Gift Idea
I think the present contains a bomb which will insta-kill whoever has the misfortune of opening it.
General Action: Gatecrasher
With the Train's ability to produce its own cars temporarily destroyed, the Technocracy's next priority was to finish the job on the portal to the plane of train. This time, however, they were being a bit more ambitious. Mack's second in command informed the general "The portal seems quiescent for now. We could probably transfer through and cause some quite severe havoc on the other side."
The General nods inside the sapient IFV acting as his current command center, before saying "Affirmative. All forces, make for that portal and prepare for dimensional transition!"
With that, the massive column of tanks, artillery, and cyborg infantry trundled forwards, blasting their way into the Plane of Train with extreme prejudice. On the other side, a war of its own right quickly started, the Technocratic forces managing to take and hold a circular region a quarter-mile across on the other side of the portal, blasting away at it all the while. Soon, the portal started to destabilize, just as Technocratic reinforcements began to arrive on the Plane of Train.
General Mack and his forces rapidly made their way back through the portal, leaving behind another army in its own right, currently in the process of thoroughly wrecking the Plane of Train with the intent of annexing it into the Technocracy.
As General Mack's main force returns to the battlefield, another massive surge of troops makes its appearance. Though still quite thoroughly armed to the teeth, these troops have slightly less overall firepower available to them. Instead, they carry medical and repair supplies, allowing them to assist their allies in recovering from losses quickly and effectively. Technocratic Relief 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, capped at twice initial strength.
-This Entity has attack power equal to 1/5th of its current HP, and can opt to heal an ally by the same amount.
Entity Orders
Technocratic Relief Forces: Attack the Train of Thought! If possible, attack the carriage that heals the portal.
A gift from the public?
In celebration of a major milestone? That's what I heard, anyway.
Apparently, you can suggest putting anything you want in there.
So, should I just put you down for some enriched uranium? Actually…
This may sound odd coming from me, but…
Maybe you can put me down for something nice?
Like a cake or something? Wait.
Seriously? Yeah!
This is for a celebration!
It shouldn't be violent, and it especially shouldn't be nuclear.
That wouldn't be very celebratory, would it? Well, I guess not.
Though, I doubt that a cake would be very interesting.
How about a pinata? That could be fun!
Sure, go ahead and send that one in!
And so, my suggestion was put toward a pinata.
As for the Forgotten Beast, as it charges toward me, I start laying landmines behind me as I go, hoping that as the Forgotten Beast rushes forward it might trigger them.
+1 @I just write and @DC3V
12/15 From the Ground Up
14/15 A Terrible Idea
Time to get the Godmodder out of the way before he summons another minion. I quickly assemble a Banishment Grenade, then teleport it right underneath the Godmodder and immediately detonate it. The Godmodder suddenly finds himself in a sealed pocket dimension. Naturally, he's going to find his way out of there really fast, and then he's going to explode. Yeah, in his rush to get back to the battle RIGHT NOW, he should overlook the fact that the grenade also planted a charge on the Godmodder, and when he rushes back to the battlefield dimension without disarming that charge, he'll blow up. Of course, disarming that charge will require enough time that it should keep him busy for at least a little while.
As an unrelated side note, I drop a Dimensional Anchor on myself, negating any plane shifts or unwanted teleportation/banishment for the next 5 minutes.
Suggestion: the box contains an Orbital Anhillator that wipes out everything in orbit of the planet it is opened on (yes, that means you, orbital defenses).
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.
Lucio: A support character with agility and healing boosts.
Golem Core: An advanced golem generating system. Powerful potential if left unopposed or well protected. 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.
True-Sight Module: Counters hostile stealth and illusions through a variety of methods, helping to discover hidden enemies or hidden enemy abilities. Buffs power of Scan actions.
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.
The present should have a smaller version of itself inside it, making a fractal pattern of infinite presents.
Epsilon: 19/20
Zeta: 19/20
+1 to MrMirrorMan, +1 to Joebob
Once the sounds of footsteps fade away, Thina peeks her head up over the disabled drone and quietly powers it back up. Then she slowly moves forward and glances around the area. First, is the door to the armory still open, or has it closed with the return of the power? Second, what does the hallway look like? I know there are a bunch of stuck doors, the armory door, and then a hallway. But what does the hallway actually seem to lead to? Finally, could I/Thina tell which direction the sound came from?
[PG] Personnel Defense Drone
120,000 / 120,000 HP.
Regenerates 3,000 HP per turn.
Deals 10,000 damage with normal attacks.
Active Ability - Shields UP - Bodyguards something else and grants 30% damage resistance for a turn. Cannot be used twice in a row.
19/20 narrrrrrrnia. +1 talist
7/20 perrrrrrrceptual form
+1 mirror +1 talis
I suggest to the present that pebbletopia and the main battlefield link in a way that allows me to GM anything that goes to the pebbletopia field, and allows things to go to the pebbletopia battlefield.
alternatively, if thats too similar, I suggest to the present the randomized swapping of entitys in pebbletopia with entitys in the main field.
The train of thought is speeding along innocently! Why? Because it thinks it's invincible! It has SO MANY cars! And they're all SO happy! Or at least... THAT'S WHAT THE TRAIN OF THOUGHT THINKS!
Well, NO LONGER! Suddenly, a giant laser begins tearing through the landscape! It rips apart trees! Blasts right through mountains! This laser is an incredible laser that can pierce through anything, and can take out of a lot of enemies, just so long as they're in a straight line! And guess what type of enemy is consistently in a straight line? That's right. The TRAIN OF THOUGHT.
But the train has no time to ponder this. Because, starting from the back, the laser begins to burn through them! Car after car! One by one! They're all absorbed by the blinding light! By the time the laser finishes, it's pierced and destroyed so many cars, the Train of Thought is a mere husk of what it once was.
(This attack destroys as many Train of Thought cars as it can, starting from the "earlier" letters of the train)
[A- Wielded by the Blue Knight]
20 charge artifact
A great lance made of a shining silver metal, becomes enveloped in magical flames at the owner's will.
(Piano has had a different durability display for Lúin in the last two updates, 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 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.
(Ability has been edited to better depict it's actual effect)
Health- 88,000/150,000
Attack power- 0
Is burning (1 round)
5% reduction on ability effect (presumably the side effect as well)
[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 by 30% (reduced to 25%) but also protects other forces on the battlefield reducing their chance of being hit by 20% (reduced to 15%)
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.
(I really, really overestimated the value of the meteor defense ability when I was balancing this didn't I? Judging from the creation of the new meteor storm as well as players having the ability to deflect meteors Piono doesn't actually consider effects on the meteors terribly important making this poor guy pretty underpowered.)
(No Side quest update this turn so I don't really know what my actions last post did, also I'm going to assume Bouvreuil won't be able to act because of that so no orders for him this post. I guess I'll just do an action that doesn't hinge on the side quest.)
The Knight takes some time to repair the damage on Bouvreuil while mentally submitting a proposal to the present.
[Present Proposal]
Name: Plik
Neutral Entity (Independent)
A character from a fairy tale in the Blue Knight's home universe. A mischievous and childish fairy.
(Stats/specifics up to Piono, intended to have no attack though)
Ability
Can give positive or negative status effects of his choosing to as many entities as he wants each turn. Mostly uses this ability for juvenile pranks but if he (Piono's will) comes to like someone he might actually help them for a little while...
17/20 narrrrrrrnia. +1 mirror
6/20 perrrrrrrceptual form
+1 mirror +1 talist
I toss the sword-chucks 2 and electrostaff at the godmodder so he can catch them, before giving the birthday present the idea: Link pebbletopia battlefield with this one.
You fail to learn your lesson from last time and drop all of the artifacts when you try to pick them up all at once.
Battlefield link suggested to the present!
I suggest that the Present Box contains absolutely nothing, because all random chance items need to have the chance of doing absolutly nothing. I also pick up any remaining artifacts on the ground and present them to the Godmodder. I also suggest to the Godmodder that the update terminal is what's allowing people to summon their troops in despite the shield you have in place.
4/20 +1 from JOE
4/20 +1 from Talist
+1 JOE +1 Talist
The Daemonette sighs, somewhat unhappy with the state of the field. There just wasn't enough firepower on their side of the field, thanks to the party that one of their own had started allowing the foe to keep fighting beyond death. Still, it had done the same for them, so that was something. And she had somehow lived through it all, of course, flitting through the shadows, somehow ignored by the enemy. A fact that was extraordinarily appreciated. After all, she still had much to do here.
First of all, that train was beginning to get out of control. She turned towards it, and prepared to attack with... what, exactly? For once, she had no allies. The Komato drones had gone utterly haywire thanks to their status as doomed, attacking along with the other members of the battle line and nothing else. She had a knife, of course, but that wasn't exactly capable of dealing with an entire train car.
Frustrated, she cursed out loud in High Gothic, although naturally not any kind of blessing or damning in the name of the God-Emperor, that would be bad for her health. Her mind began to drift, but she swiftly clamped down on that. Getting distracted and caught up in her own issues was the last thing needed.
She looked around when she saw what she needed. The missile launcher of the now absent Heavy Gunner! She dashed over to it and picked it up, before walking into sight of the Train of Thought and getting into a kneeling position. The device only had one shot left, making it effectively a disposable rocket launcher, and it would be difficult to trigger. She braced it against her shoulder, right arm wrapped around the heavy box, and with her claw sprayed some confusion dust over it, tricking the thing into firing a full load of three missiles, the last it would ever fire. The explosives screamed towards the Train and impacted rapidly, fired on the ground level and actually fairly close to the train. One of the carriages exploded, the target of all the missiles, and one of the most dangerous ones. The Production Carriage was no more.
Charges:
War Wars Episode 3: Revenge of the Krork: 2/20.
Furious Strike: 3/20.
Entity Orders:
Don't know what DOOM does but I assume it's instant death, so uh.
Skysmashers do stuff if they're still alive.
Daemonette heals Zarya if alive, otherwise Donovan, I guess.
Production Carriage obliterated! This neatly splits the train of thought in two.
DOOM isn't quite instant death, you have until the debuff expires naturally to cure the effect. If it expires naturally, then the entity dies, but if its cured beforehand you're safe. Guess that's not happening though.
Okay, the Train of Thought survived being derailed, and it almost completely recovered from my attack already. The engine was supposed to go off on the portal, but apparently I screwed that up.
Now, with the Train's evolution, I won't be able to take it out without heavy backup. And what better way to summon heavy backup than to make the Train a huge target.
It is a scientific fact that very loud noises are really annoying. It is also a fact (though probably not a scientific one) that taunting to draw enemy attention is also a thing. Thus, I create several Annoyance Cartridges, and fire them both into the portal and into each carriage of the train.
Extremely loud and persistent train horns can now be heard constantly, annoying everyone on the field and giving them a strong reason to attack the portal. Part of that is a subliminal/memetic taunting effect, causing anyone who hears it to want to kill it.
Effect: All entities on the field (both AG, Hostile, and PG) now want a piece of the Portal to the Plane of Train. Any entity that does not have specific orders otherwise will redirect its attack to either Rome or the Train of Thought.
If that fails, I reload my gun, find the carriage that hates me, and tip it over with Knockback Shots. Once its underside is exposed, I then load in AM Breacher Rounds and proceed to shoot the carriage in the tracks until all of its enchantments are dispelled and it becomes a random tipped-over train carriage.
Also, I use a built-in recall feature on the electrostaff to teleport it to me, then stash it in my pocket dimension base for safekeeping.
Zarya's Orders: Zarya immediately bubbles herself. She then fires on the Portal, or the Train's carriages (focusing on the construction and buffing carriages first) if the Portal is down.
Lucio's Orders: Lucio switches to healing aura, healing Zarya and four other wounded entities on the team. He then shoots at whoever Zarya is shooting at.
Golem Core's Orders: The Golem Core appears to have weathered the incoming attack surprisingly well, and should now become strong enough to begin looking like an actual golem. Well, a Golem with one arm, but whatever. It will keep its two legs of 6 segments each, put 5 segments into its body, put 2 segments into its head, and then put the remaining parts into a single huge arm.
Technocratic Spearhead Forces' Orders: Ummm, attack the Portal? Why are these guys under my control?
3/20 Chronal Accelerator (+1 autocrafter)
1/20 I don't know yet
+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.
Lucio:
Golem Core: An advanced golem generating system. Powerful potential if left unopposed or well protected. 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.
True-Sight Module: Counters hostile stealth and illusions through a variety of methods, helping to discover hidden enemies or hidden enemy abilities. Buffs power of Scan actions.
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 take a nice big potshot at Carriage L since you can't direct all of the untargeted traffic THAT easily. There's way too much undirected traffic for that to be fair.
The Technocratic spearhead forces aren't yours, sorry, that was a mistake.
[A- Wielded by the Blue Knight]
20 charge artifact
A great lance made of a shining silver metal, becomes enveloped in magical flames at the owner's will.
(Piano has had a different durability display for Lúin in the last two updates, 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 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.
(Ability has been edited to better depict it's actual effect)
Health- 88,000/150,000
Attack power- 0
Is burning (1 round)
5% reduction on ability effect (presumably the side effect as well)
[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 by 30% (reduced to 25%) but also protects other forces on the battlefield reducing their chance of being hit by 20% (reduced to 15%)
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.
(I really, really overestimated the value of the meteor defense ability when I was balancing this didn't I? Judging from the creation of the new meteor storm as well as players having the ability to deflect meteors Piono doesn't actually consider effects on the meteors terribly important making this poor guy pretty underpowered.)
The Knight gathers a collection of the more important books and begins rapidly leafing through them looking for information relevant to this planet, it's history and if possible the Godmodder.
(I expect there to be no information on the Godmodder.)
Orders
Bouvreuil- Explores what other facilities this library possesses. (Such as bathrooms, offices for the staff and any additional wings of the library)
Ah, Luin's durability being wrong was a result of something a few turns back, and me screwing up the stat simplification. I just noticed your note on that now, and it is now fixed.
You find no information on the Godmodder, and it seems like most of the shelves have been cleared out already, there's a few odds and ends here and there, but most of the remaining "books" are burnt, torn or otherwise badly damaged.
You'll have to investigate further if you want to find anything usefu-
Oh hey, a copy of "Tales of the Dragon". Relatively new printing too, this probably wasn't on the library's original shelves, must've been dropped by someone during excavation.
Bouvreuil flies around, getting the general layout of the library and transmitting back to you, although it doesn't find any... wait, there's a book lodged on top of the doorframe of one of the bathrooms.
"The Nature of Split Personalities" by Q. B. Alle
Huh. It looks like its in relatively good condition.
General Action: Action General
Within his command vehicle, General Mack made a quick surveillance of the battlefield, before they stated "Much as it shames me to admit it, the Godmodder's supporters are not our biggest problem right now."
Instead, the Technocratic Spearhead Forces turned their attention on the Train of Thought, opening fire with their many, many weapons. The first victim of the assault was the Train's Manufacturing Carriage, getting blasted with railgun shells, lasers, and missiles as the might of the Technocracy fell upon it. Within moments, the Manufacturing Carriage was destroyed, but the barrage did not cease.
Instead, the bombardment was rapidly re-targeted at the Portal with the aim to remove all means the Train had to produce more cars. The portal shook under the onslaught of military ordnance, the weaponry having been fused to detonate upon portal transition. As this bombardment continued, General Mack called out to his troops "Keep it up! We've got to get that train under control!"
The Daemonette turned her attention to the Godmodder, and decided now was the time to strike once again. If nobody else would, then it was up to her to take down their mysterious antagonist down a peg or two, reducing him to shielded status once again and allowing them to move on and fight the next Guardian.
As always, she had very limited offensive options, especially acting alone. Still, she would try her hardest to do something. Taking off her hat, she withdraw a certain knife, a Daemon Weapon, and prepared to strike with it once more.
It wasn't doing damage with this weapon that was the problem, at least not for this one time. It was actually landing the hit that was the issue. Perhaps... a distraction?
She muttered quietly to herself, undertaking a ritual under her own power. The remnants of Sniper and Engineer, the mechanical parts of the Sentry Turret would do in a pinch, the corpses of Corruption, the Demoman and the Scout. These, empowered by the Godmodder's energy and in one case that of a Descendent, would be acceptable. Fresh kills that were arranged in a tight six-pointed circle with the immovable remains of those two slain by Noise Marines serving as the focal point. They had sufficient narrative and sufficient power to be considered a worthy sacrifice, and the Warp had already been weakened by the previous intrusion of Chaos Marines. This allowed a sizable portal to open, and five Raptors spilled forth along with a small horde of fellow Daemonettes.
The Daemon previously present bowed to the Raptors. "My lords, what a pleasant surprise to see you here! I did not expect reinforcements of such caliber!"
The barely sane assault troops just snapped and growled at her, the lead one gazing directly at the Godmodder. For the Gods were taking an interest, perhaps influence from a certain Descendant, at least if the favorable Warp currents were any indication. And hence a chance to wound the Godmodder was a chance to win great favor and greater glory. "Weapons check." The Raptor Champion snarled, and each of them thumbed the activation runes of their Power Swords, which lighted as one.
Meanwhile, the Daemonette had gathered up her 'sisters' and was organizing them from a mob into a somewhat more effective mob. Each had a knife that looked completely identical to the one she herself wielded, and should be about as effective at slicing through any and all armor (read: very) in order to further confuse matters.
"Now then. All units, engage." She gestured towards the Godmodder, and the legion of Lesser Daemons charged forth.
They had the Godmodder completely surrounded, but of course that wouldn't save them. He was too skilled and too fast, but they didn't need to land a blow. They just needed to pin him down, which they very much could do. After all, any attempt to fly, tunnel or teleport would be met with some very damaging sorcerous wards, meaning that standing his ground was by far the best option unless he felt like damage.
Then, mere moments after the assault had begun, the Raptors flew overhead, jetpacks flaring, and descended with evil wrath. Power Swords glinted in the light, each capable of slicing apart matter at the atomic level and rendering all known forms of infantry armoring useless at best, and then slashed down in swift arcs against the Godmodder as the five surrounded him. Each of the five fought with a blend of savagery and skill, reaction times insanely fast enough to avoid getting instantly flattened, while the Daemonettes still found gaps in their formation to stab at the Godmodder through. Even this might not be enough, which was way the lead Daemon threw confusion powder into the eyes of the Godmodder as soon as she landed, mounted on the Champion's shoulders. The cloud covered his entire head, and would cause him to identify himself as his biggest enemy and make him hit himself in the head with his Banhammer, hard. It had even worked on HATRED, so it was good stuff. Even if the Godmodder was able to shrug off the mental effects while fighting off an army, it would also function as a form of pocket sand, getting in his eyes and stinging them badly.
Since even this might not be enough, she stabbed downward swiftly, using her unholy demonic knife to strike several times at the foe, hoping to hit and thus do damage to the enemy, piercing though armor to attack body and soul.
It was all over in mere seconds, of course, one way or another. The Daemonette, attacks done, gracefully back-flipped off of the lead Raptor's shoulders as the five Marines, along with any surviving Daemons, were forcefully dragged back into the Warp. But the damage was done, she thought to herself as she retreated away from the Godmodder and back to the AG battle line.
Charges:
War Wars Episode 3: Revenge of the Krork: 3/20.
Furious Strike: 7/20.
The Godmodder grins as he watches the units surround him, and as they open fire he leaps up in the air...
And then comes back down with a resounding crash, a shockwave emanating out from him at high speed, bowling over the entire contingent, the Godmodder then begins sniping the units with energy blasts as they attempt to get back up, soon taking down everything but the Raptors, which presumably have better durability...
But better durability does not mean enough durability. It's VERY hard to outspeed a Godmodder, as the raptors soon learn, smashed one by one with judicious swings of the Banhammer...
He swings down on the sixth one and...
1 damage to the Godmodder.
Wait. There wasn't a sixth one was there? Looks like the confusion dust worked.
In summary: 1 damage to the Godmodder, 5% distance gained (You are getting very close to the center of the city.) , and a +10 charge token extended to Eternal Struggle.
"I have written everything that I know about the Infinite Void into this book." -Vacuous Archive, Foreword
I cover the Heavy in a layer of Bacon Grease. Space somehow bends itself to allow him to completely eat himself. What? Bacon Grease smells really good, and is necessary to gain the weight needed to become a Heavy.
Consulting my Calendarrrrrrr, if find that today be Talk Like A Pirate Day! I then imply, just slightly, that the present may contain an absurd, clown-car level of Pirates.
8/20 Research
7/10 Development (From I just Write)
Gift Idea
I think the present contains a bomb which will insta-kill whoever has the misfortune of opening it.
General Action: Gatecrasher
With the Train's ability to produce its own cars temporarily destroyed, the Technocracy's next priority was to finish the job on the portal to the plane of train. This time, however, they were being a bit more ambitious. Mack's second in command informed the general "The portal seems quiescent for now. We could probably transfer through and cause some quite severe havoc on the other side."
The General nods inside the sapient IFV acting as his current command center, before saying "Affirmative. All forces, make for that portal and prepare for dimensional transition!"
With that, the massive column of tanks, artillery, and cyborg infantry trundled forwards, blasting their way into the Plane of Train with extreme prejudice. On the other side, a war of its own right quickly started, the Technocratic forces managing to take and hold a circular region a quarter-mile across on the other side of the portal, blasting away at it all the while. Soon, the portal started to destabilize, just as Technocratic reinforcements began to arrive on the Plane of Train.
General Mack and his forces rapidly made their way back through the portal, leaving behind another army in its own right, currently in the process of thoroughly wrecking the Plane of Train with the intent of annexing it into the Technocracy.
As General Mack's main force returns to the battlefield, another massive surge of troops makes its appearance. Though still quite thoroughly armed to the teeth, these troops have slightly less overall firepower available to them. Instead, they carry medical and repair supplies, allowing them to assist their allies in recovering from losses quickly and effectively. Technocratic Relief 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, capped at twice initial strength.
-This Entity has attack power equal to 1/5th of its current HP, and can opt to heal an ally by the same amount.
Entity Orders
Technocratic Relief Forces: Attack the Train of Thought! If possible, attack the carriage that heals the portal.
Your forces move inside the portal to the plane of train, but despite dealing 30000 damage to the portal find themselves, they find themselves quickly overwhelmed.
Invading an elemental plane is quite the undertaking, especially with just ground troops. The Train of Thought is just ONE of the things in there, a near-infinite plane full nothing but trains and train elementals is a bit more than the technocracy can handle methinks.
A gift from the public?
In celebration of a major milestone? That's what I heard, anyway.
Apparently, you can suggest putting anything you want in there.
So, should I just put you down for some enriched uranium? Actually…
This may sound odd coming from me, but…
Maybe you can put me down for something nice?
Like a cake or something? Wait.
Seriously? Yeah!
This is for a celebration!
It shouldn't be violent, and it especially shouldn't be nuclear.
That wouldn't be very celebratory, would it? Well, I guess not.
Though, I doubt that a cake would be very interesting.
How about a pinata? That could be fun!
Sure, go ahead and send that one in!
And so, my suggestion was put toward a pinata.
As for the Forgotten Beast, as it charges toward me, I start laying landmines behind me as I go, hoping that as the Forgotten Beast rushes forward it might trigger them.
+1 @I just write and @DC3V
12/15 From the Ground Up
14/15 A Terrible Idea
Time to get the Godmodder out of the way before he summons another minion. I quickly assemble a Banishment Grenade, then teleport it right underneath the Godmodder and immediately detonate it. The Godmodder suddenly finds himself in a sealed pocket dimension. Naturally, he's going to find his way out of there really fast, and then he's going to explode. Yeah, in his rush to get back to the battle RIGHT NOW, he should overlook the fact that the grenade also planted a charge on the Godmodder, and when he rushes back to the battlefield dimension without disarming that charge, he'll blow up. Of course, disarming that charge will require enough time that it should keep him busy for at least a little while.
As an unrelated side note, I drop a Dimensional Anchor on myself, negating any plane shifts or unwanted teleportation/banishment for the next 5 minutes.
Suggestion: the box contains an Orbital Anhillator that wipes out everything in orbit of the planet it is opened on (yes, that means you, orbital defenses).
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.
Lucio: A support character with agility and healing boosts.
Golem Core: An advanced golem generating system. Powerful potential if left unopposed or well protected. 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.
True-Sight Module: Counters hostile stealth and illusions through a variety of methods, helping to discover hidden enemies or hidden enemy abilities. Buffs power of Scan actions.
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.
The Godmodder just stomps on the banishment grenade, smashing all the delicate pieces that make it actually work and shakes his head at you.
You might want to try "creative", as opposed to just assuming trying to trick the Godmodder will work. After all, I can read the update terminal just as well as you guys can.
The present should have a smaller version of itself inside it, making a fractal pattern of infinite presents.
Epsilon: 19/20
Zeta: 19/20
+1 to MrMirrorMan, +1 to Joebob
Once the sounds of footsteps fade away, Thina peeks her head up over the disabled drone and quietly powers it back up. Then she slowly moves forward and glances around the area. First, is the door to the armory still open, or has it closed with the return of the power? Second, what does the hallway look like? I know there are a bunch of stuck doors, the armory door, and then a hallway. But what does the hallway actually seem to lead to? Finally, could I/Thina tell which direction the sound came from?
The door to the armory has closed now that power's back. The Hallway is cold hard concrete, or something akin to concrete, there's a few bodies scattered about here and there, and a few tables and occasional chairs and bits and bobs on the floor, but aside from that the hallway is mostly empty. It doesn't seem to lead anywhere but deeper into the bunker though. And yes, the sound came from deeper down the hallway.
19/20 narrrrrrrnia. +1 talist
7/20 perrrrrrrceptual form
+1 mirror +1 talis
I suggest to the present that pebbletopia and the main battlefield link in a way that allows me to GM anything that goes to the pebbletopia field, and allows things to go to the pebbletopia battlefield.
alternatively, if thats too similar, I suggest to the present the randomized swapping of entitys in pebbletopia with entitys in the main field.
The train of thought is speeding along innocently! Why? Because it thinks it's invincible! It has SO MANY cars! And they're all SO happy! Or at least... THAT'S WHAT THE TRAIN OF THOUGHT THINKS!
Well, NO LONGER! Suddenly, a giant laser begins tearing through the landscape! It rips apart trees! Blasts right through mountains! This laser is an incredible laser that can pierce through anything, and can take out of a lot of enemies, just so long as they're in a straight line! And guess what type of enemy is consistently in a straight line? That's right. The TRAIN OF THOUGHT.
But the train has no time to ponder this. Because, starting from the back, the laser begins to burn through them! Car after car! One by one! They're all absorbed by the blinding light! By the time the laser finishes, it's pierced and destroyed so many cars, the Train of Thought is a mere husk of what it once was.
(This attack destroys as many Train of Thought cars as it can, starting from the "earlier" letters of the train)
[A- Wielded by the Blue Knight]
20 charge artifact
A great lance made of a shining silver metal, becomes enveloped in magical flames at the owner's will.
(Piano has had a different durability display for Lúin in the last two updates, 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 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.
(Ability has been edited to better depict it's actual effect)
Health- 88,000/150,000
Attack power- 0
Is burning (1 round)
5% reduction on ability effect (presumably the side effect as well)
[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 by 30% (reduced to 25%) but also protects other forces on the battlefield reducing their chance of being hit by 20% (reduced to 15%)
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.
(I really, really overestimated the value of the meteor defense ability when I was balancing this didn't I? Judging from the creation of the new meteor storm as well as players having the ability to deflect meteors Piono doesn't actually consider effects on the meteors terribly important making this poor guy pretty underpowered.)
(No Side quest update this turn so I don't really know what my actions last post did, also I'm going to assume Bouvreuil won't be able to act because of that so no orders for him this post. I guess I'll just do an action that doesn't hinge on the side quest.)
The Knight takes some time to repair the damage on Bouvreuil while mentally submitting a proposal to the present.
[Present Proposal]
Name: Plik
Neutral Entity (Independent)
A character from a fairy tale in the Blue Knight's home universe. A mischievous and childish fairy.
(Stats/specifics up to Piono, intended to have no attack though)
Ability
Can give positive or negative status effects of his choosing to as many entities as he wants each turn. Mostly uses this ability for juvenile pranks but if he (Piono's will) comes to like someone he might actually help them for a little while...
Plik suggested to the present.
You heal your mechanical bird back to full health.
#Hashtags
The heavy revs up his minigun and sprays at the skysmasher drones, dealing 18000 damage total and destroying the weakened one. The Pyro runs up to the beacon of protection and ignites it for an extra 2 rounds and 13000 damage. The soldier opens fire on the golem core, slamming a rocket right into its body cavity, removing all 4 of the segments.
The Free birthday present spins and flips and the winds of anarchy scream forward, ripping apart the packaging... only to get blown to pieces by the instant-death bomb hidden inside. WHOOPS. The Winds of Anarchy retaliate by, in their Happy Murder Party extended lifetime, activating EVERY MAN FOR HIMSELF. the Train of thought, Skysmasher drones, Lucio, the Golem Core and the Heavy are all inflicted with confusion (which will expire this round for everyone but the heavy, since her doesn't act again until next round.). The Portal to the Plane of Train drops off one final carriage, the weaksauce rack. The Train of Thought then proceeds to run over the portal to the plane of train Rome, killing it.
The Daemonette heals up Zarya for 22000 hitpoints since Zarya has not, in fact, died. The Skysmasher drones add another 6000 healing, and then charge the Heavy, dealing 15000 damage. Zarya then attacks the last carriage of the Train of Thought, dealing 18000 damage to it. The Beacon of protection continues doing its protecty thing. Donovan stabs the Pyro for 8000 damage. The Golem Core has no one to attack and so the confusion does nothing, and so grants itself 6 segments, getting a slight nerf in the form of losing its natural 1 segment gain per round. It then rearranges itself as per Crusher's specifications, only to find itself short of the segments needed for an arm.
Lucio screws up and gets his targets mixed up, dealing 10000 damage to Zarya's shield and healing up the Flat car on the Train of Thought for 10000 health. Somehow. Even though his healing is supposed ot be multitarget. That's just how confused he is. The Technocratic relief forces deal 19000 damage to the Flat Car on the Train of Thought.
The godmodder sees how close you're all getting to the center of the city, and instead of doing anything, just turns around and sprints away. Probably to prepare something nasty.
The advantage is distinctly AG right now. You continue pushing forwards with a vengeance, and finally push your way into a large plaza. Not too far away you can see some kind of massive construction set up right against the massive black pillar blocking your Descendancy powers.
You step forward, and suddenly a massive wall rises up, blocking the way forward. A compliment of tanks and mechas suddenly arrive out of various buildings and side streets, and the Godmodder mounts atop the wall. Alright punks, I know this is probably a futile effort, but I'm going ot try and stop you here. Again. I really don't fancy you lot breaking up another of my Guardians, regardless of how much more powerful it is than HATRED was. So this stops here, at least for a little while.
You hear stomping off in the distance. Like the pitter patter of lots of giant little feet. It seems that there'll be one final round of reinforcements arriving next round. This challenge is a two-parter it seems. But never fear! You can handle it, you've dealt with worse before.
Meanwhile in sidequest land, the Forgotten Beast uses DEATH DUST. a massive wave of deadly dust rushes off of it and rolls over Variant... who has a sneezing fit. This does absolutely nothing, but probably would've been really bad if he'd brought an entity with him.
Everything ticks up and down. The autocrafter is successful. The Skysmashers die of doom. Flat Car gets flattened by PK Starstorm, leaving just the weaksauce rack.
Itinerary:
Destroy the Godmodder!
Take down the wall!
Distance: 100%
Main Battlefield:
Entity Advantage: N/A
Field Effect: PK Star Storm Storm: AGs have a 75% chance to take 8000 damage at the end of round. 50% for all other non-PGs. 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
Scan
I scan the mechs. And the tanks. And the giant wall.
General Action: Derailment
General Mack called out over the Q-comm "Spearhead forces, finish off that train, then give the Pyro a taste of his own medicine!"
A collective reply of "Affirmative" rang out from General Mack's assorted units, as they turned their guns on the last car of the Train of Thought, loading APHE rounds into their railguns even as the laser-based weapons they were also carrying lanced across the distance instantly.
Thus, by the time the barrage of railgun shells even reached the Train, it was already blasted and cratered by blasts of coherent light. In this state, there was no way its exterior could resist the hypervelocity shells as they punched through to the interior of the Train and violently exploded.
As the Train of Thought met its end, the Technocratic army turned their guns next on the Pyro, launching a volley of frag shells towards the mercenary. They attempted to dodge, only to come face to face with the fact that it is very hard to dodge something moving at the speed of light, as they caught a laser to the gut.
The Pyro was still doubled over in pain when the massive barrage of frag shells arrived, the casings of each projectile shattering into high-velocity projectiles that perforated any infantry within a wide radius. Thus, the Pyro found themselves riddled with wounds, even as the Technocratic Spearhead Forces prepared to finish the job.
20/20 narrrrrrrnia. using, I suppose. [A] hamsa of hamsaness 1/5 Overstayed my welcome.
passive: hamsas are good right. when picked up by a non-vulnerable player who's HP is not full for the first time, if overstayed my welcome is at 0 or 1 out of 5, heals them to full before making them vulnerable. then, give them 2-3 regen (IE: when making this hamsa, roll to decide if its 2 regen or 3 regen, because i don't know which is better)
special: overstayed my welcome- destroy the artifact. if the owner want to, consume a 20-charge from the owner and evolves them.
9/20 perrrrrrrceptual form +1 mirror
new: 1/5 entity advantage is a weird thing.
+1 mirror +1 talis
I grab the swordchucks 2.0 and hand them to the godmodder, but only after the hamsa spawns.
I proceed to instant-summon a bodyguard for myself, with as much HP as my action allows. it bodyguards me.
The Godmodder disarmed the payload as expected, but at least I didn't get teleported into nowhere. Well, time to return to base and bring in something to get through the wall and whoops, my dimensional anchor had the wrong duration set. I thought I put it at 5 minutes duration, but it's actually 15 minutes duration and now I can't get back to base. Well, time to IMPROVISE!
I pull out some Darksteel Fingers and Toes. Unfortunately, I don't have the resources to make a full body, but I can still make something. After a few minutes of hard work with the hardened material, I produce a weapon: the Darksteel HandFoot. Basically a hand and a foot at the same time, it attacks enemies somehow and creates headaches for enemies trying to figure out how it works.
Problem: the Darksteel HandFoot needs to get up to the Godmodder to attack, and he's on top of this massive wall. I could just fly up, but either he would notice me or something would shoot me down. So how do I launch the Darksteel HandFoot at the Godmodder?
Well, the solution is simple, as long as you have a Ballistic Calculation System. I charge up some full-power Knockback Shots on my Multicannon, throw the Darksteel HandFoot in the air, then shoot the HandFoot in the air to propel it towards the Godmodder at high velocity.
The Godmodder is just minding his business as usual when suddenly a weird object slams into his head. The Darksteel HandFood then grabs his head and kicks it over and over and over and over and over until the Godmodder is unconscious, then scrambles all over the wall like the horrible abomination it is.
Also, I scan the wall, because I'm fairly certain the Godmodder hid secret weapons inside it.
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.
Lucio: A support character with agility and healing boosts.
Golem Core: An advanced golem generating system. Powerful potential if left unopposed or well protected. 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.
True-Sight Module: Counters hostile stealth and illusions through a variety of methods, helping to discover hidden enemies or hidden enemy abilities. Buffs power of Scan actions.
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.
All the Skysmashers on the ground dealt with, the ship supplying them falls back through the portal it came from to its home dimension, performing a tactical retreat. Its mission had been accomplished, and now it would return home. Sufficient information had been gathered from this source, all in all.
The Daemon was busy gazing at the Black Pillar. To her senses, it exuded no real power, but she did feel as if she was dragging the Descendant energy from the distant corpse of her summoner through oil, it was sluggish in the extreme. So this would be what the Guardian was guarding, things that were limiting the power of the Godmodder's enemies. Intriguing.
Using the energy chipped off of the Godmodder from her latest hit, the Daemonette summoned another portal for temporary reinforcements. This one was off though, tinted in the presence of the Pillar by odd thoughts, and the presence of war. But it wasn't organized, the chaotic mess twisted it away from summoning organized aspects of conflict and instead toward the chaotic aspects of battle. The portal was very much green.
20 Post Charge Used
A Beast Daemon, a byproduct of a sufficient mass of Orks, came through the portal, roaring its wrath. An Infernusaurus, a mechanical Tyrannosaur, came through, stomping around. Visibly fearful of what she had unleashed, the Daemonette backed away rapidly as it sat down, pondering its situation. Its twin heads looked at each end of the Godmodder's mechanized battle line, sweeping inward like searchlights until they met at the center, touching. Metal twisted and warped until the twin heads were fused, mouths open, and the two cannons, one on each shoulder, it possessed lengthened further. It had deployed, in a sense, to a three-cannon mode.
The turret rotated freely around the hip, locking on to one of the tanks to one side. Each of the three cannons spat white hot death, instantly cooking off the tank's ammunition as well as turning it to so much slag, scattering its component parts across the area. 9 of the other tanks charged forward, its next targets.
Sure enough they died, one by one, as the robotic monstrosity turned its guns upon each of them and destroyed them in turn, powerful plasma bolts making short work of even tough tank armor. Although seeing as these second line at best units were individually only a fraction as strong as the mercenaries and even basic Security Guards they had fought recently and before her time respectively, perhaps "tough" armor was not entirely true.
Still, by most non-reality warping and interdimensional standards, these tanks were sturdy, which meant that it was still quite concerning that the creature was finishing them off with single shots. The other tanks in its immediate sight did their best, trying to dodge and returning fire, but it hardly mattered. Shells exploded on the surface, failing to properly penetrate, while their number dwindled rapidly from high-energy plasma. If a tank was successful at dodging, the artillery piece simply fired more instead of attempting to line up a better shot.
In moments, all ten tanks were gone, two thirds of the tracked vehicles wiped out. The Infernusaurus transformed back into its mobile position, and howled as it was consumed by the green portal from where it came, ripped back to the Warp. It seemed as if Gork and Mork might now be gazing with a fraction of their might at this place...
"No, back, back to whence you came foul beast!" The Daemonette yelled as the banishing was performed with the last morsels of reality bending energy that she possessed. When it was gone, she breathed a sigh of relief and adjusted her top hat. "I don't want to see another thing like that again, but I just know I will and I'm not looking forward to it."
Organized Orks were one thing, but apparently ones with Daemons in tow was just too much for her.
Entity Order:
Daemonette heals Zarya, if dead Donovan. Once this next pillar falls, she'll be too busy ensuring charge and assists happen to help in the EotB, so she's going to make the best of time remaining.
I hop inside one of the godmodder's tanks, take control from within, and use it to blast as many mechas as I can! And then get ejected out of the tank, of course.
General Action: Extinguished
The Pyro's ordeal was far from over. As they staggered to their feet once more, a beam of coherent light suddenly heated part of their face to the point of exploding, igniting the oil they were covered in during the process. As they burned, dozens of high explosive railgun shells impacted them, blasting them backwards end over end as they were forcefully thrown against the massive wall, the vast majority of their body having been reduced to reddish pulp.
Slowly, the Pyro brought their gaze up, just in time to see a guided missile impacting their face, driving their head back into the stonework. Yet, somehow, they were not quite dead, managing to extract themselves from the wall just in time to receive another round of railgun shells to the face.
This time, it took nearly a minute for the Pyro to extract themselves from the wall, coming face to face with General Mack himself flanked by a quartet of Technocracy infantry cyborgs, which basically amounted to a biological brain controlling a combat optimized robotic body. Instantly, the cyborgs opened fire with their fully automatic railguns, as General Mack nodded.
Walking away from the newly-minted corpse and back to his command vehicle, the General remarked "It really is disconcerting how freakishly durable those Entities are. By all rights they should have been pulverized on the first shot."
(Note: This is an attack on the Pyro, with any overflow going to the Wall)
Alright, we got it on the ropes! What do you mean?
I don't see any ropes around here. It's a figure of--
Actually, you know what?
You might be on to something. I don't like where this is going.
So, I take out a length of rope, tie it to a fragment of that soda can I threw at demons a while back, throw it so the fragment gets lodged in the top of the cave I find myself in, and use it to swing feet-first into the Forgotten Beast.
15/15 A Terrible Idea
You know what's a terrible idea?
Making up a name for a charge before you even know what it's supposed to do.
You know what's an even worse idea?
Doing that, and then attempting to make up something for it to do the turn you attempt to deploy it.
You know what's an even worse idea?
Doing that, and then realizing that you have no idea what to do with it.
But you know what's an even worse idea than all of that?
The thing this charge is summoning.
You see, all these terrible ideas, along with many other ill-advised ventures, harebrained schemes, and poorly-made plots (but not any adamantite, if I end up getting that this turn), begin to congeal together, melting and forming into something horrific. Something that defies all logic.
Something terrible.
HP: 55000/55000 ATK: 10000
Bad Advice [Active]: Target 1 entity/vulnerable player. Inflict [Disregard] (or a similar status, if there is any) for 2 turns. Requires a 5 turn charge.
Bargain with Insanity [Active]: Target 1 entity. Inflict [Risk Taker] (or a similar status, if there is any) for 3 turns. Requires a 10 turn charge, but can be activated alongside Bad Advice (if possible).
Notes:
Disregard [Status]: An entity/vulnerable player with this status deals double damage, but only heals for half effectiveness, and half of its/their base damage/healing gets dealt to the afflicted entity/player as armor piercing (not that it really matters) damage.
Risk Taker [Status]: An entity with this status deals triple damage and heals with triple effectiveness, and has the ability to decide what to use normally, but has its target randomly selected from every faction (including itself, even if it would not normally be possible to do so) each time it attempts to do so.
+1 @I just write and @DC3V
13/15 From the Ground Up
1/20 The Same Mistakes
Alright, we got it on the ropes! What do you mean?
I don't see any ropes around here. It's a figure of--
Actually, you know what?
You might be on to something. I don't like where this is going.
So, I take out a length of rope, tie it to a fragment of that soda can I threw at demons a while back, throw it so the fragment gets lodged in the top of the cave I find myself in, and use it to swing feet-first into the Forgotten Beast.
The Forgotten beast falls forward with a resounding crash, defeated. The adamantite store is yours!
Unless you wanna go back for that sword you've pretty much cleared out the fortress.
The Daemonette gazed up at the massive wall separating them from the next of the Godmodder's greatest assets, the fearsome Guardians and the Pillars that were their charge. The wall was tough, she had vague recollections of memories of her summoner, given to her when she was summoned here to get her up to speed, of a Darksteel Colossus made in the aftermath of the dragon's death. This looked about that tough, all in all.
Naturally, that was problematic, considering her relative lack of offensive options.
She walked over to the site of the latest damage against the Godmodder, noting that a Power Sword had been dropped but was still functional. She picked it up and walked over to the wall, dashing past the sensors of the mechs and mercs by hiding behind the burnt out husks of the destroyed tanks.
She stood at the base of the wall, sighed, and started cutting away. Concrete, metal, stranger still materials, it mattered not. Whatever the wall comprised of, it would fall beneath her blade. Matter parted before the Power Field, sword stabbing in at an angle and being circled around to remove chunks at a time from a wide range as the Daemon began to tunnel, slowly and painfully.
Why, she thought, why had she ended up here? Another piece of the wall fell, and was hauled out of the way, allowing her to continue her dig. She had fought, she now realized, long beyond her purpose. Before, thoughts on her nature had distracted her from this quandary. She was unusual, considered herself an outcast because of it. So she fought on, ignoring the issues, but why? What was the point? True, without her then the charge made by her liege's corpse would go to waste, and potentially that could turn the tide of the war in the favor of the Godmodder. But she was hardly the only one who could do that task, any of the Descendants could do so in her place. The forces of Chaos, the War, the Komato, maybe even the (ugh) Beast Set Loose would step up and launch expeditions without her, using the charge to arrive. She was entirely unneeded.
Yet, she thought as she hauled out another piece of rubble before going back to carving apart the wall, she was here anyway. She could return to the Warp at any time, her obligations to the Komato had been fulfilled, so why did she persist? Why fight for a cause she didn't really believe in with no real rewards in sight?
She would think upon it later, she decided. She dropped her sword, satisfied with the work done, and retreated back away from the Godmodder's troops.
Perhaps she fought because it was right? She didn't know what right was, but she did know that many people fought for that reason. More confusion at herself. She sighed, and hoped the war would be over soon enough. Yet in her true mind as well as the depths of her soul, she knew it wouldn't be.
[A- Wielded by the Blue Knight]
20 charge artifact
A great lance made of a shining silver metal, becomes enveloped in magical flames at the owner's will.
Durability- 5/5
Ability-
Attack with Lúin's Full Power- consumes 1 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- 40,000/40,000
Attack power- 0
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.
(Ability has been edited to better depict it's actual effect)
Health- 70,000/150,000
Attack power- 0
Is burning (2 rounds)
5% reduction on ability effect (presumably the side effect as well)
[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 by 30% (reduced to 25%) but also protects other forces on the battlefield reducing their chance of being hit by 20% (reduced to 15%)
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.
(Unfortunately I didn't have time to post before the side quest update.)
The Knight rapidly reads through "Tales of the Dragon" while downing a cup of blue liquid given to him by William into his helmet.
[Orders]
Bouvreuil- Sifts through the damaged books as best a bird of his size can trying to find ones in good condition.
Finally!
Now can you please go and join the actual plot? Okay, okay!
I'll get right on that.
I just need to stop and pick up the stuff I've left behind and I'll be good to go.
So, I gather the adamantite and go back up the stairs to see if that sword is any more likely to come out of the wall than it was before.
+1 @I just write and @DC3V
14/15 From the Ground Up
2/20 The Same Mistakes
I need to hold onto these charges for a bit. I don't actually have the systems for these summons ready. I need to finish a Java program.
Epsilon: 20/20
Zeta: 20/20
+1 to MrMirrorMan, +1 to Joebob
Well, I kinda was asking what's further down the hallway. But... uh... I guess Thina just goes down deeper into the hallway.
[PG] Personnel Defense Drone
120,000 / 120,000 HP.
Regenerates 3,000 HP per turn.
Deals 10,000 damage with normal attacks.
Active Ability - Shields UP - Bodyguards something else and grants 30% damage resistance for a turn. Cannot be used twice in a row.
[A- Wielded by the Blue Knight]
20 charge artifact
A great lance made of a shining silver metal, becomes enveloped in magical flames at the owner's will.
Durability- 5/5
Ability-
Attack with Lúin's Full Power- consumes 1 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- 40,000/40,000
Attack power- 0
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.
(Ability has been edited to better depict it's actual effect)
Health- 70,000/150,000
Attack power- 0
Is burning (2 rounds)
5% reduction on ability effect (presumably the side effect as well)
[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 by 30% (reduced to 25%) but also protects other forces on the battlefield reducing their chance of being hit by 20% (reduced to 15%)
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.
(Presumably) Finished with "Tales of the Dragon" the Knight moves on to reading "The Nature of Split Personalities" by Q. B. Alle.