DefTG 2: Alchemiquest

Update XXIX
FCP 56(!) CP (53 + 3)
churgicate, for the last time

Since I am leaving this game, all my CP and Grist are hereby formally added to the overall AG pool, for anyone to draw upon as desired.

5800 Build Grist
1675 Talc Grist
680 Gallium Grist
200 Bismuth
60 Cerium

Understood. I hope to see you again soon, but good luck out there, alright?

CP:3
Build:3390
Lv 1:1265
Lv 2:680
Lv 3:240
Lv 4:0

(x3)(Wand of Contradictions) The Dragon slips past the Barricade and behind the Scouts with his Stealth. Invoking the power of paradoxes with the Wand of Contradictions, he turns them from Scouts into Stoucs, or Stouts or touts. Apparently they are now salesmen touting the benefits of PG-hood. Unfortunately the Dragon is unmoved and proceeds to expel them from the barricade by indicating the paradoxicality of their situation. After all, salesmen in a fortress ?? Are they selling weapons ??

Actually it's rather likely they are. Thus the Wand of Contradictions contracts "Barricade" into a "Bar" and the with a wave of green sparkles, the Barricade(and guns) becomes a Bar(with Bottles of Wine). The dragon now enters a drunken brawl with them, overpowers them and tosses them outside, left for dead while he considers the properties of a "Bar"

He sips on some wine, perhaps it might go well with the fish his Drone has discovered. Perhaps not. He muses on this for the rest of the turn.

(Orders)He commands the Drone to explore the place above the Riverside, just north it's direction, leaving the Fisher in peace, on its way there, it shoots the Log Dam just a bit, turning it into a Log Bridge as the waters gush beneath it. The Fisher should be allowed to fish in peace after all, and not worry about its water drying up or anything.

The Hospital generates its first Alchemy, an Armour Alchemy it seems like. Something about a Cloak of Green Dragon Scales that would make your form indistinct from the background, increasing your dodge and being generally sturdy, increasing your DR.

It Moves to the Not Campfire and consumes it, swallowing it whole into itself in a cleansing burst of flame and heat as it fuses with it's Master's power and the healing power of the Flame, which allows it to open the Loot square in the area and gets rid of a Paradoxical Fire Hazard. Also maybe a slight buff to it's healing capabilities, who knows ??

Using the Wand of Contradictions, you promptly proceed to mess with the entire area, making the Barricade into a completely pointless bar and dealing damage to both of the Touts, and leaving them at 200/250 HP! They... can still attack you with bombardments of advertisements, but hey, at least you can get through now.
Murai: Well, that handled that well.

Your entities will do as you say.

>next- wait, they found a power anchor?... alright change of plans. I put all my items in my inventory, then focus. one of my hairs is now stupidly long. and now the end of that hair is a thorny plant. and did I say it was my hair? well, I'm the plant, so really it's the base of the hair that's the plant, and the end is just dangling somewhere in a cave. I absorb the hair back into my planty self.
> I place one metaphysical attack shield on myself without any visible manifestation.
> and, most likely, the next thing I do is store 1 CP. I'm not going to try anything tricky until I'm sure the ranger is occupied by fighting, you see. I really shouldn't be trying this so soon anyway, but... if it works, it'll be really, really worth it. and I am at full health... assuming the players even have a chance in the first place, I should be mostly safe. that's a lot less garunteed then I'd like, though... if only ranger's stats weren't invisible, then I'd be able to actually tell if it was a mind-numbingly stupid idea to do this.

You exit your cave, leaving the Lightmantle and Mana wellspring be! An attack shield and +1 CP round out your turn as you emerge in the Slated Cliffs. You manage to find yourself temporarily placed in the Radio Zone - you're pretty sure the Hidden Cave or the Resistance Base wouldn't be the best areas to stay stealthy in and Radio!Xorm's just jamming out and hardly notices you. Where'd you like to go from here?

[Build] Build Grist: 4610
[LVL 1] Talc: 765
[LVL 2] Gallium: 860
[LVL 3] Bismuth: 140
[LVL 4] Cerium: 120

-----

Action 1 + Texter's Rifle: I snipe the R off of the Ranger's name, turning her at least temporarily into the Anger. Hopefully that'll disrupt her focus and make it harder for her to counter.

-----

Action 2 + Particle Wand: I make a quick trip over to the Riverside zone and start electrolyzing some water. This splits it into hydrogen and oxygen atoms. I leave the oxygen floating in the air and take the hydrogen with me back to the Arena. There, with a wave of the wand, I bombard the Ranger with high-velocity hydrogen atoms, fusing them with the oxygen in her body. Most oxygen is oxygen-16, 8 protons and 8 neutrons. So adding the extra proton from a hydrogen atom gets you fluorine-17, 9 protons and 8 neutrons. For starters, this is fluorine. Its acute toxicity makes chlorine gas look friendly, and that's when inhaled, not when nuclear fused directly into your tissues. And on top of that, this isn't fluorine-19, which is at least only hostile on a chemical level. I didn't have the budget for those extra two neutrons, so this is fluorine-17, a radioactive isotope with an extremely unstable nucleus and a half-life of... about 64 seconds. I hope the Ranger isn't too attached to her DNA, because it's probably getting quite irradiated right now.

-----

Action 3: I charge 1 CP.

-----

The Mirror Golem detaches one of its fingers and fires it like a bullet at the Ranger. It shatters on impact, stabbing them with shards of broken glass... But wait! It's even worse! The Ranger broke a mirror, that means seven years of bad luck!

The Ranger herself dodges the bullet, but her name does not, and she becomes the Anger! In a fit of rage, she pulls out a complicated-looking crossbow and prepares to counterstrike when her turn comes around!

You target the Ranger, who currently does not - no, that'd be unfair even as the Arbiter. Realizing the radiation you've just inflicted on her, the Anger promptly dispels the radioactive decay using Greater Restoration on herself, and countering science with magic! Still doesn't dispel the fact that the first letter of her name is missing, though.

+1 CP charged. The Mirror Golem will do as you say!

Xorm looked at the Conglomerate Mess... And understood.
"Listen, Congo... I know what you're going through." he says, calmly. It's more relaxed now that the war outside has calmed down somewhat.

LIES. drones a thousand voices in his mind.

"No, no, it's the truth," Xorm insists. "You're sort of... the collective suffering of unnecessary deaths, right? A thousand souls done wrong, in their final moments?"

JUST BECAUSE YOU KNOW WHAT I AM DOES NOT MEAN- it rebutes, before being stopped by Xorm raising a finger.

"Three hundred and eighty-seven. That's how many I've lost." He says solemnly. "And I'd bet good money that there's a few of them in there right now. I guess what I'm trying to say, is...

You are mourned.
"

The beast reels from the statement like a punch to the gut. NO, it cries. THEY HATED ME/FEARED ME/FORGOT ME/BETRAYED ME- drone a thousand dissonant voices.

"And in every world you come from, there's someone who misses you. And if there isn't, then I'll be them. Come on. Just... tell me."

And in an act of STUPIDITY bravery, Xorm gives the formless monstrosity a hug. And it can't help but shudder as if it was crying. One by one, the voices speak alone.

I was killed by my advisors, my closest allies.

Heist gone sour, when the cops showed up they turned me into a scapegoat.

He left me there, alone, after he played my heart like a fiddle.

I was left to die on a forgotten, barren planet. I waited for him to come back, you know. He never did.
Xorm blinked at the familiar voice.

Burned for being too smart for my own good.
"Ballyhoo: Callback." He muttered.

My children weren't with me when I took my last breath... All I had was the cold hospital bed.

All I wanted was to unite the kingdom!

Why did I have to die, then, like that?

"That's it..." Xorm says, tears in his own eyes. "I'll cry for you. Just... Let me do this for you, OK?"

The struggling mass stills, and seems to... Hug Xorm back, calmly.

"
The [AG] had no right to do this to you. To make you feel all this pain again. I can help you through it, though. We can help you. There are so many stories inside you that still need told. And I can be your narrator. You don't have to fight so wildly any more. Just... Rest, for a little. Ok?" Xorm says softly.

1000 voices speak in... not a rage of incoherence, or even a rage at all. Just... 1000 voices, all at the same time and in a variety of inflections, say... okay. Their will to fight has been reduced dramatically as they allow you to give their stories a close.

... This is too straight forward! Or so his body keeps saying as Winks warily looks at their surroundings with his mind whirling with warning signals bouncing off his skull...

Calming himself, Winks did a bit of mental exercise before coming to the conclusion that his body is used to dealing with bosses and event fights with trickery or backstabbing afoot... Geez, what did he went through when participating in the past Godmodding war?

Asides from that, not discarding his instincts, he plays a bit out of the box and aim most of his focus on the Thorny Barrier for that succulent upgrade!

So calling upon the dogs' actions this turn, Winks hold onto Snow as he would a RPG... Then pull out a jerry canister of liquid nitrogen.

Making sure that the heavy-duty mittens were secured, he opened the icy boi's mouth and carefully unscrewing the jerry's top. He poured a bit to watch the curious dog lap at the liquid... before wholeheartedly giving out a belch/bark that froze the patch of grass in front of them before turning around with his tail wagging in excitement.

Oh yes, this will do.

With not many fears of side effects, Winks poured the frozen fuel into the soon-to-be ice bazooka before hefting the boi onto his shoulder. Facing the thorny obstacle, Winks tugged on the front legs and let loose the Nitrogen-fueled Snowstorm. The Freezing bark/belch of wind slammed into the thorns guarding the the Power anchor causing them to feel a terrible cold snap that kills the plants into crystalline husks... that's then exploited to be shattered by the blunt impact of an approaching Iceberg, Aurora, and Icicle Dogpile!

CP: 0
Grist Count:
[Build] 4140 Build Grist
[LVL 1] 1160 Talc
[LVL 2] 740 Gallium
[LVL 3] 210 Bismuth
[LVL 4] 180 Cerium

Utilizing a fair amount of creativity and your 2 CP, you feed snow some literal liquid nitrogen and proceed to freeze the entirety of the thorny barrier! That thing has nowhere near enough HP to survive a Dogpile, but how will the Range - Err, Anger, react to this?

Alright, time to destroy that Power Anchor- but first, the Anger's in the way!

I'm going to spend my three actions attacking her. Using my Hunter's Longbow, I fire off a trio of arrows above her head! She notices how they're much too high to hit her very effectively, or doesn't, but the point is, she's probably not worried about those arrows. However, I take out my Retreating Spear and perform a short wave in the arrows' direction- this causes them to magically robotech towards the Ranger's position, meaning that she'll have to either avoid my attack or the trio of arrows headed for her! I jab at the Anger with the Retreating Spear, snap my fingers, and backflip out of reach, just in time for the arrows to turn into MIRAs, or Multiple Independent-target Re-entry Arrows! They shower the Anger with Hunter's Longbow arrows while she's still reacting to my Retreating Spear strike, hopefully overwhelming her and causing her to take damage.

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:
5870+500=6370 Build Grist
1125+380=1505 Talc
710 Gallium
180+30=210 Bismuth
120+60=180 Cerium

The Anger promptly reacts to the flurry of attacks by pulling out a flurry of her own! Using the Compound Bow and stepping backward in the arena to stay out of the reach of your spear, she knocks several arrows in the bow and proceeds to rapid-fire shoot the crossbow at many of the arrows in the sky, knocking them off balance and ruining their flight path towards her to render them harmless! Switching weapons with nothing but the flick of a palm, she then pulls out a dark green whip and slashes the rest of the arrows out of the sky.

Despite not doing any damage, you've forced her to use an action this turn to counter your attacks! That's one less counter than she would have later, so well done!

-=+=-
End of Turn Battle -

Slated Cliffs -

Not too many interesting things happen here! Sdieve's setup generates 10 Mana, but that's about it.

Woodgrave -
The exploratory drone ventures upwards, shooting the dam open to provide the river ways to flow again (yet still keeping the bridge structurally sound, somehow), and ends up finding themselves at a cliff face and a sheer waterfall upwards! There's not too much else to say about here, but there is a small entry into a cave to the drone's left...

The Outpost Hospital moves to the Not Campfire's generalized zone and finishes producing the alchemy it was making, adding the Draconic Plate to Paradox's inventory! @paradoxdragon needs to decide which item to get rid of to make room for it, though. Despite that, the Hospital cannot put out the Not Campfire due to already having moved and activated its special this turn. (The loot chest was also looted already, my bad.)

Bar/Elsewhere -
At the Bar, the two Touts don't do much of anything useful, except for picking on Murai for some reason and drunkenly attempting to sell him some stuff. Murai promptly counters the attacks by repeatedly manifesting the Skip Ad button from Youtube.

The Arena -
The other three Glacier Huskies slam into the now frozen Thorny Barrier, shattering it entirely and leaving the Power Anchor exposed! Before the Anger has any time to focus on that, the Mirror Golem launches a shard at the Anger, who ignores it as it deals only trivial damage!
The Anger - Gah! Luck's nothing but some construct anyways!
The Anger - Thank the Godmodder that I have more than one action...
The Anger - Cause it means I can do this!


The Anger proceeds to use one of her actions by boosting the Power Anchor's HP itself to a whopping 1500! Even with everyone focusing on it, her counterattacks might make it a bit difficult to get it down this upcoming turn.

Even beyond that, she uses a second action to call for help!
The Anger - I'm getting overwhelmed here - they're gonna break the Anchor if I can't fend them off!
The Anger - Calling all forces into the Arena! We need to stop these freaks!


Luke and the Akimbo Sniper focus on the Power Anchor, dealing 540 damage with their combined actions! Every turn, a bit more of the Ranger's stats reveals themselves as well - I'll let you know when we finally have all of it. Good luck, guys!

The Lodestar -
The raging battle continues as the minor AG forces collectively destroy the remaining 2 Infantry and deal 200 damage to the weakest Soldier!
The Conglomerate Mess does not attack. The Arcane Archer destroys the CP Containers with another Bursting Arrow, granting 10 CP to Xorm!... it realizes it may have made a mistake by doing that, though.

Although the corrupted Soldier deals another 150 damage to his damaged, former friend, the three uncorrputed Soldiers and the now uncorrupted Banneret focus their fire on completely getting rid of the Strike Troops, leaving the battle between the big guys on the battlefield! Jets begins to drive in evasive circles around the Arcanic Archer, realizing he's lost some of the protection on his vehicle!
Jets - Uh, Xorm, he's breaking through the armor here! Whatever you're doing, maybe try to finish it up fast before this thing gets destroyed?

A total of 300 Build Grist and 240 Talc is dropped from the crossfire!

General/Miscellaneous -
Due to TRG and Plague leaving the game, their alchemies and CP are currently up for grabs by any AG! This equates to 68 CP and Plague's various alchemies. Although I don't know Plague's current amount of Grist, TRG's is added up in the Alchemiter upgrade fund.

Across the Soul Orb (and outside of it), everything upticks!

A whole heck of a lot of stuff has also been archived to cut down on clutter and make editing these things slightly easier. Namely, AFK players have had their inventories and general presence removed from the maps and info below until their return, if they decide to do so.

This update was completed in a bit of a rush, so please let me know if I missed anything!

Total Grist Attained -
[Build] +300 Build Grist
[LVL 1] +240 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 (XXIX)

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] -
5,800/12,000 Build Grist, 680/960 Gallium, 200/480 Bismuth, 60/480 Cerium

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 - 9/8 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 10% dodge chance and deducts 10 damage from attacks that go through.
[LVL 3 Armor] Draconic Plate - A cloak of green dragon scales that seems to blend in with the forested background.
- Grants 5% dodge chance and automatically deducts 20 damage from attacks that 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.

[AG] Ninjatwist_ - 500/500 HP - 12 CP
[AG] Paradox - 500/500 HP - 2 CP
[N] Sdieve - 4500/500 HP - 24 CP - Has 1 Attack Shield!
[AG] Splashcat - 448/500 HP - 18 CP
[N] Winkins - 500/500 HP - 2 CP
[PG] Xorm - 317/500 HP - 1 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 - Sdieve

[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 - 300/300 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 - None

[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 - None!
Current Mana Reserve - 30

[N - Sdieve] Lightmantle - 100/180 HP, 40 Attack

[N - Sdieve] Mana Wellspring - 50/50 HP, Generates 10 Mana per turn!
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 Anger - 5/5 HP, 3 Player Actions [??? Player Power]
[PG - RN] Power Anchor - 960/1500 HP
Current Players - Paradox

[RS] Murai - 500/500 HP, 18 CP

[PG] Bar - 1445/1500 HP, doesn't do much of anything except being a tavern.
[PG] Tout - 200/250 HP, 40 Attack
- Tout - 200/250 HP, 40 Attack
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 - None

[N] Fisher - 700/700 HP, 40 Attack
[lll] 3/3 - Fish Up: Obtains 1d4 fish. What a peculiar entity.
Current Players - None

[AG - Paradox] Exploratory Drone - 250/250 HP, 25 Attack, has 1 Attack Shield, Stealthed
[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 - 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] Soldiers x2 - 900/900 HP, 100 Attack [10% chance to double damage] x2
Soldier - 450/900 HP, 100 Attack [10% chance to double damage]
[AG - F] Soldier - 750/900 HP, 150 Attack, Corrupted for 1 more turn!
[PG - F] Banneret - 1350/1500 HP, 250 Attack
[lll] 1/3 - Rally Cry: Heals all members of it's faction for up to 300 HP!

[AG - ???] Conglomerate Mess - 30% 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 - 115

[N - Sdieve] Constructor Drone - 50/50 HP, Constructor
Current Project - Mana Generation Formations - [lllll] 3/5

[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 XXX
>< ah, arbiter, I think you misunderstood my action. I was growing a hair all the way to the Arena in woodgrave, then I became thorny plantness on the other end of the hair. so I would blend in with the barrier on the power anchor.
>a...and now, I, the remaining pieces of plants on this large tree of whatever take some of the tangible Godmodding energy detectable from the Power Anchor, and make it into a Player Lock. that is, uh, the type of lock makeable only using both Godmodding and Player energy, which Godmodder absolutely, cannot pierce, and can only be unlocked by Player Actions, per Defeat The Godmodder One.
>and. then. I make a Godmodder Lock too, which requires Godmodder actions to open, but I'm pretty sure can be set to close by non-Godmodders. since this Godmodder has players on his side. and we, ah, know the Godmodder needs to actually use the required number of actions, plural, to do that, because he used Godmodder Locks to restrict his own latitude of action, when he was trying to minimise the effectiveness of, 'JObob', with all that contract stuff.
>I transport both of these Locks into my inventory, then relocate the bulk of my spiritual mass so that, ah...
int x, y, z;
position= new position (x,y,z);
print(position+"is my position now.");
...yeah, that. So now I'm mostly not in the arena.

Position fixed! Sorry about that.

You then attempt to make a Player Lock and a Godmodder Lock both, but... the Player Power is still only set to 100. Though you've made both of them, it seems that when deployed, they'd also have a high HP value that could be broken through by both Players and Godmodders. Seems like it might be due to the low Player Power currently available, considering that it was always in the ten-thousands (if not millions) back in the first war...

The locks have been added to your inventory as you swiftly relocate yourself right next to the doorway of the arena, escaping out into the Not Campfire area! There's... not much currently here, but you have the oddest sensation of being closely watched... and not by the hospital, either.

[Build] Build Grist: 4610
[LVL 1] Talc: 765
[LVL 2] Gallium: 860
[LVL 3] Bismuth: 140
[LVL 4] Cerium: 120

-----

I pass the Chemist's Wand to Winkins and pick up the Sylphic Shovel. I also claim 20 of TRG's 68 CP, leaving the rest to be claimed by other players.

-----

Action 1: I place Multifunction Snares on BO20 and BO21. Hopefully whatever backup the Ranger's called will come in through that entrance and get snared.

-----

Action 2 + 5 CP + Lodestone Sword: I slash my sword in the direction of the Power Anchor. As it reaches a level position, pointing directly at it, a wave of magnetic energy goes through it and the malleable quicksilver comprising it rapidly changes form. It narrows and extends, turning from a meter-long sword into a ten-meter needle of sharpened metal in the blink of an eye, punching straight through the Power Anchor and out the other side. Poisonous quicksilver leeches out from the sword into the Power Anchor's heartwood and is left behind as the blade retracts. I quickly bring it around for another blow, the whip-thin metal bunching back up until it bites into the Power Anchor's base like a woodcutter's axe, severing it from many of its roots and leaving a deep gash in its side. I pull it back once more, then leap into the air and bring it down. Its internal liquid metal swirls in place like a dynamo, and as I stab it into the top of the Anchor, a bolt of lightning is released, splitting the Anchor down the middle and leaving a smoldering fissure inside it.

-----

Action 3 + Captcharoid Camera: I take pictures of the Ranger's bow and the Power Anchor.

-----

Free Action: Channeling my Player Powers to remove my dog allergies, I pet the huskies. Good doggies.

-----

Not Sure If This Is An Action: If this doesn't take an action, I use one of Plague's Health Kits on myself. If it's still not an action to use multiples, I use another on the Mirror Golem.

-----

The Mirror Golem looks at the Ranger. It puts its hands together in front of itself. And it starts to glow.

The blue light begins in its replacement finger, then trickles down the inside of its arm and spreads throughout the rest of its body. In a few seconds, it reaches its other arm, and an orb of energy begins to build between its hands.

"There's an important ability of the Mirror Golem that didn't seem to do anything last turn. 'Copy Ability: gains a permanent bonus based on whatever it attacked last.' The Mirror Golem attacked you last, Ranger. It may not have done damage, and I don't know who or what you are, but I know one thing: You've got some Godmodding potential in you. And right now? The Mirror Golem's copying it."

The orb builds in size and intensity until it's shining like a hypergiant star, and the Mirror Golem launches the orb of pure concentrated Godmodding energy directly at the Ranger.

20 CP and the Sylphic Shovel claimed! The Chemist's Wand is given to Winkins!

You place down the Multifunctional Snares at the back exit of this area! Hopefully, that'll deal some damage to anything coming in that way. Afterward, wielding the power of the Lodestone Sword, you launch a devastating series of attacks against the tree! The Anger, not knowing the abilities of the sword, decides to save her actions... allowing you to deal a massive 1,183 damage to the Power Anchor!

The Power Anchor has been obliterated! Player Power doubled to 200! 3200 Build Grist, 240 Gallium, and 120 Cerium dropped!
The Anger - Well, GORILLA.

Hunter's Longbow ++ (Player Power && Godmodder Energy) == Amazonian Arch
(Scranton Reality Anchor && Ether Sapper) ++ (Player Power && Godmodder Energy) == Power Anchor
Odd, I don't think the Alchemiter has that ++ modifier just yet. Perhaps there's a way to make or find it?

The Glacier Huskies are given pets! Unfortunately, healing is not a free action, but the Mirror Golem will do as you say/narrate!

<《P R O V I S I N A L A C T I O N》>
Xorm recites an honestly heartfelt speech to the Conglomerate Mess, before pulling out a Disposal Bullet to clean the Mess from the world with a tear in his eye.

I'll requote this when you finish the action, but for now, the Conglomerate Mess has been dissipated! It leaves 800 Build Grist and 90 Bismuth behind for you to use, as you feel the surge in power go through you... what the heck just happened?

Alright, now that that Power Anchor's exposed, I think it's about time we targeted that thing- the Akimbo Sniper has the right idea!

Time for a barrage of arrows with my Hunter's Longbow! I'd like to craft other alternatives to this, but I have a Power Anchor to shoot right now.

I'll start off with firing at the Power Anchor once, loading an arrow laden with fireworks onto the Hunter's Longbow. Taking care to time the shot perfectly so as to deal maximum damage, the arrow soars into the tree-like Anchor as the fireworks explode, sending the Power Anchor alight! A second arrow emerges from the bow, then robotechs around and flies towards the tree, dealing additional damage! Thanks to the help of this arrow-producing enchantment, I decide I need to increase my volume of fire- so, I put a beacon on the next arrow and fire into the Power Anchor's flaming form, helping my next attacks and the second arrow find their mark! For my finale, I ramp up the volume of fire and just rapid-fire spray with the bow, as while each arrow is individually weaker, they're boosted by the homing beacon to ensure they hit their mark, along with the roboteching secondary arrows that they summon from being fired in the first place. With this amount of arrows being directed at the Power Anchor, they strike the burning structure at the rate of fire as if an assault rifle was firing them!

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:
6370+300=6670 Build Grist
1505+240=1745 Talc
710 Gallium
210 Bismuth
180 Cerium

The Power Anchor is destroyed from Splashcat's action, so you quickly redirect to the Anger! Instead of dodging, the Anger is reminded of something - and so manifesting a spear to use as a shield, she begins to twirl it around herself and swiftly blocking all the arrows from hitting her person at a supernatural speed!

CP:3
Build:3690
Lv 1:1505
Lv 2:680
Lv 3:240
Lv 4:0

(x1)(Wand of Contradictions) The Dragon waves the wand around and turns the Touts into Trouts by producing the R Gun from Enter the Gungeon mid air with a poof and firing two Rs into them.

The Dragon than picks up the two trouts and hurriedly takes them to the Lake before they die from asphyxiation. Of course, if they are misbehaving...they are given to the Fisher instead. The Paradox is sure that the Fisher would like these two fishes.

(x2)Charging Up..+2,5!!As the Dragon continues heading to see where the stream goes past the Lake.

The Drone first checks if there aren't any secret caves behind the waterfall, or if it can't just fly up the waterfall to see where the water is coming for. Only if both of those things aren't there will it go left to check out the cave.

The Hospital consumes the Not-Fire, crackling with tHE FIRES OF PERDITION AND VOID!! Before it purifies those flames into Healing Lamps for its own usage to better heal others...when they come of course. Eventually.

The Touts - err, Trouts now, are promptly carried to the lake where they simply swim away! That's that problem dealt with.

As you charge 2 CP and leave the Bar with Murai (promptly archiving the area in the process), you cross the lake and wave to the Fisher before entering a small clearing with a really, really deep well of water. You can't hope to see the bottom from here, but... perhaps there's something down there? It'd be tough to get down there, but...

Both your entities will do as you say!

Winks blinks at the sudden alchemy that was shoved in his face, but shrug and puts it away into bag for safe keepings.

Actually... before he stores it away into he quickly took the beaker-like wand, shook the container vigorously causing the liquid to bubble and fill the wand more> Following the shaking he adds a valve on it and finally open said valve to unleash a building worth of the unknown liquid onto the three other entrances that he and the party haven't explored yet!

As the liquid temporally floods the entrances Winks allows the wand to continue on spewing the liquid as he grabs the Hunter's Longbow and firing off three more arrows of the icy variety at the entrances. The arrows, upon hitting the liquid then releases their payload that then simply freezes the walls of liquid to block off the 3 other entrances of where the reinforcements may come through.

(Orders)
The Doggos follows the lead of the other players and blast, stab, and bash the power anchor, all while Aurora keep an eye out for any injuries to heal.

CP: 0
Grist Count:
[Build] 4440 Build Grist
[LVL 1] 1400 Talc
[LVL 2] 740 Gallium
[LVL 3] 210 Bismuth
[LVL 4] 180 Cerium

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.
[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.

Using the Chemist's Wand, you create 3 walls of ice to block off the three entryways into the area that aren't snared! Though they only have 210 HP each, they might help for a little while to fend the incoming reinforcements off.

Your entities will do as you say!

-=+=-
End of Turn Battle -

Slated Cliffs -

Not much happens here, except for Sdieve's incremental increase in Mana!

Woodgrave -

Elsewhere -
The Drone, upon realizing that there is in fact nothing beyond the cave, attempts to ascend the waterfall and succeeds! Temporarily archiving the Waterfall, it emerges into a Spring in a new area - Tonnerre Ridge, the... third companion zone. The enemies here are bound to be a lot stronger... be on your guard if you want to explore. There's a loot chest here too, but it has a lot of HP and grounded entities cannot exactly get up here.

The Hospital promptly extinguishes the not-fire, transforming its essence into healing lamps! This increases its healing output per turn by 20 HP!

The Arena -
Within the arena, the various AG and Neutral entities realize that the Power Anchor is destroyed and promptly stand their guard against whatever the Anger is about to do! The Mirror Golem, however, launches a copied blast at the Ranger! Not expecting it in the least, she misses the Counter timing in whatever fighting game she was going to use as a basis, taking 1 Damage!

The Anger, seething at this point and very mad at being hit, focuses on herself and uses an action to promptly remove the N, E, and other R from her battle statistics! After all, if they can do it, then why can't she? This makes her the Ag, or the AG! She then uses her second action, being the AG, to take the 48 CP from the group pile, before restoring her name back to The Ranger using her third and final action! This can't be good...
The Ranger - I'm a Player too, aren't I? Shenanigans are completely plausible for me!
The Ranger - En garde! You won't escape this place alive!


From outside the Arena, the northern and western Ice Walls each take 150 damage!

The Lodestar -
The Resistance Golem uses its attack to further batter the damaged Soldier, and the Arcanic Archer uses their Bursting Arrow to deal 100 damage to all 4 of them! Regardless, as the Corrupted Status wears off of the last Soldier, they manage to completely defeat the Arcane Archer with a well-coordinated team-attack! The Resistance Golem also takes 220 damage - seems like things are wrapping up nicely!

A total of 400 Build Grist, 120 Talc, and 60 Gallium is dropped as the battle winds down.

General/Miscellaneous -
Plague's remaining alchemies are currently up for grabs by any AG! This excludes entities named the AG this time!

Across the Soul Orb (and outside of it), everything upticks!

I've fixed the banner up above so the Ranger won't be able to steal the alchemies through name shenanigans anymore, but... yikes. That's a lot of CP that she has, and with... 300 Player Power, it's definitely not gonna be easy to defend against her attacks! Stay ready, everyone!

Total Grist Attained -
[Build] +4400 Build Grist
[LVL 1] +120 Talc
[LVL 2] +300 Gallium
[LVL 3] +90 Bismuth
[LVL 4] +120 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 (XXX)

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 200.
General Inventory / Key Items:
- The Alchemiter: allows for alchemy wherever and whenever!
Required Grist for Upgrade to [LVL 5] -
5,800/12,000 Build Grist, 680/960 Gallium, 200/480 Bismuth, 60/480 Cerium

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 3 Armor] Destiny Scarf - A dark-blue scarf with several bright teal markings across its surface.
- Grants 10% dodge chance and deducts 10 damage from attacks that go through.
[LVL 3 Armor] Draconic Plate - A cloak of green dragon scales that seems to blend in with the forested background.
- Grants 5% dodge chance and automatically deducts 20 damage from attacks that 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
- Weak Player Lock
- Weak Godmodder Lock
- $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 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 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 [2/4 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 [3/5 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 - 2/8 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] 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.

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 [20/20 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.

[AG] Ninjatwist_ - 1000/1000 HP - 12 CP
[AG] Paradox - 1000/1000 HP - 2 CP
[N] Sdieve - 4500/1000 HP - 24 CP - Has 1 Attack Shield!
[AG] Splashcat - 896/1000 HP - 33 CP
[N] Winkins - 1000/1000 HP - 2 CP
[PG] Xorm - 234/1000 HP - 11 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 - 300/300 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 - None

[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 - None!
Current Mana Reserve - 40

[N - Sdieve] Lightmantle - 100/180 HP, 40 Attack

[N - Sdieve] Mana Wellspring - 50/50 HP, Generates 10 Mana per turn!
Current Players - Splashcat, Winkins, Ninjatwist

[AG - Splashcat] Mirror Golem - 240/580 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!

[N] Ice Wall - 60/210 HP, blocking the northern exit!
[N] Ice Wall - 60/210 HP, blocking the western exit!
[N] Ice Wall - 210/210 HP, blocking the southern exit!
[N] Multifunctional Snares x2 - Deals 100 damage twice to any entity coming or exiting from/to the east!

[RS] Jake - 500/500 HP, 8 CP
[RS] Resistance Defender - 500/500 HP, 30 Defense, 25 Attack

[PG] The Ranger - 4/5 HP, 3 Player Actions, 50 CP [300 Player Power]
Current Players - Sdieve

[AG - Paradox] Outpost Hospital - 400/400 HP, Adds 120 points of healing to Player or Entity Heal Actions!
[lllll] 1/5 - Produce Item: Makes 1 LVL 3 Alchemy!
Current Players - None

[N] Fisher - 700/700 HP, 40 Attack
[lll] 3/3 - Fish Up: Obtains 1d4 fish. What a peculiar entity.
[AG - Paradox] Exploratory Drone - 250/250 HP, 25 Attack, has 1 Attack Shield, Stealthed
[lll] 3/3 - Stealth Drive: Grants Stealthed to the Drone, causing grounded traps not to trigger and the drone to be the last entity attacked!
Current Players - 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] Soldiers x2 - 900/900 HP, 100 Attack [10% chance to double damage] x2
Soldier - 450/900 HP, 100 Attack [10% chance to double damage]
[AG - F] Soldier - 750/900 HP, 150 Attack, Corrupted for 1 more turn!
[PG - F] Banneret - 1350/1500 HP, 250 Attack
[lll] 1/3 - Rally Cry: Heals all members of it's faction for up to 300 HP!

[RS] Resistance Defender - 280/500 HP, 30 Defense, 100 Attack
Current "Players" - Sdieve's Projection
Current Mana - 135

[N - Sdieve] Constructor Drone - 50/50 HP, Constructor
Current Project - Mana Generation Formations - [lllll] 4/5

[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 XXXI
[Build] 4490 + 500 + 300 + 4400 = 9690 Build Grist
[LVL 1] 660 + 380 + 240 + 120 = 1400 Talc
[LVL 2] 400 + 300 = 700 Gallium
[LVL 3] 140 + 30 + 90 = 260 Bismuth
[LVL 4] 120 + 60 + 120 = 300 Cerium

[[Quick adjustments on the EOTB - Xorm should have 11 CP, and the CP Containers should be removed from the Combo Kit's stat block. In addition, I don't think Xorm ever took that 200 Damage... He should be at 117 HP, not 317 HP. Thank you!]]

The room had cleared up quite a bit, now. And a quick skim through a digital lorebook revealed what that burst of power was.

A Power Anchor had just gone down. Xorm clenched his jaw tightly. He needed a little destruction in his life right now... And that Resistance Defender looked perfect to mess with.

[Action 1 + Sacrifice Combo Kit: MESS WITH IT.]

"Jets, point the Combo Kit at me... And bail!" he says, a wild gleam in his eyes, and a suspicious sharpness to his teeth.

[["Huh. Didn't know he had those pointy teeth." Kit mutters aloud.]]

"I'm sorry you want me to crash this into you?" Jets says in one breath.

Xorm smirks confidently, then takes a wide stance... Like someone trying to catch and stop a freight train with his bare hands. "Trust me. I can catch it."

Jets considers this... Then smiles back. "If I had known you'd be this suicidal, I'd have let you jump."

"You love me."

"And I hate it." he says back, aiming his Vehicle at the Avatar, then slamming the gas and jumping off. It whirs its way at Xorm with malicious intent... Only for him to duck under its primary blades, to pick it up by the rear tire, heft it above himself with both hands, and throw it at the Resistance Defender, who winds up crushed in a pile of shattered LEGOs and random bundles of Grist. The Combo Kit now lies broken, a pile of scrap metal. But Xorm can't help but smile.

[Summary: Throw the entire vehicle at The Defender. Chuckle at the burning scrap metal.]

[Action 2 + 4 CP: Replacement Troops]
The casualties, though... Were steep. Those Infantry might have been weak, but they were numerous, and that had it's own advantages. So he gathered up some of his own power to do something that might make up for those losses...

And opened a portal to a certain ship. The swirling red hole sat there on the wall for a minute, before a small humanoid with an eyeball for a head walked through and looked around.

"Ugh, all these dimensional holes... Oh!" he mutters before noticing the alien mercenary in the room. "Xorm, old pal! Great to see you again!" he says happily. "I'm assuming the hole in the Watchdogs' armory was you, then?"

Xorm greets the eyeball fellow with the same sort of fondness. "Yup. I need to phone a favor from you, Commander Peepers." he replies. "I'm fighting a war here, and my side could use Watchdog reinforcements."

Peepers blinks. "I'm sorry, you want me to funnel Watchdogs away from Hater's army to bolster yours?" he says incredulously.

Xorm nods. "That's the gist... But don't think of it like that. Consider it more... Helping Hater get a foothold in a place he'd never know about otherwise. When we win, it'll be with your help, which means Hater's help, which means he'll be entitled to some of the spoils... like rulership..." he trails off with a smile. Peepers smiles [[In spite of the fact he has an eyeball for a head]] and salutes.

"Well, I wouldn't want to let Hater pass up such an opportunity! I'll get right on it!" Peepers says with enthusiasm, before hopping back through the portal. Moments later, a slightly smaller eyeball-person... A "Watchdog," apparently... with a smaller lightning bolt on his hat, hops through into the building, blaster at the ready.

"I heard the cafeteria here had more than one thing to eat on any given day! Let's goooooooo!" he says, overly enthusiastic about such a minor thing.

[Summary: Spend 5 AP to create a Watchdog Portal that spawns one Watchdog every turn. The portal itself is as fragile as glass, but the combat skills of the Watchdogs should hopefully prevent further
[AG] incursions.]

Then he pulls out that crystal from earlier.

[Action 3 + 7 CP: Fond Memories]
[And Broken Promises]
[[Hey, Kit, what were you saying about a Monster Core earlier?]]
[[Monster Core - An energetic remnant of a monster, that contains their soul, their spirit. Break it and you kill them. Cut it out and you basically own them.]]
[[That's... Kinda dark. Were you planning on reviving this one?]]
[[Yup! Pretty sure I know who it is, too~]]
[[How? It's just a crunchy-looking glowy stone.]]
[[But you pulled it from a mess of undeserved deaths. If there's one monster that could be, it's Ranieh.]]
[[Who is...?]]
[[A proud Drider who featured in maybe 5 episodes before dying kinda brutally.]]
[[Kit, your xenophile is showing.]]
[[H-Hey! Public channel!]]

[[I just like messing with you. Alright... Channeling now.]]

Xorm sits down, closes his eyes, and holds the crystal gently. His essence flows into it, searching, investigating... Finding. Deep inside that weak glow was a pinpoint of cold determination.

[[Found her... Pulling.]] he messages quietly. He reaches out to take her soul, and is rebuked. He tries again, and is shoved aside. No, not yet. Ranieh growls. Xorm growls back. If not now, when? There's no time in here - Now and a thousand years from now are the same. So come out. Now. he resounds, grappling her soul and pulling.
Ballyhoo: Callback. Xorm's soul mutters.
Something enters the slipstream on the way out, something eldritch, ancient.
He had called back that familiar voice.
[[Xorm, something's wrong, I'm picking up some odd chatter from the IDPD.]]
Xorm cringed - He forgot she was a Class III Corruptional Biohazard.
[[Maybe they're just looking for me.]] he responds, pulling on those twinned souls as they twisted.
My King... The corruption whispered.
[[No, they're mentioning... A Sliver Queen? Xorm. What did you do?]]
You came back~ The second soul says as it overtakes the first.
[[I didn't do anything-]]
[[Ha! He knows what he did.]]
[[Warden?!]]
[[Your Avatar is bringing back an old flame of his. Of course, she's even higher on the IDPD's hitlist than he is.]]
[[Oh, boys~ Be quiet.]]


The machines cut out as Xorm's work finishes. There's an unsettling screech as dark energy flows from the crystal to form into a spider's body with a humanoid form extending from where its head would be. Spikes cover the spider abdomen, and the legs clink as if they were made of metal. And the humanoid form... It's covered in scales, but has a feminine form... And a predator's grin. Her purple hair flows to her back as she looks around with magenta eyes.

"This form is wrong, but at least I breathe again..." she says. Everyone in the room is staring at the demon-drider. "What? Never seen a Sliver Queen in all her glory before~?"

[Summary: Summon Ranieh, Sliver Queen.
A high-HP entity with a few tricks up her sleeves...
Venom Drench [||]: Inflict heavy Poisoned [Damage Over Time] to a target.
Numberless Brood [|]: Spawn a "Sliver" entity every other turn.
...And a Class-III risk level on her head.
Known Hazard [??]: Randomly spawns [H] Interdimensional Police Forces on this Entity's location.]


[FREE ACTION: NARRATOR TO NARRATOR]

Kit closes his laptop for a minute and looks around. Does some math. And then he goes to the Collector and smiles. "Hey..." he starts quietly. "Listen. I have a man on the outside who's setting up Plot Hooks. I need something I can use to dispel debuffs... Like a microphone to recite an inspiring story through. Your payment? Access to the outside world when this is over with. Deal?"

You proceed to pick up the entirety of the Power Miner Combo Kit and hurl it at the Resistance Defender, dealing 295 damage in total to the golem and completely annihilating it and the now slightly outdated Power Miner Combo Kit in one fell swoop! Although the Bismuth Golem drops 200 Build Grist and 30 Bismuth (As expected, from something named the Bismuth Golem), the Grist barrels from before stubbornly refuse to break and begin rolling across the cleaned-out floor.

... Wander over Yonder, huh? Wow, been a while since I've seen that particular canon referenced. Summoning the Watchdog Portal in the North Entry, you watch as a Watchdog emerges and immediately runs off to the place's presumed cafeteria. The original soldiers here cast a hesitant glance at the sheer amount of Watchdogs this thing could spawn, but... hey, it'll be fine, right?

And then, immediately after that, Ranyeh is summoned. I'm glad I at least know their appearance, but... this is a literal demon. I get it's kinda par for the course when it comes to these wars, but... geez. I guess it's good to start the snowballing early, I guess, considering there's the entirety of Tonnerre and a good chunk of the outside city before the AGs reach here.

[Narrator to Narrator will be covered in a sidedop occurring tomorrow. Please ping me if this doesn't happen.]

>< I run the visual portions of my spiritual mass in circles while manipulating the parts at Position(x, y, z) - where x, y and z were never initialised so that Position doesn't have a value- until I am suddenly back in my cave, causing the visual portions in woodgrave to evaporate in a puff of logic.
>< I send the real-world players the Alchemy Code for Godmodding Energy, lesser Player Locks, and lesser Godmodder Locks and tell them that if they can alchemize the first, they can probably make a proper Player Lock out of it.
> I set down the Player Lock around my Cave and lock it. I'll leave the Godmodder Lock off for now, I don't want to be trapped if I have to run... Or, wait. Actually... Well, there's no in principle reason the locks have to be motionless or any given shape, so before doing that I try setting up the Lock to be attached to my location and conform to the shape of my body, Like a nigh-indestructible energy shield which I can reform to protect larger areas by growing more skin.
> I preview Godmodding Energy ||(container of fire energy&&container of air energy&& container of mana &&container of light && container of power), or in simpler terms, Godmodding energy||Container of [something].
> I then preview Player Energy || Ex nihilo Generator

E> The Drone finishes the tileable Mana Generation Formation. The Mana in the Orb reaches 50 and is expended to create a Mana Generation Formation. The Lightmantle tries to preform a healing magic of light, providing ambient healing. Also, with the tileable Mana Generation Formation complete in the real world, 100 Mana is expended to make another 2 of them of the Orb kind.
You warp back to your cave! Despite your attempts to send the alchemy codes for the above objects, I don't believe that any of those exist - especially the Godmodding Energy one. The various Locks aren't alchemiter-created either. Although you tell the real-world Players that they probably could make fully-operational Player Locks if they managed to make the previous one, they respond by stating that it seems nearly impossible to obtain the Godmodding Energy necessary to make it.

The Player Lock, ironically enough, does not seem attachable to Players. You simply place it down, creating a forcefield around your cave that can only be breached with Player Power or a total of 10000 damage.

Godmodding Energy || Container of X == 1 Godmodder CP - 1/1 Use [LVL 22 Consumable]
- One CP that a Godmodder could create, allowing for a powerless action that scales according to the opposition.
- Use with caution. It is incredibly likely that this would draw the Godmodder's attention.

Player Energy || Ex-Nihilo Generator == Player Power Generator - 1/1 Use [LVL 12 Consumable]
- When placed, becomes an entity that grants 10,000 extra Player Power in the area.
- Use with caution - it's incredibly likely this would draw a lot of attention from various groups.

somewhere beyond the edge of the horizon there is a scale
somewhere at the ends of that scale are six weights
somewhere at the center of the scale it's clear to see the sides are imbalanced
somewhere at the heavier end of the scale sit three red weights
somewhere at the lighter end of the scale sits one blue weight
somewhere at the base of the scale sit two gray weights
somewhere at the lighter end of the scale...


Suddenly, from nothing, ecneserP ehT was there. And anyone who saw it could see that it wasn't. And yet, at the same time, it was, and it embodied everything, from the hopes of the future to the desire for strength to the rule of force to ӨBƧΣƧƧIӨП ΛПD ƧΣЯVIƬЦDΣ ƬΉΣMƧΣᄂVΣƧ to an ever-expanding scourge upon the world to the forces put in place to prevent its advance to the joyous reign of chaos to the reign of something far greater to the center of all conflict to an intruder in the realm of logic to the march of progress to the purity of truth to even the forces that rule another world.
It was nothing and it was eveЯything and more.

CP: 3

Well, that's concerning. Considering I know a few of these and their sources, well... this could be interesting to watch. ecneserP ehT appears in the North Entry at the Lodestar, due to this being the primary PG-controlled zone currently on the map. Welcome to the game! Though I'll keep track of your CP and alchemized items, actually keeping track of the various types Grist you obtain is on you. Now then... what will you do?

[Build] Build Grist: 9010
[LVL 1] Talc: 885
[LVL 2] Gallium: 1260
[LVL 3] Bismuth: 210
[LVL 4] Cerium: 240

-----

Action 1 + Action 2 + Texter's Rifle + Particle Wand: I spin around, rapidly unleashing a barrage of shots on a variety of targets, catching the letters as they're knocked harmlessly free:

The capital A from the ruins of the Power Anchor
The W and a from an Ice Wall, the former of which I proceed to turn upside down
The S from a Snare, which I flip around backwards
The o and n, again from the ruined Power Anchor
The I and a from a different Ice Wall
The n from the other Snare
The capital A and lowercase r from Aurora's name and the c from Iceberg's (good dog. best friend.)
And, spinning the rifle around backwards, the h from the end of my very own "Splash".

I assemble the letters together in my hands, forming the name of a particular alchemy...

AMaZonIan Arch

I return the Rifle to my inventory and draw my new bow experimentally. It's not a true alchemy, more of a typographical hodgepodge from a dozen different sources, but it should hold together for long enough for one good shot. I pick up a long, straight splinter of the broken Power Anchor. Even with the Anchor destroyed, it's as strong a piece of wood as I might ever find, and who knows what sort of power-sapping potential might still be contained within. It should make a fine arrow shaft.

It's lacking in a head and a shaft, though. There are no feathers around to fletch with, but many modern arrows are fletched with plastic and have heads of carbon fiber, and there's no shortage of hydrocarbons in the arena. In fact, pretty much every organic material around could be broken down and reassembled into plastic with sufficient application of energy. My eyes roam over the various potential sources... I could use the remains of the Power Anchor again, but that seems repetitive. And in fact, I might be able to do even better. I take out the Particle Wand and point it at a stain of the Ranger's own blood, left behind on the ground after the wound dealt to her by the Mirror Golem. There's not nearly enough for a whole fletching, but even mixing that with the Anchor derivatives should make for a fine magical arrow, perfect for seeking her heart. So I split the blood's ingredients in half, mixing as many non-carbon components as I can use with hydrocarbons from the Anchor's wood to produce a plastic fletching and the carbon with more carbon from the ash left behind when the lightning struck the Anchor to produce a razor-sharp carbon fiber point.

I nock the arrow to the bow and take aim.

"Sure. You're a player. You can do anything we can. But that means that we can do anything you can, too."

The bow shatters in my hands as I release the arrow, the letters flying across the arena wildly until they fall back into place in their source objects. But the arrow flies true, striking the Ranger directly in the heart.

-----

Action 3: I throw my other two Multifunction Snares, putting them on BC21 and BH14 respectively as those seem to be the ice walls through which the enemies are trying to break. I'm rather concerned by the west wall coming under fire: We entered the arena from the west, so if enemies are coming through there, that means we've been flanked.

-----

Entity Orders:

The Mirror Golem shoots a narrow laser through the west Ice Wall, melting a pinprick hole in it: Not nearly enough of an opening to enter through, but plenty of an opening through which to laser whoever's trying to break through from the other side. They attempt to copy something about one of its abilities, which should also hopefully give us a sense of what exactly is about to come through those walls.

The Amazonian Arch is temporarily formed in your hands, Player Power allowing the name manipulation to truly have power and quickly form the bow! Quickly, you get a grasp on the bow's statistics as well when you hold it, despite it being a mere typographical copy...

Amazonian Arch [Unique Weapon]
- The Ranger's weapon of choice - a dark green longbow etched with Player Power for excellent durability and strength.
- Adds 40 damage per action to an attack with a 20% chance of inflicting Restrained [Attack halved, 2 actions to break]. Scales with Player Power.

And despite everything and the sheer power behind the arrow, the Ranger deftly grabs the arrow as it's fired.
The Ranger - One arrow will never be enough, regardless of the bow. Nice try.
The arrow, however, breaks into vines and entangles the Ranger, inflicting Restrained due to the properties of the bow! The Ranger curses at her luck, seemingly having chosen a target for her turn...

You place down the snares, using the last of your set! You'll have to make more of them soon...

The Mirror Golem will do as you say!

...

Well...

Huh...

Winks stands around a bit with the dogs, expecting something to happen from the shattering of the Power Anchor... Asides from this new well of power he's feeling. Seeing as nothing is going on, (and the massive cache of CP that the Companion now has, but he's purposely ignoring that) Winks look into past records of things that happened after a power anchor is destroyed...

Players getting a power up... Check.

Enemies increasing their difficulty bar... Uh, happening a LOT sooner than expected but Check.

And some re-adjusting of Entity stats...

A glances to dogs to see that no, they haven't receive any re-balancing. Sooo... Not Check.

Ah, I guess he found his focus of this turn, asides from panicking of course.

Grasping at straws, Winks follows the theme of wordplay that's been going on as of late, slicing and borrowing Anchor from the Power Anchor, turning the the ice wall that hasn't been assailed by supposed reinforcement, and tossing them into Iceberg, that just took it like a champ.

The merging of words quickly settles down and giving the large husky the ability to manifest a wall of ices that circles around the tanky boi acting as the wall's anchor.

With that done, Winks takes one look at the updated map and with the blessings of FREE MOVEMENT, he peeks into the Deep well room after skipping over the water of the lake to find no enemies of the supposed reinforcement battering at the wall!

This can only mean one thing, THE SOUTHERN ICE WALL IS A BRIBED ACTOR! Angered over such corruption, Winks FIRED the Ice Wall! And dramatically too as he fired the Ice Wall in style, giving a flying kick that fired the Wall into the air of the Arena and onto the Ranger as Winks lands in the Arena right after. Glaring at the northern Ice Wall and wondering if that Wall was paid as well for faking his job of holding back reinforcements.

CP: 0
Grist Count:
[Build] 8540 Build Grist
[LVL 1] 1280 Talc
[LVL 2] 1040 Gallium
[LVL 3] 300 Bismuth
[LVL 4] 300 Cerium

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.
[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.

You quickly throw the Southern ice wall into Iceberg, who happily receives the upgrade and a slight bonus to HP to boot! He'll be able to use this to block off exits and attack from on top of it, serving as a weak although effective shield for him.

Proceeding to exit through the now open area (and presumably saying hi to Paradox as you pass through), you find nothing in the Riverside area and proceed to fire the Ice Wall at the Ranger! The Ranger, unable to react in her usual method, twists her bow and slams the tip in the ground, creating a thorny wall of vines for the ice block to shatter against!
The Ranger - You all made that thing anyways, and it didn't have a will to rebel with. It's ice.
The Ranger - Do what you want with your things, though - I don't mind.


CP:4
Build:8090
Lv 1:1625
Lv 2:980
Lv 3:330
Lv 4:120

(x1)The dragon discards the Microscopic Needles in the Well, reducing my Alchemies back to a comfortable 8. But. Of course, that's not to say they are just going to languish at the bottom of the Well. Nope.

They're just going to be consumed as he invokes a paradoxicality.

The Needles flash in a silver luight before dissolving into the surroundings waters, fading away as somewhere where the water originates from a Spring, the Drone readies itself, synchronising with the Dragon of Paradox's Action.

Invoking the Earth and Sky Embrace and Inverting the Water Cycle and not, the Dragon and the Drone turns the Well and Spring into inversions of themselves; the spring turns from a place where water burbles up from beneath the ground into a place where the water falls down constantly from the sky, while the Well stops being a place where water ends, but where it insteads evaporates, turning into so many clouds as the rocks crackle with heat and the water boil into steam and mist.

The Dragon opens ups his wings and flaps, landing onto the lowest cloud with a soft bounce of the cloud before gazing upwards.

Inverting the locations has also inverted the location where any possible treasure might be hiding, placing them at the highest peaks, but with the clouds solid with the sacrifice of the Microscopic Needles, it shall be done.

(x1) Flapping on wings that are too small to physically lift him up, the Paradoxical Dragon yet flies and glides from cloud to cloud, ascending into the atmosphere, past any obstacles with grace and speed, hopping, bounding across the fluffy white shapes upon wings that stretch. Even as the air thins and the world becomes colder, the internal furnace and a quickly turned fishbowl keeps the Dragon bounding up, higher and higher, until the highest cloud is reached. If there is treasure here, he collects it. If not, he stops to admire the stars for just a moment. Either way, he plummets down after doing what he did back into the place where the Well was and move to the zone on the Right.

(x1)(1 CP) The Dragon summons another Drone, just a Drone, to get to exploring the cave on the left of the Waterfall

Entity Orders: The Exploratory Drone, tired after invoking such Magic to turn the Spring into a constant delurge of waer, peers down into its depths to see if there's anything under all that water before picking up the loot and resting.

The Other Drone explores the Cave to the left of the Waterfall as mentioned

The Hospital and its workers plants a strange Acorn onto the ashes of the Fire Pit, seems they aren't going to be going anywhere for a bit while using the fertiliser of the ashes to grow an Oak Tree or something

You convert the Deep Well into the Ascent Pond and the Spring into the Skyfall Spring, using the increased Player Power and a now-consumed alchemy to do so! The deep hole leads into an vaguely defined underground cave that was probably a river, formerly. It doesn't appear as if there is anything down there, though.

At the top of the clouds, however, there is a easily breakable loot chest that you open cleanly! Within it is 30 Cerium, which is nice, but somewhat dissapointing compared to the interesting alchemies normally in these chests.

You summon a second drone, calling it the Other Drone! It will do as you say, along with the exploratory drone.

Being rushed and a bit uninspired, I decide to just work on some alchemies for now...

Heavy Crossbow && Theia Magnified Scope == Sniper's Crossbow [Lvl.3] (+X damage per action used, increased to +Y for the first shot)

I craft the Sniper's Crossbow! It deals the most damage upon an initial shot, but gets less benefits from continuous use, unlike the Hunter's Longbow.

Retreating Spear [Lvl.2] && Dodge Boulder == Avoiding Spear [Lvl.3] (+X damage per action used, user gains a +Y% chance to dodge attacks, reducing their damage by Z, when used during your last action)

I craft the Avoiding Spear, now that combat isn't (as?) dependent on your positioning! This way if I use it to end the combat, I can reduce the damage I take.

Dapper Stovepipe [Lvl.1] && A Generous Amount of Felt && Charming Pin == Distinguished Stovepipe [Lvl.3] (X% chance to inflict Confusion (Y% miss chance) to foes that attack you)

I craft the Distinguished Stovepipe, an upgraded version of the Dapper Stovepipe!

These are Level 3 alchemies, these are going to cost me... 2400 Build Grist, 540 Talc, and 270 Bismuth... which I should have. Feel free to apply numbers to these stats as you see fit.

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-? (Ranger's subtraction)=? CP
Grist Stores:
6670+4400-2400=8670 Build Grist
1745+120-540=1325 Talc
710+300=1010 Gallium
210+90-270=30 Bismuth
180+300=480 Cerium

Heavy Crossbow && Theia Magnified Scope == Sniper's Crossbow [LVL 3 Weapon]
- A crossbow made of heavy, but durable materials. Has a scope attached to it, allowing for clearer shots if time is taken to align.
- Adds 15 damage per action used in an attack, which is increased to 30 additional damage for your first action in a turn using it.

Retreating Spear && Dodge Boulder == Avoiding Spear [LVL 3 Weapon]
- A spear designed around manuverability and the ability to dodge. Despite that, the edge is still strong and can deal some damage.
- Along with adding 15 damage per action using it, grants a 30% chance to give Evade (reduces damage taken per attack by 10, 1 turn).

Dapper Stovepipe && Large Amount of Felt && Charming Pin == Dsitinguished Stovepipe [LVL 3 Armor]
- A charming top hat that fits immaculately with the rest of your outfit. Would give a +1 to charisma checks, except this isn't D&D.
- When you're attacked, the hat has a 30% chance of inflicting
Confusion (30% chance to miss attacks) on the foe that hit you.

You craft all of the above, and you correctly calculated the Grist cost! These three alchemies have been added to your inventory.

-=+=-
End of Turn Battle -

Slated Cliffs -

A Mana Generation Formation is created in Sdieve's Cave, using 50 mana! The Lightmantle would provide ambient healing, but there isn't anything to heal in the proximity. Additionally, three more Mana Generation Formations are formed outside the Soul Orb, which becomes four as the Drone finishes its project!

Woodgrave -

Elsewhere -
The Exploratory Drone quickly checks to make sure that there's nothing under the water and again, reveals nothing particularly interesting. (Oddly enough, it seems like this was an oversight on theis place's part.) It then fires on the oddly durable loot crate, dealing 25 damage!

As the other drone attempts to enter the cave under the waterfall, there's a bit of a backlash - it seems to enter some sort of trap kill zone before promptly disintegrating. Whatever that place is, it's well defended... not even any Grist comes out of it.

The Battlefield Hospital plant, using the Produce Item charge that the hospital has to monitor it's growth! I wonder what will happen when it reaches maturity.


The Arena -
The Mirror Golem, although unable to shoot through the Ice Wall on the account of it being non-existent, still fires out into the Riverside and deals 180 damage to... something! As a result, their attack increases by 10, which is annoyingly vague. Considering the ice wall is gone, though, at least that mystery will be resolved. The Huskies, Akimbo Sniper, and Jake's Defender quickly assume a defensive position to prepare against the reinforcements that are incoming!

Speaking of those, they quickly break down the remaining Ice Wall and enter the room through both the north and west! Seems like there's a Gloom Stalker that has arrived to back them up, which you can visibly see thanks to them kinda ruining their stealth when entering the room. Even beyond that, there seems to be one more elite enemy, a Fey Wanderer, for the entities to face off against!

The Ranger quickly uses 1 Action and 1 CP to free themselves from the Restrained status, before using their second action and 1 CP to shoot a arrow directly through the Mirror Golem, dealing 600 damage and quickly dispelling the form into a pile of Grist for herself! Unlike the shared Grist drops everyone I can see the actions of gets, the Ranger seems to have her own pool. With their third action and 7 CP, she buffs the HP of both of her reinforcement entities by 1200 points, making them tougher and more annoying for the remaining forces to take down!

The Lodestar -
Now that the battle's calmed down, not much of interest happens here. The previous entities there regard esneserP ehT's arrival with mild confusion, but... it isn't actively attacking, at least.

General/Miscellaneous -
Plague's remaining alchemies are currently up for grabs by any AG! This excludes entities named the AG this time!

Across the Soul Orb (and outside of it), everything upticks!

I've fixed the banner up above so the Ranger won't be able to steal the alchemies through name shenanigans anymore, but... yikes. That's a lot of CP that she has, and with... 300 Player Power, it's definitely not gonna be easy to defend against her attacks! Stay ready, everyone!

Total Grist Attained -
[Build] +200 Build Grist
[LVL 1] +0 Talc
[LVL 2] +0 Gallium
[LVL 3] +30 Bismuth
[LVL 4] +30 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

Alchemiquest - Maps and Miscellany (XXXI)

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 200.
General Inventory / Key Items:
- The Alchemiter: allows for alchemy wherever and whenever!
Required Grist for Upgrade to [LVL 5] -
5,800/12,000 Build Grist, 680/960 Gallium, 200/480 Bismuth, 60/480 Cerium

Ninjatwist - 8/8 Inventory Slots used.


Dapper Stovepipe && Large Amount of Felt && Charming Pin == Dsitinguished Stovepipe [LVL 3 Armor]
- A charming top hat that fits immaculately with the rest of your outfit. Would give a +1 to charisma checks, except this isn't D&D.
- When you're attacked, the hat has a 30% chance of inflicting Confusion (30% chance to miss attacks) on the foe that hit you.

[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 3 Weapon] Sniper's Crossbow - A crossbow made of heavy, but durable materials. Has a scope attached to it, allowing for clearer shots.
- Adds 15 damage per action used in an attack, which is increased to 30 additional damage for your first action in a turn using it.
[LVL 3 Weapon] Avoiding Spear - A spear designed around manuverability and the ability to dodge.
- Along with adding 15 damage per action using it, grants a 30% chance to give Evade (reduces damage taken per attack by 10, 1 turn).
[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 3 Armor] Distinguished Stovepipe - A charming top hat that fits immaculately with the rest of your outfit.
- When you're attacked, the hat has a 30% chance of inflicting Confusion (30% chance to miss attacks) on the foe that hit you.


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 3 Armor] Destiny Scarf - A dark-blue scarf with several bright teal markings across its surface.
- Grants 10% dodge chance and deducts 10 damage from attacks that go through.
[LVL 3 Armor] Draconic Plate - A cloak of green dragon scales that seems to blend in with the forested background.
- Grants 5% dodge chance and automatically deducts 20 damage from attacks that 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
- Weak Player Lock
- Weak Godmodder Lock
- $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 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 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 [0/4 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 [3/5 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.

ecneserP ehT - 0/8 Inventory Slots used.
Nothing yet!

Winkins - 2/8 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] 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.

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 [20/20 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.

[AG] Ninjatwist_ - 1000/1000 HP - 12 CP
[AG] Paradox - 1000/1000 HP - 2 CP
[N] Sdieve - 4500/1000 HP - 24 CP - Has 1 Attack Shield!
[AG] Splashcat - 896/1000 HP - 33 CP
[PG] ecneserP ehT - 1000/1000 HP - 3 CP
[N] Winkins - 1000/1000 HP - 2 CP
[PG] Xorm - 234/1000 HP - 11 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 - 300/300 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 - None

[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 - 0
[N - Sdieve] Lesser Player Lock - 10,000/10,000 HP, can be broken with 1 Player Action, keeping things from entering or leaving!
[N - Sdieve] Lightmantle - 100/180 HP, 40 Attack

[N - Sdieve] Mana Wellspring - 50/50 HP, Generates 10 Mana per turn!
[N - Sdieve] Mana Generator - 60/60 HP, gathers 5 Mana a turn!
Current Players - Splashcat, Winkins, Ninjatwist

[AG - Ninjatwist_] Akimbo Sniper - 800/800 HP, 120x2 Attack

[N - Winkins] Iceberg - 450/450 HP, 10 Defense, Frost Breath [Deals 60 damage and inflicts Frost (Can only move 1 zone away) for two turns.],
[ll] 0/2 - Ice Wall - Summons a 3x3 square of ice under Iceberg, potentially blocking exits or movement options! The block has 100 HP.
[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!

[N] Multifunctional Snare - Deals 100 damage to any entity coming or exiting from/to the west!

[RS] Jake - 1000/1000 HP, 11 CP
[RS] Resistance Defender - 500/500 HP, 30 Defense, 25 Attack

[PG - RN] Fey Wanderer - 1900/2000 HP, 200 Attack
[ll] 0/2 - Charm Entity - Inflicts Charmed (Entity joins faction of charmer for 2 turns) on one entity.
[lll] 0/3 - Misty Step - Dispels location-based effects on this entity.
[PG - RN] Gloom Stalker - 1320/1700 HP, 150 Attack
[l] 0/1 - Stealth Walk - Activates Stealthed on this Entity.

[PG] The Ranger - 4/5 HP, 3 Player Actions, 42 CP [300 Player Power]
Current Players - None!

[AG - Paradox] Outpost Hospital - 400/400 HP, Adds 120 points of healing to Player or Entity Heal Actions!
[lllll] 1/5 - Produce Item: Makes 1 LVL 3 Alchemy!
Current Players - None

[N] Fisher - 700/700 HP, 40 Attack
[lll] 3/3 - Fish Up: Obtains 1d4 fish. What a peculiar entity.
[AG - Paradox] Exploratory Drone - 250/250 HP, 25 Attack, has 1 Attack Shield, Stealthed
[lll] 3/3 - Stealth Drive: Grants Stealthed to the Drone, causing grounded traps not to trigger and the drone to be the last entity attacked!

[N] Loot Chest - 500/500 HP
Current Players - Xorm

[N] Grist Chests x4 - 100/100 HP, Contains Talc, Gallium, Bismuth, and Build Grist!

[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 - Xorm] Ranyeh - 1000/1000 HP, 150 Attack
[ll] 0/2 - Venom Drench - Inflicts Poisoned [150 damage per turn, lasts 3 turns] on one target.
[l] 0/1 -Numberless Brood - Summons one Basic Silver [100 HP, 25 Attack] when used, under Ranyeh's command. Said Silvers can be specialized.
[lllll] 0/5 (1d4+3) - Known Hazard - Summons [H] Interdimensional Police Forces around Ranyeh semi-randomly. Activates automatically.

[PG - Xorm] Watchdog Portal - 400/400 HP
[ll] 0/2 - Summon Watchdog - Summons 1 Watchdog Infantry with 150 HP and 50 Attack.

[PG - F] Soldiers x2 - 900/900 HP, 100 Attack [10% chance to double damage] x2
Soldier - 450/900 HP, 100 Attack [10% chance to double damage]
Soldier - 750/900 HP, 100 Attack [10% chance to double damage]
[PG - F] Banneret - 1350/1500 HP, 250 Attack
[lll] 2/3 - Rally Cry: Heals all members of it's faction for up to 300 HP!
Current "Players" - Sdieve's Projection
Current Mana - 0

[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 Generators x7 - 60/60 HP, Gathers 5 Mana a turn! (x7)
 
Last edited:
Update XXXII
Build Grist: 200
Talc: 0
Gallium: 0
Bismuth: 30
Cerium: 30

Seems correct! Sure, the colors are a bit strange, but I suppose that's to be expected...
Hm. Would you like some starting Grist to begin with? That might help to get some stuff up and running.

>< ...err....


...If the alchemy code doesn't exist, how did I, ah, use it in... alchemy?
>Hm, my inventory still says I have a Weak Player Lock in it, and what I placed down is listed as a Lesser Player Lock. ...what's lesser, a Lesser Lock or a Weak Lock? I attach the non-active Weak Player Lock to my Soul, and set it to activate if I'm ever mortally wounded. I'm very... death-averse, as you can see.
>The Lesser Player Lock is great for defence, but it can only defend my Soul Orb resources; the real ones are harder to produce, but also less likely to be attacked, I think. So I use the Formation Computator to design a new Formation for the Constructor Drone to work on, one which bends space. It's... fairly similar to pocket dimension creation, based on what the Computator says, but I leave a small unwarped area deep underground so I can still send things from the base to the rest of the world. Once it's set up, it should be self-sustaining... I think? most of the difficulty is bending the space, not keeping it that way.
>Man, but both of those consumables are waaay out of my price range... hm. Maybe I can still learn something from them? I bring up the preview of the Player Power Generator and start sticking my viewpoint inside the hologram or Whatever the preview is, looking for the inner workings.

E> The Lightmantle is told to give ambient healing energy Anyway. If it already did that, it is told to look at its own healthbar and keep doing it. besides, if there Is nothing to heal, the ambient energy won't get used up, and it's sure to come in handy eventually. Like if someone gets a papercut or a mild spot of gaping wounds.
Drone gets started on that Space-bending Defence Formation

CP: 24
Grist: 12,020->12,220
Talc: 2035
Galium: 1170
Bismuth: 250->280
Cerium: 300->330
Items: Encyclopedia of Magical Structures [1/3]
Formation Calculator [3/3 Chargeup]
Heaven Comms Router
Broadsword +1 (damaged)
Formation Computater [2->0/2 Chargeup]
Alchemiter (Backup)
Assets:
0->35 Mana(Real)
0->15 Mana (Orb)
Drone (Real)
P.Assistance, P.Projection Formations(Real)
Mana Generation Formations x7 (Real) (req.5 Turns or 50 Mana to emplace.)
Lightmantle (Orb)
Mana Wellspring (Orb)
Mana Generation Formation x1 (Orb. costs 50 Mana.)
Lesser Player Lock
Weak Player Lock
Weak Godmodder Lock

Only things that are actually alchemized tend to have an alchemy code, I think - I'm still fairly new to this, but the concept of having an alchemy code for every single object seems to be something that this version of the alchemy system has diverged from.

Err... no. Sorry - I'd normally let you get away with this sort of thing cause it falls under generalized Player Shenanigans and I can get away with it by the rules of this place, but that'd have some major repercussions down the road and probably violate some term or condition or another. You already have 4500 HP, which is 4.5x the max HP for this place right now...

You quickly draft up the plans for a pocket dimension-like orb to surround your base in, sending them to the real world drone! It seems like this will take a while, but hey - once it's done, the base will be much more well defended. Works out well! It begins building the formation immediately.

Trying to view the interior of the Player Power Generator, you see... a lot of complex wiring, sigils, and in general, a complete mess of both magic and technology altering the "code" of reality itself. It would definitely take some time to decode the whole thing and make it yourself, not to mention still need some pretty costly components, but it would be possible.

Xorm is basically the only one in the room nonplussed by the chaos he's letting loose. Why would he be bothered? He causes this on a daily basis. Besides, as risky as it was, his Queen had returned. Xorm actually took a moment to embrace the eldritch demon drider, to the confounded horror of his allies.

[[Xorm. We are going to have so many words about her. But for right now, a warning - The IDPD has a location lock on her. I can give you estimates on how far out the next wave is, but nothing else. Now please, don't kiss - Aaaaand you kissed her.]]

Xorm mostly ignores the message, but takes note of the little timer that pops up in his HUD... 5 turns to the first wave, eh? Plenty of time to get a few things made. He took note of ecneserP ehT and smiled.

"
I'd ask questions, but we're fighting a war. I'd suggest you take this, it'll save you headaches later."

[Free Action: Take This, They Won't Shoot You.]
He plucks off his Formation Badge and flicks it over to ecneserP ehT. The identification code linked to it automatically scrambles on leaving Xorm's person, reforming into a unique identifier ecneserP ehT can use on comms.

"Now to whip up a new one for myself~"

[Action 1: Another One.]
He pulls up the Alchemical Submenu and inputs

Formation Badge && Civilian-Grade Stat Clock == ??? [Level ? Armor]

"
Here's to hoping I can get something that grows so I don't have to keep budgeting for new Rank Badges..."

[Action 2: Legally Obligated Replacement Vehicle Claims, Filed Fast!]
Alchemize Volcanium X || Tank.

"And now..."

Action 3: Reserved For Side Quest]
"What."

You hand off your old Formation Badge to ecneserP ehT.

Formation Badge && Civilian-Grade Stat Clock == Timer Badge [LVL 4 Armor]
- A Formation Badge combined with clocks and plenty of statistical processing units.
- Takes 40 damage off of every attack thrown at you. Additionally...
- [lllll] 0/5- Self Upgrade - Upgrades this item's statistics by a small amount. 0/3 upgrades achieved.

Volcanium X || Tank ==
Volcanium Tank Deployer - 1/1 Uses [LVL 3 Consumable]
- A small box inexplicably filled with all the parts needed to build a volcanium tank. Some assembly required.
- When used, creates a Volcanium Tank. Said tank has 300 HP and 50 Attack, with it's attacks inflicting a small
Burning effect.

Not a bad series of alchemies! Adding all the costs together, that should be... 4000 Build Grist, 180 Talc, 240 Gallium, 90 Bismuth, and 120 Cerium. Pretty costly, but at least they seem alright!... upgrading the tank might be good though, considering the recent Player Power increase.

Your third action is taken by your narrator, and will be addressed in the next sidedop update!


[Build] Build Grist: 9210
[LVL 1] Talc: 885
[LVL 2] Gallium: 1260
[LVL 3] Bismuth: 240
[LVL 4] Cerium: 270

-----

I ditch my 0 Multiform Snares for Plague's Rainbow Reloader.

-----

Action 1 + Lodestone Sword + 3 CP: I run up next to the Ranger and attack her head-on, reasoning that since she's a Ranger, she must not be much of a Meleer. I flick the sword side-hand at her head, slashing out from my left to my right, only for it to melt back into the hilt and invert its momentum to come at her from the right. After that stroke, I bring it back, up and around for an overhand stroke. An obvious attack, but less obvious is the Ranger's own arrowheads, pulled out of their quiver by the sword's magnetic force and stabbing her in the back of the head right before I bring the Lodestone Sword down towards its front. The sword melts and streams through the air into my waiting left hand, allowing me to make an offhand cut at her side before leaping backwards, then throwing the sword, the hilt remaining in my hand as the blade continues like a liquid javelin at her chest. I pull it back once more and crack the stretched-out length of liquid metal like a whip, slashing at her from the opposite side as my previous side cut. Finally, I leap in up close once more, the blade acquiring a sudden excess of inertia mid-stroke, refusing to move further down and instead acting as a leverage point on which I can pivot, pushing down with my arms to lift my body up and do a somersault midair, the sword finally breaking free once more to come up over my head as I fall and plunge it down point first into the Ranger.

-----

Action 2 (reduced power from Lodestone Sword) + Particle Wand: I cover the Gloom Stalker in magnesium dust. Heavily pyrophoric, the dust ignites immediately in the oxygen-rich air. The bright white flames make it impossible for the Gloom Stalker to hide! ...oh, and also burn it. That's a thing flames do.

----

Action 3 + Sylphic Shovel: I shove it into the ground under the Fey Wanderer, then jump on the shovel handle, launching them as if fired from a catapult as a sudden updraft boosts their flight... right over the northern Ice Wall and into the unexplored room beyond.

Alright. Inventory rearranged!

The Ranger, having no easy way to parry all the blows, quickly reacts by creating a blast of thunder and pushing you outwards to gain some range! This consumes one of her actions for the turn, and even then, she's on the edge of losing another point of HP from the flurry of strange blows you threw at her - even with her range re-established, there isn't any easy way to ignore the hits you did land. Though superficial at first, they still add up...

The Gloom Stalker is now currently caught on fire, and unable to hide from the flames surrounding their person! Though it's a weak burning effect, it still does the trick well.

The Fey Wanderer is catapulted out of the room!... wait, no, Winks is playing D&D with it. Politely waiting for the session to end, you then proceed to use leverage and excavate the Fey Wanderer over the wall to the north! That's... that's one way to deal with it, I suppose. It begins walking back around, mildly annoyed at being thrown from the fight!

CP:4(+1)
Build:8290
Lv 1:1625
Lv 2:980
Lv 3:360
Lv 4:150

(x1) CHARGE(+1 CP)

(x2)(Wand of Contradictions) The Dragon invokes the Wand of Contradictions, zapping the Gloom Stalker with Paradoxical Energy that sears at it's very being, twisting it's nature into a creature that can only reveal itself useless, that is, nullfying it's stealth ability and turning it into the useless ability to reveal itself harder, making it take even more damage, that kind of stuff.

(Orders) The Hospital observes as the Acorn grows into a Sapling, the air twists as something strange happens and the Sapling grows...not higher but outside, as it passes through the cracks in it and reaches the place outside of it, where it conjures its own reality and begins...synthesising the nature of the Outside into more fuel for itself, turning it into the Growth Resource as it prepares to grow into a World Tree. The Hospital continues nurturing it.

The Exploratory Drone realises this loot box might be a mimic, or it's just too durable for it to break in any reasonable amount of time...unless, it uses the power of telekiesis of bullets it definetly always had to lift the Loot Box remotely and than toss it into the Springs, where the deluge of falling water crushes it under so much pressure as to break it open, or kill the mimic. whatever it was. the Drone stands ready to reap the rewards either way.

+1 CP it is.

Inverting the Gloom Stalker's ability, you convert it into Distract! This one multiplies all damage it takes by 1.2x, but draws entity fire towards it for the next turn. Still useful to it (kinda), but at least it can't deal damage while avoiding all directed towards it anymore.

The Hospital and Exploratory Drone will continue to do as you say!

Oof... things just keep getting dicey and dicier does it?

Staving off the minor dread in this situation, Winkins decided to calm his nerves with a game... Picking through his stacks of games, he walks towards the Ranger and plop a neat mahogany table in front of her.

What follows next is the curiosity of PG Entities and the Companion herself joining in for a looong session of DnD where Fey, the Warlock, Gloom, The Rogue, and Ranger, the Mysterious Ranger banded together and travelled to the Sacred and unsealed continent For riches and glory!

Ruins were scoured and Caves dove into, already hours had somehow passed by as the beginning left the trio of confident as some the easy battles hadn't even left them any scratches and immerse themselves! However the stakes grew and with a bit of improv on Winkins part from the PG's unexpected actions... mainly from the Ranger, they explored this "sacred" continent and uncovers its not so holy "truths".

So immerse into the campaign that they don't notice the damage their characters were taking were being reflected on their actual being... Then again, they were all relatively squishy classes made sure to not get hit, which makes it harder to find out asides from the few grazes on their person.

Finally, they reach the BBEG of this season in which, surprise surprise! The Church... wasn't bad? All those traps and sabotages they set up for the Church... quests that was given by the one NPC who hinted the party of the Church's "ominous" nature since the near beginning led to the binding of the party as the man neared the pedestal of the exhausted High Priestess .

And so a head rolled as the feeling of despair permeated the IC party so deeply that even without the bond to the characters that the PGs felt the hopelessness of the situation. And so the BBEG corrupted the ritual that the party had attempted to stop, but with the party failing roll after roll, he grasped the power of the sacred continent and was about to lower entirety of the continent's power onto the party, the Ranger had one last saving throwing to either save or doom the game...

The dice bounces on the table as the Ranger stares intently at the die... to find it land on a nat 1.

Horror shows on the PGs faces as a shard of the shattered Mirror golem somehow made it on the mahogany table. A broken mirror something that's known to give bad luck... appearing next to the die of the one that shattered it? It looks like the Mirror gave its last hurrah.

Winks stared at the results, having immersed into this campaign himself even though he knew the the effects that would occur on his players, he can only grimly continue his role as the GM and narrate the next and final scene.

Having failed to get free and save her compatriots, the BBEG gave a dark laugh, thanking the party of their work to get him the final piece for the continent and and that their final reward being to witness the first full extent of his power being used... on them.

With a lift of his arm the space around them shift before violently folding them inwards. And finally, he closed his hands and there was WHITE.

Thus, season 1 ends with the continent now under controlled by an unexpected evil NPC... And the Players at the table with broken bones and many, MANY singed body parts.

"... Sorry about the character binding. I'll need some time for season 2 but we can play again? You guys played great! Oh and without the character binding next time." With that Winks cleaned up after the incapacitated PG around the table.


CP: 0
Grist Count:
[Build] 8740 Build Grist
[LVL 1] 1280 Talc
[LVL 2] 1040 Gallium
[LVL 3] 330 Bismuth
[LVL 4] 330 Cerium

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.
[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.

As the shard of the mirror lands on the table, the bad luck sends all three of the forces flying away from the table from the magic implosion caused by the BBEG! This deals 300 damage to both the Gloom Stalker and the Fey Wanderer (which is then promptly launched by Splash), and deals 1 damage to the Ranger! Keep it up!

... The Gloom Stalker also gives you a thumbs up for season 2. The Ranger gives them a glare, but...
The Ranger - "That was actually fairly fun. If we weren't on opposite sides, I'd be willing to try my hand at it..."
The Ranger - "Unfortunately, you're fighting me. I believe, for the time being, I'll have to decline."



I'm wondering how the Stovepipe would improve Intimidation checks... would the target(s) be awed into terror by the sheer ostentatiousness of the headpiece?

Alright, time to take care of these reinforcements...

I'm going to focus on the Fey Wanderer, since Charm Entity seems like a stupidly good power. First off, let's open up with a shot from my Sniper's Crossbow, as I take the time to aim and fire the thing, then fire it off with an aimed shot on the Fey Wanderer. Putting away the Sniper's Crossbow, I equip the Hunter's Longbow and draw the Fey Wanderer's attention- if it wasn't aware of me yet, it is now! I motion for it to try to take a shot at me- then, regardless of its next action, I get off a quick shot on it with the Longbow to try and disrupt its action and train of thought. After that shot, I draw another shot and wait again, hoping it'll make a rash action out of spite- with this next Longbow shot, I aim for the Fey Wanderer's center of mass, hoping to get a shot when or before it gets a chance to fire a shot of its own. If I somehow manage to shoot its arrow out of the air, that'll just be a bonus.

I can do bow tricks too, you know.

Inventory:
- Sniper's Crossbow [Lvl.3] (+15 damage per action used, increased to +30 damage for the first action in a turn using it)
- Avoiding Spear [Lvl.3] (+15 damage per action used, 30% chance to grant Evade (reduces damage taken per attack by 10, 1 turn) upon use)
- Hunter's Longbow [Lvl.3] (+15 damage per action used, increased to +30 damage 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)

- Distinguished Stovepipe [Lvl.3] (30% 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-? (Ranger's subtraction)=? CP
Grist Stores:
8670+200=8870 Build Grist
1325 Talc
1010 Gallium
30+30=60 Bismuth
480+30=510 Cerium

The tophat itself is intimidating because of the sheer authority it exudes. At least, I think that's how it would work...

Either way - as the Fey Wanderer rounds the corner back into the main area, you fire off a series of three shots that deal a total of 830 damage to it, due to its surprise and then the inability to defend properly! Rushing back into the arena and using its bow to cover from your arrow fire, it seems flustered. Between Splash's efforts and your suppressing fire, it doesn't seem like it'll be able to attack this turn!

-=+=-
End of Turn Battle -

Slated Cliffs -

The Lightmantle realizes what exactly you're trying to have it do, and proceeds to actually heal itself by 20 HP! Seems like its HP is far less effective than its attack potential...

The mana generation stuff produces 15 mana in Sdieve's cave and 35 mana in the real world!

Woodgrave -

Elsewhere -
The Hospital continues to nurture this plant using their Produce Item charge! Though I doubt that the World Tree will be a level 3 item of some sort in its fully grown state, it should be interesting to mark its progress...

The Arena -
Alright. Let's try this again... only to get interrupted by things.

To start off, the Akimbo Sniper, Glacier Huskies, and Resistance Defender launch a coordinated attack at the Fey Wanderer for 595 damage! Jake and Murai attempt a coordinated flurry of attacks similar to Splashcat's, but are quickly stopped by the Ranger wielding... a narrative curse?
The Ranger - The Curse of Repetitiveness is a constant, my foes.
... Yeah, that makes sense in retrospect. Still fighting a Godmodder...

The Gloom Stalker decides to utilize its new ability to be an effective distraction, drawing entity fire for the next two turns! The Fey Wanderer charges up its specials as it re-enters the room, but loses its turn due to spending its action walking back around.

The Ranger themselves has two actions this turn, having lost one of her actions to countering! Using more and more magic now, they shoot a lightning arrow into the sky with their second action and 5 CP, calling down a lightning bolt that seems to shock the ground and deal 200 damage to all AG, Neutral, and Resistance entities! Finishing off their turn, they attempt to... wait, hey! Stop messing with the battle display!
The Ranger - "Why? They don't seem to."
...
Through their meddling, The Ranger uses the Amazonian Arch and 3 CP to break off not letters, but numbers from the Arena - specifically, @Ninjatwist_'s and the Fey Wanderer's HP values! Performing a quick swap, Ninjatwist feels their vitality drain as the numbers begin to take an effect! How would someone even counter this?...

The Lodestar -
Things progress as is normal. The Banneret uses Rally Cry to heal its wounded soldiers, and Xorm is healed for 300 HP because of the wording of the ability - which is certainly better than being at 1/5th of his max health. Additionally, Ranyeh spawns a Basic Sliver - but other than that not much happens!

General/Miscellaneous -
Ninjatwist will effectively take 815 damage from their HP value being swapped with that of the Fey Wanderer if they cannot counter it!

The Exploratory Drone, now in Tonnerre Ridge, uses... telekinesis, which it apparently always had, to throw the Loot Chest into the Skyfall Spring! It takes 150 damage from the sheer deluge of water that tears at it!

Total Grist Attained -
[Build] +0 Build Grist
[LVL 1] +0 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 (XXXII)

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 200.
General Inventory / Key Items:
- The Alchemiter: allows for alchemy wherever and whenever!
Required Grist for Upgrade to [LVL 5] -
5,800/12,000 Build Grist, 680/960 Gallium, 200/480 Bismuth, 60/480 Cerium

Ninjatwist - 8/8 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 3 Weapon] Sniper's Crossbow - A crossbow made of heavy, but durable materials. Has a scope attached to it, allowing for clearer shots.
- Adds 15 damage per action used in an attack, which is increased to 30 additional damage for your first action in a turn using it.
[LVL 3 Weapon] Avoiding Spear - A spear designed around maneuverability and the ability to dodge.
- Along with adding 15 damage per action using it, grants a 30% chance to give Evade (reduces damage taken per attack by 10, 1 turn).
[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 3 Armor] Distinguished Stovepipe - A charming top hat that fits immaculately with the rest of your outfit.
- When you're attacked, the hat has a 30% chance of inflicting Confusion (30% chance to miss attacks) on the foe that hit you.


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 3 Armor] Destiny Scarf - A dark-blue scarf with several bright teal markings across its surface.
- Grants 10% dodge chance and deducts 10 damage from attacks that go through.
[LVL 3 Armor] Draconic Plate - A cloak of green dragon scales that seems to blend in with the forested background.
- Grants 5% dodge chance and automatically deducts 20 damage from attacks that 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
- Weak Godmodder Lock
- $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 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 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 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] Capcharoid Camera [3/5 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.

ecneserP ehT - 1/8 Inventory Slots used.
[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.

Winkins - 2/8 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] 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.

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. The barrel still unhinges.
- Adds 25 damage per Action to an attack. Still rather simple, but effective...

[LVL 4 Armor] Timer Badge - A Formation Badge combined with clocks and plenty of statistical processing units.
- Takes 40 damage off of every attack thrown at you. Additionally, shows loyalty to the PG side, and...
- [lllll] 1/5- Self Upgrade - Upgrades this item's statistics by a small amount. 0/3 upgrades achieved.
[LVL 1 Armor] Reactive Shield [20/20 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.

[LVL 3 Consumable] Volcanium Tank Deployer - 1/1 Use - A small box inexplicably filled with all the parts needed to build a volcanium tank.
- When used, creates a Volcanium Tank. Said tank has 300 HP and 50 Attack, with its attacks inflicting a small Burning effect.

[AG] Ninjatwist_ - 1000/1000 HP - 12 CP, 815 damage threatened by Ranger Shenanigans!
[AG] Paradox - 1000/1000 HP - 4 CP
[N] Sdieve - 4500/1000 HP - 24 CP - Has 1 Attack Shield!
[AG] Splashcat - 896/1000 HP - 33 CP
[PG] ecneserP ehT - 1000/1000 HP - 3 CP
[N] Winkins - 1000/1000 HP - 2 CP
[PG] Xorm - 534/1000 HP - 11 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 - 300/300 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 - None

[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 - 0
[N - Sdieve] Lesser Player Lock - 10,000/10,000 HP, can be broken with 1 Player Action, keeping things from entering or leaving!
[N - Sdieve] Lightmantle - 180/180 HP, 40 Attack

[N - Sdieve] Mana Wellspring - 50/50 HP, Generates 10 Mana per turn!
[N - Sdieve] Mana Generator - 60/60 HP, gathers 5 Mana a turn!
Current Players - Splashcat, Winkins, Ninjatwist, Paradox

[AG - Ninjatwist_] Akimbo Sniper - 600/800 HP, 120x2 Attack

[N - Winkins] Iceberg - 250/450 HP, 10 Defense, Frost Breath [Deals 60 damage and inflicts Frost (Can only move 1 zone away) for two turns.],
[ll] 1/2 - Ice Wall - Summons a 3x3 square of ice under Iceberg, potentially blocking exits or movement options! The block has 100 HP.
[N - Winkins] Aurora - 180/380 HP, Aurora Pulse [Heals 50 HP across multiple entities!]
[N - Winkins] Icicle - 100/300 HP, Icicle Spears x2 [Deals 50 damage and inflicts Frost (Can only move 1 zone away) for two turns.]
[N - Winkins] Snow - 50/250 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!

[N] Multifunctional Snares x2 - Deals 100 damage to any entity coming or exiting from/to the east!

[RS] Jake - 1000/1000 HP, 11 CP
[RS] Murai - 1000/1000 HP, 10 CP
[RS] Resistance Defender - 330/500 HP, 30 Defense, 25 Attack

[PG - RN] Fey Wanderer - 185/2000 HP, 200 Attack, healing for 815 HP if Ninjatwist_ doesn't counter the Ranger's attack!
[ll] 1/2 - Charm Entity - Inflicts Charmed (Entity joins faction of charmer for 2 turns) on one entity.
[lll] 1/3 - Misty Step - Dispels location-based effects on this entity.
[PG - RN] Gloom Stalker - 1020/1700 HP, 150 Attack, Burning [60 damage a turn, 2 turns left, cancels Stealthed status], Distracting [2 turns left]
[l] 0/1 - Distract - Gives Distracting [draws enemy fire, 1.2x damage taken] to this Entity for 2 turns.

[PG] The Ranger - 3/5 HP, 3 Player Actions, 34 CP [300 Player Power]
Current Players - None!

[AG - Paradox] Outpost Hospital - 400/400 HP, Adds 120 points of healing to Player or Entity Heal Actions!
[lllll] 1/5 - Produce Item: Makes 1 LVL 3 Alchemy!
Current Players - None

[N] Fisher - 700/700 HP, 40 Attack
[lll] 3/3 - Fish Up: Obtains 1d4 fish. What a peculiar entity.
[AG - Paradox] Exploratory Drone - 250/250 HP, 25 Attack, has 1 Attack Shield, Stealthed
[lll] 3/3 - Stealth Drive: Grants Stealthed to the Drone, causing grounded traps not to trigger and the drone to be the last entity attacked!

[N] Loot Chest - 500/500 HP
Current Players - Xorm

[N] Grist Chests x4 - 100/100 HP, Contains Talc, Gallium, Bismuth, and Build Grist!

[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 - Xorm] Ranyeh - 1000/1000 HP, 150 Attack
[ll] 1/2 - Venom Drench - Inflicts Poisoned [150 damage per turn, lasts 3 turns] on one target.
[l] 0/1 -Numberless Brood - Summons one Basic Silver [100 HP, 25 Attack] when used, under Ranyeh's command. Said Silvers can be specialized.
[lllll] 1/5 (1d4+3) - Known Hazard - Summons [H] Interdimensional Police Forces around Ranyeh semi-randomly. Activates automatically.
[PG - Ranyeh] Basic Sliver - 100/100 HP, 25 Attack

[PG - Xorm] Watchdog Portal - 400/400 HP
[ll] 1/2 - Summon Watchdog - Summons 1 Watchdog Infantry with 150 HP and 50 Attack.

[PG - F] Soldiers x3 - 900/900 HP, 100 Attack [10% chance to double damage] x3
Soldier - 750/900 HP, 100 Attack [10% chance to double damage]
[PG - F] Banneret - 1350/1500 HP, 250 Attack
[lll] 0/3 - Rally Cry: Heals all members of it's faction for up to 300 HP!
Current "Players" - Sdieve's Projection
Current Mana - 0

[N - Sdieve] Constructor Drone - 50/50 HP, Constructor
Current Project - Pocket Dimension Defenses - [llllllll] 1/8

[N - Sdieve] Player Projection Formation - 100/100 HP, Allows for Player Projection. Protect at all costs!
[N - Sdieve] Mana Generators x7 - 60/60 HP, Gathers 5 Mana a turn! (x7)
 
Last edited:
Storypost - Changing the Game
"Alright. Now then... time to focus on the main update!... wait, what's that?"
The cameras are picking up an intrusion rapidly focusing inwards on Torix's location. There's little to no time to prepare... and so, locking the door and barricading it with the office chair that he has, the Arbiter readies his powers to defend himself and the terminal.

(CONNECTION INTERCEPTED)
> Load ProjectAlchemiquest.exe
> Loading...


> File Loaded.
docs.google.com

Project Alchemiquest

Welcome >The Arbiter Plane presents...,hover >A DefTG Sequel... >come on thing, work already... >,PROJECT A,L,C,H,E,M,I,Q,U,E,S,T Totally not off center! >Use the tabs below to navigate through the menus! Game Version: v4.1 (New Rules Update!),Read the rules if you haven't yet!

"... Oh no."
 
Update XXXIII
>Well, I can't make heads or tails of this. my first thought is to hand it off to someone competent, like Steffan, but...

So my second thought is to remove the Alchemiters projector and attach the data-cable- or equivalent- feeding into it to my Formation Computater and save the file to the disk. Then, I throw darts at a list of file types until I get the right file type with Player Powers, and convert the holoprojector-or-whatnot into a file the Formation Computater can at least render. And Then, I send a message to Heaven that I've discovered a machine that can generate... or maybe just amplify?... Player Power around it, and start uploading the schematic through the Router.
>Hey, here's a... weird question. Souls produce Mana, right?
I mean, they've got to, yeah? The Lightmantle can do it and I've used magic, and this is the Soul Orb.
But clearly, souls don't produce Mana all the time. for a lot of technologically-focused species or civilizations, there isn't a point. Of course, those species don't encounter mana much unless they branch out, anyway- A lot of magical reactions only work in high-Mana environments or at specific thresholds, Steffan said so that one time he wanted to turn Frovens into Mana.
...change of plans, time to turn Frovens into Mana. I was going somewhere else with this about ramping up soul-based Mana production, but the amount of energy in the mass of a couple Frovens is obviously a way better use of my time, if I can copy Steffans design.
Uh, let's see, it had... a Lead block in a cylinder made of Lead, I think... probably lubricated?... Wait, no, it was a block of Mana Crystal to absorb the produced Mana... there was some kind of electricity-powered reaction which made Mana as a Byproduct... Or, no, the reaction was inside a block of material inside a block of Mana Crystal, on a circular track, and it was spinning so the Mana, comparatively motionless or at least not adjusting direction, would hit the Mana Crystal and be absorbed... I guess there must've been a thin hole in the Mana Crystal for wires to power the reaction... and I also place a Mana-siphoning Formation around each of the rail tracks to take the Mana from the Mana Crystals and pour it into my non-alchemical Mana Generation Formations so the Crystals don't get past capacity. I think that should work?
(((The above description was created from memory to simulate Sdieve's actual position. Looking it up, the original design was a container of lead, containing the reaction chamber and a separate block of Mana Crystal, with Mana Crystals being slotted in and out periodically, and 'six pages of differential equations to show the required tolerances' which are implied to be moreso necessary for it to work for more then a few hours, rather then for it to work at all. Additionally, I suspect the reason the crystals were slotted in and out was that Transferring Mana would leave a residue which could prevent or influence the reaction-the shift from a block of crystal behind to solid crystal around the reaction might stop that, or it might not. Overall, the creation should Probably work, but maybe not reliably or for very long. And Sdieve forgot to actually make an auto-alchemizer, fusion reactor, deconstruction table, or pool of liquid death, so the construct doesn't have any electricity to power it. I'd fix that, but I only noticed it because I was going over it repeatedly to explain the differences, and Sdieve doesn't have the original for comparison or enough things to beat himself up over lately. I mean, making Player/Godmodder locks worked out great, the dimension thing seems to be fine, the weak lock thing was so blatantly a long shot I can't imagine Sdieve expecting success, and the Generator thing has potential. So yeah, I'm letting an action intentionally be sort-of a failure.)))
>I read a bit from the Encyclopedia of Magical Structures. who knows, maybe it'll be useful?


E> Drone continues work. Back at full health, the Lightmantle releases its excess Mana into the air within the base, supplementing Mana generation.

*snip*

After a bit of messing with it, you successfully remove the Alchemiter's projector and get it linked up to your computer through some sort of vague technological fiddling. Firing the schematics for what you've found through the Formation Computer to Heaven and informing them of what precisely happened, you don't have to wait long for a response. To summarize it briefly, it's one of surprise and excitement, and upon getting the Grist resources this will likely be alchemized near immediately.

You attempt to create a... Froven Mana Generator, I think? Although it should essentially make Frovens into mana, it doesn't have power or a consistent source of Frovens to use it with, and it seems to be missing several important components - including what seems to be a pool of liquid death, deconstruction table, or fusion reactor. Without those, it's... pretty much just a techologically-advanced sculpture.

Reading from the Encyclopedia of Magical Structures, you come across something along the lines of an altar that seems to be capable of channeling blood magic - or using physical health to power more macabre spells and the like. I'm not sure if you have any use for this, but... it's there.

CP:5
Build:8290
Lv 1:1625
Lv 2:980
Lv 3:360
Lv 4:150

(x1)(Wand of Contradictions) The Paradoxical Dragon raises it's wand and removes the "er" from all enemies, turning the Ranger into the Rang, quickly dissapating if it doesn't act soon to counter it, the Fey Wanderer into the Fey Wand and the Gloom Stalker into a Gloom Stalk.
(x1) Picking up the Fey Wand, he stores the "er"s into a quickly crafted Bag to store them for later before blasting the Fey Wand at the Gloom Stalk, expending all the magical charges of the Fey Wand in turning the dark slip of grass the Gloom Stalk is into cinders. With Magical Capability thus removed, the Fey Wand is promptly tossed into a meteoric Woodchipper before the "er"s explode out of the bag back to their respective owners.
(x1) The Dragon quickly spread their wings over Winkin's Doggos, protecting them with his body to prevent their deaths when the Ranger makes her Move.

(Orders) The Hospital upticks it's Create Item Charge as well as that of its previous turns as the full charge would be the one used to create Bonsai World Tree whose main purpose is to exist Outside of the Soul Orb and Grow...for later potential
The Drone continues waiting for the pounding waters to destroy the Loot Box while reading a magazine or something.

Although the Fey Wand and the Gloom Stalk are unable to counteract their "er"s being taken away, the Rang says "er" in their stunned state before realizing that's precisely what they need! They attach the er back onto their name, re-becoming the Ranger!
You then obliterate the Fey Wand and deal 100 damage to the Gloom Stalk in the process before it re-becomes the Gloom Stalker.
Spending an action, you protect the Huskies from future attacks by putting yourself in the way!

Winkins scoffs at the Gloom's ability, drawing fire to itself?

Well then! Ice would mean that it be repelled by its distracting state as ice is simply the opposite element! With that thought out, Winkins easily makes a rolls up a ice boulder that then shatters to reveal a massive ice mallet!

With a well aimed toss, mallet spins its way to the Gloom Stalker, only to be violently pushed back once it got far too close! Once again flinging the hammer towards another... calculated direction which was evident when the mattle bashes itself into the Fey's face.

Done with the first attack, Winkins eye his dogs with worry before giving in to the decision. Calling the attention of Snow with a sign for him to unleash his Snowstorm, Winkins saunters his way to the dog while fiddling with a megaphone in hand. As the Glacier Husky was about to bark up his Snowstorm, Winkins drops a tri-pod with a specialized megaphone attached to it in front of the dog. This in turn, amplified the Bark to cover the whole field and turning the Snowstorm into an AoE attack that pelts the PGs in snow.

The wide spread of the Snowstorm also makes for great cover as Winkins called his dogs to retreat back to the Campfire area where Aurora can use the Field Hospital to aid in healing her brothers but leaving them out of the fight... For now.

The Fey Wanderer is dead, so the ice hammer bounces right off the wall of the circular arena and back into the Gloom Stalker to deal 150 damage! You command the Glacier Huskies retreat after Snow unleashes an amplified snowstorm with your help, dealing 220 damage to the Gloom Stalker and hitting it with Frostbite - and forcing the Ranger to put on a winter coat as a free action.

Well, I'm in a bit of a conundrum. So, the Ranger's having my HP swapped with one of their lackies, aren't they? This is a bit of an issue... I can't really dodge or block out of this, I feel like... but what if I made it so that my HP didn't matter really in the first place?

Just real quick, I'm going to use my Hunter's Longbow- I quickly fire off arrows into the forest before my vital energy gets sapped! I was actually aiming fairly carefully- I managed to kill enough giant rats and assorted blights lurking in the shadows of the forest to quickly level up, taking a level in Wizard. I manifest myself a Level 9 spell scroll- this should be just what I need, when it becomes clear what's written on the scroll! I quickly read from the scroll, allowing the world-shaking conjuration magic to bring itself from the Weave into the world...

"I Wish to cast Clone!"

My mystical clone immediately (thanks to the instant summoning of the Wish) starts growing within a hidden sarcophagus I've placed earlier in the forest- with that underway, it's time for these rangers to get a bit more than they can chew from this sort of healing they'd expect. I wish I coulda had a more magical solution, but that was my one spell scroll I can get right now. I bring up my Sniper's Crossbow to my chin, loaded with explosives, acids, thermite, and the like to make sure whatever's on the receiving end of its bolt- me, in this case- gets dead.

"See ya, suckers!"

Using my big toe, I press on the trigger, releasing the bolt. Hopefully, this body doesn't survive, and ideally, neither should the Fey Wanderer.

Now, getting that Clone up and running is going to be another issue entirely...
- snip -

You use the Sniper's Crossbow to end your... uh, your life? Are you sure? The - the Fey Wanderer is dead, so I dunno if you're gonna really need to off yourself, even with the help of a clone. Maybe don't do that.

That being said, you now have a Clone in development somewhere in Woodgrave. This won't come into play for a while, hopefully, but... err, it's there!

[Build] Build Grist: 9210
[LVL 1] Talc: 885
[LVL 2] Gallium: 1260
[LVL 3] Bismuth: 240
[LVL 4] Cerium: 270

-----

Action 1 + 3 CP + Texter's Rifle: While the Ranger is busy meddling with Ninjatwist and the Fey Wanderer's health values, I take aim at her own battle display representation and shoot the l out from her "Player Actions". She's still got three actions... but they don't come cheap any more. If she wants to keep using her Payer Actions, she's going to have to fork over some CP.

-----

Action 2 + Rainbow Reloader: Unsure what exactly this weapon's various color modes do, I perform some highly scientific experiments by shooting the Gloom Stalker with some red ones on the left side of their body and some orange ones on the right side of their body.

-----

Action 3: I throw a boomerang past the Ranger. While she's checking to see when it's coming back, I throw an anvil up in the air over her head. While she's checking to see when it'll come down, I throw a time bomb at her feet. While she's checking to see when it'll explode, I throw a paper airplane at her. While she's checking to see whether it's going to hit her or not... she blows up, because there were Explosive Runes written on the paper.

The Ranger, tired out from having to counter so many actions, can't come up with a good counter for Payer Actions! While this is in effect, each of her actions will cost 1 CP to use! Charging CP, thankfully, does not cost CP, but... that's probably not a good thing for you guys.

You fire a red and orange shot at the Gloom Stalker! As you're able to tell through the powers of reasonably logical deduction, the red one does extra damage [15, to be precise] and the orange one seems to refresh the burning effect on the Gloom Stalker! This totals up to 215 damage and the burning effect not going down this turn.

1 damage to the Ranger! Overwhelmed and not expecting the explosion, she takes the hit!
Build Grist: 200
Talc: 0
Gallium: 0
Bismuth: 30
Cerium: 30

You list your Grist totals! Good job. I think.

[Build] 3890 Build Grist
[LVL 1] 1220 Talc
[LVL 2] 460 Gallium
[LVL 3] 200 Bismuth
[LVL 4] 210 Cerium

Xorm picked up the Build-A-Tank box and considered another Alchemy...

[Action 1: You See, Ivan...]

Alchemize Tank Turret && Helicopter Blades == Tankcopter Turrets
Eight tank barrels, each one fully functional, arranged in the 8 cardinal directions. Capable of being spun so fast a tank can achieve liftoff. Who thought this was a good idea?

[Actions 2, 3: Reserved for Sidedop]
[[Kit, are you alright over there? Action economy over here's been taking a half-brick to the temple...]]
[[Yeah, I'm... Kinda starting a good-sized prison riot right now, sorry!]]
[[This is something I'd inquire more to later. But I think I'll forgo this talk if you ignore Ranyeh.]]
[[...Fine. Now gimme a second I have a few guards to trounce.]]

Tank Turret && Helicoper Blades == Tankcopter Turrets [LVL 3 Weapon]
Definitely not a good idea. At all. How do you even aim this thing?
- Splits an attack among all entities in the room, including allies. Adds 100 Attack in the process.

You have more than enough Grist, so alchemizing this is no issue at all.

-=+=-
End of Turn Battle -

Slated Cliffs -

The Lightmantle attempts to produce Mana, and successfully produces 5 as it concentrates it into a usable form! 15 more Mana is generated from various contraptions as well.
The Talc Snail eats Talc! It's inventory is full, so it doesn't store any.
In the real world, the Construction Drone continues its project.

Woodgrave -
Elsewhere -
Having retreated to the Campfire from the Arena, the Glacier Huskies take a breather as Aurora restores 170 HP to Snow, with the help of the hospital. The hospital continues its charge!

The Arena -
The Akimbo Sniper, Jake and Murai all focus down their fire on the Gloom Stalker, finishing it off! The Ranger, realizing that she's alone and aren't necessarily in the best spot, looks around and tries to think about what they might be able to do, considering that several of their actions have been taken up by countering and they are seriously wounded...

And then they have it. Spending 14 CP and their last action for the turn, they quickly call out to the surrounding area before the trees, roots, and very grass seems to come alive! You all find yourselves actively fighting against the nature surrounding this stone arena as it all begins to fight back against you - Until the Ranger is defeated, everything and everyone in the Arena will take 400 damage per turn if they don't go out of their way to counter it using an action!

The remains of the Gloom Stalker and Fey Wanderer coalesce into 1000 Build Grist, 100 Bismuth, and 50 Cerium!

The Lodestar -
Not much actually happens here, considering that Xorm just alchemized something and nobody else really did much.

General/Miscellaneous -
OOC: Sorry this update took... forever. I'll be trying to get back into the swing of things from here, but college kinda swept me off my feet for a while and I just didn't have the time to keep updating the game. We'll see if actually having the will to do this and kinda understanding the flow of how school works helps.

Also, I'll probably spend some time making next update a bit more streamlined - moving the inventories to somewhere not in between the EoTB and where all the stats are, trimming down the EoTB to archive some inactive zones, and... yeah. Again, my apologies for not updating in forever and here's hoping that we can get this game off the ground again.

As always, let me know if I missed things in the update and I'll do my best to fix them soon.

Total Grist Attained -
[Build] +1000 Build Grist
[LVL 1] +0 Talc
[LVL 2] +0 Gallium
[LVL 3] +100 Bismuth
[LVL 4] +50 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 (XXXIII)

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 200.
General Inventory / Key Items:
- The Alchemiter: allows for alchemy wherever and whenever!
Required Grist for Upgrade to [LVL 5] -
5,800/12,000 Build Grist, 680/960 Gallium, 200/480 Bismuth, 60/480 Cerium

Ninjatwist - 8/8 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 3 Weapon] Sniper's Crossbow - A crossbow made of heavy, but durable materials. Has a scope attached to it, allowing for clearer shots.
- Adds 15 damage per action used in an attack, which is increased to 30 additional damage for your first action in a turn using it.
[LVL 3 Weapon] Avoiding Spear - A spear designed around maneuverability and the ability to dodge.
- Along with adding 15 damage per action using it, grants a 30% chance to give Evade (reduces damage taken per attack by 10, 1 turn).
[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 3 Armor] Distinguished Stovepipe - A charming top hat that fits immaculately with the rest of your outfit.
- When you're attacked, the hat has a 30% chance of inflicting Confusion (30% chance to miss attacks) on the foe that hit you.

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 3 Armor] Destiny Scarf - A dark-blue scarf with several bright teal markings across its surface.
- Grants 10% dodge chance and deducts 10 damage from attacks that go through.
[LVL 3 Armor] Draconic Plate - A cloak of green dragon scales that seems to blend in with the forested background.
- Grants 5% dodge chance and automatically deducts 20 damage from attacks that 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
- Weak Godmodder Lock
- $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 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 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 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] Capcharoid Camera [3/5 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.

ecneserP ehT - 1/8 Inventory Slots used.
[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.

Winkins - 2/8 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] 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.

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. The barrel still unhinges.
- Adds 25 damage per Action to an attack. Still rather simple, but effective...

[LVL 4 Armor] Timer Badge - A Formation Badge combined with clocks and plenty of statistical processing units.
- Takes 40 damage off of every attack thrown at you. Additionally, shows loyalty to the PG side, and...
- [lllll] 1/5- Self Upgrade - Upgrades this item's statistics by a small amount. 0/3 upgrades achieved.
[LVL 1 Armor] Reactive Shield [20/20 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.

[LVL 3 Consumable] Volcanium Tank Deployer - 1/1 Use - A small box inexplicably filled with all the parts needed to build a volcanium tank.
- When used, creates a Volcanium Tank. Said tank has 300 HP and 50 Attack, with its attacks inflicting a small Burning effect.

[AG] Ninjatwist_ - 1000/1000 HP - 12 CP
[AG] Paradox - 1000/1000 HP - 4 CP
[N] Sdieve - 4500/1000 HP - 24 CP - Has 1 Attack Shield!
[AG] Splashcat - 896/1000 HP - 33 CP
[PG] ecneserP ehT - 1000/1000 HP - 3 CP
[N] Winkins - 1000/1000 HP - 2 CP
[PG] Xorm - 534/1000 HP - 11 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 - 300/300 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 - 360/360 HP, 60 Attack, 140 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 - None

[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 - 0
[N - Sdieve] Lesser Player Lock - 10,000/10,000 HP, can be broken with 1 Player Action, keeping things from entering or leaving!
[N - Sdieve] Lightmantle - 180/180 HP, 40 Attack

[N - Sdieve] Mana Wellspring - 50/50 HP, Generates 10 Mana per turn!
[N - Sdieve] Mana Generator - 60/60 HP, gathers 5 Mana a turn!
Current Players - Splashcat, Winkins, Ninjatwist, Paradox
Nature's Wrath - All AG, N, and RS players and entities take 400 damage per turn!
[AG - Ninjatwist_] Akimbo Sniper - 600/800 HP, 120x2 Attack

[N] Multifunctional Snares x2 - Deals 100 damage to any entity coming or exiting from/to the east!

[RS] Jake - 1000/1000 HP, 11 CP
[RS] Murai - 1000/1000 HP, 10 CP
[RS] Resistance Defender - 330/500 HP, 30 Defense, 25 Attack

[PG] The Ranger - 2/5 HP, 3 Payer Actions [Costs 1 CP to use], 20 CP [300 Player Power]
Current Players - None!
[N - Winkins] Iceberg - 250/450 HP, 10 Defense, Frost Breath [Deals 60 damage and inflicts Frost (Can only move 1 zone away) for two turns.],
[ll] 1/2 - Ice Wall - Summons a 3x3 square of ice under Iceberg, potentially blocking exits or movement options! The block has 100 HP.
[N - Winkins] Aurora - 180/380 HP, Aurora Pulse [Heals 50 HP across multiple entities!]
[N - Winkins] Icicle - 100/300 HP, Icicle Spears x2 [Deals 50 damage and inflicts Frost (Can only move 1 zone away) for two turns.]
[N - Winkins] Snow - 220/250 HP, 30 Attack
[lll] 0/3 - Snowstorm: Deals 120 Damage and inflicts Frostbite (-20 Attack) for two turns!
Dogpile: Deals (80*Huskies Involved) damage. Requires 2+ Huskies to function!

[AG - Paradox] Outpost Hospital - 400/400 HP, Adds 120 points of healing to Player or Entity Heal Actions!
[lllll] 2/5 - Produce Item: Makes 1 LVL 3 Alchemy!
Current Players - None

[N] Fisher - 700/700 HP, 40 Attack
[lll] 3/3 - Fish Up: Obtains 1d4 fish. What a peculiar entity.
[AG - Paradox] Exploratory Drone - 250/250 HP, 25 Attack, has 1 Attack Shield, Stealthed
[lll] 3/3 - Stealth Drive: Grants Stealthed to the Drone, causing grounded traps not to trigger and the drone to be the last entity attacked!

[N] Loot Chest - 200/500 HP
Current Players - Xorm

[N] Grist Chests x4 - 100/100 HP, Contains Talc, Gallium, Bismuth, and Build Grist!

[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 - Xorm] Ranyeh - 1000/1000 HP, 150 Attack
[ll] 1/2 - Venom Drench - Inflicts Poisoned [150 damage per turn, lasts 3 turns] on one target.
[l] 0/1 -Numberless Brood - Summons one Basic Silver [100 HP, 25 Attack] when used, under Ranyeh's command. Said Silvers can be specialized.
[lllll] 1/5 (1d4+3) - Known Hazard - Summons [H] Interdimensional Police Forces around Ranyeh semi-randomly. Activates automatically.
[PG - Ranyeh] Basic Sliver - 100/100 HP, 25 Attack

[PG - Xorm] Watchdog Portal - 400/400 HP
[ll] 1/2 - Summon Watchdog - Summons 1 Watchdog Infantry with 150 HP and 50 Attack.

[PG - F] Soldiers x3 - 900/900 HP, 100 Attack [10% chance to double damage] x3
Soldier - 750/900 HP, 100 Attack [10% chance to double damage]
[PG - F] Banneret - 1350/1500 HP, 250 Attack
[lll] 0/3 - Rally Cry: Heals all members of it's faction for up to 300 HP!
Current "Players" - Sdieve's Projection
Current Mana - 35

[N - Sdieve] Constructor Drone - 50/50 HP, Constructor
Current Project - Pocket Dimension Defenses - [llllllll] 2/8

[N - Sdieve] Player Projection Formation - 100/100 HP, Allows for Player Projection. Protect at all costs!
[N - Sdieve] Mana Generators x7 - 60/60 HP, Gathers 5 Mana a turn! (x7)
 
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Update XXXIV
ecneserP ehT, inexplicably, turns into a snail. This snail is named S. Mail, because why not. Also he's a postman.

S. Mail manifests in the Main Hallway of the Lodestar, looks around, and constructs a Shoebox Gunner. (That's a shoebox with a gun, not someone who guns shoeboxes.)

... Alright, guess it's a snail postman now. This is reflected in the EoTB and the game's document.
Regardless, you do that, constructing a small Shoebox Gunner! It looks inconspicuous at first glance, but then you realize the barrel of a sniper rifle peeking out through one of the box handles. This shouldn't be spatially possible, but here we are. Based off where you've spawned in, I'd assume that you're still playing on the Pro-Godmodder side, but let me know if I'm wrong.

>< I... wait...... oh. right. I have to actually change the Frovens into... why didn't I...
...Y'know what, I've been awake long enough. I'm going to sleep, the other half of me can deal with this.
{{{this is partially an explanation for anything I misremember due to the hiatus. naturally, Sdieve proceeds to wake up the other half of his brain and go to sleep.}}}

ᐳ...What was I working on before I woke me up? some kind of... spinning... thing? Let's see... so I was trying to make a mana generator and I forgot half the components.
You'd think I would be surprised at that, but I'm not. Does this thing even work? I think there was supposed to be Lead involved somehow...
...Wait, but I don't even have any lead, do I? and I can't just magic it up, it's magic-opaque... I guess I should try the alchemiter. I preview:
Froven && Hunk Of Lead

ᐳ< Create a second Mana Generation Formation in the Soul Orb using the 50 Mana I thiiink it should have? it matches the bookkeeping my other half was doing, but not the update. But the update says 0, and there is generation going on there...?

ᐳ Next... hm... I should probably participate in events outside this cave (and not including the Drone in the real world) eventually, but... I don't want to die again. obviously. And my encounter with the Roper earlier suggests I'm... really bad at not almost dying. so... hm... I use the Formation Computater to design a variant of the Player Projection formation which I can move around, locked to my projection, so I can build it, send it out of the cave, and then use it to do things without dying. Maybe using the Lightmantle to carry it...?

ᐳ Let's see, what computer stuff did I do... alright. I send a message to... Audien, asking if he or anyone'd like to trade for any Attack Shields, Redirectors, Mirrors etcetera in exchange for no more than one action. If so, I expend up to 5 CP as appropriate to give whichever player it is said shields/redirectors/mirrors, and ask in exchange for 1 action to be spent upgrading my Constructor Drone in the Encampment's HP and construction equally, making sure to clarify that if doing this would cost them any more than one action, then we can figure something else out.
If nobody needs Attack Shields/Blockers/Deflectors/Mirrors/Redirectors(...), I guess I store 1 CP.

EᐳThe Lightmantle should keep making Mana, I guess. Also, I donate 200 Cerium and 40 Bismuth to the Alchemiter Upgrade progress, I don't know how much of what's there already is from me but I vaguely recall I wanted to at least provide my share of the progress to any alchemiter upgrades without footing the whole bill.

--snip--

Froven && Hunk of Lead = Lead Froven Deployer [LVL 1 Consumable]
Deploys a Lead Froven, which works practically the same as a regular Froven. The only difference is that it's made of lead instead of... well, whatever a Froven's normally made out of.

Creating a second Mana Generation Formation still requires an action.

You begin figuring out a second Player Projection formation using your computer, and semi-succeed. Although definitely immobile at the moment, your efforts leave you staring back at a secondary you... with some obvious problems. It's HP is pitiful when compared to another player's, and there also appears to be a noticeable latency between your actions and the actual effects taking effect. Although you probably won't die through it, it's probably gonna require a bit more CP to get functioning to the level you want, or that it'd be all that helpful.

You reach out to the real world players, and ask for the exchange as stated! However, you get a bit of a different response than you were expecting...
Audien: Uh... although we could probably use the Attack Shields, I don't think that's gonna take only an action.
Audien: We don't know where your encampment even is, and the Godmodder's demanding most of our attention as is.
Audien: Sending almost anyone off on a sidequest right now is risky at best, to be honest...

... Well, sounds like he's open to negotiations, at least?

The Lightmantle will do as you ask! Cerium and Bismuth donated!


CP:5
Build:9290
Lv 1:1625
Lv 2:980
Lv 3:460
Lv 4:200
(x1)(Paradoxic wand) The dragon defends himself with the aid of one of his lesser wands, turning the vitality of the nature that is attacking them into disease, rot and decay.
(x1)(+1 Broadsword) With a might swing of the wings and the +1 Broadsword for luck as to aid in his mental visual is action, he pushes and cuts through the disease, rot and decay to the Ranger, sickening her with well. Disease, rot and decay.
(x1) Finally, with a hop, skip and a Giant Ram Horn from nowhere, the dragon blows the Ranger hopefully into one of the multifunctional snares right to the…right?? of her.

You defend yourself from the area effect!

The Ranger counteracts it, mentally moving a tree branch into the way to take the hit! Though you didn't hit your intended target, the damage per turn from the field effect goes down slightly due to the damage to the room!

Though the giant ram horn succeeds in pushing the Ranger to the right, it does not succeed in pushing her up as the vines and grass grow to provide her grip and stop the backwards momentum.
The Ranger: "You're not gonna kill me that easily, though you might try!"
The Ranger: "I've fought off worse than you before!"


Meanwhile, in Another Place...

EXCLUSIVITY passed with 118,073 votes and 77% of total votes.

Halls are Decked.
Gifts are Placed.
Lists are Re-Written.
In Crowd, Out Crowd.
Naughty and Nice.
Hycei St. Kazam is Shunned. The Bouncers approach.
New Calmness permeates the Disco.


[1x]

The thing about screams is that they are exceptionally prone to appearing out of nowhere.

"AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAHHHHHHHHHHHHHHHHHHHHHHHHHH!!!!!!!!!"

Like so.

Suddenly and without warning altogether, a person slams into the Arena at such extreme speeds that it's impossible to tell whether they fell from very, very high up, or simply manifested out of the ether. The sheer force of their descent(?) is such that a sizable crater forms, sending dust and debris every which way.

[2x] Also notable is the fact that upon hitting the ground, they bounce.

There's really no other word for it- as soon as they make their impact on the Arena, they're launched up in the air again. "WhoahwoahwoooAAHHHH!" they continue to yell, pinwheeling their arms about as if they could somehow magically counteract the inevitable effects of gravity. Too busy reeling through the air, they completely fail to notice that they're aimed smack dab for the Ranger- and collide they do, crushing the Ranger with the same pwung sound that a dodgeball makes when it hits someone smack-dab in the face.

The stranger does not bounce again after hitting the Ranger, instead choosing to lie there on their back, staring up at the sky.

Then they begin to sob overdramatically. "NOOOOOOoohoohoohohoohohoohoohhhhoooooooooooo! WHY? WHY, CRUEL WORLD??? HAVE THE DODGEBOWL GODS FORSAKEN ME, THEIR MOST LOYAL CHAMPION??? Boooohooohooohooohooooooooo..."

...Who the hell is this person? For that matter, what are they fucking talking about?

CP: 0

Grist: 0
Talc: 0
Gallium: 0
Bismuth: 0
Cerium: 0

Hycei Hex Code: #6cd7be

You slam into the arena at massive velocities, miraculously not taking damage from this and instead damaging the arena! The damage over time that it deals is further lessened, though you wouldn't really know that as you spring right back up into the air and careen down towards the Ranger - who casually sidesteps the very obvious, screaming projectile, leaving you to once again slam into the floor.
The Ranger - "Given your lack of subtlety, they probably have forsaken you."
The Ranger - "Now then, how about you continue laying there and let the nature overtake you?"
The Ranger - "Given the...situation I'm dealing with, that'd be quite helpful."


Action 1 + Action 2 + Texter's Rifle + Rainbow Reloader: I shoot the Ranger with the Rainbow Reloader set to green. Then, before my shot hits, I shoot the second O out of the word "shoot". Now I shot the Ranger. Already. It's too late to do anything about it.

Action 3 + Particle Wand: I conjure a chunk of hexanitrohexaazaisowurtzitane on top of the Ranger. By the time she's finished figuring out how to pronounce its name, it's already exploded.

The Ranger may have been shot, but she isn't the Ranger anymore - instead, she uses the o from the attack and is briefly the Rangero, causing the attack to be mistargeted! After pulling it back out of her name, the Ranger throws the o to the ground and simply lets it be consumed by the wrathful nature surrounding her.

The Ranger - "Now then - it may have been some time, but..."
She steps forward, causing the area behind her to explode dramatically as the explosive hits and leaving her unscathed.
The Ranger - "You've already hit me with through causing your opponent to get overwhelmed or distracted. That won't work again."

I look up from my self-destructive gambit to take out the Gloom Stalker, pointing the Sniper's Crossbow in a much less lethal direction. In retrospect, that woulda been a headache and a half, so I'm glad the Gloom Stalker got taken out before I could execute my ploy.

As for the current matters, the forest is looking a lot more animate and hostile now than it was previously, so it looks like I'll have to do something about it, even more so if I want to save the Akimbo Sniper!

With that in mind, I use two of my actions to axe-kick a bare section of ground, a section of which begins to crumble around me, the fracture marked by fissures of energy. I tap the Akimbo Sniper on the shoulder to come with me if he wants to escape the wrath of nature, and assuming he does, we both board the rising platform of earth, free from the writhing plant life around me! The ground rises enough until it's a good degree off the ground, continuing to levitate in the air. It should come back to the ground sometime next turn, but that's enough time for the Akimbo Sniper and I to take this turn in safety.

Now that we're both away from the angry plant life, I use my third action to equip my Sniper's Crossbow while the Akimbo Sniper takes his shots. We should have a bit of a height advantage from this perch, which I want to use to my advantage- I look down the scope of my crossbow down at the Ranger, lead a bit, account for my height advantage, and look for a predictable spot of movement. At the right moment, I squeeze the trigger of my crossbow, sending the bolt flying true at the Ranger! Let's see how they react to this...

-- snip --

You protect yourself and the Akimbo Sniper from taking damage from the animated nature around the area, at least for this turn! Though your new height lets you get a shot beyond all the grass and vines and stuff, the Ranger sees you trying this and engages in a complex series of evasive maneuvers, making it nearly impossible for you to land the shot you want! As you fire, it ends up being a grazing miss as it leaves a gash in a nearby vine - though it was certainly close!

-=+=-
End of Turn Battle -

Slated Cliffs -

The Talc Snail repeats its growth, gaining 60 more HP and 10 more attack!
The Mana Formation equipment and the Lightmantle generate Mana, generating a collective 20 and putting the total at 70! My book-keeping was a bit behind on that, so thanks for the reminder.

Woodgrave -
Elsewhere -
Iceberg and Snow build up their charges, while Aurora heals Icicle for 170 HP with help from the Hospital! The Hospital builds up it's charge as well, getting ever-so-slightly closer to forming another item.
That weird Neutral entity by the lake decides to actually produce fish! I have no idea what the point of it is.

The Arena -
The Akimbo Sniper and the Resistance Defender don't have much to attack with a reasonable HP value right now, so they hold their turns and prepare for anything to actually attack!
Jake and Murai note the oncoming terrain, and act to protect themselves, the Resistance Defender, Winkins, Hycei, and Splashcat from harm this turn from it! The Multifunctional Snares are consumed by the nature, being rendered useless as they sink beneath the soil...

The Ranger, having been significantly more reasonable with their defenses this turn, has a couple of actions to burn! Spending 2 CP to use her remaining 2 actions, along with 3 more CP, (one got burned countering), she launches a series of attacks against all 5 AG/N players in the room! Disappearing with a burst of wind, she appears unpredictably around each one of you, aiming to hand a hit with a bow, a scimitar, or even getting a hand from the wild nature in the room to fight back!
[ @Splashcat @Ninjatwist_ @Winkins @King_Fuffy @paradoxdragon ]

The Lodestar -
Not much happens! Jets, Ranyeh, and almost everything simply remain on standby for the moment, though Ranyeh does increment her passives and the Watchdog Portal makes another Watchdog. In the same vein, that Banneret increments its War Cry charge, though not much is gonna come of it this turn.

General/Miscellaneous -
In Tonnere Ridge, the Exploratory Drone awaits orders! It's just kinda there right now.
In Sdieve's Encampment, the construction drone awaits orders! 35 Mana is generated as well.

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

All maps and your inventories can be found linked here:
docs.google.com

(XXXIV) 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 Power set to 200.

Current Players -
[AG] Ninjatwist_ - 1000/1000 HP - 12 CP - Incoming: 200 Damage!
[AG] Paradox - 1000/1000 HP - 5 CP - Incoming: 200 Damage!
[N] Sdieve - 4500/1000 HP - 24 CP - Has 1 Attack Shield!
[AG] Splashcat - 896/1000 HP - 33 CP - Incoming: 200 Damage!
[PG] S. Mail - 1000/1000 HP - 3 CP
[N] Winkins - 1000/1000 HP - 2 CP - Incoming: 200 Damage!
[PG] Xorm - 534/1000 HP - 11 CP
[AG? I think?] Hycei St. Kazam - 1000/1000 HP - 0 CP - Incoming: 200 Damage!

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 - 300/300 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 - 420/420 HP, 70 Attack (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 - None

[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 - 70
[N - Sdieve] Lesser Player Lock - 10,000/10,000 HP, can be broken with 1 Player Action, keeping things from entering or leaving!
[N - Sdieve] Lightmantle - 180/180 HP, 40 Attack
[N - Sdieve] Player Projection Formation - 100/100 HP, Immobile, allows for acting without being in the area... sort of.

[N - Sdieve] Mana Wellspring - 50/50 HP, Generates 10 Mana per turn!
[N - Sdieve] Mana Generator - 60/60 HP, gathers 5 Mana a turn!
Current Players - Splashcat, Winkins, Ninjatwist, Paradox
Nature's Wrath - All AG, N, and RS players and entities take 330 damage per turn!
[AG - Ninjatwist_] Akimbo Sniper - 600/800 HP, 120x2 Attack

[RS] Jake - 1000/1000 HP, 11 CP
[RS] Murai - 1000/1000 HP, 10 CP
[RS] Resistance Defender - 330/500 HP, 30 Defense, 25 Attack

[PG] The Ranger - 2/5 HP, 3 Payer Actions [Costs 1 CP to use], 15 CP [300 Player Power]
Current Players - None!
[N - Winkins] Iceberg - 250/450 HP, 10 Defense, Frost Breath [Deals 60 damage and inflicts Frost (Can only move 1 zone away) for two turns.],
[ll] 2/2 - Ice Wall - Summons a 3x3 square of ice under Iceberg, potentially blocking exits or movement options! The block has 100 HP.
[N - Winkins] Aurora - 180/380 HP, Aurora Pulse [Heals 50 HP across multiple entities!]
[N - Winkins] Icicle - 270/300 HP, Icicle Spears x2 [Deals 50 damage and inflicts Frost (Can only move 1 zone away) for two turns.]
[N - Winkins] Snow - 220/250 HP, 30 Attack
[lll] 1/3 - Snowstorm: Deals 120 Damage and inflicts Frostbite (-20 Attack) for two turns!
Dogpile: Deals (80*Huskies Involved) damage. Requires 2+ Huskies to function!

[AG - Paradox] Outpost Hospital - 400/400 HP, Adds 120 points of healing to Player or Entity Heal Actions!
[lllll] 3/5 - Produce Item: Makes 1 LVL 3 Alchemy!
Current Players - None

[N] Fisher - 700/700 HP, 40 Attack
[lll] 0/3 - Fish Up: Obtains 1d4 fish. What a peculiar entity. Current Fish: 3
[AG - Paradox] Exploratory Drone - 250/250 HP, 25 Attack, has 1 Attack Shield, Stealthed
[lll] 3/3 - Stealth Drive: Grants Stealthed to the Drone, causing grounded traps not to trigger and the drone to be the last entity attacked!

[N] Loot Chest - 200/500 HP
Current Players - Xorm

[N] Grist Chests x4 - 100/100 HP, Contains Talc, Gallium, Bismuth, and Build Grist!

[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 - Xorm] Ranyeh - 1000/1000 HP, 150 Attack
[ll] 2/2 - Venom Drench - Inflicts Poisoned [150 damage per turn, lasts 3 turns] on one target.
[l] 0/1 -Numberless Brood - Summons one Basic Silver [100 HP, 25 Attack] when used, under Ranyeh's command. Said Silvers can be specialized.
[lllll] 2/5 (1d4+3) - Known Hazard - Summons [H] Interdimensional Police Forces around Ranyeh semi-randomly. Activates automatically.
[PG - Ranyeh] Basic Sliver - 100/100 HP, 25 Attack
[PG - Xorm] Watchdog Portal - 400/400 HP
[ll] 0/2 - Summon Watchdog - Summons 1 Watchdog Infantry with 150 HP and 50 Attack.
[PG - Xorm] Watchdogs x1: 150/150 HP, 50 Attack

[PG - S. Mail] Shoebox Gunner - 400/400 HP, 50 Attack

[PG - F] Soldiers x3 - 900/900 HP, 100 Attack [10% chance to double damage] x3
Soldier - 750/900 HP, 100 Attack [10% chance to double damage]
[PG - F] Banneret - 1350/1500 HP, 250 Attack
[lll] 1/3 - Rally Cry: Heals all members of it's faction present for up to 300 HP!
Current "Players" - Sdieve's Projection
Current Mana - 70

[N - Sdieve] Constructor Drone - 50/50 HP, Constructor
Current Project - Pocket Dimension Defenses - [llllllll] 3/8

[N - Sdieve] Player Projection Formation - 100/100 HP, Allows for Player Projection. Protect at all costs!
[N - Sdieve] Mana Generators x7 - 60/60 HP, Gathers 5 Mana a turn! (x7)
 
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Narrator to Narrator - 6
Kit sighed. Honestly, he shouldn't have even tried, but there was momentum from the past that made it inevitable. He was weak, and his plan was dumb, and-

[[Kit, stop wallowing and cough up a few actions!]]
[[Seitously, that was stupid but knowing you, you had to commit. So now you have to commit.]]
[[It's probably something you'll have to nurse, but-]]
[[Give her reasons to flip.]]
[[And do it in one action, for my sanity.]]

[[Uggggggggh fine]]

Kit stood up, stretching out the deep ache in his bones. The price he paid was already cashed out, continuing wouldn't harm him much more.

"Alyssa! Wait... Is this... Really what you wanted?" He said, thinking about the truth he was drawing from. Honestly, Alyssa was a great friend, and she was probably actually fighting for literary beings' rights in court right now. She'd never...

"I thought you wanted to keep us out of places like this? I have a laptop, but most of the others just..."

He looked at the Shackled prisoners, shuddering because of the fact he had stumbled. He should have just blocked the shot, redirected it, done the warden in, but...

Writing stories and ending them were two different monsters.

"If we lock them up, aren't we as bad as they're supposed to be? Ending a story without a resolution? Sure, some of them, uh... Shouldn't continue. But most of us just have focus issues, or find something important to focus on, or..."

"What I'm trying to say, Alyssa, is... I never thought I'd see you here, fighting for "justice" instead of redefining it."

"I'm trying to redefine it. What about you?"

Every word that slipped from his lips burned him, corruptive truths as he superimposed his old friend more firmly over this Yard Warden. More than likely they HAD joined out of a sense of justice, and a few had a vague sense of dissatisfaction with their job - All part of their hand-sculpted character given to them by The Warden. The closer this one was to that, the better off he'd be - But worst case, he would distract this one long enough that the other prisoners would be able to take down their opponent. Best case... Probably wasn't going to happen.

/working

Alyssa looks at you, and... you sense your truth and what actually was written in by the warden of this place combine and merge, creating something new. Twirling a baton that was what shackled the others in the first place, she seems to consider her options a bit. Eventually, though, she responds.
Alyssa - "I should honestly be throwing you in a max-security cell for this, but here we are. You really are a bit of an idiot, you know." Alyssa - "He gave you a chance, and this is what you do with it? Try to start a revolution, at the risk of your own life?..."
Alyssa - "Fine. I won't stop you or your revolution, but I'm not going to help you. Just leave me out of it."


well, since I have a chunk of Lead, what's next... I don't know how I'm supposed to combine that into what I already made, and both of the computers are on cooldown... uh, well, I more or less remember Steffan's automatic alchemy setup, it was, like... a bunch of motors and things that did the whole alchemy process whenever someone pressed a button... and did a bunch of other things, but I think those were to... discount the alchemy somehow? not relevant for T0 alchemies, which I assume Frovens still are, so, uh- I build something that does about the same things for Frovens using a bunch of very simple directional-kinetic-field formations which activate when charged with Mana. is the Lightmantle able to run that? wait wait wait what was that going on with, uh, Kit? -that looks bad. and famili-uh. he has a laptop, though! That's good, uh, I've been sending attack shields through those someh-ah right, it was the. the cursive P rune, wasn't it. I uh- so guessing things like code and stuff has worked before, so I try to send some kind of message which'll display an image on the laptop screen- a discord message after changing my avatar accordingly, an email- whatever works, and give Kit an attack shield in the form of a nearly-invisible barrier of warped light. hopefully it won't be needed, but... moderate wounds and their halved action power sound like they'll be dangerous.
{{{if I've misremembered/misunderstood and Kit's stuff is supposed to be not-obvious-to-every-player-via-terminal, or this action is generally awkward or inconvenient, the original action here- the one now small and struckthrough- happens instead. the bit about it looking familiar is Sdieve noticing that, like Sdieve, Kit after the fact has assessed a plan as having been dumb, with particular similarity to the Roper case where Sdieve 'almost' died.}}}

From across time and space, Kit gains an Attack Shield. Still not sure how you're doing that but I guess that happened.

-=+=-
Right, lets slightly reorganize things here. Since we now have a non-participant faction on top of this, I'm renaming the factions. Kit's will be known as Anti Ex Machina, using an [A-EX] tag exclusive to this sidequest. Neutral stays the same, along with Ex Machina's.

Anyways, the narrative prisoners focus their attacks and manage to down the other Yard Warden, maintaining their current status in the EoTB. The Collector seems to watch with some interest, and Alyssa, though not helping, also won't hinder you anymore. The Prison Yard's conflict is over, but... you're still seriously hurt. Beyond that, the doors back into the prison are currently shut and presumably locked, and with one Yard Warden KO'd and the other staying neutral, finding a way through even with unshackled creativity might be tough.

-=+=-​
Ex Machina Prison - Prison Yard
[A-EX] KitRougard - 1 Attack Shield, Moderately Wounded [Action Power halved], Broken [Can't be healed, 5 turns left]
[A-EX] Narrative Prisoners x12 - 10,000/10,000 HP, 2000 Attack
Narrative Prisoners x3 - 5000/10,000 HP, 2000200 Attack, Shackled (5 turns left).
[N] The Collector - I have no idea what's going on with this guy. Supposedly sells stuff?

[N - KitRougard?] Alyssa, Yard Warden - 9000/20,000 HP, Imprison (Deals 5000 damage and inflicts Shackled for 5 turns.)

Inventory & Slightly Irrelevant Maps -
(XXXIV) DefTG 2: Alchemiquest - Maps & Miscellany
 
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