Destroy The Godmodder: Renewal (Hole In The Ground)

14/20 The Wall
2/7 Staff of Curing

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

Unit 03, suspicious of the allied Spy, attacks the Spy.
The SWAT Team attacks the Medic. Because you should always shoot the gorillaing medic first. Unless he's dead, then the SWAT Team attacks the Demoman.

Redstone waits for the Soldier to fire a rocket and then grabs a flamethrower and airblasts the rocket in the Soldier's face.
 
I take out my Spoil a,d use it on the Monster Parents.

I can hear the distinctive chime that plays before a Rift Drone appears. It seems my delivery will arrive shortly.

18/20 (+2 from Emerald_Mann, almost there....)
10/10

+2 to @Enerald_Mann
 
20/20 Lynching Mob
20/20 The Undead Thief
+2 @DCCCV

Lynching Mob: 20/20 [EXPANDING]
Emerald laughs, and spends his stored up energy boosting each and every entity on the field (minus the Godmodder, since Emerald doesn't think he cares). This works via infusing energy into either the entities weapon, or entity itself, boosting its damage.
Temporarily Field Effect Added!
Happy Murder Party (1 turn): All attacks by entities are increased by 3000. If five or more entities died this turn, this effect is extended by one turn. Entities brought to death still get to act before dying, although only to use attacks (so no using a heal before dying or anything like that)

The Undead Thief: 20/20 [EXPANDING]
Emerald pulls out a knife, and slashes open a hole in reality, out of which steps a male garbed in a cloak and veil.
"Why am I here? Why did you bring me here?"
"Because I can grant you that which you seek. And also because I can tell you of your future, and your fate with your companion"
The figure looks skeptical, but brandishes his Dagger. "Let's get on with it"

Donovan:
HP: ???
ATK: 5000
3 charge: Rapid basic attack. Deal twice of basic attack damage to an enemy, and that enemy cannot harm you this turn.
10 charge: Deal with the Enchantress. Evolution charge.
5 charge: Caltrops. For the next 3 turns, give yourself the buff Scattered. This buff cannot be dispelled except by its own effect
Scattered: The next two attacks against you are reduced by 50%, and the attacker takes 5K damage.

Sealed to the Enchantress: 1/20
Avengers 2: Civil War: 1/20

Memory and Donovan both attack the Monster Core
 
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"Now then, the Monster Core." The Daemonette mutters. Mostly she was analyzing the situation at hand, however. Even if they technically had a numerical advantage, in terms of quality the enemy were clearly superior. Not that they were incredibly good, more that a few of their own couldn't truly pull their weight. And a certain few of the enemy's elite was far and away above the Daemon's allies, although at least the deadliest would soon be gone, vanishing of its own accord.

She walked over to the pit of undulating flesh that was constantly spitting out new monsters, which was deadly if left alone. It had already proven bad enough, they needed to get the situation back under control. To start with, that involved purging this... thing. The mercenaries were also major problems, of course, but they could be dealt with later. They wouldn't get worse over time. Well, most of them.

Still, how to go about this? It wasn't exactly easy to destroy such a core. In fact, it was incredibly difficult.

Hmm, perhaps? Yes, that could work.

With a gesture, she brings over the Gunner, who walks closer on foot. A few more gestures, pointing to various spots on a crumbling building nearby, and the Hard-Boiled Heavy gets to work. Dumping a rocket there, a missile here, rigging them all up for remote detonation...

The Monster Core is, as predicted, moved to the wrong place at the wrong time (or right place at right time if you asked the Heavy) and has a building unceremoniously dropped on top of it. The fact they were fighting in an abandoned city had proven to be a major advantage, and the foul beast creation facility was crushed under the stone and steel of an empty skyscraper. A group of stuck together bombs exploded seconds later as they fell directly on top of the thing, doing a bit more damage just to prove a point. It wouldn't exactly hinder the Core, at least not for long, but it would most certainly hurt it.

Charges:

A Most Sacred Number: 19/20.
Komato Assassin 2: The Empire Strikes Back: 19/20.

+1 @I just write
+1 @The Blue Knight
 
General Action: Sniper Got Run Over By A Battleship

Of course, the pain experienced by the Sniper was far from over. Just as they were getting up from the massive railgun shell that had slammed them into the ground, the came face to face with the sight of a massive, armored prow coming straight for them. On the bridge of the Arbitrator, General Mack was calling out "Pull up! Pull up! We're too low!"

To this, the AI simply replied "There is no need to worry, I know my exact altitude, and there are no terrain features on course to impact my underside."

Back on the ground, the Sniper was literally face-to prow with the massive war machine, pitching over backwards as they got slammed by 80,000 tons of heavily armored metal. That wasn't the worst of it though; to stay in the air, the Arbitrator relied on massive arrays of thrusters mounted to the underside, staying aloft through sheer vertical thrust. This produced a massive amount of scorching exhaust underneath the vessel, and the Sniper got the full blast of such, being both burned and crushed by the immense heat and pressure.

Still, soon enough the massive battleship continued on, leaving the Sniper face up on the ground, blasted, concussed, burned, and battered.

Charges

In The Army Now (20/20)(FIRING!)
Augmented Infantry (3/20)
Teleport Spam (1/20){new!}
+1 @EternalStruggle
+1 @Enerald_Mann

In The Army Now

The Arbitrator proceeds to drop a package. As it turns out, said package rapidly unfolds into a dimensional gate leading back to the Technocracy's staging area. Within microseconds of the wormhole opening, a massive column of tanks, artillery, and mechanized infantry come roaring out onto the battlefield, locked, loaded, and ready to kill. The 312A421st Technocratic Army had just deployed into battle.

Technocratic Spearhead Forces
-This is a Horde Entity, though the exact strength and numbers of its membership have been left deliberately vague.
-Every round at the start of the EoTB, this Entity gains 20,000 HP, uncapped.
-This Entity has attack power equal to 1/8th of its current HP.
-This Entity does not participate in the EoTB, instead boosting the damage output of my attack action posts by an amount equal to its attack power.


Entity Orders

Arbitrator: Attack the Teleporter!
 
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Okay, one se--
You know what?
I'll handle the entity orders.

How do you plan on doing that?
You're a voice in my head, you don't have limbs.

I'm not the one who said I was a voice in your head.
You were.
I'm actually something different that I'm not going into.

Fine, be that way.
But until you say who or what you are, you're still a voice in my head.

Noted.
Actually, wait, could I get that in writing?
I…
Guess?


So, I write on a paper that the voice in my head shall continue to be identified as such by me under all contexts outside of having had its true nature revealed. I add two lines to the bottom, and sign one of them.

How should I sign for you?
I don't care.
Just draw a squiggly line instead of sitting here wasting time!


I then attempt to do this, but then realize that my pen has run out of ink. Then, I realize how poorly my own signature came across because it had been so low on ink while I made it.

Hang on, I have to fix this.

I impale the Forgotten Beast with the pen (which can totally impale the Forgotten Beast, btw) and sign both lines in its blood (analogue).

Then, the Heisenberg is ordered to bomb Corruption again, to try to prevent it from statusing too many AGs.

+1 @I just write and @existencesuccess
10/15 From the Ground Up
8/15 A Terrible Idea (+1 EternalStruggle, +2 The Blue Knight)
 
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Sealed to the Enchantress: 2/20
Civil War: 3/20

+1 @I just write @EternalStruggle

Emerald slaps the Monster Parents, with explosives.
Emerald slaps the Monster Parents, but every time things blow up he slaps them again.
Emerald slaps the Monster Parents, dubstep remix.
Emerald slaps the Monster Parents-ovania (now available on SoundCloud)
 
The Rift Drone appears.

"[SPECIAL DELIVERY FOR BR-]"

"Over here."

"[AH. I SEE WHAT YOU ARE DOING. YOU SEEM INJURED. WOULD YOU LIKE TO PURCHASE A USE OF MY HARD-LIGHT HEALING NANOBOTS.]"

"No, but thank you. I've purchased potions. This will work on anything, correct?

"[AFFIRMATIVE. THE OCCULT RECREATIONAL BEVERAGE WILL FUNCTION EVEN WHEN USED ON INORGANICS ,SUCH AS ME.]"

"Excellent."

"[SIGN HERE.]"

"...Some things are missing."

"[CORRECT, VALUED CUSTOMER. YOUR OTHER PURCHASES UNFORTUNATELY EXCEED MY CARRYING CAPACITY. THEY HAVE BEEN GIVEN THE UTMOST PRIORITY, AND WILL ARRIVE AT A LATER DATE.]"

"I think we're done here."

"[INDEED WE ARE. THANK YOU, PLEASE SHOP WITH US AGAIN. HAVE A GOOD DAY.]"

I take the Zircon I purchased, and fill it up with power from my first reservoir of Descended Energy. It begins to glow with a swirling inner light. I apply some extra magic by carving some glyphs on the bottom on the gem.

20/20 Post Charge Used, Oilstone Created.
If there are any issues, please tell me.

Oilstone
-This artifact has 10 uses.
-It can be used as part of an attack.
-When used, the Oilstone transmutes a portion of the flesh of an attacked entity into oil, covering said entity in oil, and applying Oiled to them.
-Entities that have Oiled on them take double damage from fire-related attacks.
-Oiled goes away after one round. You cannot stack Oiled onto an entity.

Calling over the Marionettes, I hand the Oilstone over to Unit 02.

I heal up Unit 01 by pouring them a cup of healing potion, as well as removing Burning. If I still have any leftover healing available, I remove burning from Unit 03.

12/12 Post Charge Used, Units Healed.

20/20 (+1 from Emerald_Mann), USED
12/12 (+1 from Emerald_Mann), USED


+2 to @redstonetam15
 
I take a break from meteor interception duty to deploy the golem core: a cube. A blank white cube, with lights at the center of each face, currently glowing red.

Oh right, I didn't activate it. My bad. I send the activation signal, and suddenly those lights turn green. The Golem Core suddenly begins to draw in all of the rocks nearby on the battlefield, particularly the leftover meteors. About a minute later, it completes its initial growth phase, creating a gigantic pillar of stone underneath itself before turning blue. The whole structure appears to be surrounded by a blue sheen, almost as if it was protected by a force field.

Golem Core: 50000/50000 HP. Body: 0. Leg: 10 Segments.

Segments: The Golem Core begins with ten segments, and gathers more over time. In each round, after taking actions, the Golem Core can redistribute its segments into a new configuration. However, because this happens at the end of the turn, opponents will have the opportunity to attack the Golem and knock off segments to cripple the Golem and prevent it from using its configuration. By default, each Segment takes 5000 damage to destroy, and destroying Segments of a Body Part will reduce the effectiveness of that part. Overkill damage from the destruction of a body part will hit the Body first, then damage the Golem Core itself if its body is gone.
*Note: Entities and players can target specific sections of the Golem Core. If an attack on the Golem Core does not specify a target, the attack hits the body part a random segment occupies (so if the golem has 10 body segments and 5 leg segments, the attack has a 66% chance to hit the body and a 33% chance to hit the leg).

Body Parts: The Golem Core organizes its segments into various body parts, which is uses as part of its action. During its action, the Golem Core can activate one body part, plus an additional one for every head segment it has.
*Body: The Golem Core cannot be attacked until all body segments are removed, and for every Body Segment the golem core has, it takes 250 additional damage to destroy a Segment of the Golem (up to a maximum of double health for each segment). The Golem Core can only create one Body, and always has a Body even if it has 0 segments in it.
*Legs: The Golem Core can use a Leg part to gain additional Segments for its next Configuration, according to a triangular pattern (1 leg segment = +1 segment, 3 leg segments = +2 segments, 6 leg segments = +3 segments, 10 leg segments = +4 segments, etc.).
*Arms: The Golem Core can attack using an arm, dealing 2500 damage, +2500 for every segment in the arm. This attack has a 25% base miss chance.
*Head: The head has a 50% dodge chance. Every head segment allows the Golem Core to use an additional body part during its action. In addition, the Golem Core gains 1 Intelligence point for every head segment, which can then be spent on upgrades.
--Note: Upgrades are TBD.

As my action, I run a slight modification to the Golem Core, giving it the Absorb Earth passive:
*Absorb Earth: If hit by an earth or rock-type attack (such as say, a meteor hitting it) that does less than 20000 damage, the attack does no damage and the Golem Core instead gains an additional section.

Scan: The Heavy.

Entity Orders: Zarya puts a barrier on the Heavy Gunner, and then engages the Demoman.

Bonus Action: You remember that Electrostaff, that I spent 10 charge on and then it got lost in some sort of balance issue? Yeah, I make everyone remember it exists again, and then give it to the highest-numbered UNIT currently on the field.

20/20 Golem Core
16/20 Sonic Amplifier (+1 I just write) (yes, I derped my charging. The number should still be accurate, I just forgot to change the number for last post from 12 to 14).
+1 @I just write
+1 @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).
My Entities:
Zarya: 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.
AG Forces:
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: A large group of meatwalls. Kill the medic first, find the spy and kill him too.
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.
 
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[AG]
Charge Bank: 10
(+1 from EternalStruggle)
6/20 A handful of good bears
2/20 Energy Device

+2 @DCCCV

[A]
20 charge artifact
A great lance made of a shining silver metal, becomes enveloped in magical flames at the owner's will.

Durability- 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.

(Read through this again to remove the disadvantage that the artifact was destroyed on death, turns out though I didn't actually specifically state it in the description of the ability so it was my screw up piono sorry. Not that I really mind I had originally thought to add that as a balancing disadvantage on the Marionettes so not having it is a buff in my mind.)

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 three Marionettes
[AG- DCCCV]
It's gem is lavender in color.

Has not yet merged

Adjusted Health- 19,000/40,000 (Source(s): )
Adjusted Attack power- 0 (Source(s): )
Is currently burning. (1 round)
[AG-Enerald_Mann]
Is made of redwood and has a ruby like gem.

Has not yet merged

Adjusted Health- 31,000/40,500 (Source(s): +500 from Piono's mistake)
Adjusted Attack power- 0 (Source(s): )
[AG- redstonetam15]
Is made of black walnut wood and has an onyx like gem.

Has not yet merged

Adjusted Health- 30,000/40,000 (Source(s): )
Adjusted Attack power- 0 (Source(s): )
Is currently burning. (1 round)
[AG- controlled by The Blue Knight]
5 charge entity
A clockwork bird resembling a standard sized finch.

Health- 35,000/40,000
Attack power- 0
Is currently burning. (1 round)
[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.
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.[/QUOTE]
]

As JOEbob moves to pick up Lúin he is surprised when it is suddenly kicked away from Unit 00's body by a streak of blue.

"It's time I get a little payback for our first encounter Descended of Cyan! If you desire this artifact than swiftly get past me and take it. @redstonetam15 or anyone who can hear me, could recover Lúin while I delay JOEbob?"

With those words the Blue Knight enters a defensive stance to prevent JOEbob from easily taking the artifact.

This action is a counter to JOEbob picking up Lúin, because this is a counter I would imagine I can not preform the action of picking up the weapon myself as per counter rules therefore someone else will have to. I was not actually sure if I could counter an item pickup but reading through the counter rules and considering that artifact pickup is just a free action it would seem unreasonable to me if it was completely uncounterable so I'm going to try to do it because I would hate for my artifact to just become Godmodder charge without it even being properly used once. Of course what happens is ultimately up to you Piono.
 
16/20
2/15

Nice! Got the Monster House! And now, for the heavy! I grab the Heavy, and force him into his worst nightmare: A dainty tapping pressure plate room! Only light people can pass! And Heavy... isn't light. When he fails, he is obliterated by an infinite tide of light but numerous feathers.
 
[AG]
Charge Bank: 10
7/20 A handful of good bears
3/20 Energy Device

+2 @redstonetam15

[A]
20 charge artifact
A great lance made of a shining silver metal, becomes enveloped in magical flames at the owner's will.

Durability- 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.

(Read through this again to remove the disadvantage that the artifact was destroyed on death, turns out though I didn't actually specifically state it in the description of the ability so it was my screw up piono sorry. Not that I really mind I had originally thought to add that as a balancing disadvantage on the Marionettes so not having it is a buff in my mind.)

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 three Marionettes
[AG- DCCCV]
It's gem is lavender in color.

Has not yet merged

Adjusted Health- 19,000/40,000 (Source(s): )
Adjusted Attack power- 0 (Source(s): )
Is currently burning. (1 round)
[AG-Enerald_Mann]
Is made of redwood and has a ruby like gem.

Has not yet merged

Adjusted Health- 31,000/40,500 (Source(s): +500 from Piono's mistake)
Adjusted Attack power- 0 (Source(s): )
[AG- redstonetam15]
Is made of black walnut wood and has an onyx like gem.

Has not yet merged

Adjusted Health- 30,000/40,000 (Source(s): )
Adjusted Attack power- 0 (Source(s): )
Is currently burning. (1 round)
[AG- controlled by The Blue Knight]
5 charge entity
A clockwork bird resembling a standard sized finch.

Health- 35,000/40,000
Attack power- 0
Is currently burning. (1 round)
[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 takes advantage of JOEbob's inaction and grabs Lúin whilst retreating to safety.

(If my last action was not allowed BK removes burning from as many AG targets as he can starting with Bouvreuil.)
[Orders]
Bouvreuil- Investigates the large building or library you mentioned near the battlefield.
 
Update 39: CHOO CHOO pt 5
A few housekeeping errors have been cleaned up, notably the Monster Parents not having their ability fully charged this round like it was supposed to be.

Also, it is now possible for Hostile to take the entity advantage.
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.
Whoops, I missed your scan it seems, should have been in the OOC thread, I apologize.

Luin disposed of. kicked out of your reach by the Blue Knight.
Winds of Anarchy: A sliver of the powerful winds that drive about the forces of anarchy. About as scatter brained as you would expect from such a being.
Every Man For Himself: Inflicts 5 entities with confused, giving them a chance to attack allies or even themselves on their turn.

You completely fail to inflict HACKED. I'm not stupid JOE.

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.

Charges
In The Army Now (16/20)
Augmented Infantry (2/20)
+1 @EternalStruggle
+1 @Crusher48
18000 damage to the Sniper.

[PG]

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
You corrupt corruption even more, restoring 14000 health.

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.



Charges:
A Most Sacred Number: 18/20.
Komato Assassin 2: The Empire Strikes Back: 18/20.

+1 @I just write
+1 @Moniker

Entity Orders:
Daemonette heals the Heavy Gunner.
Skysmashers heal the Daemonette.
Skysmashers and Heavy Gunner target Monster Core, if dead Medic, then Corruption.
You counter an action that wasn't going to be allowed on sheer grounds of me not holding with that level of tomGORILLAry.

I swat the SWAT Commander with a fly swatter.

a cool artifact thingy: 1/10
13000 damage to the SWAT Commander.

14/20 The Wall
2/7 Staff of Curing

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

Unit 03, suspicious of the allied Spy, attacks the Spy.
The SWAT Team attacks the Medic. Because you should always shoot the gorillaing medic first. Unless he's dead, then the SWAT Team attacks the Demoman.

Redstone waits for the Soldier to fire a rocket and then grabs a flamethrower and airblasts the rocket in the Soldier's face.
The soldier lets out a stream of curses as you turn his own rocket jumping strategy upon him. 15000 damage.

I take out my Spoil a,d use it on the Monster Parents.

I can hear the distinctive chime that plays before a Rift Drone appears. It seems my delivery will arrive shortly.

18/20 (+2 from Emerald_Mann, almost there....)
10/10

+2 to @Enerald_Mann
You cast stoneskin upon the monster parents for 3 rounds.

#Hashtags

20/20 Lynching Mob
20/20 The Undead Thief
+2 @DCCCV

Lynching Mob: 20/20 [EXPANDING]
Emerald laughs, and spends his stored up energy boosting each and every entity on the field (minus the Godmodder, since Emerald doesn't think he cares). This works via infusing energy into either the entities weapon, or entity itself, boosting its damage.
Temporarily Field Effect Added!
Happy Murder Party (1 turn): All attacks by entities are increased by 3000. If five or more entities died this turn, this effect is extended by one turn. Entities brought to death still get to act before dying, although only to use attacks (so no using a heal before dying or anything like that)

The Undead Thief: 20/20 [EXPANDING]
Emerald pulls out a knife, and slashes open a hole in reality, out of which steps a male garbed in a cloak and veil.
"Why am I here? Why did you bring me here?"
"Because I can grant you that which you seek. And also because I can tell you of your future, and your fate with your companion"
The figure looks skeptical, but brandishes his Dagger. "Let's get on with it"

Donovan:
HP: ???
ATK: 5000
3 charge: Rapid basic attack. Deal twice of basic attack damage to an enemy, and that enemy cannot harm you this turn.
10 charge: Deal with the Enchantress. Evolution charge.
5 charge: Caltrops. For the next 3 turns, give yourself the buff Scattered. This buff cannot be dispelled except by its own effect
Scattered: The next two attacks against you are reduced by 50%, and the attacker takes 5K damage.

Sealed to the Enchantress: 1/20
Avengers 2: Civil War: 1/20

Memory and Donovan both attack the Monster Core
Yay Happy Murder Rampage Mode Fun Time!
You summon Donovan, who I feel like wasn't supposed to be a huge tank, but because you set him up with subpar attack he has over twice the health of a normal 20 post charge.

"Now then, the Monster Core." The Daemonette mutters. Mostly she was analyzing the situation at hand, however. Even if they technically had a numerical advantage, in terms of quality the enemy were clearly superior. Not that they were incredibly good, more that a few of their own couldn't truly pull their weight. And a certain few of the enemy's elite was far and away above the Daemon's allies, although at least the deadliest would soon be gone, vanishing of its own accord.

She walked over to the pit of undulating flesh that was constantly spitting out new monsters, which was deadly if left alone. It had already proven bad enough, they needed to get the situation back under control. To start with, that involved purging this... thing. The mercenaries were also major problems, of course, but they could be dealt with later. They wouldn't get worse over time. Well, most of them.

Still, how to go about this? It wasn't exactly easy to destroy such a core. In fact, it was incredibly difficult.

Hmm, perhaps? Yes, that could work.

With a gesture, she brings over the Gunner, who walks closer on foot. A few more gestures, pointing to various spots on a crumbling building nearby, and the Hard-Boiled Heavy gets to work. Dumping a rocket there, a missile here, rigging them all up for remote detonation...

The Monster Core is, as predicted, moved to the wrong place at the wrong time (or right place at right time if you asked the Heavy) and has a building unceremoniously dropped on top of it. The fact they were fighting in an abandoned city had proven to be a major advantage, and the foul beast creation facility was crushed under the stone and steel of an empty skyscraper. A group of stuck together bombs exploded seconds later as they fell directly on top of the thing, doing a bit more damage just to prove a point. It wouldn't exactly hinder the Core, at least not for long, but it would most certainly hurt it.

Charges:
A Most Sacred Number: 19/20.
Komato Assassin 2: The Empire Strikes Back: 19/20.

+1 @I just write
+1 @The Blue Knight
20000 damage to the Monster Core!

General Action: Sniper Got Run Over By A Battleship

Of course, the pain experienced by the Sniper was far from over. Just as they were getting up from the massive railgun shell that had slammed them into the ground, the came face to face with the sight of a massive, armored prow coming straight for them. On the bridge of the Arbitrator, General Mack was calling out "Pull up! Pull up! We're too low!"

To this, the AI simply replied "There is no need to worry, I know my exact altitude, and there are no terrain features on course to impact my underside."

Back on the ground, the Sniper was literally face-to prow with the massive war machine, pitching over backwards as they got slammed by 80,000 tons of heavily armored metal. That wasn't the worst of it though; to stay in the air, the Arbitrator relied on massive arrays of thrusters mounted to the underside, staying aloft through sheer vertical thrust. This produced a massive amount of scorching exhaust underneath the vessel, and the Sniper got the full blast of such, being both burned and crushed by the immense heat and pressure.

Still, soon enough the massive battleship continued on, leaving the Sniper face up on the ground, blasted, concussed, burned, and battered.

Charges
In The Army Now (20/20)(FIRING!)
Augmented Infantry (3/20)
Teleport Spam (1/20){new!}
+1 @EternalStruggle
+1 @Enerald_Mann

In The Army Now
The Arbitrator proceeds to drop a package. As it turns out, said package rapidly unfolds into a dimensional gate leading back to the Technocracy's staging area. Within microseconds of the wormhole opening, a massive column of tanks, artillery, and mechanized infantry come roaring out onto the battlefield, locked, loaded, and ready to kill. The 312A421st Technocratic Army had just deployed into battle.

Technocratic Spearhead Forces
-This is a Horde Entity, though the exact strength and numbers of its membership have been left deliberately vague.
-Every round at the start of the EoTB, this Entity gains 20,000 HP, uncapped.
-This Entity has attack power equal to 1/8th of its current HP.
-This Entity does not participate in the EoTB, instead boosting the damage output of my attack action posts by an amount equal to its attack power.


Entity Orders
Arbitrator: Attack the Teleporter!
The Sniper is properly tenderized and roasted. 20000 damage to the Sniper.

Just, I already told you to nerf the stats on the Technocratic Spearhead Forces. If you're not going to listen to me, your entities aren't going to be fielded.
Resummon them again next round WITHOUT absurd amounts of uncapped regen.

Okay, one se--
You know what?
I'll handle the entity orders.

How do you plan on doing that?
You're a voice in my head, you don't have limbs.

I'm not the one who said I was a voice in your head.
You were.
I'm actually something different that I'm not going into.

Fine, be that way.
But until you say who or what you are, you're still a voice in my head.

Noted.
Actually, wait, could I get that in writing?
I…
Guess?


So, I write on a paper that the voice in my head shall continue to be identified as such by me under all contexts outside of having had its true nature revealed. I add two lines to the bottom, and sign one of them.

How should I sign for you?
I don't care.
Just draw a squiggly line instead of sitting here wasting time!


I then attempt to do this, but then realize that my pen has run out of ink. Then, I realize how poorly my own signature came across because it had been so low on ink while I made it.

Hang on, I have to fix this.

I impale the Forgotten Beast with the pen (which can totally impale the Forgotten Beast, btw) and sign both lines in its blood (analogue).

Then, the Heisenberg is ordered to bomb Corruption again, to try to prevent it from statusing too many AGs.

+1 @I just write and @existencesuccess
10/15 From the Ground Up
8/15 A Terrible Idea (+1 EternalStruggle, +2 The Blue Knight)
20000 damage to the Forgotten Beast

Sealed to the Enchantress: 2/20
Civil War: 3/20

+1 @I just write @EternalStruggle

Emerald slaps the Monster Parents, with explosives.
Emerald slaps the Monster Parents, but every time things blow up he slaps them again.
Emerald slaps the Monster Parents, dubstep remix.
Emerald slaps the Monster Parents-ovania (now available on SoundCloud)
BA DA DA DA, DA DA DA DA DA DA, BA DA DA DA, DA DA DA DA DA DA
18000 damage.

The Rift Drone appears.

"[SPECIAL DELIVERY FOR BR-]"

"Over here."

"[AH. I SEE WHAT YOU ARE DOING. YOU SEEM INJURED. WOULD YOU LIKE TO PURCHASE A USE OF MY HARD-LIGHT HEALING NANOBOTS.]"

"No, but thank you. I've purchased potions. This will work on anything, correct?

"[AFFIRMATIVE. THE OCCULT RECREATIONAL BEVERAGE WILL FUNCTION EVEN WHEN USED ON INORGANICS ,SUCH AS ME.]"

"Excellent."

"[SIGN HERE.]"

"...Some things are missing."

"[CORRECT, VALUED CUSTOMER. YOUR OTHER PURCHASES UNFORTUNATELY EXCEED MY CARRYING CAPACITY. THEY HAVE BEEN GIVEN THE UTMOST PRIORITY, AND WILL ARRIVE AT A LATER DATE.]"

"I think we're done here."

"[INDEED WE ARE. THANK YOU, PLEASE SHOP WITH US AGAIN. HAVE A GOOD DAY.]"

I take the Zircon I purchased, and fill it up with power from my first reservoir of Descended Energy. It begins to glow with a swirling inner light. I apply some extra magic by carving some glyphs on the bottom on the gem.

20/20 Post Charge Used, Oilstone Created.
If there are any issues, please tell me.

Oilstone
-This artifact has 10 uses.
-It can be used as part of an attack.
-When used, the Oilstone transmutes a portion of the flesh of an attacked entity into oil, covering said entity in oil, and applying Oiled to them.
-Entities that have Oiled on them take double damage from fire-related attacks.
-Oiled goes away after one round. You cannot stack Oiled onto an entity.

Calling over the Marionettes, I hand the Oilstone over to Unit 02.

I heal up Unit 01 by pouring them a cup of healing potion, as well as removing Burning. If I still have any leftover healing available, I remove burning from Unit 03.

12/12 Post Charge Used, Units Healed.

20/20 (+1 from Emerald_Mann), USED
12/12 (+1 from Emerald_Mann), USED


+2 to @redstonetam15
Oilstone summoned! And then given to Unit 02. It's up to enerald whether they merge with it or not.
You restore Unit 01 to full health and extinguish Unit 01 and 03.

I take a break from meteor interception duty to deploy the golem core: a cube. A blank white cube, with lights at the center of each face, currently glowing red.

Oh right, I didn't activate it. My bad. I send the activation signal, and suddenly those lights turn green. The Golem Core suddenly begins to draw in all of the rocks nearby on the battlefield, particularly the leftover meteors. About a minute later, it completes its initial growth phase, creating a gigantic pillar of stone underneath itself before turning blue. The whole structure appears to be surrounded by a blue sheen, almost as if it was protected by a force field.

Golem Core: 50000/50000 HP. Body: 0. Leg: 10 Segments.

Segments: The Golem Core begins with ten segments, and gathers more over time. In each round, after taking actions, the Golem Core can redistribute its segments into a new configuration. However, because this happens at the end of the turn, opponents will have the opportunity to attack the Golem and knock off segments to cripple the Golem and prevent it from using its configuration. By default, each Segment takes 5000 damage to destroy, and destroying Segments of a Body Part will reduce the effectiveness of that part. Overkill damage from the destruction of a body part will hit the Body first, then damage the Golem Core itself if its body is gone.
*Note: Entities and players can target specific sections of the Golem Core. If an attack on the Golem Core does not specify a target, the attack hits the body part a random segment occupies (so if the golem has 10 body segments and 5 leg segments, the attack has a 66% chance to hit the body and a 33% chance to hit the leg).

Body Parts: The Golem Core organizes its segments into various body parts, which is uses as part of its action. During its action, the Golem Core can activate one body part, plus an additional one for every head segment it has.
*Body: The Golem Core cannot be attacked until all body segments are removed, and for every Body Segment the golem core has, it takes 250 additional damage to destroy a Segment of the Golem (up to a maximum of double health for each segment). The Golem Core can only create one Body, and always has a Body even if it has 0 segments in it.
*Legs: The Golem Core can use a Leg part to gain additional Segments for its next Configuration, according to a triangular pattern (1 leg segment = +1 segment, 3 leg segments = +2 segments, 6 leg segments = +3 segments, 10 leg segments = +4 segments, etc.).
*Arms: The Golem Core can attack using an arm, dealing 2500 damage, +2500 for every segment in the arm. This attack has a 25% base miss chance.
*Head: The head has a 50% dodge chance. Every head segment allows the Golem Core to use an additional body part during its action. In addition, the Golem Core gains 1 Intelligence point for every head segment, which can then be spent on upgrades.
--Note: Upgrades are TBD.

As my action, I run a slight modification to the Golem Core, giving it the Absorb Earth passive:
*Absorb Earth: If hit by an earth or rock-type attack (such as say, a meteor hitting it) that does less than 20000 damage, the attack does no damage and the Golem Core instead gains an additional section.

Scan: The Heavy.

Entity Orders: Zarya puts a barrier on the Heavy Gunner, and then engages the Demoman.

Bonus Action: You remember that Electrostaff, that I spent 10 charge on and then it got lost in some sort of balance issue? Yeah, I make everyone remember it exists again, and then give it to the highest-numbered UNIT currently on the field.

20/20 Golem Core
16/20 Sonic Amplifier (+1 I just write) (yes, I derped my charging. The number should still be accurate, I just forgot to change the number for last post from 12 to 14).
+1 @I just write
+1 @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).
My Entities:
Zarya: 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.
AG Forces:
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: A large group of meatwalls. Kill the medic first, find the spy and kill him too.
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 summon up the Golem Core!
You fail to grant that passive to the Golem Core. Gotta put some effort in if you want a passive that strong m8.

Heavy: This heavy set man from the far north of eastern Europe has a thing for his minigun. Nothing special here, just a lot of health and decent attack.
Zarya shields the heavy gunner.

Electrostaff sort of summoned, and handed to Unit 03. If I recall correctly the issue was over it having way too much capacity to stun folks. If you want it to have an actual effect aside from being something to power up the marionettes, just come up with something, and I'll rebalance as necessary.

[AG]
Charge Bank: 10
(+1 from EternalStruggle)
6/20 A handful of good bears
2/20 Energy Device

+2 @DCCCV

[A]
20 charge artifact
A great lance made of a shining silver metal, becomes enveloped in magical flames at the owner's will.

Durability- 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.

(Read through this again to remove the disadvantage that the artifact was destroyed on death, turns out though I didn't actually specifically state it in the description of the ability so it was my screw up piono sorry. Not that I really mind I had originally thought to add that as a balancing disadvantage on the Marionettes so not having it is a buff in my mind.)

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 three Marionettes
[AG- DCCCV]
It's gem is lavender in color.

Has not yet merged

Adjusted Health- 19,000/40,000 (Source(s): )
Adjusted Attack power- 0 (Source(s): )
Is currently burning. (1 round)
[AG-Enerald_Mann]
Is made of redwood and has a ruby like gem.

Has not yet merged

Adjusted Health- 31,000/40,500 (Source(s): +500 from Piono's mistake)
Adjusted Attack power- 0 (Source(s): )
[AG- redstonetam15]
Is made of black walnut wood and has an onyx like gem.

Has not yet merged

Adjusted Health- 30,000/40,000 (Source(s): )
Adjusted Attack power- 0 (Source(s): )
Is currently burning. (1 round)
[AG- controlled by The Blue Knight]
5 charge entity
A clockwork bird resembling a standard sized finch.

Health- 35,000/40,000
Attack power- 0
Is currently burning. (1 round)
[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.
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.[/SPOILER]
]

As JOEbob moves to pick up Lúin he is surprised when it is suddenly kicked away from Unit 00's body by a streak of blue.

"It's time I get a little payback for our first encounter Descended of Cyan! If you desire this artifact than swiftly get past me and take it. @redstonetam15 or anyone who can hear me, could recover Lúin while I delay JOEbob?"

With those words the Blue Knight enters a defensive stance to prevent JOEbob from easily taking the artifact.

This action is a counter to JOEbob picking up Lúin, because this is a counter I would imagine I can not preform the action of picking up the weapon myself as per counter rules therefore someone else will have to. I was not actually sure if I could counter an item pickup but reading through the counter rules and considering that artifact pickup is just a free action it would seem unreasonable to me if it was completely uncounterable so I'm going to try to do it because I would hate for my artifact to just become Godmodder charge without it even being properly used once. Of course what happens is ultimately up to you Piono.
Nah, you're cool buddy.

You kick Luin out of Joe's reach...

16/20
2/15

Nice! Got the Monster House! And now, for the heavy! I grab the Heavy, and force him into his worst nightmare: A dainty tapping pressure plate room! Only light people can pass! And Heavy... isn't light. When he fails, he is obliterated by an infinite tide of light but numerous feathers.
Oh no! Not its too dainty!
9000 damage to the Heavy.

[AG]
Charge Bank: 10
7/20 A handful of good bears
3/20 Energy Device

+2 @redstonetam15

[A]
20 charge artifact
A great lance made of a shining silver metal, becomes enveloped in magical flames at the owner's will.

Durability- 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.

(Read through this again to remove the disadvantage that the artifact was destroyed on death, turns out though I didn't actually specifically state it in the description of the ability so it was my screw up piono sorry. Not that I really mind I had originally thought to add that as a balancing disadvantage on the Marionettes so not having it is a buff in my mind.)

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 three Marionettes
[AG- DCCCV]
It's gem is lavender in color.

Has not yet merged

Adjusted Health- 19,000/40,000 (Source(s): )
Adjusted Attack power- 0 (Source(s): )
Is currently burning. (1 round)
[AG-Enerald_Mann]
Is made of redwood and has a ruby like gem.

Has not yet merged

Adjusted Health- 31,000/40,500 (Source(s): +500 from Piono's mistake)
Adjusted Attack power- 0 (Source(s): )
[AG- redstonetam15]
Is made of black walnut wood and has an onyx like gem.

Has not yet merged

Adjusted Health- 30,000/40,000 (Source(s): )
Adjusted Attack power- 0 (Source(s): )
Is currently burning. (1 round)
[AG- controlled by The Blue Knight]
5 charge entity
A clockwork bird resembling a standard sized finch.

Health- 35,000/40,000
Attack power- 0
Is currently burning. (1 round)
[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 takes advantage of JOEbob's inaction and grabs Lúin whilst retreating to safety.

(If my last action was not allowed BK removes burning from as many AG targets as he ca
[Orders]
Bouvreuil- Investigates the large building or library you mentioned near the battlefield.
...and pick it up.
You also remove the burning status effect from Bouvreuil and the Heavy Gunner.


#GuardsGuards​

The monster core spits out 1000 more monsters as it always does, and the unknown monsters slam into the Arbitrator, wiping out the shields and dealing 5000 damage to the Arbitrator itself. The Monster Parents are slow and sluggish, but they get to the Arbitrator and smash into it with their great might, dealing 35500 damage to it, before Go To Sleep procs and they go to sleep, leaving the battlefield This counts as a death for happy murder party. Corruption casts stun on the Beacon of Protection for 1 round. This is utterly useless as the Beacon of Protection has no activate abilities. The Teleporter remains silent.

The Heavy decides to take on the person who's trying to steal his name and opens fire on the heavy gunner, dealing a minicritted 27000 damage to Zarya's shield. The Scout runs up to Unit 01 and wabs on it, dealing 13K damage. The pyro chips in on attacking Unit 02, dealing 13000 damage and inflicting burning for 2 rounds. Again. The medic keeps plugging away at keeping the Heavy alive and ubercharged, restoring 10000 more health. The soldier launches a barrage of rockets right at Unit 01, dropping their health by 23000.

The Demoman points his gun high up in the air, and fires away, soon there's a bunch of sticky bombs stuck onto the side of the Heisenberg's gas bag. The Engineer bangs away, making a sentry, which takes its little miniature guns and blows Unit 01 to pieces. The Sniper is busy lining up his sights and doesn't take an action, and the slime beast, having been unordered, heals the sniper up for 25000 health. the Heisenberg takes 10000 damage.

The Winds of anarchy screams through towards the Heavy Gunner... and then splits around and through Zarya's barrier, completely bypassing it and dealing a solid 33000 damage to the Heavy Gunner without any sort of interference. The Portal to the Plane of Train, damaged and almost ruined as it is, keeps chugging along, and spits out another carriage: the Production Car. The Train goes screaming down its tracks and careens right into Unit 03, smashing it to little wooden splinters. The Railfun Car lifts its cannon and swerves aroud, blowing the heavy gunner's missiles out of the sky with its railfuns. I mean railguns. Now it's time to set people on fire! SWAT Commander, Arbitrator, Winds of Anarchy, Pyro (whoa the irony), Corruption, Soldier, Bouvreuil, thou hast been choosened! you're all burning for 2 rounds! Except Corruption, who is now burning for 3! The Production Car quickly assembles a new car, and sets it rolling down the tracks behind it. Artificier's car summoned! The Artificier's Car creates a giant bomb. I wonder what that could be for.

The Daemonette restores 22000 health to the heavy gunner. Memory reaches out and smacks the monster core for 18000 damage, and the heavy gunner has to completely reset his supply of rockets thanks to the railfun carriage. The heisenberg drops its bombs and deals 23000 damage to Corruption. Bouvreuil, still on fire, leaves the battlefield and initiates themselves a sidequest. You fly into the library, it is mostly ruined and the bookshelves are in a great state of disrepair. There are a number of books lying on the ground, miraculously preserved by... something, you have no clue what as you haven't begun investigating, but the covers are worn and faded.

Unit 02 is twitching and doing the marionette equivalent of heavy breathing. Having both of its siblings die on such short notice has hit them very hard indeed. The Skysmasher drones heal up the Daemonette to full health, and then dole out their damage on the monster core for 31000 damage. The SWAT team attack the medic, altogether having their attack boosted by the field effect THREE TIMES, dealing 17000 damage. Zarya goes after the demoman, a short fight that ends with the demoman taking 13000 damage.

The Arbitrator opens fire on the teleporter, reducing it to slag almost immediately. Well that's unfortunate. The Beacon of Protection continues to zap meteors, completely ignoring the stun effect on it. Donovan stabs the Monster Core, dealing 5000 damage, and the Golem Core picks up 5 pieces, adding them to its body.

The Godmodder looks up at the Happy Murder Party field effect, and shrugs. 4 deaths. Looks like it's time to extend the time on it a bit further. He pulls out the Runic Battleaxe and spins it around a couple of times, before muttering out under his breath, and many runes begin pouring from his mouth, spilling outwards. He lifts up off the ground in a vortex of glowing symbols, and opens his eyes, which glow. Then he launches forwards, carving straight through Memory, who looks confused for a few seconds, before poofing into dust and blowing away in the wind, He leaps upwards off the ground, and with a quick smash, shatters the Heavy Gunner into pieces, a piece of which flies up into the sky and punctures the heisenberg's gas bag, sending it spiraling down to the ground below in a ball of fire. By this point the Godmodder is screaming down towards the battlefield again and slams into the SWAT commander, the shockwave of which rattles off and obliterates the already barely-held-together Unit 02. The Godmodder stands back up, holding the now-broken runic battleaxe, and cracks his knuckles BUT I'M SORRY FOLKS TIME'S UP. It seems the Godmodder will have to TPK the AGs without warning on a different occasion.

Thanks to the sudden massacre of the AG forces by the Godmodder, the PGs have just barely gained advantage. 5% distance lost, and you are pushed back towards the outskirts of the city.

Everything ticks up/down, autocrafter succeeds. The Slime beast gets annihilated by a meteor.

Itinerary:
Destroy the Godmodder!
Regain the entity advantage!


Distance: 85%

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. 2 rounds left
Field Effect: Happy Murder Party: All attacks by entities are increased by 3000. If five or more entities died this turn, this effect is extended by one turn. Entities brought to death still get to act before dying, although only to use attacks. 1 round left

The Godmodder [PG]: Hp: 91/100. Fluorite Duet [A] Aetheric Particle Collider [A]
Unknown Monsters x16000 [PG - JOEbob]: Hp: 5/5
Monster Core [PG - JOEbob]: Hp: 13,000/150,000. Monstrous 2/3.
Corruption [PG - MrMirrorMan]: Hp: 21,000/100,000. Poisoned Homeland: 6/9. burning: 2 rounds.
Heavy [PG]: Hp: 123,500/100,000. Ubercharged
Scout [PG]: Hp: 40,000/50,000
Pyro [PG]: Hp: 65,000/75,000
Medic [PG]: Hp: 20,000/60,000
Soldier [PG]: Hp: 65,000/90,000. burning 1 round
Demoman [PG]: Hp: 62,000/75,000.
Engineer [PG]: Hp: 45,000/50,000
Level 1 Sentry [PG]: Hp: 10,000/50,000
Sniper [PG]: Hp: 37,000/50,000. Boom Headshot: 2/2.
Winds of Anarchy [H]: Hp: 285,000/300,000. Every Man For Himself: 4/4. burning 1 round
Portal To The Plane of Train [H]: Hp: 26,000/150,000.
Train of Thought [H]: Connections: C-D-E-F-G-H-I-J-K Carriage C: 23,000/30,000. Carriage D: 30,000/30,000. Carriage E: 30,000/30,000. Carriage F: 15,000/15,000. Carriage G: 15,000/15,000. Carriage H: 15,000/15,000. Carriage I: 15,000/15,000. Carriage J: 15,000/15,000. Carriage K: 35,000/35,000
Steam Trainees x3 [H]: Hp: 7,500/7,500
TOG [N - Player]: Hp: 20/20. 1 AC. Predator Armor [A] 4/5 uses.
Electrostaff [A] durability: 10/10.
Giant Bomb [A]
Oilstone [A] durability: 10/10.
Daemonette [AG - eternalstruggle]: Hp: 66,000/66,000. 25% dodge. Plot Armor.
Missiles: Red x2: Hp: 10,000/10,000. Blue x1: Hp: 5,000/5,000
Skysmasher Drones x7 [AG - eternalstruggle]: Hp: 20,000/20,000.
SWAT Unit x10 [AG - redstonetam]: Hp: 1,000/1,000.
SWAT Shield Unit x10 [AG - redstonetam]: Hp: 1,000/1,000.
Zarya [AG - crusher48]: Hp: 80,000/80,000. 27,000 Charge. Graviton Surge: 2/7.
Arbitrator [AG - I Just Write]: Hp: 34,500/80,000. Shields: 0,000/30,000. burning 1 round
Beacon of Protection [AG - The Blue Knight]: Hp: 150,000/150,000.
Donovan [AG - enerald_,mann]: Hp: 225,000/225,000
Golem Core [AG - Crusher48]: Hp: 50,000/50,000. Body: 5 segments. Leg: 10 segments.
Crusher48 [AG - Player]: Hp: 20/20. Auto-crafter [A] Durability: 7/20. Juggernaut armor [A] 6/8 HP. 4/4 Shields
The Blue Knight [AG - Player]: Hp: 20/20. Lúin [A] Durability: 10/10

The Fortress (sidequest):
Forgotten Beast [H]: Hp: 65,000/100,000. Death Dust: 2/3.
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]

The Library (sidequest):
Bouvreuil [AG - The Blue Knight]: Hp: 35,000/40,000. burning 2 rounds

Dragon Core: owner: eternalstruggle. 2 uses left.
Stoneskin Hide: owner: DCCCV. 1/6

[AG]
Hezetor. 3 posts
Gutza1. 3 posts
Chimera: 3 posts
Eternal Struggle:
DCCCV:
I just write: 5 round cooldown
redstonetam15
Twinbuilder: 3 posts
Enerald_Mann
Randomname: 3 posts
CrownlessKing: 1 post
ArcticArchiver: 3 posts
helldivercommand: 3 posts
variant:
KuraHyena: 2 posts
Moniker
Tam Lin: 3 posts
rougesteelprojec: 3 posts
crusher48:
lytea: 1 post
The Blue Knight
Jaquecrissont

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

[PG]
JOEbob: 6 HP. 1 round cooldown
MrMirrorMan
Talist
 
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[AG]
Charge Bank: 10

8/20 A handful of good bears
4/20 Energy Device

+2 @DCCCV

[A]
20 charge artifact
A great lance made of a shining silver metal, becomes enveloped in magical flames at the owner's will.

(Piano has a different durability display for Lúin in the latest update, I can't tell if he decided to buff it by increasing it's # of uses, simplify the durability number or just made a mistake therefore I'm maintaining the current description until he clarifies.)

Durability- 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.)
[AG- controlled by The Blue Knight]
5 charge entity
A clockwork bird resembling a standard sized finch.

Health- 35,000/40,000
Attack power- 0
Is currently burning. (2 round)
Is in The Library side quest.
[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.

(This post was originally a placeholder and my action was edited in after several other individuals had already posted their actions, due to this depending on the results of my actions the actions taken by other players might be effected. The individuals who's actions are affected by this post have the right to edit their actions if they wish to better reflect or respond to the action taken in this post. I have identified @JOEbob, @MrMirrorMan, and @DCCCV as the individuals most likely to be effected by my action.)

The Blue Knight picks up the Oilstone and calls out to the Descended who made it. (@DCCCV) "I believe this is yours friend." With that he tosses the stone at high speed to his fellow Descended, the stone is thrown not so fast as to prevent DCCCV from catching it but fast enough to make it difficult for just anyone to intercept it. "Me and William are going to examine a site of interest Bouvreuil found, we will return shortly, farewell friend."

With that done William packs up the Knight's cart and the two set off toward the library.

[Orders]
Bouvreuil- Flies around inside the library careful not to let anything inside catch fire due to his current status. Bouvreuil is trying to get a better idea of the layout of the Library. (By the way @pionoplayer would the nearly daily side quest updates allow Bouvreuil to act twice as long as he is in the side quest or is it still only once per normal turn.)

(If I'm allowed an action once I enter the Library, BK throws a bucket of water on Bouvreuil curing the burning status.)
 
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7/20 narrrrrrrnia.
4/20 perrrrrrrceptual form
+2 mirror
PEBBLETOPIA DOPPE!
All damage methods have had their potency doubled to accelerate pebbletopia, as dopping twice a week is much slower and I don't like it being so slow.
" 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."
"pft. you think they want to leave here?"
"the burning fire in their eyes and scream of rage must not have been clear enough."
"they want the Arbitrator to Die for killing the bed."
"or its pilot to die i suppose."
"empowering them shortens their suffering, as they, I suspect, will suffer until they learn that they have been avenged."

the daemonette is unable to react, possibly partly from shock, but mostly from having already used both actions. JOE sighs, and tendrils of code burst from the shards of the USB drive. the first, composed largely of GoTo's, clears the surrounding area, and the remaining two form a rift. they bend, and the rift becomes a portal, before stabilizing, and out floats an update terminal.
not this worlds update terminal, mind you, nor one with much power here.
the only thing I'll need it for is to record the code within. More specifically, the code for the HACK status effect.
It floats over in a cyan grip, a goop enveloping the keyboard to press the keys quicker then any human possibly could, and quickly about 83 files, folders, subfolders, and directors are searched, before I find the right one: HACK.cmd .
I proceed to stick a hand through this alternate update terminal's screen, breaking it but also letting me grab the physical incarnation of the HACK effect, before telling the monster parents "you want the Arbitrator dead right?"
when they nod, I say "alright, well this will let you stay until that happens.", before fusing the HACK with their skin, applying hack and preventing go back to sleep from ticking up.

well, thats what my post woooould have been.
if the school internet didn't give out at 11:00 and stay off till 1:40.
as it stands, i missed last round. hooray.

The monsters didn't work out very well, sadly, but eh. not everything can work the way I want it to.
I hope Narrrrrrrnia does though.
unknown monsters attack the arbitrator. its shields are at 0, so this very nearly kills it.
monster core makes more monsters, if it survives.
I look at the 3 artifacts on the floor and grab them. first, I grab the oilstone...
and give it to the godmodder.
then, I grab the electrostaff...
and give it to the godmodder.
then, I grab the giant bomb...
and toss it at the arbitrator.
Boooosh.
 
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Civil War: 4/20
Sealed to the Enchantress: 3/20
+2 @DCCCV

Emerald sighs at the death of Memory, but then gets over it quickly. It's it like he knew Memory very well, Memory just owed him a favor. Then he punches the Medic in the face.
 
[N]

1/20. Expectation.
1/3. Unexpectation.

I join as Media. Picture a figure befitting of the name 'Media'. This is who you see. To ensure that you read this before anything else, I have placed it foremost in my post, and will contain the rest in a spoiler.

I will now reveal that regardless of what you percieve Media as, she is, in fact, a female. This may be unusual if you expected 'her' to be a 'him', by the name alone. But perhaps you did not expect a female figure, or even a humanoid figure. Perhaps you are picturing a mass of pixels that rapidly switch between various images of 'media'- video games, movies, books and whatnot. Pehaps you did expect a female Media after all. Perhaps you would compare her to the Medea of Greek mythology, due to the extraordinarily similar names. Don't be confused, though, I'm not telling you what you see, that's up to your subconcious.

Perhaps, your perception of Media has been twisted from what it was originally- but that's fine. She likes it that way.

Now that you are familiarised with Media, and that necessary introductions have been made, I can continue.

'All roads lead to Rome,' as they say. "Who is 'they'?, you might ask? Everyone, of course. Everyone says 'All roads lead to Rome.' If everyone is saying it, it can't possibly be false, and expecting anything to the contrary would be unreasonable. With this in mind, Media bought the name 'Rome' through means that will remain vague and undefined. Without any further ado, she chooses to attribute 'Rome' to the immediate area around the Portal of the Plane of Train.

And that's it! That's all she would need to do. The Portal to the Plane of Train would find itself healed, through means I will now explain.

The Plane of Train is, of course, a plane (as in a dimension, not an aircraft) occupied entirely by the carriages of trains. By attacking the Portal to the Plane of Train, connections between these carriages are damaged, thus reducing the structural stability of the portal. The only way to fix such connections would be to introduce a carriage specially designed for the job. Given the size of the universe and/or multiverse, there's bound to be one somewhere out there. The fact that a random collection of molecules may be arranged into such a carriage means that it is possible for one to simply exist without intervention. Infinite improbability (due to the size of the universe) therefore makes it certain that such a carriage exists. And, due to the same logic, there is therefore such a carriage in any describable environment. What relation does this have to my earlier statements regarding Rome?

Well, allow me to present a series of statements and expectations from roads, Rome, and carriages:
'All roads lead to Rome.'
Cars drive on roads.
Carriages may also be described as 'cars'.
Therefore, carriages drive on roads. It is only logical.
In the universe, there is at least one specially designed carriage on a road. All roads lead to Rome.
At that, the carriage is lead to Rome, where the Portal to the Plane of Train sits. The carriage enters the portal, and begins repairing it from the inside. Perhaps it is also summoned as a carriage for the train. Perhaps it may be summoned the later this turn, by the Portal itself. Perhaps the Portal has health regeneration, for however long it lasts. Perhaps, and this is what I expect to happen, this action will simply be a heal for the Portal to the Plane of Train.
 
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"If you are reading this, then I have failed horribly."
-Vacuous Archive, Foreword

If possible, I pick up the Oilstone. If not, ah well. There are other, cooler transmuting gemstones I can make and use later on. Just you wait until I get to the one that turns Oxygen into Type O blood.
I take a look at the Heavy and Medic, and recall my training for this type of situation.

What do you think I'm going to do?
If the Medic has been downed, I turn my Gauss gun onto Corruption next.

+2 @variant

5/20 Research (+4 from The Blue Knight)
3/10 Development (+2 from Enerald_Mann)
 
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3/?? Something Missing: illogic

3/?? big scary car accident involving waaaaaaaaaaaaaaaaaay too many uncooked beans

+2 @JOEbob


I get my post in this time! YYYYYYYYEAH!
I should probably get around to fixing this whole problem with all these wasted posts...
suppose its a time thing


I use my post to bludgeon the Heavy to death.
(pleasegetthepun)
 
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[PG]

20/20 +1 from JOE IN USE: DISCARDED
20/20 +1 from JOE IN USE: DECORUM

"Well, seeing as how I haven't made a charge attack in some time, I think it's time I did an attack, and what better opportunity at this time than with a 40 point charge. . . well 2 20 point charges, but I'm using them on the same thing, so not much difference, right? Well, I best get to work." And with those words, I smash the clock that is my face. . . some remember that I did that when I tried to freeze time once before. . . through the crack, you see a void of static, there is only static, static and static but a different color, standing still for up to a minute, until I vanish, before reappearing with my fist appearing in the Arbitrator's face, before throwing them up into the air and throwing many metal needles into their everything, before grabbing them by the legs and smashing them into the Golem Core, breaking many parts of it, before picking them both up and crushing them into a ball of barbwire and sharp metal scrap, slamming it into Zarya, making it drag her around the battlefield. At this time, I grab a bomb, throw it upon the rolling metal ball of death, making it explode, sending glass shrapnel at the Missiles Skysmasher Drones and SWAT team members. I then appear behind Donovan, crush him into a ball, and appear a golf club, smashing the ball into the Beacon of Protection's beacon. I then drag all of the entities I attacked this turn minus the Beacon and the Daemonette, since I didn't attack the latter, before surrounding them all with glass needles surround them all, stabbing into all of them. I then appear before the Daemonette, raise my hand. . . and gently boop her on the nose. . . the entities that are alive just stare at me for a minute, and so I respond "What, did you expect me to end this with something violent and horrifying? Welp, sorry to disappoint, but you get something random to end this instead." Before walking back the the PG side of the field.

Corruption uses Weakness Roulette on the Blue Knight.

Corruption 21,000/100,000 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.
7/9 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.

1/20
1/20
+1 JOE +1 Talist
 
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15/20 narrrrrrrnia.+2 tog +2 tog +1 mirror +1 mirror +1 talist
5/20 perrrrrrrceptual form
+2 *talist
pebbletopia dop! the weekend is a good time for these. I'd be able to do them on a school day, but there aren't any good blocks of time where I can just do it for a hour or two, and 4 15-minute time blocks are worse then one 1hour time block, by far.
I, by the power of the 1000th post... hm, what to do...
Well, unless something 1.1 or more times awesomer comes to me, I create a giant Fwee thing from birthday partys. who knows what it'll do, but it certainly involves celebrating!
ooh, idea. not sure its a good one, but I'm putting it out here in case piono thinks it is(... though it probably isn't); the pebbletopia battlefield somehow connecting to this one, like, say, troops from one being able to go to the other... or just whatever wacky effect a connection would have... maybe multiple GM's updating or something? who knows, pebbletopia is a weird case for a sidequest, being run entirely by a player.
 
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