16/20 Lynching Mob
16/20 The Undead Thief
+1 @The Blue Knight@I just write "OH NO YOU DON'T"
Emerald realizes that there's some things buffing up the Monster House, and pulls out a knife, stabbing each Tanuki in the chest
I open up my pocket dimension, and walk into it. Sitting down at my desk, I boot up my computer. Thankfully, Voidic Internet still worked here. Time to purchase some things on Rift.
Rift, the Voidic equivalent of Amazon. Named for their use of plane-shifting delivery people, pretty much everyone who was Void-Aware has used it at one point in their lifetime. Well-known for it's delivering to anyone who could pay, Rift was controversial for selling to people who didn't have the best intentions, everyone agreed that Rift is a godsend. With Rift, you could purchase a Scroll of Magic Weapon on a Bota Magna, and one of their robots would pop in and drop you a box within a few hours.
Let's see.... what do I need? I decided to purchase a Zircon the size of my fist. I also decided to top up my supply of soulthreads and healing potions. You never would know when something might go horribly wrong.
As I was about complete my purchase, I notice that they were having a clearance sale on Spheres of Annihilation. I decided to buy one, because why not. Proceeding to checkout, I was somewhat shocked that the price for shipping to here were a lot higher than normal probably because this was a dangerous location. To make the most of it, I decide to buy even more stuff. It is a flat rate based on distance.
Why not get some White Wolf-grade Thaumium? Some shards too. Elemental essences, Aerolia Flowers, a captured Lord English, and last, but not least, a crate of Butter Chicken Sauce. You There. That should be enough supplies to last me for the next few months.
Leaving my sword behind, I pick up a Gauss Gun. I think ranged combat is going to reign supreme at this point.
Leaving my Pocket Dimension, I immediately notice the Scout, so I take a potshot at them.
I repair the Monster Houses structure. I create many clones of myself and begin pulling repair materials out of myself, the original. I bring out wooden panels, concrete mixers, roofing tiles, scaffolding, insulator, paint, drywall, monster flesh cloned in a monster lab, everything needed to repair a living house. Corruption uses Weakness Roulette on the Heisenburg.
Corruption 84,000/100,000 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.
5/9 Poisoned Homeland
Active: Corrupted Barbs- Deal 20,000 damage to targeted entity
Active: Weakness Roulette- 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.
Great. Somehow, not only did my team acquire a planet and get the urge to collide it with ours, but they almost succeeded, causing a rain of meteors down on the battlefield. I quickly retreat back to my pocket dimension base, and begin turning on the time dilation field to pump out countermeasures against the incoming bombardment.
After a few minutes of battlefield time, I come out carrying some new equipment: the Knockback Shot for my Multicannon. This specialized shot applies incredible concussive force while minimizing damage, providing high knockback against targets. I fly to the rear of the AG team, activate my Ballistic Calculation System, and take aim. After feeding in the specs for the Knockback Shot, the calculation system allows me to aim at incoming meteors and shoot them down. Or more precisely, deflect them into the PG forces, protecting the AG forces and bombarding the PG forces at the same time.
At the same time, I also begin a tactical analysis of the battlefield, providing AGs with a tactical advantage. This will cover key AG and PG forces
Zarya's Orders: Zarya somehow got nerfed by the deployment of the OP scale. Her base damage was reduced to 10000, her barrier health was nerfed to 30000, and her graviton surge now takes 7 turns to charge. However, she gains an additional 10000 charge if one of her barriers is completely destroyed by an enemy attack to mantain the same potential rate of energy gain.
Zarya casts a barrier on a random AG, then zaps a random PG. We need a better strategy soon.
Scan: I scan the Pyro.
20/20 Golem Core (holding bcs I can't be bothered to make stats right now)
12/20 Sonic Amplifier (+10 time dilation/3 post boost, +1 auto-crafter?)
+2 @Moniker
Note: Tactical Data only covers key entities on the board for both sides, as well as my entities (because its my data, and I sometimes forget what my entities can do). AG Forces:
Zarya (Crusher48): A strong supporter who can shield allies and then use damage absorbed by those shields to decimate opponents. Graviton Surge is a powerful combo ability as well.
Spy (TRAITOR): KILL THIS THING NOW!!!
Heavy Gunner: Currently the strongest AG entity on the field. PG Forces:
Monster House: Has high dodge, and is protecting the Monster Core. High priority target.
Monster Core: A PG snowball unit. High priority target after bringing down the monster house.
Monster Bed: Becomes more powerful as it gets attacked. Can have heavy combo potential with the Monster Core, and is bodyguarded by the Monster House. Hit this with SMASHes to break it down fast without letting it snowball.
The Mercs: Heavy is currently invulnerable, do not target. Scout likely has high dodge chance. Pyro can set things on fire? Medic is making heavy invulnerable, kill medic first. Also, they have a spy on our team. Kill him please. Neutral/Hostile:
Winds of Anarchy: Currently appear to be anti-JOEBOB. Low priority target unless JOEBob runs out of entities.
Train of Thought: Can potentially be subverted through deploying carriages onto it.
Auto-Crafter (Artifact): An automated crafting system designed to bolster engineering efficiency. Either generates a charge point or loses durability each turn (50% chance of either). 100% durability.
Juggernaut Armor (Artifact): A light powered armor system. Protects the user with both armor and ablative shielding, and increases the wearer's attack damage (8/8 Armor HP, 4 Shield HP).
Electrostaff (Artifact): An electromagnetic system that can be used to stun enemies or reflect countered attacks back at the user.
Multicannon Pistol: A magic-powered gauss pistol, capable of firing in different modes (ranging from conventional bullets to the same power as a tank cannon). Has an ammo creation system built in to create strange ammunition and avoid reloading problems.
AM Breacher Rounds: Specialized rounds designed to penetrate magical defenses and destroy magic-based systems.
Knockback Shots: Specialized rounds that apply huge concussive knockback to the target, but no damage.
Cool Goggles: Advanced goggles that eliminate glare and provide advanced Scanning functionality (aka the normal Scanning functionality).
Ballistic Calculation System: Calculates ballistic trajectories of objects, allowing for more accurate shots, and also creative tactics using corpses as weapons or landing an enemy in just the right location.
Sustain Necklace: An emergency contingency that will revive the user immediately after death. Breaks after use.
Artificer's Gloves: A specially-designed pair of gloves that can apply telekinesis over short range, and can also create common materials out of thin air.
Immovable Rods: Rods that can anchor themselves in space, gaining incredible inertia to the point of being impossible to move.
Wand of Lesser Vigor: A wand capable of providing a minor regenerative effect. Not too useful in direct combat, but useful for making hospitals obsolete.
Base Defenses: Several advanced traps protecting my base.
7 Proxy Defense: An advanced redirection system that makes it nearly impossible for intruders to find the base.
Workbench: A standard workbench containing useful supplies and apparatus for tinkering.
Time Dilation Generator: A generator that changes timeflow in a localized area. Currently nonfunctional.
Darksteel Fingers and Toes: Raw material for constructing super-durable stuff.
Thina's currently stuck in a bunker off somewhere or another. I spent an action looking around the battlefield and found it.
Got +5 total
Epsilon: 12/20
Zeta: 12/20
+1 to MrMirrorMan, +1 to CrownlessKing
Now that the room is much nicer without all those ugly skeletons everywhere, Thina slowly looks around the room, taking in her options. Her eyes land on the vent grates, and she slowly approaches them, knife in paw. Seeing how it's loose, she taps the grate with the knife, listening to how it rattles against the screws. Leaning in, she glances at the screws, noting the threads. Then she runs a paw against the screw head, feeling how it can rotate.
"How neat... So if..."
She runs the knife against the screw head, using it as a screwdriver to take the screws out. She repeats this for each one until, with a clank, the grate falls off. Thina then ducks down, staring down the tight dark passage.
"..."
After a frigid standoff against the empty space, Thina spins back around and instead looks up at the light in the ceiling. Stopping completely, Thina focuses on the sound around her, picking up the hazy buzz from the light. There was electricity running through this place, and probably through the light. Memories of wires and experiments drifted through Thina's mind as she stacks up crates to reach the ceiling lamp. Once her shaky tower stood, she grabs a small shard of wood and climbs up to the top and reaches for the lamp, cracking the glass with her knife. Delicately, she prods at the light bulb with the wooden shard and adjusts something in her visor so she doesn't go blind. Eventually, she finds something relevant and glances down.
"May as well try. We'll learn a lot about this..."
Holding the light bulb steady in one paw, she coats the other in a swirling cloud of frost and waves that around in the air, collecting dust and impurities. Then, after a steadying breath, she uses the wooden shard to jam the two live wires of the light bulb together, and then blasts them both with frost, sealing them together to short circuit the light bulb. Finally, she channels a surge of electricity from her armor and blasts it directly into the light bulb in an attempt to short circuit the entire system this is connected to. Then, she falls off the wobbling tower of boxes due to moving too quickly and tumbles to the ground.
...
((The goal of this is that, the door was supposedly powered by electricity, so maybe we can short circuit the power system. To be perfectly honest, this shouldn't work, but I thought it was clever, so I want to try it anyway. This would only work if 1) The people who designed this bunker were the same people who designed the stupid doors in FNAF, 2) This bunker doesn't have a surge protector, and 3) The lights and door are on the same circuit for some dumb reason.))
If that somehow worked and seemed to disable the doors for at least a little while before either backup generators start or the main generator restarts, then Thina grabs the grate from the vent and drags it over to the door. There, she flips it around and uses it as a crowbar to pry open the door.
[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.
The group was no looking at the battlefield in detail, comparing and contrasting forces.
In raw numbers they most certainly had a strong lead, but it wasn't quite as simple as that. The Units currently lacked heavy firepower, although an artifact or two attached to another of the marionettes might be able to solve that issue, while Bouvreuil lacked any. By contrast, the Monster Core was rapidly growing in power and summoning more and more hundreds of hostile creatures and the mercenaries seemed to be a potent force indeed, even if they might seem lacking by their appearance.
True, the energy that had been thrown off the Godmodder with their last hit had been used to help charge up another potent attack by about half. True, some allies of their own had recently come into play. The Skysmashers, the SWAT Team, the Spy-
Wait, what was that last?
The impromptu group turns as one towards the masked man who appeared within their lines, having no introduction. In fact he seemed to be sneaking around.
"That Spy is a spy." The Daemonette states simply enough.
"Indeed." Replies Unit 00. "But what does that have to do with us?"
"Well I'm saying it's not on our side, and we should... take care of it." The Daemon says in turn.
"Do we not need to launch a more thorough investigation?" Asks 00.
The Daemon just shakes her head. "Of course not, if this sort of thing is good enough for the Imperial Inquisition, it's more than good enough for us. Besides, he hasn't said his alignment at all so far, he's just stood vaguely in the middle of our battle line and apparently we've let him. Well, that's about to change. Let's get into position and show him why this was a bad idea."
"Hey! You there!" She yelled while striding towards the Spy. "Stay right there, I have a question for you!"
The Spy turned to face the Daemon, and was thus completely blindsided when Unit 00 came in from the side and stabbed him, sending the enemy stumbling back into a circle of three Eggrobos, each equipped with a club. A brutal beatdown follows, quickly finishing off the disguised foe, although just to be sure a pair of Skysmashers close in and open fire with Shocksplinters, energy pulses and spikes finishing off the mercenary for sure.
"The question was why you thought this was a good idea." The Daemonette says once the deed is finished.
NOTE: I want to hold these two charges to unleash simultaneously against the Guardian that we're getting rather close to, so I'd rather not get any more charges directed my way. Plus other people instead.
Announcement to all that I forgot to make yesterday!
The second official art contest is now open!
PM me here or over Discord if you wish to participate. As always, the winner will be awarded a +50 charge token, and all runners up will be awarded a +10 charge token in addition to the ability to use their artwork to SMAAAASH in-thread.
Now that the room is much nicer without all those ugly skeletons everywhere, Thina slowly looks around the room, taking in her options. Her eyes land on the vent grates, and she slowly approaches them, knife in paw. Seeing how it's loose, she taps the grate with the knife, listening to how it rattles against the screws. Leaning in, she glances at the screws, noting the threads. Then she runs a paw against the screw head, feeling how it can rotate.
"How neat... So if..."
She runs the knife against the screw head, using it as a screwdriver to take the screws out. She repeats this for each one until, with a clank, the grate falls off. Thina then ducks down, staring down the tight dark passage.
"..."
After a frigid standoff against the empty space, Thina spins back around and instead looks up at the light in the ceiling. Stopping completely, Thina focuses on the sound around her, picking up the hazy buzz from the light. There was electricity running through this place, and probably through the light. Memories of wires and experiments drifted through Thina's mind as she stacks up crates to reach the ceiling lamp. Once her shaky tower stood, she grabs a small shard of wood and climbs up to the top and reaches for the lamp, cracking the glass with her knife. Delicately, she prods at the light bulb with the wooden shard and adjusts something in her visor so she doesn't go blind. Eventually, she finds something relevant and glances down.
"May as well try. We'll learn a lot about this..."
Holding the light bulb steady in one paw, she coats the other in a swirling cloud of frost and waves that around in the air, collecting dust and impurities. Then, after a steadying breath, she uses the wooden shard to jam the two live wires of the light bulb together, and then blasts them both with frost, sealing them together to short circuit the light bulb. Finally, she channels a surge of electricity from her armor and blasts it directly into the light bulb in an attempt to short circuit the entire system this is connected to. Then, she falls off the wobbling tower of boxes due to moving too quickly and tumbles to the ground.
...
((The goal of this is that, the door was supposedly powered by electricity, so maybe we can short circuit the power system. To be perfectly honest, this shouldn't work, but I thought it was clever, so I want to try it anyway. This would only work if 1) The people who designed this bunker were the same people who designed the stupid doors in FNAF, 2) This bunker doesn't have a surge protector, and 3) The lights and door are on the same circuit for some dumb reason.))
If that somehow worked and seemed to disable the doors for at least a little while before either backup generators start or the main generator restarts, then Thina grabs the grate from the vent and drags it over to the door. There, she flips it around and uses it as a crowbar to pry open the door.
The bunker does in fact, turn out to be poorly designed, and you are able to wedges the heavy door open just barely enough to slip through. You are reunited with your precious defense drone!
You hear heavy footsteps thudding down the hallway in the distance. Someone else is out and about down here it seems.
You enter the cellar and go down the stairs, deeper and deeper. It's like a mineshaft, in fact... it IS a mineshaft. Until you turn the corner and find yourself confronted by an enormous towering beast, so big it doesn't fit through the cramped space... ringed around it is piles and piles of glimmering blue adamantite. You could probably use that adamantite for a nifty bonus to an action or summon... if you can get past the thing guarding it first.
Forgotten Beast fight: go!
The Fortress (sidequest):
Forgotten Beast [H]: Hp: 100,000/100,000. Death Dust: 0/3.
Variant [AG - Player]
The Bunker (sidequest):
Personal Defense Drone [PG - Talist]: Hp: 120,000/120,000
2 guns. [A]
disassembled white gun
Thina [PG - Player]
Corruption 84,000/100,000 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.
5/9 Poisoned Homeland
Active: Corrupted Barbs- Deal 20,000 damage to targeted entity
Active: Weakness Roulette- 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.
I get closer to the mercenaries. I take aim and fire at the Pyro, who tries to spray me with the flamethrower. The hot flames melt my magnetically accelerated bullets, which leaves molten metal trying to melt through their mask.
General Mack 445AFD asked the AI for his ship "Current heading?"
The mind of the ship immediately responded "We are currently heading south, with a 23 degree divergence to the west. Readiness for dimensional transfer will be achieved within 30 seconds."
General Mack nodded, before saying "Understood. You may jump when ready."
Soon, the entire ship shuddered with the distinctive lurch which accompanied a vehicle undergoing dimensional transfer, and the AI declared "We have successfully reached the destination and must now find a suitable location to deploy the jump receivers for the main force. Proximity alert."
General Mack asked "Proximity alert? But there's-" And that's when he was interrupted by a large thud as something slammed into the extremely thick transparent armor section surrounding the bridge.
As it turned out, the vessel had arrived at just the right time and place that the godmodder was facing away from its entry point, and a mere few dozen meters in front of the bridge. This resulted in what is colloquially known as ramming, as he wound up slamming into the vessel's windshield and being subsequently scraped off by the windshield wipers.
Charges
Heavy Metal (20/20)(FIRING!)
In The Army Now (3/20)
Augmented Infantry (1/20){new!}
+1 @EternalStruggle
+1 @The Blue Knight
Heavy Metal: Arbitrator Class Low Altitude Battleship
The vessel that General Mack was currently in the bridge of was known variously as the Arbitrator, the Type 2209-S ASCC, and the overengineered pile of crap. It had never before been deployed in the Technocracy's history, for the simple reason that it was impractical to mass produce. As such, the only completed unit in the Technocracy's entire military had been left in a warehouse for the past five years since its completion. Still, today a reason to deploy it had finally been found.
This reason, put quite simply, was sheer firepower. The Arbitrator carried a grand total of 21 railguns, three separate missile launch systems, and a Flexible Laser System rated at five hundred terawatts of power. Combined, this was more firepower than the nuclear arsenals of most nation-states at the dawn of the 21st century. And all of that firepower was currently in use. Missiles flew from their tubes, railguns fired their deadly munitions, and lasers lanced nigh-instantly across the distance towards their target.
That target was the Monster Bed, one of the most physically fragile Entities on the PG side, currently on the receiving end of more than enough firepower to reduce it to splinters. Needless to say, when the railgun shells hit, the shieldbreaker rounds fired by three of the Arbitrator's railguns probably would not be needed.
(NOTE: The Arbitrator's barrage happens during the EoTB. This is just extra fluff.) Arbitrator Class Low Altitude Battleship
-Alpha Strike: Any Entity the Arbitrator attacks with a max. HP lower than twice this Entity's current attack power gets oneshotted.
-MHD shielding: This Entity has a force field represented as a secondary HP bar that heals to full every round; while there's still HP in the shield the main HP bar cannot take damage.
-Overengineered: Healing is half as effective on this Entity.
Entity Orders
Low Altitude Battleship: Attack the Monster Bed! If it's dead, annihilate the Spy! If both of those are dead, attack the Scout!
[AG]
Charge Bank: 10
(+2 from I just write, +1 from EternalStruggle, +1 from Enerald_Mann, +1 from variant)
20/20 Guard- Expending...
5/20 A handful of good bears
0/20 Energy Device
The Blue Knight converts the unstable pieces of portal he tore off into energy which he supplies to his creation Unit 01 healing it. His hands now empty the Knight stares up at the meteor storm raining down on the battlefield.
"These raining rocks are a danger to everyone, I need to do something to protect us from them."
20 Charge Expended
The Knight once again extends his hand using charge to create a new Entity, this time a large beacon of light shines out from the ground in front of him. After the beacon dissipates a tower emerges from the ground where the beacon was. The tower is about the as tall as a lighthouse and it's base has about the width of one, the Tower itself is made out of a gray metal and at it's peak is a massive roughly-cut blue gem about the size of a full grown man. Suddenly the ground around the tower begins to shake as the tower slowly rises into the sky taking some of the ground around it with it. The Tower appears as if it was somehow propelled into the sky by a massive propeller that was initially hidden underneath it but is now fully visible thanks to the tower's ever increasing altitude. Once the Tower is approximately 30,000 feet above the battlefield it stops ascending and beams of light begin shooting out of the crystal on it destroying one meteorite after another.
[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 Abilities]
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 four Marionettes
[AG- EternalStruggle]
It's gem is aquamarine. Now appears feminine with a resemblance to the Daemonette.
Merged with Lúin
Adjusted Health- 35,000/65,000 (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- 14,500/52,500 (Source(s): +12,500 from Link to Unit 00)
Adjusted Attack power- 5,000 (Source(s): +5,000 from Link to Unit 00)
[AG-Enerald_Mann]
Is made of redwood and has a ruby like gem.
Has not yet merged
Adjusted Health- 47,500/52,500 (Source(s): +12,500 from Link to Unit 00)
Adjusted Attack power- 5,000 (Source(s): +5,000 from Link to Unit 00)
[AG- redstonetam15]
Is made of black walnut wood and has an onyx like gem.
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.
[AG- controlled by The Blue Knight]
20 charge entity
A lighthouse sized tower that somehow flies in the air due to a massive propeller. Has some land from the ground around where the base of the tower originally was giving it the appearance of a floating island. Shoots destructive beams of light out of a large gem at the top of the tower.
Health- 150,000/150,000
Attack power- 0
[Special Ability]
Meteorite defense- Automatic action, reduces the number of meteorites landing on the battlefield for the duration of the storm. Focuses primarily on protecting AG forces reducing the percentage chance of a meteorite hitting one to 20% but is imprecise and also protects other forces reducing their percentage chance of being hit to 30%.
Re-purpose- If it survives the duration of the meteorite storm it gains an attack power of 7,000 and acts like a normal AG Entity.
[Orders]
Bouvreuil- Investigates the abandoned archaeological dig site.
Before doing anything, I pull out my cell phone. Naturally, being deep underground, it gets no reception.
Be right back!
I quickly run up the stairs and call the Heisenberg's crew, ordering them to bomb Corruption, and then quickly run all the way back down. And keep running. At full speed. Right into the Forgotten Beast.
+1 @Crusher48 and @Moniker
10/15 From the Ground Up
8/15 A Terrible Idea (+1 EternalStruggle, +2 The Blue Knight)
I continue shooting meteors out of the sky and deflecting them into the PGs, while developing the stats for the Golem Core.
20/20 Golem Core (holding bcs I can't be bothered to make stats right now)
12/20 Sonic Amplifier (+1 variant)
+2 @variant
Note: Tactical Data only covers key entities on the board for both sides, as well as my entities (because its my data, and I sometimes forget what my entities can do). AG Forces:
Zarya (Crusher48): A strong supporter who can shield allies and then use damage absorbed by those shields to decimate opponents. Graviton Surge is a powerful combo ability as well.
Spy (TRAITOR): KILL THIS THING NOW!!!
Heavy Gunner: Currently the strongest AG entity on the field. PG Forces:
Monster House: Has high dodge, and is protecting the Monster Core. High priority target.
Monster Core: A PG snowball unit. High priority target after bringing down the monster house.
Monster Bed: Becomes more powerful as it gets attacked. Can have heavy combo potential with the Monster Core, and is bodyguarded by the Monster House. Hit this with SMASHes to break it down fast without letting it snowball.
The Mercs: Heavy is currently invulnerable, do not target. Scout likely has high dodge chance. Pyro can set things on fire? Medic is making heavy invulnerable, kill medic first. Also, they have a spy on our team. Kill him please. Neutral/Hostile:
Winds of Anarchy: Currently appear to be anti-JOEBOB. Low priority target unless JOEBob runs out of entities.
Train of Thought: Can potentially be subverted through deploying carriages onto it.
Auto-Crafter (Artifact): An automated crafting system designed to bolster engineering efficiency. Either generates a charge point or loses durability each turn (50% chance of either). 100% durability.
Juggernaut Armor (Artifact): A light powered armor system. Protects the user with both armor and ablative shielding, and increases the wearer's attack damage (8/8 Armor HP, 4 Shield HP).
Electrostaff (Artifact): An electromagnetic system that can be used to stun enemies or reflect countered attacks back at the user.
Multicannon Pistol: A magic-powered gauss pistol, capable of firing in different modes (ranging from conventional bullets to the same power as a tank cannon). Has an ammo creation system built in to create strange ammunition and avoid reloading problems.
AM Breacher Rounds: Specialized rounds designed to penetrate magical defenses and destroy magic-based systems.
Knockback Shots: Specialized rounds that apply huge concussive knockback to the target, but no damage.
Cool Goggles: Advanced goggles that eliminate glare and provide advanced Scanning functionality (aka the normal Scanning functionality).
Ballistic Calculation System: Calculates ballistic trajectories of objects, allowing for more accurate shots, and also creative tactics using corpses as weapons or landing an enemy in just the right location.
Sustain Necklace: An emergency contingency that will revive the user immediately after death. Breaks after use.
Artificer's Gloves: A specially-designed pair of gloves that can apply telekinesis over short range, and can also create common materials out of thin air.
Immovable Rods: Rods that can anchor themselves in space, gaining incredible inertia to the point of being impossible to move.
Wand of Lesser Vigor: A wand capable of providing a minor regenerative effect. Not too useful in direct combat, but useful for making hospitals obsolete.
Base Defenses: Several advanced traps protecting my base.
7 Proxy Defense: An advanced redirection system that makes it nearly impossible for intruders to find the base.
Workbench: A standard workbench containing useful supplies and apparatus for tinkering.
Time Dilation Generator: A generator that changes timeflow in a localized area. Currently nonfunctional.
Darksteel Fingers and Toes: Raw material for constructing super-durable stuff.
18/20 Lynching Mob
18/20 The Undead Thief
+2 @DCCCV
Emerald pulls out his lamp, holding it near the top and striking the base of it into the wall of the Monster House, SINCE THAT THING HAS LOTS OF HP AND WEIRD EFFECTS
10/10 bllblska +4 TOG (thanks yo!) +2 mirror using!
new: 1/20 perrrrrrrceptual form
10 post charge. bllblska.
a pile of slime crawls over the hills from the distance, yells about the death star, and decides to join the monsters in the house.
2,000/2,000 HP Slime beast. 1/3 slimy
passive: [REDACTED.]: [Redacted]
passive: monster. protected by the house most of the time.
Active: slime mend- fills holes with slime, which then coagulates. heals the target by, idk, 10,000 hp? 15,000 hp?
special: slimy. heal more.
+1 mirror +1 talist
Slime beast heals the monster house.
I check the monster beds aliveness. is it alive? if it is alive, but hurt, I heal it by dunking it in a pit of sli- wait no that'd be the slime beast. I take the bed out of the slime-beast-healing-pit and dunk it in the monster flesh pi- wait no thats the pit for the monster core... Alright, then I dump it in the acorn pi- wait thats for the tanukis. alright, alright, i get it, the joke getting old. I'll just toss it into the wooden building supply pit. the monster house is supposed to use those, but a bed is similar to house, i'll let it slide.
if it is not alive, i counter its not-alive-ness with the knowledge that I just healed it into the realm of the living by rebuilding it with wooden supplys, which counters the last action-attack aimed at it.
if the monster bed is untouched, I heal the monster house in the same way, somehow, despite it being about 20 times bigger. logiksae.
[AG]
Charge Bank: 10
6/20 A handful of good bears
1/20 Energy Device
+2 @I just write - "It would appear the Descended this name refers to has... altered in some way. How interesting."
[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 Abilities]
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 four Marionettes
[AG- EternalStruggle]
It's gem is aquamarine. Now appears feminine with a resemblance to the Daemonette.
Merged with Lúin
Adjusted Health- 35,000/65,000 (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- 14,500/52,500 (Source(s): +12,500 from Link to Unit 00)
Adjusted Attack power- 5,000 (Source(s): +5,000 from Link to Unit 00)
[AG-Enerald_Mann]
Is made of redwood and has a ruby like gem.
Has not yet merged
Adjusted Health- 47,500/52,500 (Source(s): +12,500 from Link to Unit 00)
Adjusted Attack power- 5,000 (Source(s): +5,000 from Link to Unit 00)
[AG- redstonetam15]
Is made of black walnut wood and has an onyx like gem.
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.
[AG- controlled by The Blue Knight]
20 charge entity
A lighthouse sized tower that somehow flies in the air due to a massive propeller. Has some land from the ground around where the base of the tower originally was giving it the appearance of a floating island. Shoots destructive beams of light out of a large gem at the top of the tower.
Health- 150,000/150,000
Attack power- 0
[Special Ability]
Meteorite defense- Automatic action, reduces the number of meteorites landing on the battlefield for the duration of the storm. Focuses primarily on protecting AG forces reducing the percentage chance of a meteorite hitting one to 20% but is imprecise and also protects other forces reducing their percentage chance of being hit to 30%.
Re-purpose- If it survives the duration of the meteorite storm it gains an attack power of 7,000 and acts like a normal AG Entity.
The Blue Knight, finished with his latest creation, returns his attention to the portal. "If I can tear pieces of this portal off then perhaps it is somehow susceptible to physical attacks from this end." Once again clothing his gauntlets in pure energy the Knight sprints toward the portal before jumping and delivering a grand punch into the center of the portal.
Also, going to reannounce that the art contest for the second Guardian has begun.
Contact me if you're interested in doing some artwork for a chance at a +50 charge token.
Main Action: Scouter Drones
In a universe adjacent to the main battlefield, where the Godmodder's planet is completely abandoned, an army is being briefed on what is expected of them. The plan is quite simple; the main invasion will be preceded by an array of scouter drones, each of which was completely and utterly disposable. Next to follow would be the outdated, over-engineered chunk of armor and weaponry known as the Arbitrator-Class Low Altitude Battleship, carrying the wormhole generating equipment needed to bring in the main force. Then the main force would be brought in, crossing the multiversal boundary with a nearly limitless supply of reinforcements courtesy of the Technocracy's amazing logistical apparatus.
As this was being said, a series of miniature Jump Projectors fired, transporting half a dozen Scouter Drones to the battlefield. Though each drone was of course armed, their main purpose was simply to collect information.
3/10 bllblska
+1 mirror +1 talist
monster core, use monsterous. monster bed, yell for parents. unknown monsters, use we live here.
looking at my HP, I sigh and toss the godmodder my aetheric particle collider. i guess I won't get to use it, but i can at least keep it safe.
I proceed to noting that i can't die since I just gave the godmodder my artifact, then eat the portal to the plane of train.
You toss your artifact to the Godmodder, who catches it, and tucks it away into his inventory.
You then proceed to die from eating 12000 hit points of the portal to the plane of train. This doesn't actually hurt you but it proves you wrong.
Scan:
Spy, focus on checking alignment. I don't trust it, not one bit.
General Action:
First thing's first, a Skysmasher floats over to a Tanuki and shoots it with the Shocksplinter cannon, killing it instantly.
Then, the Monster Bed is targeted, this time in the form of actual damage. It is about to summon a great creature, even if only briefly, and if it could be stopped that would be very convenient for the AG forces. A furious assault is launched by all parties under the Daemon's command, the 6 remaining Skysmashers, the Daemonette, the Heavy Gunner and its Eggrobos, Unit 00, they all launch a stream of utter annihilation against the foul furniture with their signature attacks. Shocksplinters, elegant stab-work two times over, several rockets, nightsticks to apply blunt trauma, it all comes out in a show of immense force, the full power of the battlegroup of Entities. This is done by going around the Monster House via ramming through the insides to get to the bed on or behind the Egg-copter, and the leaving before the monsters inside can do anything just as quickly by the same method. In addition, the initial entry of the helicopter smashed into the bed, doing more damage, and the landing gear kicked it up into the rotors, shredding it to bits before the actual attack proper had even begun.
Up above, the captain of the Komato supply vessel is very confused that he was given the ability to deploy additional Skysmashers to the planet's surface by the flying attack drones being run over by a train, but supposes he approves. He also notes that the meteor shower poses no real threat to his vessel, although they aren't in a position to provide cover to the combatants below.
Charges:
A Most Sacred Number: 14/20.
Komato Assassin 2: The Empire Strikes Back: 14/20.
Entity Orders:
Daemonette heals Unit 00.
Skysmashers call in medical crates for Unit 01. It may belong to the crusader, but perhaps if the help is indirect enough we won't get smashed for it. Plus Unit 01 is currently inferior to the original model, so there's that safety net.
Unit 00, Heavy Gunner and Skysmashers target the Monster Core.
Hitlist: The Terror Troll Purity Mech Duo(Todd/Cherri)
Monster Enemies
Heavy
Okay, time to stop attacking things that are already dead! I active my TEN POST CHARGE attack, and then use my TEN SLICE DICE on the Monster Core. Ten separate attacks:
1: Covered in spiky tomatoes
2: Being shoved through the lettuce patch of doom
3: Cut into three-separate carrot-stick-like parts and then having those be sliced up into carrot slices
4: Made to eat way too many radishes
5: Sprinkle on some almonds... OF DEATH
6: Throw on a few pickles... but they're DILL-BRAND pickles
7: Being brutally stabbed through the heart with a sunflower seed
8: Put on some salad dressing (literally use lava)
9: Mix it all up... in a blender
10: Finally! I can eat my vegetables/Mangled monster core smoothie... I mean, salad! In it goes!
16/20 Lynching Mob
16/20 The Undead Thief
+1 @The Blue Knight@I just write "OH NO YOU DON'T"
Emerald realizes that there's some things buffing up the Monster House, and pulls out a knife, stabbing each Tanuki in the chest
I open up my pocket dimension, and walk into it. Sitting down at my desk, I boot up my computer. Thankfully, Voidic Internet still worked here. Time to purchase some things on Rift.
Rift, the Voidic equivalent of Amazon. Named for their use of plane-shifting delivery people, pretty much everyone who was Void-Aware has used it at one point in their lifetime. Well-known for it's delivering to anyone who could pay, Rift was controversial for selling to people who didn't have the best intentions, everyone agreed that Rift is a godsend. With Rift, you could purchase a Scroll of Magic Weapon on a Bota Magna, and one of their robots would pop in and drop you a box within a few hours.
Let's see.... what do I need? I decided to purchase a Zircon the size of my fist. I also decided to top up my supply of soulthreads and healing potions. You never would know when something might go horribly wrong.
As I was about complete my purchase, I notice that they were having a clearance sale on Spheres of Annihilation. I decided to buy one, because why not. Proceeding to checkout, I was somewhat shocked that the price for shipping to here were a lot higher than normal probably because this was a dangerous location. To make the most of it, I decide to buy even more stuff. It is a flat rate based on distance.
Why not get some White Wolf-grade Thaumium? Some shards too. Elemental essences, Aerolia Flowers, a captured Lord English, and last, but not least, a crate of Butter Chicken Sauce. You There. That should be enough supplies to last me for the next few months.
Leaving my sword behind, I pick up a Gauss Gun. I think ranged combat is going to reign supreme at this point.
Leaving my Pocket Dimension, I immediately notice the Scout, so I take a potshot at them.
That's quite the round up of items you've got there.
You take a potshot at the scout, but he dodges! Seems like this sucker's got a hidden dodge chance!
I repair the Monster Houses structure. I create many clones of myself and begin pulling repair materials out of myself, the original. I bring out wooden panels, concrete mixers, roofing tiles, scaffolding, insulator, paint, drywall, monster flesh cloned in a monster lab, everything needed to repair a living house. Corruption uses Weakness Roulette on the Heisenburg.
Corruption 84,000/100,000 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.
5/9 Poisoned Homeland
Active: Corrupted Barbs- Deal 20,000 damage to targeted entity
Active: Weakness Roulette- 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.
Great. Somehow, not only did my team acquire a planet and get the urge to collide it with ours, but they almost succeeded, causing a rain of meteors down on the battlefield. I quickly retreat back to my pocket dimension base, and begin turning on the time dilation field to pump out countermeasures against the incoming bombardment.
After a few minutes of battlefield time, I come out carrying some new equipment: the Knockback Shot for my Multicannon. This specialized shot applies incredible concussive force while minimizing damage, providing high knockback against targets. I fly to the rear of the AG team, activate my Ballistic Calculation System, and take aim. After feeding in the specs for the Knockback Shot, the calculation system allows me to aim at incoming meteors and shoot them down. Or more precisely, deflect them into the PG forces, protecting the AG forces and bombarding the PG forces at the same time.
At the same time, I also begin a tactical analysis of the battlefield, providing AGs with a tactical advantage. This will cover key AG and PG forces
Zarya's Orders: Zarya somehow got nerfed by the deployment of the OP scale. Her base damage was reduced to 10000, her barrier health was nerfed to 30000, and her graviton surge now takes 7 turns to charge. However, she gains an additional 10000 charge if one of her barriers is completely destroyed by an enemy attack to mantain the same potential rate of energy gain.
Zarya casts a barrier on a random AG, then zaps a random PG. We need a better strategy soon.
Scan: I scan the Pyro.
20/20 Golem Core (holding bcs I can't be bothered to make stats right now)
12/20 Sonic Amplifier (+10 time dilation/3 post boost, +1 auto-crafter?)
+2 @Moniker
Note: Tactical Data only covers key entities on the board for both sides, as well as my entities (because its my data, and I sometimes forget what my entities can do). AG Forces:
Zarya (Crusher48): A strong supporter who can shield allies and then use damage absorbed by those shields to decimate opponents. Graviton Surge is a powerful combo ability as well.
Spy (TRAITOR): KILL THIS THING NOW!!!
Heavy Gunner: Currently the strongest AG entity on the field. PG Forces:
Monster House: Has high dodge, and is protecting the Monster Core. High priority target.
Monster Core: A PG snowball unit. High priority target after bringing down the monster house.
Monster Bed: Becomes more powerful as it gets attacked. Can have heavy combo potential with the Monster Core, and is bodyguarded by the Monster House. Hit this with SMASHes to break it down fast without letting it snowball.
The Mercs: Heavy is currently invulnerable, do not target. Scout likely has high dodge chance. Pyro can set things on fire? Medic is making heavy invulnerable, kill medic first. Also, they have a spy on our team. Kill him please. Neutral/Hostile:
Winds of Anarchy: Currently appear to be anti-JOEBOB. Low priority target unless JOEBob runs out of entities.
Train of Thought: Can potentially be subverted through deploying carriages onto it.
Auto-Crafter (Artifact): An automated crafting system designed to bolster engineering efficiency. Either generates a charge point or loses durability each turn (50% chance of either). 100% durability.
Juggernaut Armor (Artifact): A light powered armor system. Protects the user with both armor and ablative shielding, and increases the wearer's attack damage (8/8 Armor HP, 4 Shield HP).
Electrostaff (Artifact): An electromagnetic system that can be used to stun enemies or reflect countered attacks back at the user.
Multicannon Pistol: A magic-powered gauss pistol, capable of firing in different modes (ranging from conventional bullets to the same power as a tank cannon). Has an ammo creation system built in to create strange ammunition and avoid reloading problems.
AM Breacher Rounds: Specialized rounds designed to penetrate magical defenses and destroy magic-based systems.
Knockback Shots: Specialized rounds that apply huge concussive knockback to the target, but no damage.
Cool Goggles: Advanced goggles that eliminate glare and provide advanced Scanning functionality (aka the normal Scanning functionality).
Ballistic Calculation System: Calculates ballistic trajectories of objects, allowing for more accurate shots, and also creative tactics using corpses as weapons or landing an enemy in just the right location.
Sustain Necklace: An emergency contingency that will revive the user immediately after death. Breaks after use.
Artificer's Gloves: A specially-designed pair of gloves that can apply telekinesis over short range, and can also create common materials out of thin air.
Immovable Rods: Rods that can anchor themselves in space, gaining incredible inertia to the point of being impossible to move.
Wand of Lesser Vigor: A wand capable of providing a minor regenerative effect. Not too useful in direct combat, but useful for making hospitals obsolete.
Base Defenses: Several advanced traps protecting my base.
7 Proxy Defense: An advanced redirection system that makes it nearly impossible for intruders to find the base.
Workbench: A standard workbench containing useful supplies and apparatus for tinkering.
Time Dilation Generator: A generator that changes timeflow in a localized area. Currently nonfunctional.
Darksteel Fingers and Toes: Raw material for constructing super-durable stuff.
You begin knocking meteors out of the sky, dealing 19000 damage to Corruption.
Zarya summoned, but WITHOUT the additional boost to damage on breaking a shield. I knew what I was doing when I said my rebalance requirements Crusher. Actually, no, I didn't because there's a one more nerf coming her way. Zarya's regen is getting nixed, as that's actually kidna high regen, especially considering the potency of her shield.
Zarya retroactively shields the SWAT commander.
Pyro: One of the TF2 mercenaries. Views the world through rose-tinted glasses. Or rose-painted. He's just nuts. Inflicts Burning on targets every time he attacks.
Thina's currently stuck in a bunker off somewhere or another. I spent an action looking around the battlefield and found it.
Got +5 total
Epsilon: 12/20
Zeta: 12/20
+1 to MrMirrorMan, +1 to CrownlessKing
Now that the room is much nicer without all those ugly skeletons everywhere, Thina slowly looks around the room, taking in her options. Her eyes land on the vent grates, and she slowly approaches them, knife in paw. Seeing how it's loose, she taps the grate with the knife, listening to how it rattles against the screws. Leaning in, she glances at the screws, noting the threads. Then she runs a paw against the screw head, feeling how it can rotate.
"How neat... So if..."
She runs the knife against the screw head, using it as a screwdriver to take the screws out. She repeats this for each one until, with a clank, the grate falls off. Thina then ducks down, staring down the tight dark passage.
"..."
After a frigid standoff against the empty space, Thina spins back around and instead looks up at the light in the ceiling. Stopping completely, Thina focuses on the sound around her, picking up the hazy buzz from the light. There was electricity running through this place, and probably through the light. Memories of wires and experiments drifted through Thina's mind as she stacks up crates to reach the ceiling lamp. Once her shaky tower stood, she grabs a small shard of wood and climbs up to the top and reaches for the lamp, cracking the glass with her knife. Delicately, she prods at the light bulb with the wooden shard and adjusts something in her visor so she doesn't go blind. Eventually, she finds something relevant and glances down.
"May as well try. We'll learn a lot about this..."
Holding the light bulb steady in one paw, she coats the other in a swirling cloud of frost and waves that around in the air, collecting dust and impurities. Then, after a steadying breath, she uses the wooden shard to jam the two live wires of the light bulb together, and then blasts them both with frost, sealing them together to short circuit the light bulb. Finally, she channels a surge of electricity from her armor and blasts it directly into the light bulb in an attempt to short circuit the entire system this is connected to. Then, she falls off the wobbling tower of boxes due to moving too quickly and tumbles to the ground.
...
((The goal of this is that, the door was supposedly powered by electricity, so maybe we can short circuit the power system. To be perfectly honest, this shouldn't work, but I thought it was clever, so I want to try it anyway. This would only work if 1) The people who designed this bunker were the same people who designed the stupid doors in FNAF, 2) This bunker doesn't have a surge protector, and 3) The lights and door are on the same circuit for some dumb reason.))
If that somehow worked and seemed to disable the doors for at least a little while before either backup generators start or the main generator restarts, then Thina grabs the grate from the vent and drags it over to the door. There, she flips it around and uses it as a crowbar to pry open the door.
The group was no looking at the battlefield in detail, comparing and contrasting forces.
In raw numbers they most certainly had a strong lead, but it wasn't quite as simple as that. The Units currently lacked heavy firepower, although an artifact or two attached to another of the marionettes might be able to solve that issue, while Bouvreuil lacked any. By contrast, the Monster Core was rapidly growing in power and summoning more and more hundreds of hostile creatures and the mercenaries seemed to be a potent force indeed, even if they might seem lacking by their appearance.
True, the energy that had been thrown off the Godmodder with their last hit had been used to help charge up another potent attack by about half. True, some allies of their own had recently come into play. The Skysmashers, the SWAT Team, the Spy-
Wait, what was that last?
The impromptu group turns as one towards the masked man who appeared within their lines, having no introduction. In fact he seemed to be sneaking around.
"That Spy is a spy." The Daemonette states simply enough.
"Indeed." Replies Unit 00. "But what does that have to do with us?"
"Well I'm saying it's not on our side, and we should... take care of it." The Daemon says in turn.
"Do we not need to launch a more thorough investigation?" Asks 00.
The Daemon just shakes her head. "Of course not, if this sort of thing is good enough for the Imperial Inquisition, it's more than good enough for us. Besides, he hasn't said his alignment at all so far, he's just stood vaguely in the middle of our battle line and apparently we've let him. Well, that's about to change. Let's get into position and show him why this was a bad idea."
"Hey! You there!" She yelled while striding towards the Spy. "Stay right there, I have a question for you!"
The Spy turned to face the Daemon, and was thus completely blindsided when Unit 00 came in from the side and stabbed him, sending the enemy stumbling back into a circle of three Eggrobos, each equipped with a club. A brutal beatdown follows, quickly finishing off the disguised foe, although just to be sure a pair of Skysmashers close in and open fire with Shocksplinters, energy pulses and spikes finishing off the mercenary for sure.
"The question was why you thought this was a good idea." The Daemonette says once the deed is finished.
Charges:
A Most Sacred Number: 16/20.
Komato Assassin 2: The Empire Strikes Back: 15/20.
NOTE: I want to hold these two charges to unleash simultaneously against the Guardian that we're getting rather close to, so I'd rather not get any more charges directed my way. Plus other people instead.
Corruption 84,000/100,000 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.
5/9 Poisoned Homeland
Active: Corrupted Barbs- Deal 20,000 damage to targeted entity
Active: Weakness Roulette- 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.
I get closer to the mercenaries. I take aim and fire at the Pyro, who tries to spray me with the flamethrower. The hot flames melt my magnetically accelerated bullets, which leaves molten metal trying to melt through their mask.
General Mack 445AFD asked the AI for his ship "Current heading?"
The mind of the ship immediately responded "We are currently heading south, with a 23 degree divergence to the west. Readiness for dimensional transfer will be achieved within 30 seconds."
General Mack nodded, before saying "Understood. You may jump when ready."
Soon, the entire ship shuddered with the distinctive lurch which accompanied a vehicle undergoing dimensional transfer, and the AI declared "We have successfully reached the destination and must now find a suitable location to deploy the jump receivers for the main force. Proximity alert."
General Mack asked "Proximity alert? But there's-" And that's when he was interrupted by a large thud as something slammed into the extremely thick transparent armor section surrounding the bridge.
As it turned out, the vessel had arrived at just the right time and place that the godmodder was facing away from its entry point, and a mere few dozen meters in front of the bridge. This resulted in what is colloquially known as ramming, as he wound up slamming into the vessel's windshield and being subsequently scraped off by the windshield wipers.
Charges
Heavy Metal (20/20)(FIRING!)
In The Army Now (3/20)
Augmented Infantry (1/20){new!}
+1 @EternalStruggle
+1 @The Blue Knight
Heavy Metal: Arbitrator Class Low Altitude Battleship
The vessel that General Mack was currently in the bridge of was known variously as the Arbitrator, the Type 2209-S ASCC, and the overengineered pile of crap. It had never before been deployed in the Technocracy's history, for the simple reason that it was impractical to mass produce. As such, the only completed unit in the Technocracy's entire military had been left in a warehouse for the past five years since its completion. Still, today a reason to deploy it had finally been found.
This reason, put quite simply, was sheer firepower. The Arbitrator carried a grand total of 21 railguns, three separate missile launch systems, and a Flexible Laser System rated at five hundred terawatts of power. Combined, this was more firepower than the nuclear arsenals of most nation-states at the dawn of the 21st century. And all of that firepower was currently in use. Missiles flew from their tubes, railguns fired their deadly munitions, and lasers lanced nigh-instantly across the distance towards their target.
That target was the Monster Bed, one of the most physically fragile Entities on the PG side, currently on the receiving end of more than enough firepower to reduce it to splinters. Needless to say, when the railgun shells hit, the shieldbreaker rounds fired by three of the Arbitrator's railguns probably would not be needed.
(NOTE: The Arbitrator's barrage happens during the EoTB. This is just extra fluff.) Arbitrator Class Low Altitude Battleship
-Alpha Strike: Any Entity the Arbitrator attacks with a max. HP lower than twice this Entity's current attack power gets oneshotted.
-MHD shielding: This Entity has a force field represented as a secondary HP bar that heals to full every round; while there's still HP in the shield the main HP bar cannot take damage.
-Overengineered: Healing is half as effective on this Entity.
Entity Orders
Low Altitude Battleship: Attack the Monster Bed! If it's dead, annihilate the Spy! If both of those are dead, attack the Scout!
The Godmodder cracks the windshield wipers, but that was too funny to not give it Godmodder damage.
1 damage to the Godmodder! 5% distance gained! +10 token to I Just Write.
Your party pushes forwards into the ruins of the massive city. In the distance, you can see light and smoke rising up into the sky. As well as the great black pillar that is sapping your powers.
You obtain a SMAAAASH with your action and buff the attack and shielding of the Arbitrator, sending your cooldown time up to 6 rounds.
arbitrator summoned!
[AG]
Charge Bank: 10
(+2 from I just write, +1 from EternalStruggle, +1 from Enerald_Mann, +1 from variant)
20/20 Guard- Expending...
5/20 A handful of good bears
0/20 Energy Device
The Blue Knight converts the unstable pieces of portal he tore off into energy which he supplies to his creation Unit 01 healing it. His hands now empty the Knight stares up at the meteor storm raining down on the battlefield.
"These raining rocks are a danger to everyone, I need to do something to protect us from them."
20 Charge Expended
The Knight once again extends his hand using charge to create a new Entity, this time a large beacon of light shines out from the ground in front of him. After the beacon dissipates a tower emerges from the ground where the beacon was. The tower is about the as tall as a lighthouse and it's base has about the width of one, the Tower itself is made out of a gray metal and at it's peak is a massive roughly-cut blue gem about the size of a full grown man. Suddenly the ground around the tower begins to shake as the tower slowly rises into the sky taking some of the ground around it with it. The Tower appears as if it was somehow propelled into the sky by a massive propeller that was initially hidden underneath it but is now fully visible thanks to the tower's ever increasing altitude. Once the Tower is approximately 30,000 feet above the battlefield it stops ascending and beams of light begin shooting out of the crystal on it destroying one meteorite after another.
[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 Abilities]
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 four Marionettes
[AG- EternalStruggle]
It's gem is aquamarine. Now appears feminine with a resemblance to the Daemonette.
Merged with Lúin
Adjusted Health- 35,000/65,000 (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- 14,500/52,500 (Source(s): +12,500 from Link to Unit 00)
Adjusted Attack power- 5,000 (Source(s): +5,000 from Link to Unit 00)
[AG-Enerald_Mann]
Is made of redwood and has a ruby like gem.
Has not yet merged
Adjusted Health- 47,500/52,500 (Source(s): +12,500 from Link to Unit 00)
Adjusted Attack power- 5,000 (Source(s): +5,000 from Link to Unit 00)
[AG- redstonetam15]
Is made of black walnut wood and has an onyx like gem.
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.
[AG- controlled by The Blue Knight]
20 charge entity
A lighthouse sized tower that somehow flies in the air due to a massive propeller. Has some land from the ground around where the base of the tower originally was giving it the appearance of a floating island. Shoots destructive beams of light out of a large gem at the top of the tower.
Health- 150,000/150,000
Attack power- 0
[Special Ability]
Meteorite defense- Automatic action, reduces the number of meteorites landing on the battlefield for the duration of the storm. Focuses primarily on protecting AG forces reducing the percentage chance of a meteorite hitting one to 20% but is imprecise and also protects other forces reducing their percentage chance of being hit to 30%.
Re-purpose- If it survives the duration of the meteorite storm it gains an attack power of 7,000 and acts like a normal AG Entity.
[Orders]
Bouvreuil- Investigates the abandoned archaeological dig site.
Before doing anything, I pull out my cell phone. Naturally, being deep underground, it gets no reception.
Be right back!
I quickly run up the stairs and call the Heisenberg's crew, ordering them to bomb Corruption, and then quickly run all the way back down. And keep running. At full speed. Right into the Forgotten Beast.
+1 @Crusher48 and @Moniker
10/15 From the Ground Up
8/15 A Terrible Idea (+1 EternalStruggle, +2 The Blue Knight)
I continue shooting meteors out of the sky and deflecting them into the PGs, while developing the stats for the Golem Core.
20/20 Golem Core (holding bcs I can't be bothered to make stats right now)
12/20 Sonic Amplifier (+1 variant)
+2 @variant
Note: Tactical Data only covers key entities on the board for both sides, as well as my entities (because its my data, and I sometimes forget what my entities can do). AG Forces:
Zarya (Crusher48): A strong supporter who can shield allies and then use damage absorbed by those shields to decimate opponents. Graviton Surge is a powerful combo ability as well.
Spy (TRAITOR): KILL THIS THING NOW!!!
Heavy Gunner: Currently the strongest AG entity on the field. PG Forces:
Monster House: Has high dodge, and is protecting the Monster Core. High priority target.
Monster Core: A PG snowball unit. High priority target after bringing down the monster house.
Monster Bed: Becomes more powerful as it gets attacked. Can have heavy combo potential with the Monster Core, and is bodyguarded by the Monster House. Hit this with SMASHes to break it down fast without letting it snowball.
The Mercs: Heavy is currently invulnerable, do not target. Scout likely has high dodge chance. Pyro can set things on fire? Medic is making heavy invulnerable, kill medic first. Also, they have a spy on our team. Kill him please. Neutral/Hostile:
Winds of Anarchy: Currently appear to be anti-JOEBOB. Low priority target unless JOEBob runs out of entities.
Train of Thought: Can potentially be subverted through deploying carriages onto it.
Auto-Crafter (Artifact): An automated crafting system designed to bolster engineering efficiency. Either generates a charge point or loses durability each turn (50% chance of either). 100% durability.
Juggernaut Armor (Artifact): A light powered armor system. Protects the user with both armor and ablative shielding, and increases the wearer's attack damage (8/8 Armor HP, 4 Shield HP).
Electrostaff (Artifact): An electromagnetic system that can be used to stun enemies or reflect countered attacks back at the user.
Multicannon Pistol: A magic-powered gauss pistol, capable of firing in different modes (ranging from conventional bullets to the same power as a tank cannon). Has an ammo creation system built in to create strange ammunition and avoid reloading problems.
AM Breacher Rounds: Specialized rounds designed to penetrate magical defenses and destroy magic-based systems.
Knockback Shots: Specialized rounds that apply huge concussive knockback to the target, but no damage.
Cool Goggles: Advanced goggles that eliminate glare and provide advanced Scanning functionality (aka the normal Scanning functionality).
Ballistic Calculation System: Calculates ballistic trajectories of objects, allowing for more accurate shots, and also creative tactics using corpses as weapons or landing an enemy in just the right location.
Sustain Necklace: An emergency contingency that will revive the user immediately after death. Breaks after use.
Artificer's Gloves: A specially-designed pair of gloves that can apply telekinesis over short range, and can also create common materials out of thin air.
Immovable Rods: Rods that can anchor themselves in space, gaining incredible inertia to the point of being impossible to move.
Wand of Lesser Vigor: A wand capable of providing a minor regenerative effect. Not too useful in direct combat, but useful for making hospitals obsolete.
Base Defenses: Several advanced traps protecting my base.
7 Proxy Defense: An advanced redirection system that makes it nearly impossible for intruders to find the base.
Workbench: A standard workbench containing useful supplies and apparatus for tinkering.
Time Dilation Generator: A generator that changes timeflow in a localized area. Currently nonfunctional.
Darksteel Fingers and Toes: Raw material for constructing super-durable stuff.
18/20 Lynching Mob
18/20 The Undead Thief
+2 @DCCCV
Emerald pulls out his lamp, holding it near the top and striking the base of it into the wall of the Monster House, SINCE THAT THING HAS LOTS OF HP AND WEIRD EFFECTS
10/10 bllblska +4 TOG (thanks yo!) +2 mirror using!
new: 1/20 perrrrrrrceptual form
10 post charge. bllblska.
a pile of slime crawls over the hills from the distance, yells about the death star, and decides to join the monsters in the house.
2,000/2,000 HP Slime beast. 1/3 slimy
passive: [REDACTED.]: [Redacted]
passive: monster. protected by the house most of the time.
Active: slime mend- fills holes with slime, which then coagulates. heals the target by, idk, 10,000 hp? 15,000 hp?
special: slimy. heal more.
+1 mirror +1 talist
Slime beast heals the monster house.
I check the monster beds aliveness. is it alive? if it is alive, but hurt, I heal it by dunking it in a pit of sli- wait no that'd be the slime beast. I take the bed out of the slime-beast-healing-pit and dunk it in the monster flesh pi- wait no thats the pit for the monster core... Alright, then I dump it in the acorn pi- wait thats for the tanukis. alright, alright, i get it, the joke getting old. I'll just toss it into the wooden building supply pit. the monster house is supposed to use those, but a bed is similar to house, i'll let it slide.
if it is not alive, i counter its not-alive-ness with the knowledge that I just healed it into the realm of the living by rebuilding it with wooden supplys, which counters the last action-attack aimed at it.
if the monster bed is untouched, I heal the monster house in the same way, somehow, despite it being about 20 times bigger. logiksae.
[AG]
Charge Bank: 10
6/20 A handful of good bears
1/20 Energy Device
+2 @I just write - "It would appear the Descended this name refers to has... altered in some way. How interesting."
[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 Abilities]
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 four Marionettes
[AG- EternalStruggle]
It's gem is aquamarine. Now appears feminine with a resemblance to the Daemonette.
Merged with Lúin
Adjusted Health- 35,000/65,000 (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- 14,500/52,500 (Source(s): +12,500 from Link to Unit 00)
Adjusted Attack power- 5,000 (Source(s): +5,000 from Link to Unit 00)
[AG-Enerald_Mann]
Is made of redwood and has a ruby like gem.
Has not yet merged
Adjusted Health- 47,500/52,500 (Source(s): +12,500 from Link to Unit 00)
Adjusted Attack power- 5,000 (Source(s): +5,000 from Link to Unit 00)
[AG- redstonetam15]
Is made of black walnut wood and has an onyx like gem.
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.
[AG- controlled by The Blue Knight]
20 charge entity
A lighthouse sized tower that somehow flies in the air due to a massive propeller. Has some land from the ground around where the base of the tower originally was giving it the appearance of a floating island. Shoots destructive beams of light out of a large gem at the top of the tower.
Health- 150,000/150,000
Attack power- 0
[Special Ability]
Meteorite defense- Automatic action, reduces the number of meteorites landing on the battlefield for the duration of the storm. Focuses primarily on protecting AG forces reducing the percentage chance of a meteorite hitting one to 20% but is imprecise and also protects other forces reducing their percentage chance of being hit to 30%.
Re-purpose- If it survives the duration of the meteorite storm it gains an attack power of 7,000 and acts like a normal AG Entity.
The Blue Knight, finished with his latest creation, returns his attention to the portal. "If I can tear pieces of this portal off then perhaps it is somehow susceptible to physical attacks from this end." Once again clothing his gauntlets in pure energy the Knight sprints toward the portal before jumping and delivering a grand punch into the center of the portal.
The unknown monsters have no place to live and swirl and shriek with anguish, before targeting Unit 00, for 27000 damage. the Monster Core uses Monstrous, summoing up 1500 monsters. The Monster Bed cries out in terror, THERE'S A HUMAN UNDER MY BED. The Monster Parents arrive to take care of their poor monster child, and trample on carriage A of the train of thought, as well as Carriage B for some carryover damage, smashing the first and dealing 21000 damage. Corruption uses Weakness Roullette on the Heisenberg, somehow inflicting it with Poison for three rounds.
The Heavy laughs his heavy laugh and begins opening fire with his minigun, sending a spray of bullets outwards, minicritted 7500 damage to Unit 00, Unit 01, and Memory. The Scout sprints up to Unit 00 and yells "BATTER UP" before swinging his bat with extreme prejudice. Unit 00's head goes flying off. All of the marionettes recoil as they suddenly lose their stats and 5000 health. The pyro tries to catch the flying heavy gunner with his flamethrower, but misses, the flamethrower is simply too... whoa is that a laser attachment? Yes, yes it is. 10000 damage and burning inflicted upon the Heavy Gunner. The Medic keeps his ubercharge procced on the Heavy, overhealing up 10000 health. The slime Beast heals the pyro to full.
The Winds of Anarchy swirl and pitch in the winds of the real world, the hot wind blowing off the city you are heading into, swirling up at the Heavy Gunner, dealing 30000 damage to him. The Portal to the Plane of Train spits out another cart, the Oil Carriage, which will be setting the entire battlefield on fire in short order. I then realize I have 4 steam trainees I'm supposed to be dropping into the field, so I do that. The Train of Thought barrels down the tracks and slams into Unit 01, healing it to full health. The Railfun car proceeds to open fire on it for 30000 damage, undoing all of that good. The Oil tanker then sets fire to: Corruption, the Monster Parents, Unit 01, the Heisenberg, Bouvreuil and Unit 03 for 2 rounds. The steam Trainees hit the heavy gunner for 2000 health.
The Daemonette is unable to heal Unit 00, due to Unit 00's untimely death, and instead opts to heal the Heavy Gunner for 22000 health. Unit 01 has been rendered completely impotent by the death of Unit 00. Memory smacks the train of thought, smashing carriage B and taking 3000 damage in retaliation. The Heavy Gunner's missile slam into the monster core, dealing 30000 damage to it. the Heisenberg lands its shot on Corruption this time, dealing 20000 damage.
Bouvreuil flies up in the air, it has no idea where to start looking. The entire city seems to have been excavated by a massive force. Where that force is now is... a good question. But this place is massive. But there does seem to be a large building or a library nearby the main force of the battle. Units 02 and 03 have been neutered. The Skysmasher drones heal unit 1 for 14000 health, and attack the monster core for 28000 damage. The SWAT team deals 8000 damage to the Medic. The Scouter Drones spin around in circles looking for the monster house. Looks like instant summons aren't that bright. The Arbitrator opens fire on the Monster Bed and completely bypasses the monster parent's damage reduction passive by smashing the INSTEUNT DEAF status effect on the Monster Bed, blasting it to smithereens with an unholy amount of high explosive ordinance. Zarya smashes into the Heavy, dealing 5000 damage. The Beacon of Protection continues doing its thing.
The Godmodder growls angrily at having taken damage AGAIN already, and the fact that he still doesn't have entity advantage even after summoning the mercs. Then he realizes, wait a minute, he didn't summon ALL the mercs! He then gets to work hammers and pounding at a spot at the ground, and when he steps back a level 3 teleporter sits proudly on the grounds. Immediately several mercs pour out. Demoman summoned! Spy resummoned! Sniper summoned! Engineer summoned! Soldier summoned!
The battlefield pushes back and forth, but with the arrival of more of the mercs... you guys still have advantage. 5% distance gained. you push forward down the empty streets and boulevards with a vengeance.
Everything ticks up. Autocrafter fails. Scouter Drones are annihilated by a falling meteor.
Itinerary:
Destroy the Godmodder!
Hold the entity advantage!
Distance: 90%
Main Battlefield:
Entity Advantage: [PG]
Field Effect: Meteor Storm: PG entities have a 60% chance to take 5000 damage each round. AGs have a 10% chance. 30% for all others. 3 rounds left
6/20 narrrrrrrnia.
3/20 perrrrrrrceptual form +1 mirrorrrrrrr
+1 mirror +1 talist
I grab Luin and hand it to the godmodder, then scan every man for himself.
slime heals the monster core, the monster parents look at their childs corpse, [AKA: bed is dead]and scream in rage and sadness, before looking down at the field, eyes seeming to burn with rage. they then see who killed their child, and scream again, before running, encased in flame, at the arbitrator. in case it is unclear, they Want the arbitrator Dead and Gone. 64K damage to the arbitrator, -30k for shields. the arbitrator takes 34K damage and its shields are down. the unknown monsters rally around the parent, and charge. 30K more damage to the arbitrator, unaffected by the now-destroyed shield. no, this decision was not made because of tactics. the arbitrator attacked killed their child, so it will die.
Now, my action.
I look at the grieving, enraged parents and remember a little status effect from the simulation. granted, past is not present and the GM's are different, but they seem similar, maybe he'll let this slide.
I pull out a small computer terminal, brightness set to minimum out of habit, and press fullscreen. it instantly surrounds me in an orb of world-warped code, from a more code-like simulation-world, a light grey with black text. not knowing binary, and without much experience, I enable the automatic semiaccuracy module which alters the code somewhat based on intent. ((would you prefer i lied and said i was a master at coding?)) import class SIMULATION.sim.main.java.hex;
import class HACK.giz.sim;
import Public_history.inf;
public static ();
class "post_#972" extends class "SIMULATION.sim.main.java.hex";
class "post_#972" extends class "HACK.giz.sim";
Interpret class "post_#972" with class "superint" train of "Public_history.inf";
Export class "post_#972" to :M drive;
end;
a usb storage drive appears in my hand, made of a strange purple crystal, and I warp to the parents while their still looking down, jabbing the usb drive into their neck. they are unable to feel pain, and as such don't notice. the purple drive extends the simulation-verse to here for a moment, and applys the HACK status effect to them. Go Back To Sleep becomes unusable and incapable of charging, as per the HACK status. i hope i can apply it for a good many turns.
Check
I scan for the Spy. The EoTB said they'd been summoned, but they aren't appearing in any of the lineups. WHERE IS THAT BACKSTSABBING FRENCHMAN!?
I also scan the Teleporter.
General Action: Onshore Bombardment
The Arbitrator's centerline turrets now swung to the right as the massive war machine targeted the Sniper. Carefully, the AI's targeting algorithms lined up a shot, accounting for wind, thermal effects, magnetic disturbances, and even the subtle manufacturing defects in the guns themselves. The Australian only barely had time to swear before the massive 500mm-wide shell impacted them. Fortunately for the Sniper, this was merely one of the shieldbreaker rounds used to punch a hole in enemy shielding rather than an HE round, as they would have otherwise surely been annihilated.
I heal Corruption by connecting it to the internet, and downloading various horrible things for normal things, but is good for Corruption due to it's nature. Corruption uses Weakness Roulette on the Beacon of Protection.
Corruption 40,000/100,000 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.
6/9 Poisoned Homeland
Active: Corrupted Barbs- Deal 20,000 damage to targeted entity
Active: Weakness Roulette- 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.
18/20 +1 from JOE
18/20 +1 from JOE
+1 JOE +1 Talist
Scan:
We have an invisible Spy on the loose. Help find it.
General Action:
The Daemonette walks over to the decapitated head of Unit 00, noticing the cracks in the wooden frame and the shattered gem in the center of its forehead. She picks it up, looks it over, and sighs heavily. Such, she supposes, is life. "It's a shame." She notes morosely. "Another ally dead and gone."
The Heavy Gunner jumps down beside her and looks at the head as the Daemon picks it up to inspect it closer. "Strange, isn't it?" He projects.
The Daemon turns as the sound of metal on ground emanates, and blinks as she sees the flames. "You appear to be on fire."
He simply shrugs. "True, it's really annoying. Also all my Eggrobos got shredded by winds, likely of anarchy, so that's not too great either. But I'm more interested in you. Inhuman monster with increasingly human characteristics, eh? It's an odd combination. If you weren't on our side my trigger finger would be getting itchy. More itchy at least."
The Daemonette reads the rapidly flickering words in sequence, and simply shrugs as she tosses the wooden head over her shoulder. Now her eyes are firmly on the Monster Core. "We shall take.... revenge, I'm comfortable with saying, on that scout later. For now, I wish to take some emergency measures."
She walks over to JOE as he's about to jab a USB drive into the Monster Parents, and forcefully grabs his hand, preventing him from doing so, and stabbing her claw gracefully into the USB, crushing it and breaking it apart, rendering it totally useless.
"Don't you think they've suffered enough?" She asks, completely doe-eyed and looking like the picture of innocence. "I think we can avoid trickery like that, don't you?"
Before he can argue and to accentuate the point, the Daemon's knee slams into the approximate torso area of JOE, causing him to double over as she walks away.
Entity Orders:
Daemonette heals the Heavy Gunner.
Skysmashers heal the Daemonette.
Skysmashers and Heavy Gunner target Monster Core, if dead Medic, then Corruption.