdieve's Projection
Current Mana - 100

[N - Sdieve] Constructor Drone - 50/50 HP, Constructor
Current Project - Mana Generation Formations - [lllll] 2/5

[N - Sdieve] Player Projection Formation - 100/100 HP, Allows for Player Projection. Protect at all costs!
[N - Sdieve] Mana Generators x3 - 60/60 HP, Gathers 5 Mana a turn! (x3)
 
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