Destroy The Godmodder: Renewal (Hole In The Ground)

Got +0 total

Epsilon: 20/20 SPENT
Zeta: 20/20 SPENT

Stuffs: 1/20
Stuffz: 1/20

+1 to MrMirrorMan, +1 to Joebob

Oh fine. I'll go into the railroading and have Thina go look inside the armory.

[PG] The Gam3rGa7
125,000/125,000 HP
Saline Content: 30% (min = 0%, max = 100%)
Mountain Dew Levels: 30% (min = 0%, max = 100%)
DPS: 15,000

360 No-Scope: Shoots something with its baguette rifle, dealing (DPS) damage. This is considered its base damage. If this attack is blocked, dodged, or countered, increase Saline Content by 20%.

Kill Steal: Deals (DPS) damage, plus 5,000 to whatever. If any other entity attacks the target during the EOTB, increase Saline Content by 20%. If this lands a kill, the GamerGat gains 20% Mountain Dew Level.

LOLkysNEEB: Insults a target that deals equal or less damage than the GamerGat. Makes the GamerGat feel better about itself, reducing Saline Content by 25%. Also makes the target angry, increasing their damage by 25% for 2 turns and dealing 15,000 damage.

LOLgetALivNEEB: Insults a target that deals equal or greater damage than the GamerGat and chugs some delicious product placement. Increases Mountain Dew Levels by 25%. Also makes the target sad, reducing their damage by 25% for 2 turns and dealing 5,000 damage.

WHERE ARE MY HEALS?!?: Pesters a healer into healing the GamerGat. This does not take up the healer's turn, but the healer will always use the worst heal it has access to. In addition, any time the GamerGat gets healed during the next turn, increase the power of the heal by 25% and reduce Mountain Dew Levels by 5%.

Passive - Dew Power
If the GamerGat is at over 60% Mountain Dew Level, its DPS increases to 20,000. If both Mountain Dew Levels and Saline Content are over 80%, the GamerGat goes into a nerd rage. While raging, the Toxicity passive is disabled, the GamerGat becomes immune to all forms of disabling or weakening, and its DPS increases to 30,000.

Passive - Toxicity
At the end of every turn, if Saline Content is above 60%, the GamerGat has a 50% chance to insult a random target for 5,000 damage. If it's over 80%, the GamerGat has a 75% chance to deal 10,000 damage to a chosen PG entity.

Passive - Downtime
At the end of the turn, reduce Mountain Dew Levels by 5%. If above 60% Mountain Dew Level, reduce it by an additional 5%. If the GamerGat wasn't attacked this turn, reduce Saline Content by 10% as well.

[PG] Personnel Defense Drone
120,000 / 120,000 HP.
Regenerates 3,000 HP per turn.
Deals 10,000 damage with normal attacks.
Active Ability - Shields UP - Bodyguards something else and grants 30% damage resistance for a turn. Cannot be used twice in a row.

GamerGat
DPS: 15,000
Mountain Dew Levels: 45%
Saline Content: 40%

The GamerGat uses LOLgetALivNEEB on the Earth Elemental. Stupid elemental, spending all its time... punching stuff.

---------------------
 
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[AG]
Charge Bank: 10

4/5 A Little Bird told me...
16/20 Second Batch

+1 @DCCCV
+1 @Enerald_Mann

[AG- controlled by The Blue Knight]
5 charge entity
A normal sized dachshund with a smooth red coat, on the left side of his body there is a glass window which shows a variety of moving clockwork parts and a pump mixed in with his internal organs

Health- 5,000/25,000
Attack power- 4,000
[Special Ability]
A True Companion (Passive)- is unable to act independently but rather aides it's owner in any actions performed by them. (Effectively allowing it to act twice a turn if it's owner posts twice in a turn but also preventing it from acting if it's owner does not act.)
[A- Merged with Unit 00]
20 charge artifact
A great lance made of a shining silver metal, becomes enveloped in magical flames at the owner's will.

Durability- 100/100
Ability-
Attack with Lúin's Full Power- consumes 20 durability, action is treated as a normal attack by the wielder with the addition of the attack inflicting the special status "Marked by Lúin"
"Marked by Lúin" explanation- Curse type status, if after 5 player action posts the status has not been cured the afflicted Entity bursts into flames taking 30,000 damage and automatically removing this status.

(Weapon can be used without durability consumption for flavor purposes however in order to take advantage of it's ability you must state specifically you are doing so and of course consume the durability.)
(Even though these now belong to others I'm gonna continue to keep track of them here)
Equivalent to 10 charge entities
Highly articulated wooden marionettes with marble sized gems in their foreheads. Given as gifts from the Blue Knight to other Descended.

Base health- 40,000
Base attack- 0
[Special Abilites]
Merge (Active)- One time use ability, requires owner's permission to activate, does not consume action in a turn to use, Entity merges with an artifact gaining the use of the artifact as an action while still consuming the durability of the artifact as normal, if the durability is fully consumed the Entity will die along with the artifact. The Entity can no longer be separated from the artifact. In exchange the Entity will gain attack equivalent to halve the charge value of the artifact and max health equivalent to one fourth the charge value both numbers rounding down.

(Edited ability description to reflect the change made as I understood it, if I misunderstood something let me know)

Linked (Passive)- Other marionettes gain stats equivalent to half those gained by the marionette that merged, in exchange they lose those stats if the marionette that merged dies and whenever another marionette dies all marionettes take 5,000 damage.

Currently there are two Marionettes
[AG- EternalStruggle]
It's gem is aquamarine. Now appears feminine with a resemblance to the Daemonette.

Merged with Lúin

Adjusted Health- 65,000/65,000 (Source(s): +25,000 from Lúin)
Adjusted Attack power- 10,000 (Source(s): +10,000 from Lúin)
[Unique Ability]
Attack with Lúin's Full Power- consumes 20 durability, action is treated as a normal attack by the user with the addition of the attack inflicting the special status "Marked by Lúin"
"Marked by Lúin" explanation- Curse type status, if after 5 player action posts the status has not been cured the afflicted Entity bursts into flames taking 30,000 damage and automatically removing this status.

Durability: 100%
[AG- DCCCV]
It's gem is lavender in color.

Has not yet merged

Adjusted Health- 52,500/52,500 (Source(s): +12,500 from Link to Unit 00)
Adjusted Attack power- 5,000 (Source(s): +5,000 from Link to Unit 00)

The Blue Knight rushes toward the Troll armed with a mace and begins bashing the Troll's left middle toe while Barksalot gets started on it's left ring toe.
 
Update 34: Don't Feed The Troll pt 6
RP SECTION (DOES NOT COUNT AS ACTION)

As my God's first Avatar perished at the hands of a traitor, I morosely apologized to Val'Elzathor, saying "My lord, I apologize for this lapse in my ability to serve. That said, I thank you for all the aid you have given me."

"Don't thank me."

"What?"

"I have done absolutely NOTHING for you."

Shocked, I ask "But what about all those times I called upon your power?"

"That was all you. You're a Descendant, a ferociously powerful type of reality warper. I merely inserted the necessity of my involvement into your thought processes."


I'm stunned, unable to process the fact that I was a mere pawn in Val'Elzathor's schemes as the Dark God continues "Anyway, I'll just be taking that everything of yours. You've outlived your usefulness"

What, NO-

The Dark God wearing a Descendant's form chuckles to themselves, saying "This body will burn out in not terribly long anyway, but I suppose I might as well take it for a spin before that happens."

General Action: Malefic Doom

Val'Elzathor glances at the Terror Troll, before he sighs and says "I suppose I must be rid of you now. Shame I don't have the power to slay you with a single blow, but needs must, I suppose."

With that, the Dark God opened up with a blast of raw, unfettered evil on the Troll, lacerations forming inside the creature's vital organs as the Dark Power flows through Val'Elzathor.

The Dark God notes "Hmmm... not as deadly as I would like. Completely unsatisfactory. Something will need to be done about this."

Charges
A Dark Power (20/20)(FIRING!)

Eternal War (2/20)
{new} Heavy Metal (1/20)
+1 @redstonetam15
+1 @EternalStruggle

A Dark Power: Maelstrom Aura

Suddenly, with a massive expenditure of power, Val'Elzathor rips a hole into the Maelstrom, a dark aura of malevolent power erupts around what used to be the body of the Acolyte, as the Dark God laughs. It should be blatantly obvious to everyone involved that this will greatly amplify the Dark God's ability to deal damage to those that irk him, and that it's not going to persist once the Dark God withdraws their presence for the time being.

Maelstrom Aura
-This is an Attack Booster artifact
-Maelstrom Aura's user takes 4 damage per round
-Maelstrom Aura will self-destruct on the death of its user.


Entity Orders
Death In The Trenches: Attack The Terror Troll.
17000 damage to the Terror Troll.

You summon the Maelstrom Aura! This will either work really well or really poorly, who knows how it'll fall out.

9/20 communism
6/10 in the soviet union
+1 mirror, +1 talist.
200,000/200,000 HP the house [the first 20c, gets the SMASH bonus applied to whatever needs it. excess smash bonus, if any, goes to the monster core.]
corrupt durability - does not take crits from attacks, ever.
unknown monsters 5/5 hp 2 atk x9,000[maybe more] (gains 500(or maybe more) members per round)
passive: monsters- 80% chance for attacks on them to strike the house instead. [the second 20 c]
active: we live here- can give up their action to heal the house by 75% of their attack.
Monster core 50,000/50,000 HP 1/3 monsterous
active: summon monster. creates 15,000 hp's worth of monsters.
monsterous: summon 50% more monsters then normal the first time, then 150% more then normal the second time onwards
passive:monster core- 90% defended-by-house rate.
images!

the above two images show the monster core.

this image shows the house right in front of the terror troll. seeing the weakness of the house, the troll takes his second set of armor that appeared due to my interpretation of the troll prior to the drawing contests completion having it, cuts/tears it in half with a blow of his club, and puts it down around the house.
[third 20C.]
PEBBLETOPIA DOPPÉ
only the spell was animated because the rest of it was comparatively unimportant and also i wanted to have this finished by today and also because the size of the file was already 26.something MB and thats near the limit for photobucket if i recall.
I grab the Aetherian Particle Collider and use it, transforming it into a RPS as per the effect of its first durability use, and leap at the heavy gunner, before sitting down for a nice game of RPS. the first round happens, them being educated enough to go with P instead of R, and me playing one level higher then them and using S. the first round goes to me, and a cut appears in their arm, as if they had just been cut with scissors. undeterred, they play again, preforming the most common option when theres a round to build off: whatever won last round, in this case S. I respond by playing R. they lose...
and receive a massive blow to the head from a rocket propelled sledgehammer, the innocuous double of my RPS enforcer. they go flying, and I use the Rocket part of the RPS' innocuous double to fly into the air, and slam the heavy gunner, sending it right back into the dirt.
*sigh*
SMAAAASH!!!!
You buff up the power of the monster house and monster core with some sweet drawings.
And because I'm really sick of you hiding random things from people:
the monster core's monstrous ability does different things on the 3rd and 4th usages than advertised in JOE's post.
3rd will be a permanent upgrade to the monster core
4th usage unleashes a wave of unknown monsters then renders monstrous unuseable.

You attempt to turn the Aetherian Particle Collider into a Rocket Propelled Sledgehammer...
But you anger the Winds of Anarchy in the process, which arrives and changes it back.

Winds of Anarchy summoned!

Upon looking at her ally destroy very violently the greatest of their allies, the Daemonette has but two words to say.

Eyes wide as can be, she utters a phrase often said by a certain regiment of the Imperial Guard. "Oh feth."

She rapidly makes herself as inconspicuous as possible, primarily by hiding behind Unit 00. This only works somewhat well, mainly because although they're about the same size the Daemon has a sizable hat.

Naturally, the marionette is extremely confused by this course of action. "I do not believe this will hide you?"

"Of course it won't!" The Daemon hissed. "I'm just leaning on you for emotional support. I'm made of emotional energy, so cut me slack will you? Just stay between me and that lunatic crusader and his summons!"

The wooden being tilted its head to one side in thought. "Does that include Unit 01?"

Visibly confused for a moment, understanding soon dawned on the creature's face. "You mean your sibling? Well, yes. Yes it does. Is that a problem?"

It slowly shakes its head. "I do not believe so. If it came down to it, I have been instructed to choose you over my sibling."

"Right, well that's good. You'll only have to fight in my defense, I won't launch an attack, keep that in mind." The Daemonette shivered, poking her head out over her minion's shoulder to catch a glimpse of DCCCV, who thankfully wasn't looking her way. "He's definitely going to come for me. Everything he said about Val'Elzathor applies to me and the deity I am a part of, if not more so. If not now, then he will strike soon. And he'll try to kill me permanently, he made that clear when he tried to strike a blow against the dark god himself. No way he'll leave me alive. I have to be ready for an attack from the rear, so that doesn't help our situation any."

The Heavy Gunner looked down in bemusement, helicopter blades of its ride masking the panicked mutterings of the Daemon as its missiles streaked towards its targets. Annoyed, the leader of the group looked up.

"Go and guide your missiles in, you."

Straightening up, the Daemonette mutters a short incantation under her breath, and draws a tiny amount of the dark energy given off by the Avatar's destruction into herself. This would heal her wounds further, bringing her very close to her maximum vitality. Which was, well, vital if she wanted to survive for very long.

Charges:
Fulfilling a Promise: 5/20.
A Most Sacred Number: 2/20.

+1 @I just write
+1 @redstonetam15

Entity Orders:
Daemonette heals the Heavy Gunner. If for whatever reason she can't heal him, just heal whatever, as long as it doesn't belong to DC, out of fear of getting punched in the face for moving within fifty meters of them. (The Elemental got healed last turn because it happened to walk through an area where the Daemon had very irresponsibly dropped some of her healing Warpdust.)
Unit 00 attacks the Demon Horde.
Heavy Gunner fires more missiles. Missiles attack the Terror Troll.
You restore 20000 hit points to the Daemonette.

Insert charge here: 4/20
Blah blah stuff: 4/20
+2 @The Blue Knight

Lon'Qu continues murdering the Terror Troll.

Emerald tosses the Orb of Healing Sir Barksalot's way for some heals. Assuming this doesn't count as an action, the following happens.

Emerald uses his charge that didn't heal to instead upgrade Sir Barksalot directly. His lamp glows briefly, and a shining aura descends on Sir Barksalot, before fading. The dog is now surrounded by an automagical force field to help block damage. Also known as increasing his health. Then he pets him again. He likes dogs. Dogs are cute and fluffy and cuddly and happy. "I need a companion myself probably" He mutters to himself.

RP STUFFS:
Emerald turns to the new Avatar of Val'whatshisface "I see your avatar over there kind of got murdered by JOE. Personally, I think that that's worse than if the Godmodder killed it, considering even DCCCV helped out. Anyways, that's all I had to say" He turns away, focusing on the battlefield once more.
You toss the orb over to sir barksalot, healing him to full.

/Sidequest Null(ish)

First, I switch perspectives back to what it should be, which is 3rd person.

Thina glances around the bunker for a few moments. The path ahead is simple... too simple. If this is supposed to be the entrance to the bunker, then why would every door be locked from the inside? That would mean either everyone inside those rooms died in them, are still in them, or escaped out a back entrance. That, or the entire place can be controlled remotely. So instead, Thina walks down the line of doors, trying each until she finds one that seems locked rather than jammed. Once she does, she steps back away from it.

"This one."

The defense drone unloads volleys of laser fire into the lock of the door in an attempt to break it down.

Edit: +1 to Mirror, +1 to Joe
#AWorldHalfFull

Throughout all fiction, one thing has always remained constant about Troll Biology.

Their sensitivity to sunlight. For some reason the sun is always a deadly laser to them.

My appraisal of this particular specimen has told me several things: for one, judging by the mottling of it's skin, this troll will eventually petrify from sun exposure. However, the godmodder's meddling with troll genetics has given it a tolerance to sunlight that is higher than most other trolls.

No matter, a troll is still a troll. With enough sunlight I believe, no, expect the Troll's skin will adapt to the increased amounts of sunlight on it, and as a result begin to petrify. This will cause hampered mobility to the troll, which will be deadly in this situation.

Let's put my hypothesis to the test.

I compress the air above the Terror Troll, causing an optical disturbance which focuses the sun's rays directly onto the troll.

To it, the sun is now a superdeadly laser.

3/20 Exorcism (+1 from The Blue Knight)
1/10

+2 to The Blue Knight
Instead of turning the troll to stone (a closer inspection reveals that part of why its so durable is that it's already partly made of stone) you begin melting it. Nice try though. 20000 damage.

[PG]

I greet Todd and Cherri "Ah, welcome back, my friends. I see you have gotten some impressive weapons. Do you mind protecting Purity, for a bit? Just so I have the chance to heal her. Also, good luck in this battle!" Now, onto business. Two more entities step out of the mirror, who is also a man. They definitely aren't healers though, simply from their name.[Description Below.] Purity Purify's Peace, Peace uses Nonviolent Resistance on the Duelist, War uses Challenge on Duelist, Corruption uses Corrupted Barbs on the Duelist. I then apply a healing kit to Purity, sewing up wounds, cleaning cuts, washing away dirt, putting ointment on burns, and wrapping some wounds up in medical gauze.

Purity 31,000/100,000 HP: Bringer of Purity: Has water coming from her back.
7/9 Without Strife
Active: Purify- Heal a target entity for 20,000 HP.
Active: Pure Start- Remove all status effects on an entity, negative or positive.
Special: Without Strife- On a turn where no entity's Attack [that is, use offensive action- healing, summoning, and other non-damage actions are allowed], heal all allied entities by 50%? of their MHP.

Peace 44,000/70,000 HP: Embodiment of Peace, is wearing a dress of Olive branches.
7/9 One Day of Peace
Active: Peace Gift- If an entity accepts the gift and does not attack this turn, they get a 25,000 hp heal.
Active: Peaceful Aura- Reduce the damage of two entity's attacks by 50%.
Active: Nonviolent Resistance - Prevent an entity from acting this round.
Active: Megaman Fights for Everlasting Peace! - If the target entity attacks this round, do 30,000 damage to them.
Special: One Day of Peace- Prevent all entities, allied or otherwise, from attacking this round- acting is still possible, but not in an offensive manner.

20/20 +2 from JOE In Use: War 70,000/70,000 A man in full body armor. Their are many blood stained documents decorating them.
1/9 Traitors in the Ranks.
Active: Challenge- Select one entity, the selected entity takes 25,000 damage and must attack War.
Active: Banner of Courage- Two entities get mini crits this turn.
Active: War Cry- One selected entity get a crit.
Active: Battle Medic- If a selected entity is attacked, and does not attack back, heal by 20,000.
Special: Traitors in the Ranks- All AG entities have a 10% chance to attack an ally.
20/20 +1 from JOE +1 from Talist In Use: Corruption 100,000/100,000 A black sludge like creature, with tar, blood, body part's and . . ."other" things rolling around in it. Has a mask with a four leafed Clover on it.
1/9 Poisoned Homeland
Active: Corrupted Barbs- Deal 30,000 damage to targeted entity
Active: Weakness Roullet- Inflict a random negative status effect to a targeted entity.
Special: Poisoned Homeland- If AG entities attacked other AG entities, then all? AG entities must attack one another.
1/5
1/5
+1 JOE +1 Talist
"Sure I can do that!" "Todd bodyguarding is gonna get you killed faster" "Pssshh we can always get new mechs." Todd's Mech is now bodyguarding purity.
War gets his health nerfed to 50K.
corrupted Barbs gets nerfed to 20K damage.

The man stands, giving a thumbs up to @The Blue Knight and @EternalStruggle for their charges, and goes back to rummaging, pulling out...mime makeup? He begins dressing up. This is clearly going to be an interesting development.
+1 @DCCCV
+1 @MrMirrorMan
4/5Le Guillotine!
4/10 Vive la revolution!
#ScavengedWeaponry

You know what?
I didn't even think to check if I had anything in my pockets.
That probably should've been the first thing I did.


I check my pockets. Inside, I find a bag of potato chips, a handgun, a can of soda, a few molotov cocktails, a flashlight and--

I have a cell phone?
Do I even get service here?


I try it out and find that I do, indeed, get service on the Godmodder's planet.

You're welcome.

That aside, I decide to use something that can be actually used as a weapon to hurt the demons--namely, the soda can. I stand around shaking it for a while before pulling the clip off (without opening it, of course) and throwing it into the middle of a group of demons, where it explodes and sends soda and bits of aluminum in all directions.

I then take a drink of a molotov cocktail before quickly realizing I threw the wrong thing at the demons and spitting it on the floor, causing a few of them to slip on it.

Ahem.
Oh yeah, the plot.
I'll get right on that.


Seeing how I've been killing demons for about a turn now, I decide to go full demon hunter for now and use my cell phone to call Abraham Lincoln to go attack the Demon Horde that's actually participating in the plot. Sadly, demons aren't vampires, but hey, I'm on a budget, as evidenced by the fact that I carry a bag of potato chips on my person.

10/10 (Don't) Crash and Burn [HOLDING unless/until I get that +10]
4/15 From the Ground Up
Abraham Linconl chops up a bunch of demons, some of whom also turn out to be vampires, making his job a lot easier. 16000 damage.

"Curses, we're being overrun!" The Daemonette quietly snaps. "We need to finish off that blasted troll, and quickly too. Our rate of progress might slow with people starting to betray each other, and if that happens then it'll continue to live and strike at us, and if that's the case then we're doomed for sure! But the lunatic is also on the case, and I'd rather avoid getting close to him. If only we had a better way to attack from a distance, but a knife and lance user lack much in the way of heavy ranged firepower."

At this, the Heavy Gunner awkwardly waved with its rocket launcher, seeing as it had to hold on to it with one hand while grabbing hold of its transport with the other.

"Hmm, we could throw weapons, but that wouldn't be effective either, not to the required degree. A shame it's just the two of us now."

With this, the helicopter got lower to the ground, sounds of rotating blades growing louder and louder.

Unit 00 hummed in thought before speaking its own idea. "I think there might be a way to perform a distant attack."

The robot ceased its waving for a moment.

"If we crafted some trap and then lured the foe over it."

At this, the machine face-palmed with its left arm, meaning it was no longer holding on to the chopper. This meant it fell off the side, tumbling through the air. It descended head first for a moment, but then kept rotating until it was the right way up. As soon as that happened, its jetpack flared, slowing it to a stop near instantly, and it had only lightly impacted the ground when it took off again, shooting through the air toward the Terror Troll. Not as concerned with staying away, the Hard-Boiled Heavy got right up into the enemy's face.

The heavily damaged Terror turned its head to look at the comparatively diminutive machine, and got a rocket for its troubles. Unguided and weaker than their bigger brother, the missile, as well as fired one instead of three at a time, the rocket had the twin key advantages of being cheap and fast to fire, making it ideal for the strafing runs this Heavy enjoyed so much, although it was less ideal for hard and fast moving targets. The Terror Troll was certainly a hard target, but that didn't mean numerous rocket detonations wasn't going to affect it.

The Gunner's progress could be tracked by the trail of explosions running across the Troll's body, the rapid firing of explosives meaning an unbroken trail of flame and dust was present, circling down from the face to the stomach, around to the back and then along one of the arms before the robot escaped, dashing away far out of the enemy's reach and back to its helicopter, continuing to use its jetpack. It looked down at its two allies, and saw them both staring up at it.

"Ah, you are with us specifically, aren't you." The Daemonette asked, although it was really more of a statement.

Despite not being able to breathe and with both hands in use, the Heavy's could perform an excellent exaggerated sigh.
Charges:
Fulfilling a Promise: 6/20.
A Most Sacred Number: 3/20.

+1 @I just write
+1 @The Blue Knight
Your rocket strafing run accomplished another 20000 damage on the Terror Troll.

10/20 The Wall (+1 from EternalStruggle)
6/10 The Standard (+1 from I just write)

+1 to @I just write and @variant (Tag me if you give me +1s.)

The Duelist yells "Consecutive Slashes!" before using Bladestorm on Purity.
Due to his action being missed last turn, the Duelist gets another action. He breathes in before dashing at Peace and stabbing it.

Redstone takes out an Axe and throws it at Purity and then follows up with an axe slam. If Purity is already ded bro, Redstone goes up into the Godmodder;s face and replaces the Godmodder's face with a Lenny face.
You REALLY don't like Purity, huh? Ah well, 12000 damage to Purity either way.

Random update thingie. Eternal Struggle pointed out that I'd accidentally skipped a number in the threadmarking, so I went back and fixed that. We are now on the correct count for updates.
/GMnull
#Hashtags

General Action
Val'Elzathor glances meaningfully at the Godmodder, before they say "I very much want to crush your skull beneath my talons, but this puppet of mine does not have long before it is extinguished one way or another, and there's more productive ways to hinder your cause at the moment."

With that, the Acolyte's slowly disintegrating form charges straight at the Terror Troll, the Maelstrom Energy surrounding them flaring as they breached the sound barrier. The Dark God flies straight at the Terror Troll's face, and with a shout of "DIE!" delivers a devastating kick, amplified into a massive soul-rending explosion by the aura of Maelstrom Energy surrounding Val'Elzathor's current puppet.

Charges
Eternal War (6/20)
Heavy Metal (2/20)
+1 @EternalStruggle
+1 @redstonetam15
You deliver a powerful dropkick to the Terror Troll, delivering 27000 damage to the Terror Troll.

Well, it looks like I'm facing a bit of a dilemma. Armory, keep, or cellar?
I guess I'll go into the armory, since it might be good to get that out of the way first.

As for involvement with the plot, I honestly have no ideas right now.
But, I guess I don't really have to, as an anvil falls on the Gam3rGa7 in an unrelated incident.

10/10 (Don't) Crash and Burn [HOLDING unless/until I get that +10]
5/15 From the Ground Up
You move into the armory, a couple of demon rats scatter in different direction, but the room is mostly empty. It seems to have been totally ransacked and destroyed, smashed forges, bent anvils.
But you do find something interesting. A sword forged of a mysterious light blue metal that is seemingly untouched by the destruction all around it, despite being wedged into a crack in the wall.

Anvillicious. 14000 damage to the Gam3rGa7.

[Hey. Its me, TFToast. I'd like to expend my 50-point charge now. I'd like to use it to summon a Portal to the Plane of Train.]

The 50-post charge token is expended. A train-shaped portal appears, before a train-shaped train heads out.

~~~~

Portal to the Plane of Train. [???] HP: 150'000.
While this is alive, a new carriage will be added to the end of the train during this entity's turn. This will not occur the first turn it is summoned. Carriages summoned in this way have only 15'000 hp, and will occassionally give a negative buff rather than a positive one.

~~~~

Train of Thought. [H] Carriages: 6. Connections: A - B - C - D - E - F. The Dunk Train Has No Brakes: 0/20.
Carriage A: 30'000 HP.
Carriage B: 30'000 HP.
Carriage C: 30'000 HP.
Carriage D: 30'000 HP.
Carriage E: 30'000 HP.
Carriage F: 30'000 HP.

Each turn, the Train of Thought may deal 30'000 damage to an enemy and repair a connection.

Carriages. The Train of Thought is composed of 6 carriages (to start), each of which are connected to their adjacent carriages. Each Carriage grants a buff to every Carriage it is connected to, including itself. When a Connection between Carriages is destroyed, buffs will not be exchanged between Carriages on either side. If a Carriage is destroyed, adjacent Connections are permanently destroyed. When all Carriages are destroyed, The Train of Thought is defeated.

Connection HP: 8'000.
Carriage HP: 30'000.

Modular. Additional Carriages may be added to the end of the Train of Thought (requiring a charge), if one is so inclined. This may grant a negative 'buff', following the same rules as the other Carriages. If the buff is negative, this Carriage does not need to be destroyed in order to defeat the train.

~~~~~

Below is a list of the active carriages:

Carriage A: Ramming Module.
Attacks made by the train itself (not the Carriages) have a 10% chance to Stun the target for a turn (except vs players). Additionally, the train's attacks deal +15% damage for each Carriage this is connected to.

Carriage B: Training Carriage.
Unlike other Carriages, this Carriage summons a Steam Trainee every turn, rather than granting a buff. For each Carriage this is connected to, all Steam Trainees have +500 HP, including those that are already alive.
Steam Trainee. 4'000 HP. 500 attack.
Basic Mook. This entity is confusing enough, we don't need more mechanics here.

Carriage C: Engine Room.
This Carriage, and all Carriages connected to this have a 20% chance to dodge incoming attacks.

Carriage D: Mechanics' Hideaway.
Carriages connected to this one restore 3'000 HP at the end of the turn.

Carriage E: Garden Carriage.
Connected Carriages grow thorns, dealing 3'000 damage to anything that damages them. This is increased to 5'000 when damaging this Carriage. This damage ignores dodge, and can't be reduced.

Carriage F: Dunkmaster's Priority Seating.
The train gains a charge: "The Dunk Train Has No Brakes." This increments by 1 per turn, plus 1 for every 2 Carriages this is connected to. Requires 20 points to expend this charge.
You summon the Train of Thought.
I approve of this usage of your 50.

11/20 communism +1 talist
new: 1/10 sturf
10/10 in the soviet union +1 talist +1 mirror +1 mirror
in the soviet russia, monsters fear the humans under their bed.
monster bed 30,000/30,000 HP scaredness: 0 1/3 theres a human under my bed!
when an entity or player attacks the monster house, gain one scaredness, + another one for each 10,000 damage past 10,000. gain 4 scaredness if hit directly
theres a human under my bed: summon monster parents for one round. scales off scaredness.
monstor parents: 12,000/12,000 HP for each scaredness unit. 2,000 attack per scaredness unit. while monster parents are present, reduce damage to monsters by 2% per scaredness unit and damage to monster bed by a flat 75%.
passive: monster- 75% rate of protection by the house.
+1 mirror +1 talist.
I look at the train for a moment, before deciding the dunk train has no breaks is a bad move. no go off. am no like.
so obviously, i'll attack carriage F.
skateramarphagy.
this word pops into the dunkmaster within the carriage's head.
they have no idea what skateramarphagy means.
i have no idea what skateramarphagy means.
but listen, its happening. the skateramarphagy has already begun.
still, nobody has the slightest what skateramarphagy is, or why it spontaneously popped into my head while i was animating yesterday, complete with the idea of someone grabbing another persons shoulders and shaking them, saying no listen to me, its already begun. the skateramarphagy.

a massive... something, which definitely fits the word skateramarphagy, hits carriage F. this deals damage at least 95% of the time since i can't seem to think of a way for skateramarphagy to be healing-stuff.
Monster Bed has its rate of protection reduced to 50%. There's a Human Under My Bed increased to a 5 round charge. Changed my mind, monster bed just isn't going to have a standard attack.

The massive skatermarphagy deals 15000 damage to carriage F.

[PG]

I spam as much healing magic as one person can on Purity to heal her.

Purity 31,000/100,000 HP: Bringer of Purity: Has water coming from her back.
7/9 Without Strife
Active: Purify- Heal a target entity for 20,000 HP.
Active: Pure Start- Remove all status effects on an entity, negative or positive.
Special: Without Strife- On a turn where no entity's Attack [that is, use offensive action- healing, summoning, and other non-damage actions are allowed], heal all allied entities by 50%? of their MHP.

Peace 44,000/70,000 HP: Embodiment of Peace, is wearing a dress of Olive branches.
7/9 One Day of Peace
Active: Peace Gift- If an entity accepts the gift and does not attack this turn, they get a 25,000 hp heal.
Active: Peaceful Aura- Reduce the damage of two entity's attacks by 50%.
Active: Nonviolent Resistance - Prevent an entity from acting this round.
Active: Megaman Fights for Everlasting Peace! - If the target entity attacks this round, do 30,000 damage to them.
Special: One Day of Peace- Prevent all entities, allied or otherwise, from attacking this round- acting is still possible, but not in an offensive manner.

War 70,000/70,000 A man in full body armor. Their are many blood stained documents decorating them.
1/9 Traitors in the Ranks.
Active: Challenge- Select one entity, the selected entity takes 25,000 damage and must attack War.
Active: Banner of Courage- Two entities get mini crits this turn.
Active: War Cry- One selected entity get a crit.
Active: Battle Medic- If a selected entity is attacked, and does not attack back, heal by 20,000.
Special: Traitors in the Ranks- All AG entities have a 10% chance to attack an ally.
Corruption 100,000/100,000 A black sludge like creature, with tar, blood, body part's and . . ."other" things rolling around in it. Has a mask with a four leafed Clover on it.
1/9 Poisoned Homeland
Active: Corrupted Barbs- Deal 30,000 damage to targeted entity
Active: Weakness Roullet- Inflict a random negative status effect to a targeted entity.
Special: Poisoned Homeland- If AG entities attacked other AG entities, then all? AG entities must attack one another.

2/5
2/5
+1 JOE +1 Talist
10000 health to Purity.

5/20 Exorcism (+1 from Jaquecrissont)
2/10

Well, that went better than I thought. Not as well as it could've gone, but still, better than expected. The Godmodder may have been right. I probably should've waited for Val'Elzathor's presence here to grow stronger until he could be permanently killed, but ah well. I had no idea that was possible, so I can't blame myself. New developments are always happening. I'll need to find a way to free the Acolyte of Val'Elzathor's possession. This sort of thing was tricky business. There was also the matter of the Daemonette. Agh, what had I gotten myself into? I'm out of my element.

With all of this on my mind, I give the Demon Horde a holy punch, with my hands wrapped in holy bandages.

+2 to The Blue Knight

My entities attack the Terror Troll.
Earth Elemental, use your Runed Fist on the Terror Troll.
You deliver some holy beatdown to the demon horde, dealing 16000 damage.

[AG]
Charge Bank: 10

Sorry for the extremely late post everyone, I've been pretty busy this weekend so while I have been keeping up with current events in the game I don't have enough time to address them as I'd like so this post will unfortunately mostly just be charge management and action use with very little RP.

(+2 from Enerald_Mann, +1 from EternalStruggle, +4 from DCCCV)
3/5 A Little Bird told me...
15/20 Second Batch
+1 @DCCCV
+1 @Enerald_Mann

[AG- controlled by The Blue Knight]
5 charge entity
A normal sized dachshund with a smooth red coat, on the left side of his body there is a glass window which shows a variety of moving clockwork parts and a pump mixed in with his internal organs

Health- 5,000/25,000
Attack power- 4,000
[Special Ability]
A True Companion (Passive)- is unable to act independently but rather aides it's owner in any actions performed by them. (Effectively allowing it to act twice a turn if it's owner posts twice in a turn but also preventing it from acting if it's owner does not act.)
[A- Merged with Unit 00]
20 charge artifact
A great lance made of a shining silver metal, becomes enveloped in magical flames at the owner's will.

Durability- 100/100
Ability-
Attack with Lúin's Full Power- consumes 20 durability, action is treated as a normal attack by the wielder with the addition of the attack inflicting the special status "Marked by Lúin"
"Marked by Lúin" explanation- Curse type status, if after 5 player action posts the status has not been cured the afflicted Entity bursts into flames taking 30,000 damage and automatically removing this status.

(Weapon can be used without durability consumption for flavor purposes however in order to take advantage of it's ability you must state specifically you are doing so and of course consume the durability.)
(Even though these now belong to others I'm gonna continue to keep track of them here)
Equivalent to 10 charge entities
Highly articulated wooden marionettes with marble sized gems in their foreheads. Given as gifts from the Blue Knight to other Descended.

Base health- 40,000
Base attack- 0
[Special Abilites]
Merge (Active)- One time use ability, requires owner's permission to activate, does not consume action in a turn to use, Entity merges with an artifact gaining the use of the artifact as an action while still consuming the durability of the artifact as normal, if the durability is fully consumed the Entity will die along with the artifact. The Entity can no longer be separated from the artifact. In exchange the Entity will gain attack equivalent to halve the charge value of the artifact and max health equivalent to one fourth the charge value both numbers rounding down.

(Edited ability description to reflect the change made as I understood it, if I misunderstood something let me know)

Linked (Passive)- Other marionettes gain stats equivalent to half those gained by the marionette that merged, in exchange they lose those stats if the marionette that merged dies and whenever another marionette dies all marionettes take 5,000 damage.

Currently there are two Marionettes
[AG- EternalStruggle]
It's gem is aquamarine. Now appears feminine with a resemblance to the Daemonette.

Merged with Lúin

Adjusted Health- 65,000/65,000 (Source(s): +25,000 from Lúin)
Adjusted Attack power- 10,000 (Source(s): +10,000 from Lúin)
[Unique Ability]
Attack with Lúin's Full Power- consumes 20 durability, action is treated as a normal attack by the user with the addition of the attack inflicting the special status "Marked by Lúin"
"Marked by Lúin" explanation- Curse type status, if after 5 player action posts the status has not been cured the afflicted Entity bursts into flames taking 30,000 damage and automatically removing this status.

Durability: 100%
[AG- DCCCV]
It's gem is lavender in color.

Has not yet merged

Adjusted Health- 52,500/52,500 (Source(s): +12,500 from Link to Unit 00)
Adjusted Attack power- 5,000 (Source(s): +5,000 from Link to Unit 00)

The Blue Knight, focused solely on his battle with the Terror Troll, finds, lifts and throws a large boulder at it with all his strength. Barksalot, now healed by Emerald, decides the Troll's left foot could also use some work and chews on and begins gnawing on it's left pinkie toe.
Don't worry about it man, you don't have to do massive things every time, and it's okay if your posts are late, or even if you miss a few posts. It's all supposed to be pretty chill around here about that kind of thing.
Either way you deal 16000 damage to the Terror Troll.

Got +0 total

Epsilon: 20/20 SPENT
Zeta: 20/20 SPENT

Stuffs: 1/20
Stuffz: 1/20

+1 to MrMirrorMan, +1 to Joebob

Oh fine. I'll go into the railroading and have Thina go look inside the armory.

[PG] The Gam3rGa7
125,000/125,000 HP
Saline Content: 30% (min = 0%, max = 100%)
Mountain Dew Levels: 30% (min = 0%, max = 100%)
DPS: 15,000

360 No-Scope: Shoots something with its baguette rifle, dealing (DPS) damage. This is considered its base damage. If this attack is blocked, dodged, or countered, increase Saline Content by 20%.

Kill Steal: Deals (DPS) damage, plus 5,000 to whatever. If any other entity attacks the target during the EOTB, increase Saline Content by 20%. If this lands a kill, the GamerGat gains 20% Mountain Dew Level.

LOLkysNEEB: Insults a target that deals equal or less damage than the GamerGat. Makes the GamerGat feel better about itself, reducing Saline Content by 25%. Also makes the target angry, increasing their damage by 25% for 2 turns and dealing 15,000 damage.

LOLgetALivNEEB: Insults a target that deals equal or greater damage than the GamerGat and chugs some delicious product placement. Increases Mountain Dew Levels by 25%. Also makes the target sad, reducing their damage by 25% for 2 turns and dealing 5,000 damage.

WHERE ARE MY HEALS?!?: Pesters a healer into healing the GamerGat. This does not take up the healer's turn, but the healer will always use the worst heal it has access to. In addition, any time the GamerGat gets healed during the next turn, increase the power of the heal by 25% and reduce Mountain Dew Levels by 5%.

Passive - Dew Power
If the GamerGat is at over 60% Mountain Dew Level, its DPS increases to 20,000. If both Mountain Dew Levels and Saline Content are over 80%, the GamerGat goes into a nerd rage. While raging, the Toxicity passive is disabled, the GamerGat becomes immune to all forms of disabling or weakening, and its DPS increases to 30,000.

Passive - Toxicity
At the end of every turn, if Saline Content is above 60%, the GamerGat has a 50% chance to insult a random target for 5,000 damage. If it's over 80%, the GamerGat has a 75% chance to deal 10,000 damage to a chosen PG entity.

Passive - Downtime
At the end of the turn, reduce Mountain Dew Levels by 5%. If above 60% Mountain Dew Level, reduce it by an additional 5%. If the GamerGat wasn't attacked this turn, reduce Saline Content by 10% as well.

[PG] Personnel Defense Drone
120,000 / 120,000 HP.
Regenerates 3,000 HP per turn.
Deals 10,000 damage with normal attacks.
Active Ability - Shields UP - Bodyguards something else and grants 30% damage resistance for a turn. Cannot be used twice in a row.

GamerGat
DPS: 15,000
Mountain Dew Levels: 45%
Saline Content: 40%

The GamerGat uses LOLgetALivNEEB on the Earth Elemental. Stupid elemental, spending all its time... punching stuff.

---------------------
You take a peek inside of the armory. There are lots of corpses in here. Most of the crates seem to have been smashed and pieces of the futuristicy looking guns scattered all over the place. Perhaps the room is worth searching? There's nothing that you can see immediately but there might be something good in here.

[AG]
Charge Bank: 10

4/5 A Little Bird told me...
16/20 Second Batch

+1 @DCCCV
+1 @Enerald_Mann

[AG- controlled by The Blue Knight]
5 charge entity
A normal sized dachshund with a smooth red coat, on the left side of his body there is a glass window which shows a variety of moving clockwork parts and a pump mixed in with his internal organs

Health- 5,000/25,000
Attack power- 4,000
[Special Ability]
A True Companion (Passive)- is unable to act independently but rather aides it's owner in any actions performed by them. (Effectively allowing it to act twice a turn if it's owner posts twice in a turn but also preventing it from acting if it's owner does not act.)
[A- Merged with Unit 00]
20 charge artifact
A great lance made of a shining silver metal, becomes enveloped in magical flames at the owner's will.

Durability- 100/100
Ability-
Attack with Lúin's Full Power- consumes 20 durability, action is treated as a normal attack by the wielder with the addition of the attack inflicting the special status "Marked by Lúin"
"Marked by Lúin" explanation- Curse type status, if after 5 player action posts the status has not been cured the afflicted Entity bursts into flames taking 30,000 damage and automatically removing this status.

(Weapon can be used without durability consumption for flavor purposes however in order to take advantage of it's ability you must state specifically you are doing so and of course consume the durability.)
(Even though these now belong to others I'm gonna continue to keep track of them here)
Equivalent to 10 charge entities
Highly articulated wooden marionettes with marble sized gems in their foreheads. Given as gifts from the Blue Knight to other Descended.

Base health- 40,000
Base attack- 0
[Special Abilites]
Merge (Active)- One time use ability, requires owner's permission to activate, does not consume action in a turn to use, Entity merges with an artifact gaining the use of the artifact as an action while still consuming the durability of the artifact as normal, if the durability is fully consumed the Entity will die along with the artifact. The Entity can no longer be separated from the artifact. In exchange the Entity will gain attack equivalent to halve the charge value of the artifact and max health equivalent to one fourth the charge value both numbers rounding down.

(Edited ability description to reflect the change made as I understood it, if I misunderstood something let me know)

Linked (Passive)- Other marionettes gain stats equivalent to half those gained by the marionette that merged, in exchange they lose those stats if the marionette that merged dies and whenever another marionette dies all marionettes take 5,000 damage.

Currently there are two Marionettes
[AG- EternalStruggle]
It's gem is aquamarine. Now appears feminine with a resemblance to the Daemonette.

Merged with Lúin

Adjusted Health- 65,000/65,000 (Source(s): +25,000 from Lúin)
Adjusted Attack power- 10,000 (Source(s): +10,000 from Lúin)
[Unique Ability]
Attack with Lúin's Full Power- consumes 20 durability, action is treated as a normal attack by the user with the addition of the attack inflicting the special status "Marked by Lúin"
"Marked by Lúin" explanation- Curse type status, if after 5 player action posts the status has not been cured the afflicted Entity bursts into flames taking 30,000 damage and automatically removing this status.

Durability: 100%
[AG- DCCCV]
It's gem is lavender in color.

Has not yet merged

Adjusted Health- 52,500/52,500 (Source(s): +12,500 from Link to Unit 00)
Adjusted Attack power- 5,000 (Source(s): +5,000 from Link to Unit 00)

The Blue Knight rushes toward the Troll armed with a mace and begins bashing the Troll's left middle toe while Barksalot gets started on it's left ring toe.
15000 damage to the Terror Troll!


#GammaPlus​

The Terror Troll swings for the Earth Elemental and Lon'Qu, dealing 30000 damage to the first, and completely failing to hit the speedy little bugger that is the second. Purity uses Purify on Peace, restoring 20000 hit points. Peace uses nonviolent resistance on the Duelist... but the duelsit gets to act twice this round and so only loses a single action. Gam3rGa7 uses LOLgetaliveNEEB on the Earth Elemental, making it feel bad about itself. 25% mountain dew increase for Gam3rGa7, 5000 damage to the Earth Elemental and 25% damage reduction to it for 2 rounds.

Todd and Cherri do a fusion-dance with their mechs that turns into a big mechanical fusion thing with 4 arms, and combine their efforts on attacking the Duelist, dealing 40000 damage to them. The unknown monsters swarm out of the monster house and attack Sir Barksalot, dealing 18000 damage. The Monster Core summons up 3000 more unknown monsters. War uses Challenge on the Duelist, dealing 25000 damage to them and forcing them to target War this round. Corruption uses corrupt barbs on the duelist, killing it.

The demon horde rages and goes after the entities that are anathema to it, Purity and peace. 25000 damage to Peace, 25000 damage to Todd's Mech. The Winds of Anarchy are extremely unamused with JOE, and so go straight for the monster bed, but the walls of the monster house hold steady against its raging, tanking the 40000 damage attack quite safely. The train of thought runs on tight rails, and it is more than ready to run over unsuspecting pedestrians. Such as Peace. NYEEEOEEOOOOWWWWWW Peace Killed.

The Daemonette WOULD heal the heavy gunner, but the heavy gunner hasn't taken any damage, so she instead heals Sir Barksalot back to full. The Earth Elemental swings with Runed Fist at the Terror Troll, dealing 19000 damage to it. Lon'Qu provides more damage, 18000 of it in fact. The PG Entity killer provides another 18000, it seems like everyone's focusing down the Terror Troll in one final burst! Death In The Trenches provides a pittance of 2000 damage. Unit 00 charges into the Demon Horde with its lance, and after a long and bloody fight... Unit 00 stands victorious, the head of the last demon impaled on Luin.

Unit 01 goes back to the previous pattern of wailing on the Terror Troll for 5000 damage. Memory joins in on the massive dogpile, doling out 15000 damage. The Heavy Gunner's wave of missiles rockets forwards and, completely unmolested, slams into the Terror Troll for another 30000 damage. The Terror Troll is sitting just on the edge of being the past president of the being alive club. The Godmodder does nothing fancy this round, he just smashes the Earth elemental into mud, then moves on.

Your forces are being seriously pushed back, you're losing ground more and more, and are pushed out of the forest entirely. -5% distance. 2000 damage to all PGs.

Everthing ticks up and down. The auto-crafter is unsuccessful.

Itinerary:
Destroy the Godmodder!
Kill the Terror Troll!
Regain the entity advantage!


Distance: 55%

Main Battlefield:

Entity Advantage: [PG]

The Godmodder [PG]: Hp: 94/100. Fluorite Duet [A] Runic Battleaxe [A]
Terror Troll [PG][BOSS]: Hp: 6,500/1,000,000. Don't Feed the Trolls: 2/3. Flamewar: 5/5.
Purity [PG - MrMirrorMan]: Hp: 29,000/100,000. Without Strife: 7/9. Takedown.
Gam3rGa7 [PG - MrMirrorMan]: Hp: 109,000/125,000. DPS: 15,000. Saline Content: 50%. Mtn. Dew Levels: 45%
Todd's Mech [PG]: Hp: 123,000/150,000. Bodyguarding Purity.
Cherri's Mech [PG]: Hp: 148,000/150,000
The Monster House [PG - JOEbob]: Hp: 160,000/200,000.
Unknown Monsters x12000 [PG - JOEbob]: Hp: 5/5
Monster Core [PG - JOEbob]: Hp: 150,000/150,000. Monstrous 1/3.
Monster Bed [PG - JOEbob]: Hp: 30,000/30,000. Scaredness: 0. There's a Human Under My Bed: 1/3.
War [PG - MrMirrorMan]: Hp: 50,000/50,000. Traitors In The Ranks: 1/9
Corruption [PG - MrMirrorMan]: Hp: 100,000/100,000. Poisoned Homeland: 1/9
JOEbob [PG - Player]: Hp: 20/20 Aetheric Particle Collider [A] 3/3 uses. Cooldown: 2/2
Winds of Anarchy [H]: Hp: 300,000/300,000. Every Man For Himself: 1/4
Portal To The Plane of Train [H]: Hp: 150,000/150,000.
Train of Thought [H]: Connections: A-B-C-D-E-F The Dunk Train Has No Brakes: 3/20. Carriage A: 30,000/30,000. Carriage B: 30,000/30,000. Carriage C: 30,000/30,000. Carriage D: 30,000/30,000. Carriage E: 30,000/30,000. Carriage F: 15,000/30,000.
TOG [N - Player]: Hp: 20/20. 1 AC. Predator Armor [A] 4/5 uses.
Daemonette [AG - eternalstruggle]: Hp: 64,000/66,000. 25% dodge. Plot Armor.
Lon'qu [AG - enerald_Mann]: Hp: 30,000/30,000. Lethality: 6/10. 50% dodge.
Sir Barksalot [AG - The Blue Knight]: Hp: 25,000/25,000.
PG Entity Killer [AG - Moniker]: Hp: 90,000/90,000. Super PG Kill: 4/10.
Death In The Trenches [AG - I Just Write]: Hp: 60,000/60,000
Unit 00 [AG - eternalstruggle]: Hp: 65,000/65,000. Merged with: Lúin [A] 100% Durability.
Unit 01 [AG - DCCCV]: Hp: 52,500/52,500. Merged with: none
Memory [AG - enerald_Mann]: Hp: 0/0. Remembrance: 1/10
Heavy Gunner [AG - eternalstruggle]: Hp: 105,000/105,000. Missiles: Red x2: Hp: 10,000/10,000. Blue x1: Hp: 5,000/5,000
Crusher48 [AG - Player]: Hp: 20/20. Auto-crafter [A] Durability: 9/20. Juggernaut armor [A] 6/8 HP. 4/4 Shields
I Just Write [AG - Player]: Hp: 20/20. Maelstrom Aura [A]

The Fortress (sidequest):
Directions: Keep, Cellar
Sword wedged in wall.
Variant [AG - Player]

The Bunker (sidequest):
Personal Defense Drone [PG - Talist]: Hp: 120,000/120,000
Thina [PG - Player]

Dragon Core: owner: eternalstruggle. 2 uses left.

[AG]
Hezetor. 3 posts
Gutza1. 3 posts
Chimera: 3 posts
Eternal Struggle: 3 round cooldown
DCCCV: 11 health. 1 round cooldown
I just write: 3 round cooldown
redstonetam15
Twinbuilder: 3 posts
Enerald_Mann
Randomname: 3 posts
CrownlessKing: 3 posts
ArcticArchiver: 3 posts
helldivercommand: 3 posts
variant: 1 post
KuraHyena: 3 posts
Moniker
Tam Lin: 3 posts
rougesteelprojec: 3 posts
crusher48: 1 post
lytea: 1 post
The Blue Knight
Jaquecrissont: 1 post

[N]
existence success
W32Coravint: 2 posts
tricklejest: 2 round cooldown. 1 post
heirolight: 3 posts
Darkside: 3 posts
TOG: Drizzle
fakerssundery: 2 posts

[PG]
JOEbob: 5 round cooldown
MrMirrorMan
Talist

Sidenote:
Jaquecrissont gets his +10 charge token for reaching his 3rd post!​
 
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13/13 communism (using early!) +1 mirror
normally does nothing. if the owner gets the last hit on an entity, this artifact becomes harder to steal and gives the holder 1/10? 1/8? of said entitys HP (can do this for multiple entitys)
artifact name: Sharen is Caren

2/10 sturf
new: 1/10 blurble
+1 mirror +1 DCCCV
Entity orders: unknown monsters use we live here. monster core makes new unknown monsters. guards guardsthe house protects monsters. the bed idles.
school starts for me tomorrow. this will probably reduce pebbletopia dop rate. apologies.
I ask the GM why they sighed when i smashed, despite having previously said i could use the terror troll entry at any time to smash, which is exactly what i did?
I replace my previous action with grabbing a dagger, teleporting behind the Terror Troll, and Backstabbing it. my artifact instantly gains 100,000 (or mayyyyybe more?) HP of bufferoonies.
excess damage goes to the memory guy. if I won't do enough to kill the troll, I use the aetheric thing, or move a charge or 2 from making the artifact to my attack.

before the godmodder can react to my backstab, I explain that there was no way whatsoever for the terror troll to survive, and this way I can harness the energy of its death into a health buff for my entitys.

if Possible, I give the artifact to the monster bed afterwords, if not possible then i just hold on to it.
 
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5/20 Things Happen
5/20 Deal with It
+2 @EternalStruggle

Emerald expands the 14 charge on increasing Sir Barksalot's health.

Emerald also slaps the Terror Troll. In the face.

Lon'Qu attacks War
 
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Check
The Dark God scans Todd's mech

General Action: I know a song~


Without any warning whatsoever, the corpse of the Acolyte Val'Elzathor is puppeteering begins to sing right in the Godmodder's ear "I know a song that gets on everybody's nerves!"

The Godmodder at first ignores the continued annoying singing as the minutes drag on, but after a few minutes, they can't take it anymore and try to punch Val'Elzathor in the face, only to find that they're pummeling a mannequin and Val'Elzathor is still singing "And this is how it goes!"

With their next blow, the Godmodder shouts "STOP SINGING!" as they fruitlessly swing their hammer through the space Val'Elzathor was occupying a mere microsecond prior.

There is a brief break in the singing as Val'Elzathor remarks "Nah, don't wanna." before they launch back into the song, further enraging the Godmodder. This pattern of continued annoying singing and Val'Elzathor avoiding the attacks intended to shut it up continues for several minutes, before the Dark God makes their move.

The Godmodder is now almost entirely focused on getting Val'Elzathor to stop singing, shouting "SHUT! THE! HELL! UP!" as their fist buries itself in what at first seems to be the face of Val'Elzathor's current host. Then the duplicate made of Maelstrom Energy explodes violently in the Godmodder's face, at the exact same time as the real Val'Elzathor drives a chainsaw spear into the Godmodder's back, as the Dark God sings "Everybody's nerves, yes on everyody's nerves!"

In an effort to avoid retribution upon their current puppet, the Dark God teleports away, leaving their chain-spear embedded in the Godmodder's back as they do so.

Charges
Eternal War (7/20)
Heavy Metal (3/20)
+1 @redstonetam15
+1 @EternalStruggle

Entity Orders
Death In The Trenches: Attack the Terror Troll if it's alive. Otherwise, attack JOEbob.
 
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(In the unlikely scenario the Terror Troll didn't die from being slapped in the face, the Daemonette slaps it in the face herself. Should this contingency have to happen, it will be an execution of the 2X SLAP COMBO, similar but exceedingly distinct from the 2X FACEPALM COMBO, surely slaying the beast.)

The Terror Troll was very clearly almost dead. Even though it was, by the Daemonette's estimation, stronger than even HATRED, it had been no match for the mighty forces of the Anti-Godmodders, lifted from restrictions as they were by the destruction of the Guardian Dragon. And killed by a lowly slap to the face, as well. There could not have been a more poetic end for such a foul beast.

Unfortunately, the enemy forces had grown significantly in number compared to when it was just Peace and Purity, although one of those was now dead. At least one annoyance had been dealt with, as Unit 00 returned to its master, demonic skull stuck upon its transformed right arm.

Smiling cruelly, the Daemonette removed the leering visage of the slain creature from its pike, likely the lord of the host, and threw it on the ground before disdainfully stomping on it, cracking bone with ease. They should never have targeted her ally if they wanted to keep living.

"Now those fools are dealt with, we can move on." She turned towards a conspicuous group of Entities. "The exact terms of the deal was that I would help the mirror man take care of the demonic horde, which I definitely did, and that I didn't attack Peace or Purity, which I have not and will continue to not do so. I abide by the letter of the deal exactly, as well as the spirit by not attacking the machine guarding Purity. Therefore, this is in no way breaking the deal I made. And I only got one heal out of it, so there's that." Her smile turned into a thoughtful frown. "I'd say I got the worse end of the stick, except that I only did and didn't do things I would likely have done anyway, whereas he broke rank to heal me. So I suppose I can't fault the... being that much. Still, my point is we can attack his latest servants without fear of reprisal due to treaty."

"And hence we will?" Unit 00 asked.

"Of course." The Daemon replied. "From the look of it, that one is a deadly fighter, but that seems to indicate that it should be easier to eliminate than its twin. Hence, we'll see what we can do. It seems to be some kind of representation of war? Then we shall show it that war is best left to the professionals."

Unit 00 turns its head. "Do we count as professionals?"

With a look that was somehow a mixture of surprise, annoyance and bewilderment, the Daemon whirls around to confront its traitorous ally. "Yes, of course we do! We're all made for this, that makes us professionals by default!"

The Heavy Gunner shakes his head as the Eggrobos look around awkwardly. The siren-like device atop its head is revealed to be a hologram projector as it gives its explanation. Not sure what we did was war, exactly.

"Well it was close enough!" The Daemonette snapped, turning her attention back to War. "This is insubordination..." She grumbled under her breath.

With that, the trio launched a joint assault on War. The armored, bloodstained figure had no chance to react as it was mobbed by angry war machines. The Daemonette stabbed it repeatedly with her claw arm, never staying in one place and getting hit, and hence striking from all angles, seemingly simultaneously at times. Unit 00 was slower and perhaps weaker, but the holy spear Lúin was not to be underestimated, as it made clear to the enemy with repeated penetrating strikes from the mighty artifact.

Finally, they both pulled back to a safe distance, and before it could recover War got hit in the face by one of the landing legs of the Gunner's ride, effectively meaning it got drop kicked by a helicopter, which just as quickly took off again. But not before the Heavy Gunner left behind a present. What kind of present, you ask? A rocket, of course. Actually it was two rockets. Just to make sure.
Charges:
Fulfilling a Promise: 10/20.
A Most Sacred Number: 5/20.

+1 @I just write
+1 @Enerald_Mann

Entity Orders:
Daemonette heals... damn everyone but herself is full health, and she can't heal herself. She heals whatever takes most damage, although she stays away from Unit 00. Doesn't want to get punched in the face.
Unit 00 and Heavy Gunner both attack War. If War is dead, attack Gam7rGa7.
 
Ah, the classic sword in the stone.
Or, in this case, the wall.
Only one thing to do now.
But first...


I briefly exit the room, propping the door open with another brick, before pointing off vaguely in the direction of where things are happening with a pistol and taking a few potshots. By sheer coincidence (or maybe because there are just so many of them), some of them hit some of the Unknown Monsters.

After doing this, I walk back in and reach for the sword's hilt, taking hold of it with both hands, and start pulling at it.

10/10 (Don't) Crash and Burn [Add +10 if applicable, I'm not holding this any longer]

A shadow passes over the battle taking place on the ground. A roughly cylindrical gray mass slowly draws overhead. It appears to be fairly small, until a cloud passes in front of it.
Then, something emerges from beneath it, and it looks like it might have been aimed at Todd's mech.

[AG] Heisenberg HP: 50,000/50,000 0/5 Maintenance
High-Altitude [Passive]: Renders the Heisenberg immune to field effects, but causes basic attacks to have a 25% chance of missing their targets, before applying dodge chance.
Maintenance [Active]: 5-round charge. Restores HP to the Heisenberg, appropriate to charge value.
Oh, the Humanity! [Deathrattle(?)]: On death, crashes to the ground and explodes violently, just as its (mis-)namesake did before it, dealing damage to several vulnerable (hopefully PG or H) targets.

6/15 From the Ground Up
1/15 A Terrible Idea
 
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[PG]

I hand my head low, at the death of Peace, along with Purity and War, Corruption is simply raging at this fact. We need to keep moving though, so let's get to work. Purity heals Todd's Mech, War uses Challenge on the PG Entity Killer, and Corruption uses Corrupted Barbs on the PG Entity killer. I heal Purity by calling upon Peace's power of Peace Gift.

Purity 29,000/100,000 HP: Bringer of Purity: Has water coming from her back.
8/9 Without Strife
Active: Purify- Heal a target entity for 20,000 HP.
Active: Pure Start- Remove all status effects on an entity, negative or positive.
Special: Without Strife- On a turn where no entity's Attack [that is, use offensive action- healing, summoning, and other non-damage actions are allowed], heal all allied entities by 50%? of their MHP.

War 50,000/50,000 A man in full body armor. Their are many blood stained documents decorating them.
2/9 Traitors in the Ranks.
Active: Challenge- Select one entity, the selected entity takes 25,000 damage and must attack War.
Active: Banner of Courage- Two entities get mini crits this turn.
Active: War Cry- One selected entity get a crit.
Active: Battle Medic- If a selected entity is attacked, and does not attack back, heal by 20,000.
Special: Traitors in the Ranks- All AG entities have a 10% chance to attack an ally.

Corruption 100,000/100,000 A black sludge like creature, with tar, blood, body part's and . . ."other" things rolling around in it. Has a mask with a four leafed Clover on it.
2/9 Poisoned Homeland
Active: Corrupted Barbs- Deal 20,000 damage to targeted entity
Active: Weakness Roullet- Inflict a random negative status effect to a targeted entity.
Special: Poisoned Homeland- If AG entities attacked other AG entities, then all? AG entities must attack one another.

4/10 +1 from Talist/last turn
4/10 +1 from JOE
+1 JOE +1 Talist
 
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7/20 Things Happen
6/20 Deal with It
+2 @DCCCV

Emerald goes over to War, and kicks him. Then he grabs him, and throws him into a tar pit. Which is then promptly lit on fire. Probably does wonders for helping end all Wars. And this one specifically
 
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General Action: Infomercial

Walking up to the Monster Bed, Val'Elzathor turns to look at the audience and says "Do you have back problems? Chances are, it's because you've been sleeping on a shitty mattress like this one!" before they whack the bed with a Maelstrom-infused ax, leading to the various coil-springs in said mattress springing out into the open.

The Dark God looks at the damaged mattress, and says "Yeah, that looks like it'd lead to rotten sleep, but that's not the worst of it! Take this pillow for example!" with that, Val'Elzathor grabs the pillow off the bed and says "This pillow is hard as a rock, but doesn't even have the durability to count as one! Allow me to demonstrate." before they toss the pillow into a wood chipper, little bits of stuffing and cloth going everywhere in the process.

"BUT WAIT, THERE'S MORE!" shouts the Dark God as they begin jumping up and down on the bed, crushing its supporting beams with Maelstrom-boosted stomps with each bounce as they say "The bedframe's a piece of shit too! As you can see, it can't even take the force of a grown man jumping up and down on it! On top of that, the whole thing is flammable" before they blast the Monster Bed with deep purple Maelstrom Flame.

As the entire bed burns to ashes, Val'Elzathor grins and says "Now, the solution to all of these problems is the Val-bed 9000, completely fireproof, nigh-indestructible and with some of the most comfortable ergonomics you'll have ever slept on!" with that, the Dark God whips out a massive vaguely bed-shaped chunk of armor steel, and slams it down on top of the remains of the Monster Bed, bashing the burning ashes into the ground with the massive chunk of steel before they turn to look at the audience once more.

The Dark God grins, before saying "And, if you find someone else sleeping on your bed when you want to sleep, it even comes with a disposal system! Observe!" with that, the Val-bed 9000 opens itself up, and sucks the wreckage of the Monster Bed into itself. There's a sound like industrial grinding and agonized screaming muffled by a foot of metal, before silence reigns.

The Dark God finishes, saying "The Val-bed 9000! Now available for the low low price of thirty blood sacrifices! Order yours today!"

Charges
Eternal War (9/20)
Heavy Metal (4/20)
+1 @EternalStruggle
+1 @variant
 
I take some time to rework my sword, sharpening the other side, and lengthening the handle.

After that, I go and Diplomacy war into submission.

9/20 Exorcism (+1 from JOEbob, +2 from Emerald_Mann)
3/10
 
[PG]

I bring out more paper's, and start putting them on War's armor, one of the paper's floats to one of the AG, and they realize it is the document's that the president must sign to declare war on a place. Suddenly, all of those document's on War make a lot more sense.

Purity 29,000/100,000 HP: Bringer of Purity: Has water coming from her back.
8/9 Without Strife
Active: Purify- Heal a target entity for 20,000 HP.
Active: Pure Start- Remove all status effects on an entity, negative or positive.
Special: Without Strife- On a turn where no entity's Attack [that is, use offensive action- healing, summoning, and other non-damage actions are allowed], heal all allied entities by 50%? of their MHP.

War 50,000/50,000 A man in full body armor. Their are many blood stained documents decorating them.
2/9 Traitors in the Ranks.
Active: Challenge- Select one entity, the selected entity takes 25,000 damage and must attack War.
Active: Banner of Courage- Two entities get mini crits this turn.
Active: War Cry- One selected entity get a crit.
Active: Battle Medic- If a selected entity is attacked, and does not attack back, heal by 20,000.
Special: Traitors in the Ranks- All AG entities have a 10% chance to attack an ally.
Corruption 100,000/100,000 A black sludge like creature, with tar, blood, body part's and . . ."other" things rolling around in it. Has a mask with a four leafed Clover on it.
2/9 Poisoned Homeland
Active: Corrupted Barbs- Deal 20,000 damage to targeted entity
Active: Weakness Roullet- Inflict a random negative status effect to a targeted entity.
Special: Poisoned Homeland- If AG entities attacked other AG entities, then all? AG entities must attack one another.

5/10
5/10
+1 JOE +1 Talist
 
Got +2 total

Stuffs: 3/20
Stuffz: 3/20

+1 to MrMirrorMan, +1 to Joebob

Thina tapped the door of the armory, letting it swing slightly with a mournful screech that echoed through these forgotten halls. Thina wrinkled her nose as a slight, repugnant odor of decay wafted through. She paused on this for a while, wondering what it entailed about the world beyond this simple door. Finally, long after the sound faded from the halls, Thina pushed on the door, letting it finally swing open while she ducked back behind the defense drone, taking cover from what the stale air could bring.

In the silence, seconds felt like minutes as Thina waited, almost hoping something would come from the darkness to justify her fear. Nothing came, meaning her fear was the worse, far more insidious kind. Slowly, she motioned forward, ushering the defense drone into the room (because I imagined it being like one of those Star Wars force training bots, but a lot bigger), and silently, it glided forward and, shockingly, didn't get attacked.

Quietly, she edged forward into the Armory and slowly scanned the walls until she happened upon one of the (presumably) human skeletons lying on the ground. She didn't realize what it was at first, but made the connection quickly as her eyes darted around the room, taking in the sheer number of them.

"Wh- ... These... dead bodies. ... What happened here?"

Dropping her posture down, Thina edges back slightly out of the door and darts her vision around the room, looking for any other entrances or exits in the room. This is exits and entrances for more than just people. Are there any vents, openings, widows, skylights... anything that could... I dunno... release some kind of toxic chemical into the area, killing a large crowd of people?

[PG] The Gam3rGa7
125,000/125,000 HP
Saline Content: 30% (min = 0%, max = 100%)
Mountain Dew Levels: 30% (min = 0%, max = 100%)
DPS: 15,000

360 No-Scope: Shoots something with its baguette rifle, dealing (DPS) damage. This is considered its base damage. If this attack is blocked, dodged, or countered, increase Saline Content by 20%.

Kill Steal: Deals (DPS) damage, plus 5,000 to whatever. If any other entity attacks the target during the EOTB, increase Saline Content by 20%. If this lands a kill, the GamerGat gains 20% Mountain Dew Level.

LOLkysNEEB: Insults a target that deals equal or less damage than the GamerGat. Makes the GamerGat feel better about itself, reducing Saline Content by 25%. Also makes the target angry, increasing their damage by 25% for 2 turns and dealing 15,000 damage.

LOLgetALivNEEB: Insults a target that deals equal or greater damage than the GamerGat and chugs some delicious product placement. Increases Mountain Dew Levels by 25%. Also makes the target sad, reducing their damage by 25% for 2 turns and dealing 5,000 damage.

WHERE ARE MY HEALS?!?: Pesters a healer into healing the GamerGat. This does not take up the healer's turn, but the healer will always use the worst heal it has access to. In addition, any time the GamerGat gets healed during the next turn, increase the power of the heal by 25% and reduce Mountain Dew Levels by 5%.

Passive - Dew Power
If the GamerGat is at over 60% Mountain Dew Level, its DPS increases to 20,000. If both Mountain Dew Levels and Saline Content are over 80%, the GamerGat goes into a nerd rage. While raging, the Toxicity passive is disabled, the GamerGat becomes immune to all forms of disabling or weakening, and its DPS increases to 30,000.

Passive - Toxicity
At the end of every turn, if Saline Content is above 60%, the GamerGat has a 50% chance to insult a random target for 5,000 damage. If it's over 80%, the GamerGat has a 75% chance to deal 10,000 damage to a chosen PG entity.

Passive - Downtime
At the end of the turn, reduce Mountain Dew Levels by 5%. If above 60% Mountain Dew Level, reduce it by an additional 5%. If the GamerGat wasn't attacked this turn, reduce Saline Content by 10% as well.

[PG] Personnel Defense Drone
120,000 / 120,000 HP.
Regenerates 3,000 HP per turn.
Deals 10,000 damage with normal attacks.
Active Ability - Shields UP - Bodyguards something else and grants 30% damage resistance for a turn. Cannot be used twice in a row.

GamerGat
DPS: 15,000
Mountain Dew Levels: 40%
Saline Content: 50%

The GamerGat noSCOOOOOOOOOOOOOOOOOOPPPPPEEEEEEEESSS the PG Entity Killer.

---------------------
 
[AG]
Charge Bank: 10

5/5 A Little Bird told me... [Expending]
17/20 Second Batch
0/20 Guard

+1 @EternalStruggle
+1 @Enerald_Mann

With the Terror Troll now (probably) dead the Blue Knight takes a moment to rest downing another swig of the blue liquid that seems to be the only thing he ever drinks. Barksalot claims a prize from the Troll's corpse, removing the flesh from one of the Terror Troll's pinky bones and then removing it from hand, Barksalot happily begins chewing on the new giant bone he has obtained.

5 Charge Expended

Finished with his short break the Knight extends his right hand outward in such a way as if a bird was perched on one of his fingers. Slowly strands of light once again gather forming the vague shape of a bird on the Knight's fingers then shape bursts in a flash of light revealing a bird resembling a finch made entirely out of clockwork. "You should do well at scouting the area, I will dub thee Bouvreuil." The mechanical bird lets off a high pitched imitation of a chirp that has an audio quality reminiscent of a phonograph before flying off.

[AG- controlled by The Blue Knight]
5 charge entity
A normal sized dachshund with a smooth red coat, on the left side of his body there is a glass window which shows a variety of moving clockwork parts and a pump mixed in with his internal organs

Health- 25,000/25,000
Attack power- 4,000
[Special Ability]
A True Companion (Passive)- is unable to act independently but rather aides it's owner in any actions performed by them. (Effectively allowing it to act twice a turn if it's owner posts twice in a turn but also preventing it from acting if it's owner does not act.)
[A- Merged with Unit 00]
20 charge artifact
A great lance made of a shining silver metal, becomes enveloped in magical flames at the owner's will.

Durability- 100/100
Ability-
Attack with Lúin's Full Power- consumes 20 durability, action is treated as a normal attack by the wielder with the addition of the attack inflicting the special status "Marked by Lúin"
"Marked by Lúin" explanation- Curse type status, if after 5 player action posts the status has not been cured the afflicted Entity bursts into flames taking 30,000 damage and automatically removing this status.

(Weapon can be used without durability consumption for flavor purposes however in order to take advantage of it's ability you must state specifically you are doing so and of course consume the durability.)
(Even though these now belong to others I'm gonna continue to keep track of them here)
Equivalent to 10 charge entities
Highly articulated wooden marionettes with marble sized gems in their foreheads. Given as gifts from the Blue Knight to other Descended.

Base health- 40,000
Base attack- 0
[Special Abilites]
Merge (Active)- One time use ability, requires owner's permission to activate, does not consume action in a turn to use, Entity merges with an artifact gaining the use of the artifact as an action while still consuming the durability of the artifact as normal, if the durability is fully consumed the Entity will die along with the artifact. The Entity can no longer be separated from the artifact. In exchange the Entity will gain attack equivalent to halve the charge value of the artifact and max health equivalent to one fourth the charge value both numbers rounding down.

(Edited ability description to reflect the change made as I understood it, if I misunderstood something let me know)

Linked (Passive)- Other marionettes gain stats equivalent to half those gained by the marionette that merged, in exchange they lose those stats if the marionette that merged dies and whenever another marionette dies all marionettes take 5,000 damage.

Currently there are two Marionettes
[AG- EternalStruggle]
It's gem is aquamarine. Now appears feminine with a resemblance to the Daemonette.

Merged with Lúin

Adjusted Health- 65,000/65,000 (Source(s): +25,000 from Lúin)
Adjusted Attack power- 10,000 (Source(s): +10,000 from Lúin)
[Unique Ability]
Attack with Lúin's Full Power- consumes 20 durability, action is treated as a normal attack by the user with the addition of the attack inflicting the special status "Marked by Lúin"
"Marked by Lúin" explanation- Curse type status, if after 5 player action posts the status has not been cured the afflicted Entity bursts into flames taking 30,000 damage and automatically removing this status.

Durability: 100%
[AG- DCCCV]
It's gem is lavender in color.

Has not yet merged

Adjusted Health- 52,500/52,500 (Source(s): +12,500 from Link to Unit 00)
Adjusted Attack power- 5,000 (Source(s): +5,000 from Link to Unit 00)
[AG- controlled by The Blue Knight]
5 charge entity
A clockwork bird resembling a standard sized finch.

Health- 40,000/40,000
Attack power- 0
[Special Ability]
Scout (Active)- Can provide detailed information on the current battleground as well as prominent locations in and surrounding it on it's owner's request. Is also capable of performing preliminary investigations of locations scouted.

(Information obtained is displayed publicly in the EOTB to all players no need for anything secretive.)

Finished with his latest creation the Blue Knight turns his attention to the large portal created by the Train of Thought. "A rift in reality of this size..." The Knight sighed and muttered "Don't these Descended have any idea of the kind of effects direct manipulation of reality can have on a universe's stability, at least that voice seems to be somewhat balancing things out to prevent a complete collapse event. I might as well personally do something about this one though." The Blue Knight uses his abilities as a Descended to directly decrease the size of the portal while Barksalot barks at it from his side.

[Orders]
Bouvreuil- General scout of the current battlefield
 
The war on War continues apace, and a two stage assault is launched. First of all, the Heavy Gunner leaps down to the ground directly beside War, jetpack flaring so he may land safely. The exhaust of the jetpack washes right over the enemy creature, setting him aflame instantly, and more specifically igniting all the many pieces of paper covering its armored form. Then, the Gunner swings around, missile launcher in hand. The armored box makes contact with the side of War's head, knocking him down with a painful sounding clang of metal on metal.

Then, the Daemonette absorbs some of the latent energy of Peace. Most of it dispersed upon death or was used by the mirror to heal the healer's twin, Purity, but some remained. In general it was unfamiliar energy that burned her essence, but although painful it did not truly wound her. She could hold it for a moment, she had will, a stronger will than those lesser, thoughtless creatures that she called her sisters.= Concentrating it all in her fist, she rushed forward and punched War in his armored gut. The heavy blow was damaging enough, but it also discharged the essence of Peace right into the body of War. Predictably, although they could serve alongside each other due to having the same master, when direct soul contact of a sort was initiated, they reacted like matter and antimatter. Very, very explosively. Hence, War proceeded to explode.

Job well done, the pair retreated as it happened, saving themselves from the ravenous flames of the combustion between two opposite energies.
Charges:
Fulfilling a Promise: 11/20.
A Most Sacred Number: 8/20.

+1 @I just write
+1 @The Blue Knight
 
5/10 sturf +1 mirror +1 talist
2/10 blurble
+1 mirror +1 Talist.
I check whether or not I succeeded in giving the bed the sharen is caren artifact. if I succeeded, I then ask whether my "Aethric partical colider" has expended durability, and if not, note that its cooldown should be 0.
if it has not been used, i use it. this means the targets of my attack will be stuck in the colider and exploded by the particals hitting them or something. the memory proceeds to be hit as lightly as possible, and the rest of my action is spent on crushing Carriage F to pieces by repeatedly hitting it with an unrelated rocket propelled sledgehammer, before shooting it with aetheric energy generated by slamming together aethric particals, and dropping the following 50k words on it in a parody of longposts.
feel free to skip them since they're pretty low quality
50,000 words
as you can see my post is very long with a full 50,000 words please give it smash status and hand me a free boss as an ally with some gamebreaking abilitys thanks yes this is fair and balance i spent a lot of effort typing up that 50,000 words just for this if you don give me free stuff i will be very triggerz rarg.
(in case you did not open the spoiler, it literally contained the words "50,000 words".
If I failed to give the artifact to the monster bed, I walk over to val as he advertises his val-bed and poke him on the very top part of the head, where theres a little spiral of hair, then teleport away before he can see me. i continue to do this every time he tries to continue his ad. eventually, getting close enough to poke without being seen starts to be hard, so instead I shoot him with a dirt gun that fires dirt bullets. the dirt bullets get in his eyes, and he continues to fail to advertise. of course, he'll still do it eventually, right?
well, yes... or he would, if I hadn't just teleported the bed to an entirely different part of the house. looks like he won't be hitting that one specific part of my entitys.
 
[AG]
Charge Bank: 10

(+1 from EternalStruggle)
19/20 Second Batch
1/20 Guard

+1 @EternalStruggle
+1 @Enerald_Mann

[AG- controlled by The Blue Knight]
5 charge entity
A normal sized dachshund with a smooth red coat, on the left side of his body there is a glass window which shows a variety of moving clockwork parts and a pump mixed in with his internal organs

Health- 25,000/25,000
Attack power- 4,000
[Special Ability]
A True Companion (Passive)- is unable to act independently but rather aides it's owner in any actions performed by them. (Effectively allowing it to act twice a turn if it's owner posts twice in a turn but also preventing it from acting if it's owner does not act.)
[A- Merged with Unit 00]
20 charge artifact
A great lance made of a shining silver metal, becomes enveloped in magical flames at the owner's will.

Durability- 100/100
Ability-
Attack with Lúin's Full Power- consumes 20 durability, action is treated as a normal attack by the wielder with the addition of the attack inflicting the special status "Marked by Lúin"
"Marked by Lúin" explanation- Curse type status, if after 5 player action posts the status has not been cured the afflicted Entity bursts into flames taking 30,000 damage and automatically removing this status.

(Weapon can be used without durability consumption for flavor purposes however in order to take advantage of it's ability you must state specifically you are doing so and of course consume the durability.)
(Even though these now belong to others I'm gonna continue to keep track of them here)
Equivalent to 10 charge entities
Highly articulated wooden marionettes with marble sized gems in their foreheads. Given as gifts from the Blue Knight to other Descended.

Base health- 40,000
Base attack- 0
[Special Abilites]
Merge (Active)- One time use ability, requires owner's permission to activate, does not consume action in a turn to use, Entity merges with an artifact gaining the use of the artifact as an action while still consuming the durability of the artifact as normal, if the durability is fully consumed the Entity will die along with the artifact. The Entity can no longer be separated from the artifact. In exchange the Entity will gain attack equivalent to halve the charge value of the artifact and max health equivalent to one fourth the charge value both numbers rounding down.

(Edited ability description to reflect the change made as I understood it, if I misunderstood something let me know)

Linked (Passive)- Other marionettes gain stats equivalent to half those gained by the marionette that merged, in exchange they lose those stats if the marionette that merged dies and whenever another marionette dies all marionettes take 5,000 damage.

Currently there are two Marionettes
[AG- EternalStruggle]
It's gem is aquamarine. Now appears feminine with a resemblance to the Daemonette.

Merged with Lúin

Adjusted Health- 65,000/65,000 (Source(s): +25,000 from Lúin)
Adjusted Attack power- 10,000 (Source(s): +10,000 from Lúin)
[Unique Ability]
Attack with Lúin's Full Power- consumes 20 durability, action is treated as a normal attack by the user with the addition of the attack inflicting the special status "Marked by Lúin"
"Marked by Lúin" explanation- Curse type status, if after 5 player action posts the status has not been cured the afflicted Entity bursts into flames taking 30,000 damage and automatically removing this status.

Durability: 100%
[AG- DCCCV]
It's gem is lavender in color.

Has not yet merged

Adjusted Health- 52,500/52,500 (Source(s): +12,500 from Link to Unit 00)
Adjusted Attack power- 5,000 (Source(s): +5,000 from Link to Unit 00)
[AG- controlled by The Blue Knight]
5 charge entity
A clockwork bird resembling a standard sized finch.

Health- 40,000/40,000
Attack power- 0
[Special Ability]
Scout (Active)- Can provide detailed information on the current battleground as well as prominent locations in and surrounding it on it's owner's request. Is also capable of performing preliminary investigations of locations scouted.

(Information obtained is displayed publicly in the EOTB to all players no need for anything secretive.)

The Knight continues directly weakening the portal causing it's edges to slightly tremble and Barksalot growls at the portal.
 
Updaet 35: CHOO CHOO
Sorry for forgetting to do the sidequest update yesterday, that was entirely my fault.
13/13 communism (using early!) +1 mirror
normally does nothing. if the owner gets the last hit on an entity, this artifact becomes harder to steal and gives the holder 1/10? 1/8? of said entitys HP (can do this for multiple entitys)
artifact name: Sharen is Caren

2/10 sturf
new: 1/10 blurble
+1 mirror +1 DCCCV
Entity orders: unknown monsters use we live here. monster core makes new unknown monsters. guards guardsthe house protects monsters. the bed idles.
school starts for me tomorrow. this will probably reduce pebbletopia dop rate. apologies.
I ask the GM why they sighed when i smashed, despite having previously said i could use the terror troll entry at any time to smash, which is exactly what i did?
I replace my previous action with grabbing a dagger, teleporting behind the Terror Troll, and Backstabbing it. my artifact instantly gains 100,000 (or mayyyyybe more?) HP of bufferoonies.
excess damage goes to the memory guy. if I won't do enough to kill the troll, I use the aetheric thing, or move a charge or 2 from making the artifact to my attack.

before the godmodder can react to my backstab, I explain that there was no way whatsoever for the terror troll to survive, and this way I can harness the energy of its death into a health buff for my entitys.

if Possible, I give the artifact to the monster bed afterwords, if not possible then i just hold on to it.
Artifact summoned, and given a 15 durability, because it does not have enough charge to be indestructible.

I sighed because people using SMAAAASHes to upgrade entities is starting to be a thing to a ridiculous extent.
And I think I'm about to sigh again.

...
I'm not certain whether to let this go through on account of the sheer brilliance of this opportunism, or to strike you with divine lightning for being a punk.
In the end, I decided to do both.
You are struck by holy lightning that removes all durability but one from your artifact, and dealas 10 damage to you, but you keep the artifact.
You then hand it off to the monster bed and I grind my teeth a bit more.

Terror Troll killed! 1 damage to the Godmodder. 5% distance gain, pushing back into the forested region, 2000 damage to all PGs, and the spoil of war goes to...
DCCCV!
DCCCV obtains the Stoneskin Hide! It coats the target in a layer of thick stone, slowing them down and halving the effectiveness of all their actions, but also halving the amount of damage they take for 3 rounds. has a 6 round cooldown.

5/20 Things Happen
5/20 Deal with It
+2 @EternalStruggle

Emerald expands the 14 charge on increasing Sir Barksalot's health.

Emerald also slaps the Terror Troll. In the face.

Lon'Qu attacks War
Sir Barksalot's health increased by 70000.

Check
The Dark God scans Todd's mech

General Action: I know a song~


Without any warning whatsoever, the corpse of the Acolyte Val'Elzathor is puppeteering begins to sing right in the Godmodder's ear "I know a song that gets on everybody's nerves!"

The Godmodder at first ignores the continued annoying singing as the minutes drag on, but after a few minutes, they can't take it anymore and try to punch Val'Elzathor in the face, only to find that they're pummeling a mannequin and Val'Elzathor is still singing "And this is how it goes!"

With their next blow, the Godmodder shouts "STOP SINGING!" as they fruitlessly swing their hammer through the space Val'Elzathor was occupying a mere microsecond prior.

There is a brief break in the singing as Val'Elzathor remarks "Nah, don't wanna." before they launch back into the song, further enraging the Godmodder. This pattern of continued annoying singing and Val'Elzathor avoiding the attacks intended to shut it up continues for several minutes, before the Dark God makes their move.

The Godmodder is now almost entirely focused on getting Val'Elzathor to stop singing, shouting "SHUT! THE! HELL! UP!" as their fist buries itself in what at first seems to be the face of Val'Elzathor's current host. Then the duplicate made of Maelstrom Energy explodes violently in the Godmodder's face, at the exact same time as the real Val'Elzathor drives a chainsaw spear into the Godmodder's back, as the Dark God sings "Everybody's nerves, yes on everyody's nerves!"

In an effort to avoid retribution upon their current puppet, the Dark God teleports away, leaving their chain-spear embedded in the Godmodder's back as they do so.

Charges
Eternal War (7/20)
Heavy Metal (3/20)
+1 @redstonetam15
+1 @EternalStruggle

Entity Orders
Death In The Trenches: Attack the Terror Troll if it's alive. Otherwise, attack JOEbob.

The Godmodder turns out to be much better at Godmodding that Val'elzathor, who finds themselves hammered into the ground after about round 1 of the song.

Todd's Mech: It's a simple mech, well built and sturdy with the standard assortment of guns and energy weaponry, but beyond that it has no special abilities or surprises waiting. Has a rather incompetent pilot.

(In the unlikely scenario the Terror Troll didn't die from being slapped in the face, the Daemonette slaps it in the face herself. Should this contingency have to happen, it will be an execution of the 2X SLAP COMBO, similar but exceedingly distinct from the 2X FACEPALM COMBO, surely slaying the beast.)

The Terror Troll was very clearly almost dead. Even though it was, by the Daemonette's estimation, stronger than even HATRED, it had been no match for the mighty forces of the Anti-Godmodders, lifted from restrictions as they were by the destruction of the Guardian Dragon. And killed by a lowly slap to the face, as well. There could not have been a more poetic end for such a foul beast.

Unfortunately, the enemy forces had grown significantly in number compared to when it was just Peace and Purity, although one of those was now dead. At least one annoyance had been dealt with, as Unit 00 returned to its master, demonic skull stuck upon its transformed right arm.

Smiling cruelly, the Daemonette removed the leering visage of the slain creature from its pike, likely the lord of the host, and threw it on the ground before disdainfully stomping on it, cracking bone with ease. They should never have targeted her ally if they wanted to keep living.

"Now those fools are dealt with, we can move on." She turned towards a conspicuous group of Entities. "The exact terms of the deal was that I would help the mirror man take care of the demonic horde, which I definitely did, and that I didn't attack Peace or Purity, which I have not and will continue to not do so. I abide by the letter of the deal exactly, as well as the spirit by not attacking the machine guarding Purity. Therefore, this is in no way breaking the deal I made. And I only got one heal out of it, so there's that." Her smile turned into a thoughtful frown. "I'd say I got the worse end of the stick, except that I only did and didn't do things I would likely have done anyway, whereas he broke rank to heal me. So I suppose I can't fault the... being that much. Still, my point is we can attack his latest servants without fear of reprisal due to treaty."

"And hence we will?" Unit 00 asked.

"Of course." The Daemon replied. "From the look of it, that one is a deadly fighter, but that seems to indicate that it should be easier to eliminate than its twin. Hence, we'll see what we can do. It seems to be some kind of representation of war? Then we shall show it that war is best left to the professionals."

Unit 00 turns its head. "Do we count as professionals?"

With a look that was somehow a mixture of surprise, annoyance and bewilderment, the Daemon whirls around to confront its traitorous ally. "Yes, of course we do! We're all made for this, that makes us professionals by default!"

The Heavy Gunner shakes his head as the Eggrobos look around awkwardly. The siren-like device atop its head is revealed to be a hologram projector as it gives its explanation. Not sure what we did was war, exactly.

"Well it was close enough!" The Daemonette snapped, turning her attention back to War. "This is insubordination..." She grumbled under her breath.

With that, the trio launched a joint assault on War. The armored, bloodstained figure had no chance to react as it was mobbed by angry war machines. The Daemonette stabbed it repeatedly with her claw arm, never staying in one place and getting hit, and hence striking from all angles, seemingly simultaneously at times. Unit 00 was slower and perhaps weaker, but the holy spear Lúin was not to be underestimated, as it made clear to the enemy with repeated penetrating strikes from the mighty artifact.

Finally, they both pulled back to a safe distance, and before it could recover War got hit in the face by one of the landing legs of the Gunner's ride, effectively meaning it got drop kicked by a helicopter, which just as quickly took off again. But not before the Heavy Gunner left behind a present. What kind of present, you ask? A rocket, of course. Actually it was two rockets. Just to make sure.



Charges:
Fulfilling a Promise: 10/20.
A Most Sacred Number: 5/20.

+1 @I just write
+1 @Enerald_Mann

Entity Orders:
Daemonette heals... damn everyone but herself is full health, and she can't heal herself. She heals whatever takes most damage, although she stays away from Unit 00. Doesn't want to get punched in the face.
Unit 00 and Heavy Gunner both attack War. If War is dead, attack Gam7rGa7.
20000 damage to War.

Ah, the classic sword in the stone.
Or, in this case, the wall.
Only one thing to do now.
But first...


I briefly exit the room, propping the door open with another brick, before pointing off vaguely in the direction of where things are happening with a pistol and taking a few potshots. By sheer coincidence (or maybe because there are just so many of them), some of them hit some of the Unknown Monsters.

After doing this, I walk back in and reach for the sword's hilt, taking hold of it with both hands, and start pulling at it.

10/10 (Don't) Crash and Burn [Add +10 if applicable, I'm not holding this any longer]

A shadow passes over the battle taking place on the ground. A roughly cylindrical gray mass slowly draws overhead. It appears to be fairly small, until a cloud passes in front of it.
Then, something emerges from beneath it, and it looks like it might have been aimed at Todd's mech.

[AG] Heisenberg HP: 50,000/50,000 0/5 Maintenance
High-Altitude [Passive]: Renders the Heisenberg immune to field effects, but causes basic attacks to have a 25% chance of missing their targets, before applying dodge chance.
Maintenance [Active]: 5-round charge. Restores HP to the Heisenberg, appropriate to charge value.
Oh, the Humanity! [Deathrattle(?)]: On death, crashes to the ground and explodes violently, just as its (mis-)namesake did before it, dealing damage to several vulnerable (hopefully PG or H) targets.

6/15 From the Ground Up
1/15 A Terrible Idea
You pull and pull at the sword, but it just won't budge! It's stuck fast.
The Monster house takes the brunt of the potshots, taking 15000 damage.

You summon the Heisenberg.

[PG]

I hand my head low, at the death of Peace, along with Purity and War, Corruption is simply raging at this fact. We need to keep moving though, so let's get to work. Purity heals Todd's Mech, War uses Challenge on the PG Entity Killer, and Corruption uses Corrupted Barbs on the PG Entity killer. I heal Purity by calling upon Peace's power of Peace Gift.

Purity 29,000/100,000 HP: Bringer of Purity: Has water coming from her back.
8/9 Without Strife
Active: Purify- Heal a target entity for 20,000 HP.
Active: Pure Start- Remove all status effects on an entity, negative or positive.
Special: Without Strife- On a turn where no entity's Attack [that is, use offensive action- healing, summoning, and other non-damage actions are allowed], heal all allied entities by 50%? of their MHP.

War 50,000/50,000 A man in full body armor. Their are many blood stained documents decorating them.
2/9 Traitors in the Ranks.
Active: Challenge- Select one entity, the selected entity takes 25,000 damage and must attack War.
Active: Banner of Courage- Two entities get mini crits this turn.
Active: War Cry- One selected entity get a crit.
Active: Battle Medic- If a selected entity is attacked, and does not attack back, heal by 20,000.
Special: Traitors in the Ranks- All AG entities have a 10% chance to attack an ally.

Corruption 100,000/100,000 A black sludge like creature, with tar, blood, body part's and . . ."other" things rolling around in it. Has a mask with a four leafed Clover on it.
2/9 Poisoned Homeland
Active: Corrupted Barbs- Deal 20,000 damage to targeted entity
Active: Weakness Roullet- Inflict a random negative status effect to a targeted entity.
Special: Poisoned Homeland- If AG entities attacked other AG entities, then all? AG entities must attack one another.

4/10 +1 from Talist/last turn
4/10 +1 from JOE
+1 JOE +1 Talist
You call down peace gift on purity, restoring 10000 health points.

7/20 Things Happen
6/20 Deal with It
+2 @DCCCV

Emerald goes over to War, and kicks him. Then he grabs him, and throws him into a tar pit. Which is then promptly lit on fire. Probably does wonders for helping end all Wars. And this one specifically
Dunno about other wars but one death sure ain't going to end this one. 15K damage anyways.

General Action: Infomercial

Walking up to the Monster Bed, Val'Elzathor turns to look at the audience and says "Do you have back problems? Chances are, it's because you've been sleeping on a shitty mattress like this one!" before they whack the bed with a Maelstrom-infused ax, leading to the various coil-springs in said mattress springing out into the open.

The Dark God looks at the damaged mattress, and says "Yeah, that looks like it'd lead to rotten sleep, but that's not the worst of it! Take this pillow for example!" with that, Val'Elzathor grabs the pillow off the bed and says "This pillow is hard as a rock, but doesn't even have the durability to count as one! Allow me to demonstrate." before they toss the pillow into a wood chipper, little bits of stuffing and cloth going everywhere in the process.

"BUT WAIT, THERE'S MORE!" shouts the Dark God as they begin jumping up and down on the bed, crushing its supporting beams with Maelstrom-boosted stomps with each bounce as they say "The bedframe's a piece of shit too! As you can see, it can't even take the force of a grown man jumping up and down on it! On top of that, the whole thing is flammable" before they blast the Monster Bed with deep purple Maelstrom Flame.

As the entire bed burns to ashes, Val'Elzathor grins and says "Now, the solution to all of these problems is the Val-bed 9000, completely fireproof, nigh-indestructible and with some of the most comfortable ergonomics you'll have ever slept on!" with that, the Dark God whips out a massive vaguely bed-shaped chunk of armor steel, and slams it down on top of the remains of the Monster Bed, bashing the burning ashes into the ground with the massive chunk of steel before they turn to look at the audience once more.

The Dark God grins, before saying "And, if you find someone else sleeping on your bed when you want to sleep, it even comes with a disposal system! Observe!" with that, the Val-bed 9000 opens itself up, and sucks the wreckage of the Monster Bed into itself. There's a sound like industrial grinding and agonized screaming muffled by a foot of metal, before silence reigns.

The Dark God finishes, saying "The Val-bed 9000! Now available for the low low price of thirty blood sacrifices! Order yours today!"

Charges
Eternal War (9/20)
Heavy Metal (4/20)
+1 @EternalStruggle
+1 @variant
32000 damage to the Monster Bed! This would've been near crippling damage were it not for the stupid artifact JOEbob slapped on the thing.

I take some time to rework my sword, sharpening the other side, and lengthening the handle.

After that, I go and Diplomacy war into submission.

9/20 Exorcism (+1 from JOEbob, +2 from Emerald_Mann)
3/10
War properly deplomacied. War defeated.

[PG]

I bring out more paper's, and start putting them on War's armor, one of the paper's floats to one of the AG, and they realize it is the document's that the president must sign to declare war on a place. Suddenly, all of those document's on War make a lot more sense.

Purity 29,000/100,000 HP: Bringer of Purity: Has water coming from her back.
8/9 Without Strife
Active: Purify- Heal a target entity for 20,000 HP.
Active: Pure Start- Remove all status effects on an entity, negative or positive.
Special: Without Strife- On a turn where no entity's Attack [that is, use offensive action- healing, summoning, and other non-damage actions are allowed], heal all allied entities by 50%? of their MHP.

War 50,000/50,000 A man in full body armor. Their are many blood stained documents decorating them.
2/9 Traitors in the Ranks.
Active: Challenge- Select one entity, the selected entity takes 25,000 damage and must attack War.
Active: Banner of Courage- Two entities get mini crits this turn.
Active: War Cry- One selected entity get a crit.
Active: Battle Medic- If a selected entity is attacked, and does not attack back, heal by 20,000.
Special: Traitors in the Ranks- All AG entities have a 10% chance to attack an ally.
Corruption 100,000/100,000 A black sludge like creature, with tar, blood, body part's and . . ."other" things rolling around in it. Has a mask with a four leafed Clover on it.
2/9 Poisoned Homeland
Active: Corrupted Barbs- Deal 20,000 damage to targeted entity
Active: Weakness Roullet- Inflict a random negative status effect to a targeted entity.
Special: Poisoned Homeland- If AG entities attacked other AG entities, then all? AG entities must attack one another.

5/10
5/10
+1 JOE +1 Talist
Unfortunately, War has already been diplomacied to death.

Got +2 total

Stuffs: 3/20
Stuffz: 3/20

+1 to MrMirrorMan, +1 to Joebob

Thina tapped the door of the armory, letting it swing slightly with a mournful screech that echoed through these forgotten halls. Thina wrinkled her nose as a slight, repugnant odor of decay wafted through. She paused on this for a while, wondering what it entailed about the world beyond this simple door. Finally, long after the sound faded from the halls, Thina pushed on the door, letting it finally swing open while she ducked back behind the defense drone, taking cover from what the stale air could bring.

In the silence, seconds felt like minutes as Thina waited, almost hoping something would come from the darkness to justify her fear. Nothing came, meaning her fear was the worse, far more insidious kind. Slowly, she motioned forward, ushering the defense drone into the room (because I imagined it being like one of those Star Wars force training bots, but a lot bigger), and silently, it glided forward and, shockingly, didn't get attacked.

Quietly, she edged forward into the Armory and slowly scanned the walls until she happened upon one of the (presumably) human skeletons lying on the ground. She didn't realize what it was at first, but made the connection quickly as her eyes darted around the room, taking in the sheer number of them.

"Wh- ... These... dead bodies. ... What happened here?"

Dropping her posture down, Thina edges back slightly out of the door and darts her vision around the room, looking for any other entrances or exits in the room. This is exits and entrances for more than just people. Are there any vents, openings, widows, skylights... anything that could... I dunno... release some kind of toxic chemical into the area, killing a large crowd of people?

[PG] The Gam3rGa7
125,000/125,000 HP
Saline Content: 30% (min = 0%, max = 100%)
Mountain Dew Levels: 30% (min = 0%, max = 100%)
DPS: 15,000

360 No-Scope: Shoots something with its baguette rifle, dealing (DPS) damage. This is considered its base damage. If this attack is blocked, dodged, or countered, increase Saline Content by 20%.

Kill Steal: Deals (DPS) damage, plus 5,000 to whatever. If any other entity attacks the target during the EOTB, increase Saline Content by 20%. If this lands a kill, the GamerGat gains 20% Mountain Dew Level.

LOLkysNEEB: Insults a target that deals equal or less damage than the GamerGat. Makes the GamerGat feel better about itself, reducing Saline Content by 25%. Also makes the target angry, increasing their damage by 25% for 2 turns and dealing 15,000 damage.

LOLgetALivNEEB: Insults a target that deals equal or greater damage than the GamerGat and chugs some delicious product placement. Increases Mountain Dew Levels by 25%. Also makes the target sad, reducing their damage by 25% for 2 turns and dealing 5,000 damage.

WHERE ARE MY HEALS?!?: Pesters a healer into healing the GamerGat. This does not take up the healer's turn, but the healer will always use the worst heal it has access to. In addition, any time the GamerGat gets healed during the next turn, increase the power of the heal by 25% and reduce Mountain Dew Levels by 5%.

Passive - Dew Power
If the GamerGat is at over 60% Mountain Dew Level, its DPS increases to 20,000. If both Mountain Dew Levels and Saline Content are over 80%, the GamerGat goes into a nerd rage. While raging, the Toxicity passive is disabled, the GamerGat becomes immune to all forms of disabling or weakening, and its DPS increases to 30,000.

Passive - Toxicity
At the end of every turn, if Saline Content is above 60%, the GamerGat has a 50% chance to insult a random target for 5,000 damage. If it's over 80%, the GamerGat has a 75% chance to deal 10,000 damage to a chosen PG entity.

Passive - Downtime
At the end of the turn, reduce Mountain Dew Levels by 5%. If above 60% Mountain Dew Level, reduce it by an additional 5%. If the GamerGat wasn't attacked this turn, reduce Saline Content by 10% as well.

[PG] Personnel Defense Drone
120,000 / 120,000 HP.
Regenerates 3,000 HP per turn.
Deals 10,000 damage with normal attacks.
Active Ability - Shields UP - Bodyguards something else and grants 30% damage resistance for a turn. Cannot be used twice in a row.

GamerGat
DPS: 15,000
Mountain Dew Levels: 40%
Saline Content: 50%

The GamerGat noSCOOOOOOOOOOOOOOOOOOPPPPPEEEEEEEESSS the PG Entity Killer.

---------------------
There are vents, but from the variety of armors and scorch marks and assorted breakages on the skeletons, melted bones and small craters in the wall, it probably wasn't poison gas that broke everything. This bunker got raided.

[AG]
Charge Bank: 10

5/5 A Little Bird told me... [Expending]
17/20 Second Batch
0/20 Guard

+1 @EternalStruggle
+1 @Enerald_Mann

With the Terror Troll now (probably) dead the Blue Knight takes a moment to rest downing another swig of the blue liquid that seems to be the only thing he ever drinks. Barksalot claims a prize from the Troll's corpse, removing the flesh from one of the Terror Troll's pinky bones and then removing it from hand, Barksalot happily begins chewing on the new giant bone he has obtained.

5 Charge Expended

Finished with his short break the Knight extends his right hand outward in such a way as if a bird was perched on one of his fingers. Slowly strands of light once again gather forming the vague shape of a bird on the Knight's fingers then shape bursts in a flash of light revealing a bird resembling a finch made entirely out of clockwork. "You should do well at scouting the area, I will dub thee Bouvreuil." The mechanical bird lets off a high pitched imitation of a chirp that has an audio quality reminiscent of a phonograph before flying off.

[AG- controlled by The Blue Knight]
5 charge entity
A normal sized dachshund with a smooth red coat, on the left side of his body there is a glass window which shows a variety of moving clockwork parts and a pump mixed in with his internal organs

Health- 25,000/25,000
Attack power- 4,000
[Special Ability]
A True Companion (Passive)- is unable to act independently but rather aides it's owner in any actions performed by them. (Effectively allowing it to act twice a turn if it's owner posts twice in a turn but also preventing it from acting if it's owner does not act.)
[A- Merged with Unit 00]
20 charge artifact
A great lance made of a shining silver metal, becomes enveloped in magical flames at the owner's will.

Durability- 100/100
Ability-
Attack with Lúin's Full Power- consumes 20 durability, action is treated as a normal attack by the wielder with the addition of the attack inflicting the special status "Marked by Lúin"
"Marked by Lúin" explanation- Curse type status, if after 5 player action posts the status has not been cured the afflicted Entity bursts into flames taking 30,000 damage and automatically removing this status.

(Weapon can be used without durability consumption for flavor purposes however in order to take advantage of it's ability you must state specifically you are doing so and of course consume the durability.)
(Even though these now belong to others I'm gonna continue to keep track of them here)
Equivalent to 10 charge entities
Highly articulated wooden marionettes with marble sized gems in their foreheads. Given as gifts from the Blue Knight to other Descended.

Base health- 40,000
Base attack- 0
[Special Abilites]
Merge (Active)- One time use ability, requires owner's permission to activate, does not consume action in a turn to use, Entity merges with an artifact gaining the use of the artifact as an action while still consuming the durability of the artifact as normal, if the durability is fully consumed the Entity will die along with the artifact. The Entity can no longer be separated from the artifact. In exchange the Entity will gain attack equivalent to halve the charge value of the artifact and max health equivalent to one fourth the charge value both numbers rounding down.

(Edited ability description to reflect the change made as I understood it, if I misunderstood something let me know)

Linked (Passive)- Other marionettes gain stats equivalent to half those gained by the marionette that merged, in exchange they lose those stats if the marionette that merged dies and whenever another marionette dies all marionettes take 5,000 damage.

Currently there are two Marionettes
[AG- EternalStruggle]
It's gem is aquamarine. Now appears feminine with a resemblance to the Daemonette.

Merged with Lúin

Adjusted Health- 65,000/65,000 (Source(s): +25,000 from Lúin)
Adjusted Attack power- 10,000 (Source(s): +10,000 from Lúin)
[Unique Ability]
Attack with Lúin's Full Power- consumes 20 durability, action is treated as a normal attack by the user with the addition of the attack inflicting the special status "Marked by Lúin"
"Marked by Lúin" explanation- Curse type status, if after 5 player action posts the status has not been cured the afflicted Entity bursts into flames taking 30,000 damage and automatically removing this status.

Durability: 100%
[AG- DCCCV]
It's gem is lavender in color.

Has not yet merged

Adjusted Health- 52,500/52,500 (Source(s): +12,500 from Link to Unit 00)
Adjusted Attack power- 5,000 (Source(s): +5,000 from Link to Unit 00)
[AG- controlled by The Blue Knight]
5 charge entity
A clockwork bird resembling a standard sized finch.

Health- 40,000/40,000
Attack power- 0
[Special Ability]
Scout (Active)- Can provide detailed information on the current battleground as well as prominent locations in and surrounding it on it's owner's request. Is also capable of performing preliminary investigations of locations scouted.

(Information obtained is displayed publicly in the EOTB to all players no need for anything secretive.)

Finished with his latest creation the Blue Knight turns his attention to the large portal created by the Train of Thought. "A rift in reality of this size..." The Knight sighed and muttered "Don't these Descended have any idea of the kind of effects direct manipulation of reality can have on a universe's stability, at least that voice seems to be somewhat balancing things out to prevent a complete collapse event. I might as well personally do something about this one though." The Blue Knight uses his abilities as a Descended to directly decrease the size of the portal while Barksalot barks at it from his side.

[Orders]
Bouvreuil- General scout of the current battlefield
You summon Bouvreuil!

You deal out 22000 damage to the Portal to the Plane of Train.

The war on War continues apace, and a two stage assault is launched. First of all, the Heavy Gunner leaps down to the ground directly beside War, jetpack flaring so he may land safely. The exhaust of the jetpack washes right over the enemy creature, setting him aflame instantly, and more specifically igniting all the many pieces of paper covering its armored form. Then, the Gunner swings around, missile launcher in hand. The armored box makes contact with the side of War's head, knocking him down with a painful sounding clang of metal on metal.

Then, the Daemonette absorbs some of the latent energy of Peace. Most of it dispersed upon death or was used by the mirror to heal the healer's twin, Purity, but some remained. In general it was unfamiliar energy that burned her essence, but although painful it did not truly wound her. She could hold it for a moment, she had will, a stronger will than those lesser, thoughtless creatures that she called her sisters.= Concentrating it all in her fist, she rushed forward and punched War in his armored gut. The heavy blow was damaging enough, but it also discharged the essence of Peace right into the body of War. Predictably, although they could serve alongside each other due to having the same master, when direct soul contact of a sort was initiated, they reacted like matter and antimatter. Very, very explosively. Hence, War proceeded to explode.

Job well done, the pair retreated as it happened, saving themselves from the ravenous flames of the combustion between two opposite energies.


Charges:
Fulfilling a Promise: 11/20.
A Most Sacred Number: 8/20.

+1 @I just write
+1 @The Blue Knight
War is already ded.

5/10 sturf +1 mirror +1 talist
2/10 blurble
+1 mirror +1 Talist.
I check whether or not I succeeded in giving the bed the sharen is caren artifact. if I succeeded, I then ask whether my "Aethric partical colider" has expended durability, and if not, note that its cooldown should be 0.
if it has not been used, i use it. this means the targets of my attack will be stuck in the colider and exploded by the particals hitting them or something. the memory proceeds to be hit as lightly as possible, and the rest of my action is spent on crushing Carriage F to pieces by repeatedly hitting it with an unrelated rocket propelled sledgehammer, before shooting it with aetheric energy generated by slamming together aethric particals, and dropping the following 50k words on it in a parody of longposts.
feel free to skip them since they're pretty low quality
50,000 words
as you can see my post is very long with a full 50,000 words please give it smash status and hand me a free boss as an ally with some gamebreaking abilitys thanks yes this is fair and balance i spent a lot of effort typing up that 50,000 words just for this if you don give me free stuff i will be very triggerz rarg.
(in case you did not open the spoiler, it literally contained the words "50,000 words".
If I failed to give the artifact to the monster bed, I walk over to val as he advertises his val-bed and poke him on the very top part of the head, where theres a little spiral of hair, then teleport away before he can see me. i continue to do this every time he tries to continue his ad. eventually, getting close enough to poke without being seen starts to be hard, so instead I shoot him with a dirt gun that fires dirt bullets. the dirt bullets get in his eyes, and he continues to fail to advertise. of course, he'll still do it eventually, right?
well, yes... or he would, if I hadn't just teleported the bed to an entirely different part of the house. looks like he won't be hitting that one specific part of my entitys.
You smash Carriage F to pieces, resetting the cooldown on the Aetheric Particle Collider and using the first durability.

[AG]
Charge Bank: 10

(+1 from EternalStruggle)
19/20 Second Batch
1/20 Guard

+1 @EternalStruggle
+1 @Enerald_Mann

[AG- controlled by The Blue Knight]
5 charge entity
A normal sized dachshund with a smooth red coat, on the left side of his body there is a glass window which shows a variety of moving clockwork parts and a pump mixed in with his internal organs

Health- 25,000/25,000
Attack power- 4,000
[Special Ability]
A True Companion (Passive)- is unable to act independently but rather aides it's owner in any actions performed by them. (Effectively allowing it to act twice a turn if it's owner posts twice in a turn but also preventing it from acting if it's owner does not act.)
[A- Merged with Unit 00]
20 charge artifact
A great lance made of a shining silver metal, becomes enveloped in magical flames at the owner's will.

Durability- 100/100
Ability-
Attack with Lúin's Full Power- consumes 20 durability, action is treated as a normal attack by the wielder with the addition of the attack inflicting the special status "Marked by Lúin"
"Marked by Lúin" explanation- Curse type status, if after 5 player action posts the status has not been cured the afflicted Entity bursts into flames taking 30,000 damage and automatically removing this status.

(Weapon can be used without durability consumption for flavor purposes however in order to take advantage of it's ability you must state specifically you are doing so and of course consume the durability.)
(Even though these now belong to others I'm gonna continue to keep track of them here)
Equivalent to 10 charge entities
Highly articulated wooden marionettes with marble sized gems in their foreheads. Given as gifts from the Blue Knight to other Descended.

Base health- 40,000
Base attack- 0
[Special Abilites]
Merge (Active)- One time use ability, requires owner's permission to activate, does not consume action in a turn to use, Entity merges with an artifact gaining the use of the artifact as an action while still consuming the durability of the artifact as normal, if the durability is fully consumed the Entity will die along with the artifact. The Entity can no longer be separated from the artifact. In exchange the Entity will gain attack equivalent to halve the charge value of the artifact and max health equivalent to one fourth the charge value both numbers rounding down.

(Edited ability description to reflect the change made as I understood it, if I misunderstood something let me know)

Linked (Passive)- Other marionettes gain stats equivalent to half those gained by the marionette that merged, in exchange they lose those stats if the marionette that merged dies and whenever another marionette dies all marionettes take 5,000 damage.

Currently there are two Marionettes
[AG- EternalStruggle]
It's gem is aquamarine. Now appears feminine with a resemblance to the Daemonette.

Merged with Lúin

Adjusted Health- 65,000/65,000 (Source(s): +25,000 from Lúin)
Adjusted Attack power- 10,000 (Source(s): +10,000 from Lúin)
[Unique Ability]
Attack with Lúin's Full Power- consumes 20 durability, action is treated as a normal attack by the user with the addition of the attack inflicting the special status "Marked by Lúin"
"Marked by Lúin" explanation- Curse type status, if after 5 player action posts the status has not been cured the afflicted Entity bursts into flames taking 30,000 damage and automatically removing this status.

Durability: 100%
[AG- DCCCV]
It's gem is lavender in color.

Has not yet merged

Adjusted Health- 52,500/52,500 (Source(s): +12,500 from Link to Unit 00)
Adjusted Attack power- 5,000 (Source(s): +5,000 from Link to Unit 00)
[AG- controlled by The Blue Knight]
5 charge entity
A clockwork bird resembling a standard sized finch.

Health- 40,000/40,000
Attack power- 0
[Special Ability]
Scout (Active)- Can provide detailed information on the current battleground as well as prominent locations in and surrounding it on it's owner's request. Is also capable of performing preliminary investigations of locations scouted.

(Information obtained is displayed publicly in the EOTB to all players no need for anything secretive.)

The Knight continues directly weakening the portal causing it's edges to slightly tremble and Barksalot growls at the portal.
14000 damage to the Portal to the Plane of Train.


#TheFallenCity​

Purity directs healing towards Todd's Mech, restoring 20000 hit points to it. Gam3rGa7 noscopes the PG Entity killer, doling out 15000 damage to it. Todd and Cherri both open fire on Lon'Qu with their weaponry, but the man is basically a ninja, and dodges all of it, and then deals 9000 damage to each of them (well, 18K to Todd). The unknown monsters (which were supposed to have 500 more numbers at the end of last round, my bad) use "We Live Here" and after restoring 19000 health get an emergency nerf that removes their ability to use "We Live Here". The Monster Core creates 3000 more unknown monsters, before also receiving an emergency nerf. Corruption uses the corrupted barbs on the PG Entity Killer, dealing 20000 damage.

The Winds of Anarchy calls foul on JOEbob's massive application of health to the monster bed, and instead charge straight at the unknown monsters, using its windy anarchic properties to bypass the shielding of the monster house and destroys 4000 unknown monsters. The portal to the plane of train releases a new Carriage F, which connects up to Carriage E, the coal rack has been added. The Train of Thought gives a loud whistle and barrels down the tracks it doesn't have and slams right into Cherri's mech, dealing 52500 damage to it. "SON OF A-"

The Daemonette goes ahead and heals the only AG entity that took damage this round, the PG entity killer, for 22 hit points. Lon'Qu is unable to attack War, due to War being dead, and instead goes after the Gam3rGa7, dealing 18000 damage. The PG Entity killer goes after the monster house, dealing 18000 damage. Death In The Trenches targets JOEbob, dealing a measely 1 damage. Unit 00 goes after the Gam3rGa7, dealing 10000 damage, and Unit 01 joins them, for another 5000.

Memory slams down remembrance on the Monster House, doling out 15000 damage, and the heavy gunner's missiles scream home to Gam3rGa7, dealing 30K damage. Heisenberg takes a potshot at the unknown monsters, but not only misses the monsters, but the house too. Bouvreuil scans the battlefield, but from the air it's hard to see everything. There are many trees, as you're in a forested section, and not too terribly far away there seems to be a stone watchtower.

The Godmodder cracks his knuckles and lets out another barrage of attacks. Lon'qu's dodge chance is completely pierced and Lon'qu is flattened, sir barksalot takes a hefty hit and 30K damage, as does the PG Entity Killer.

The AGs have claimed the advantage again already! You push deeper and deeper into the forested woods, hearing the sound of a river not too far away. 2000 damage to all PGs.

Everything ticks up and down. The autocrafter fails once again.

Itinerary:
Destroy the Godmodder!
Hold the entity advantage!


Distance: 65%​

Main Battlefield:

Entity Advantage: [AG]

The Godmodder [PG]: Hp: 93/100. Fluorite Duet [A] Runic Battleaxe [A]
Purity [PG - MrMirrorMan]: Hp: 39,000/100,000. Without Strife: 8/9. Takedown.
Gam3rGa7 [PG - MrMirrorMan]: Hp: 42,000/125,000. DPS: 15,000. Saline Content: 50%. Mtn. Dew Levels: 40%
Todd's Mech [PG]: Hp: 117,000/150,000. Bodyguarding Purity.
Cherri's Mech [PG]: Hp: 82,500/150,000
The Monster House [PG - JOEbob]: Hp: 115,000/200,000.
Unknown Monsters x11500 [PG - JOEbob]: Hp: 5/5
Monster Core [PG - JOEbob]: Hp: 150,000/150,000. Monstrous 2/3.
Monster Bed [PG - JOEbob]: Hp: 98,000/30,000. Scaredness: 19. There's a Human Under My Bed: 2/3. Sharen Is Caren [A] health boost: 68,000. Durability: 1
Corruption [PG - MrMirrorMan]: Hp: 96,000/100,000. Poisoned Homeland: 2/9
JOEbob [PG - Player]: Hp: 9/20 Aetheric Particle Collider [A] 2/3 uses. Cooldown: 1/2.
Winds of Anarchy [H]: Hp: 300,000/300,000. Every Man For Himself: 2/4
Portal To The Plane of Train [H]: Hp: 114,000/150,000.
Train of Thought [H]: Connections: A-B-C-D-E-F Carriage A: 30,000/30,000. Carriage B: 30,000/30,000. Carriage C: 30,000/30,000. Carriage D: 30,000/30,000. Carriage E: 30,000/30,000. Carriage F: 15,000/15,000.
TOG [N - Player]: Hp: 20/20. 1 AC. Predator Armor [A] 4/5 uses.
Daemonette [AG - eternalstruggle]: Hp: 64,000/66,000. 25% dodge. Plot Armor.
Sir Barksalot [AG - The Blue Knight]: Hp: 65,000/95,000.
PG Entity Killer [AG - Moniker]: Hp: 47,000/90,000. Super PG Kill: 5/10.
Death In The Trenches [AG - I Just Write]: Hp: 60,000/60,000
Unit 00 [AG - eternalstruggle]: Hp: 65,000/65,000. Merged with: Lúin [A] 100% Durability.
Unit 01 [AG - DCCCV]: Hp: 52,500/52,500. Merged with: none
Memory [AG - enerald_Mann]: Hp: 0/0. Remembrance: 2/10
Heavy Gunner [AG - eternalstruggle]: Hp: 105,000/105,000. Missiles: Red x2: Hp: 10,000/10,000. Blue x1: Hp: 5,000/5,000
Heisenberg [AG - Variant]: Hp: 50,000/50,000. Maintenance: 1/5.
Bouvreuil [AG - The Blue Knight]: Hp: 40,000/40,000
Crusher48 [AG - Player]: Hp: 20/20. Auto-crafter [A] Durability: 8/20. Juggernaut armor [A] 6/8 HP. 4/4 Shields
I Just Write [AG - Player]: Hp: 12/20. Maelstrom Aura [A]

The Fortress (sidequest):
Directions: Keep, Cellar
Sword wedged in wall.
Variant [AG - Player]

The Bunker (sidequest):
Personal Defense Drone [PG - Talist]: Hp: 120,000/120,000
Thina [PG - Player]

Dragon Core: owner: eternalstruggle. 2 uses left.
Stoneskin Hide: owner: DCCCV. 6/6

[AG]
Hezetor. 3 posts
Gutza1. 3 posts
Chimera: 3 posts
Eternal Struggle: 2 round cooldown
DCCCV: 11 health.
I just write: 2 round cooldown
redstonetam15
Twinbuilder: 3 posts
Enerald_Mann
Randomname: 3 posts
CrownlessKing: 3 posts
ArcticArchiver: 3 posts
helldivercommand: 3 posts
variant:
KuraHyena: 3 posts
Moniker
Tam Lin: 3 posts
rougesteelprojec: 3 posts
crusher48: 1 post
lytea: 1 post
The Blue Knight
Jaquecrissont

[N]
existence success
W32Coravint: 2 posts
tricklejest: 1 round cooldown. 1 post
heirolight: 3 posts
Darkside: 3 posts
TOG: Drizzle
fakerssundery: 2 posts

[PG]
JOEbob: 4 round cooldown
MrMirrorMan
Talist
 
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[PG]

"Todd, you can stop body guarding right now, you need as much health as you can." Purity uses Purify on Todd, and Corruption uses Weakness Roulette on the PG Entity Killer. I also rebuild damaged parts of the Monster House.

Purity 39,000/100,000 HP: Bringer of Purity: Has water coming from her back.
9/9 Without Strife
Active: Purify- Heal a target entity for 20,000 HP.
Active: Pure Start- Remove all status effects on an entity, negative or positive.
Special: Without Strife- On a turn where no entity's Attack [that is, use offensive action- healing, summoning, and other non-damage actions are allowed], heal all allied entities by 50%? of their MHP.

Corruption 96,000/100,000 A black sludge like creature, with tar, blood, body part's and . . ."other" things rolling around in it. Has a mask with a four leafed Clover on it.
3/9 Poisoned Homeland
Active: Corrupted Barbs- Deal 20,000 damage to targeted entity
Active: Weakness Roullete- Inflict a random negative status effect to a targeted entity.
Special: Poisoned Homeland- If AG entities attacked other AG entities, then all? AG entities must attack one another.

7/20 +1 from Talist
7/20 +1 from JOE
+1 JOE +1 Talist
 
7/10 sturf +1 mirror
3/10 blurble
+1 mirror +1 Talist.
unknown monsters shriek as the house shakes from blows and their strength is drained by the GM. their responses look nightmarish and have as such been expunged. anyway, they surge forwards and rip apart the PG entity killer for 23,000 damage.
the monster core summons more monsters.
the monster bed idles and hopes to gog that it'll manage to summon the parents.
I walk over to the house and pat it on the boarded up windows a dew times. green light spreads through the house, lifting up window boards and blood particles floating in the air, before placing them back where they belong. black tar solidifies, holding it in place, and I reveal that dew was not a typo. I preform some product placement for mtn dew, and then harass them into holding up their end of the bargain: repairing the walls. the walls become so spotless, clean, and also covered in sticky liquid, that they gain a whole new aesthetic, becoming even creepier (somehow. maybe. i hope.).the house, happy with my help (though still very hurt of course), shakes, a black cloud of smoke expanding from it, and rearranges itself. because thats one of the things it does. and also the way it makes it a chance of damaging things within, instead of hitting something allowing you to always hit in the future.
 
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7/10
5/20

+1 @Enerald_Mann
+1 @EternalStruggle

Hitlist:
The Terror Troll
Purity
Mech Duo(Todd/Cherri)

I think I'll finish with this hitlist at... HITLIST RAINBOW. But for now? Purity has to go.

Many years ago...

Young Purity is frolicking in a field of flowers. Blissfully uncorrupted youth, they stare up at the bright sun, admiring the beauty of nature and all it contains! They decide to skip school for the day, and all the corrupting influences it contains... it's time to go EXPLORING!

After a few hours of walking through the woods, they come upon a quiet railroad track. It hasn't been used in quite a while now - at least, not that Purity can remember. They walk alongside it for a little while, when suddenly, they hear someone calling out faintly in the distance. Purity thinks... it's a cry for help? They aren't ready to turn back yet, so they move forward to investigate. Upon getting a little closer, she starts hearing more cries for help - from multiple people! Purity quickens their pace to a run...

Finally, they make it to the source of the pleas. An intersection in the railroad track, near a control deck. And on the tracks are... people!? Tied up! Six of them! She starts to get closer, but then they notice her. Their cries get more frantic, and one of them seems to be urging her towards the control deck. She pauses, wanting to get closer, but... they're yelling something about a trap! She heads onto the control deck, hoping the higher vantage point will give her a better view of the situation.

As she climbs onto the platform, she hears something far, far in the distance... it sounds like a train! It's far away for right now, but it's getting closer! She looks around the platform, but all there is around the platform is a lever and a note.

THE NOTE:
There is a runaway trolley barreling down the railway tracks. Ahead, on the tracks, there are five people tied up and unable to move. The trolley is headed straight for them. You are standing some distance off in the train yard, next to a lever. If you pull this lever, the trolley will switch to a different set of tracks. However, you notice that there is one person on the side track. You have two options:

  1. Do nothing, and the trolley kills the five people on the main track.
  2. Pull the lever, diverting the trolley onto the side track where it will kill one person.
Which is the most ethical choice?

At the bottom of the note there is a handwritten signature: "Moniker the time traveler"

By the time she's finished reading, the sound of the train is much louder before, and only getting louder by the second! She looks at the tracks again - the people are arranged as the note says, with five on the main track, and one on the side track. The tracks are currently diverting the train away from the one person, onto the track with five people. But... if she pulls the lever...

She can see the train now. It's much louder than before, and it's approaching frighteningly fast - every second it seems to speed up. The five people on the main track are pleading with her, but she can hardly hear their screams. The one person on the side track has closed his eyes, seemingly resigned. Even if she was willing to brave whatever trap is there, she wouldn't be able to untie him before the train got there. She doesn't even have anything to cut the ropes with.

There's no more time to decide. The train is here. Tears in her eyes, she leaps forward and pulls the lever. The train screams through, narrowly avoids the five, and hits the one. Or it would and should have. Purity collapses and turns away, unable to look. She runs away, never looking back. If she had looked, she would have seen the six of them disappear to unknown nanoseconds before the train hit them. But she didn't look. She spends her childhood with the cruel, cruel knowledge: She's a murderer, who took an innocent life. No matter what it was for. Her purity stolen. And without her purity, she has no life force. All this damage that occurs in the past comes up to steal Purity's life in the now, dealing massive damage!
 
"You seem to be in charge." Unit 00 notes during a lull in the battle.

The Daemonette turned her head at that, arms folded and eyebrows firmly raised. "Of course. What do you mean by that?"

"Is it in your nature?" The marionette asked, some degree of curiosity becoming evident through their monotone voice.

"Well, that is-" The Daemon paused. "I suppose not. But does that truly matter now of all times? And why ask?"

"I have been contemplating on the matter of your service to Slaanesh since you introduced me to the nature of Chaos." The Unit replied.

"I suppose I did do that." The Daemon replied bluntly, now a little concerned. After all, it wasn't wrong. In fact it was disturbingly accurate. To make a complicated matter simple, Lesser Daemons were generally beings that were sapient but also lacked the capacity for true thought, except they also could act like humans but again the word act was key, while they also definitely had at least animal level intelligence, and in general it was complicated and only got worse when you added in Heralds and Greater Daemons. She had thought of her 'peers' as lesser for this sort of lack of thought fairly recently since her summoning here. But the fundamental point, that such lowly creatures as her did not take charge of other sophonts, held true, except in her case. She was free of those shackles was she not? Or was that question not as rhetorical as she would like? "Why do you ask?"

"I was simply curious."

The Daemonette's eyes narrowed. "Of course."

During this time, the Heavy Gunner made a point of dealing with Todd's mech. Taunting from atop his helicopter, he easily lured away the brash pilot away from the main battle into other parts of the woods. Searching for potential prey, the machine was suddenly ambushed by three escorting Eggrobos, which dove through a small hole created by a precision rocket strike in the back, giving them access to the machine's primary power plant. At this point, they repeatedly beat the control and regulator systems with bats and fists, doing heavy internal damage and thus weakening the machine, before leaving via jetpack by the way they came.
Charges:
Fulfilling a Promise: 14/20.
A Most Sacred Number: 9/20.

+1 @I just write
+1 @Moniker

Entity Orders:
Daemonette heals the PG Entity Killer. If it dies, heal Barksalot.
Unit 00 and Heavy Gunner attack Gam3rGa7.
 
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DCCCV freezes for a moment. Something, somewhere, things went horribly wrong. He suddenly starts screaming in the middle of the battlefield.

A second, much beefier train materializes in front of the Train of Thought, on the same track, but running in the opposite direction.

*CRASH*

10/20 Exorcism
5/10

+2 to @Enerald_Mann
 
10/20 Things Happen
10/20 Deal with It
+2 @I just write

Emerald sighs at the death of Lon'Qu, he had hoped to at least get Lethality off, but oh well. He takes his lamp, and running an electrical current through it, grins, and smacks Todd's Mech to take advantage of bodyguardings direct-attack damage buff, and the logical weakness of metal things to electricity
 
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