10/20 perrrrrrrceptual form
4/5 entity advantage is a weird thing. +1 mirror +1 talist
+1 mirror +1 talis
I close my eyes. somewhere else in this world, mist congeals, and speaks. an offer is made to one, and to another; aid when they need it.
simultaneously,an orb of energy forms on the site of HATRED's demise. slowly, it molds itself arms, then legs, and a singular eye. it floats around, looking for an undamaged room. eventually, it finds one that is mostly intact. it pulls some lightly charred stationary from a drawer in the desk, and conjures about 10 more sheets.
there is a white pen on the desk, with black ink. the minions arm stretches, and grabs it. it touches pen to stationary, and begins to write up plans, strange and mechanical.
after the offer is accepted or rejected, the mist disperses, and re-congeals in the mostly-intact room. if the offer is rejected, it conjures an additional 3 sheets. if accepted, it holds up one finger, then vanishes.
I scan a random entity or artifact created by JOEBob or Talist this round, then open fire on the enemy tanks.
Entity Orders: Lucio uses healing aura on 5 random damage AG units, and shoots at the tanks. Zarya barriers the Golem Core, then shoots at the tanks. The Golem Core, after gaining 2x6 legs, 2 head, and 5 body, will attempt to form an arm.
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.
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.
The Godmodder catches the darksteel Handfoot, and punts it into the stratosphere with his fist. (Sorry crusher I would've let this go through but there's a line of dialogue this round I REALLY want to get to use.)
Massive Wall: A giant solid wall made out of some supermaterial or another. Is completely solid and does not have any weapons hidden in it at all.
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.
Charges:
War Wars Episode 3: Revenge of the Krork: 4/20.
Furious Strike: 20/20, used.
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.
Electrostaff was claimed by crusher before, and it being on the ground was a mistake, sorry.
You piledrive Zarya into the ground, dealing 11000 damage.
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
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.
Charges:
War Wars Episode 3: Revenge of the Krork: 5/20.
Wrath of the Gods: 3/20
[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.
You begin reading through Tales of the Red Dragon (librarylogs will come piece by piece, so as to retain GM sanity, and make it so that if I need to write up stuff because you're reading a book I hadn't already written up I don't have to do it all at once.)
Introduction:
The Red Dragon was a fearsome beast, and many tales of terror and woe are told to have come from the wake of destruction that it left. It and the aspects it left behind in the wake of its vicious rampages. Believed by many to have been an Agent of the Conflict, the Red Dragon's reign of terror was finally brought to an end during the Psi Godmodding War, an ancient conflict that rent the very fabric of existence with its sheer brutality and savagery. Every once in awhile, however, another aspect of the Red Dragon will resurface and attempt to regain the pieces of itself and recoalesce into a whole, even though that is no longer possible for it. These stories are about the rampages of its shattered remnants, and how they were individually stopped, by great heroes or by the cunning and craftiness of a world's best leaders, or even just through raw chance.
This actually seems to be a book akin to Grimm's Fairy Tales. Most of these are probably aggrandized at best and totally made up at worst.
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
You go deeper down the hallway, everything illuminated by the glowing red lights. You pass a number of rooms. More quarters, the command center, but everything seems to be locked.
Until you come to the power room. It seems like somebody ripped the door right out of the wall to get in to the power generator.
[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.
You decide to put down Tales of the Dragon, given that it doesn't really have that much useful information, and open up The Nature of Split Personalities..
Table of Contents Introduction ~ Schizophrenia
Chapter I ~ Nomenclature
Chapter II ~ Ubiquity
Chapter III ~ Development
Chapter IV ~ Taking Over
Chapter V ~ Dominance
Conclusion ~ Apotheosis
Introduction ~ Schizophrenia Hello there, reader. If you just read my previous sentence unimpeded, then well done, as you are fit to read this book. I have written this under a pseudonym as to not reveal my true identity to those who are unfit to gaze into these pages. Of course, those who are "unfit to gaze into these pages" simply cannot read my astonishing white text. (Of course, there is no option for them to highlight it, either. Boo-hoo.)
Since you, who are undoubtedly reading this sentence right now waiting for me to pick up the pace and explain the secrets of schizophrenia to you, I ask that you allow me time for a proper introduction not to my words, but to my person.
As you have most certainly ascertained by now, I am Doc Scratch, the First Guardian of a far-off planet in another universe. That last part hardly matters. What does matter is the fact that I know almost everything there is to know about anything, which makes me the ideal candidate to write a book such as this. Now that we have my title out of the way, we can begin to talk about the titular subject at hand, split personalities.
First off, let me preface this preface by giving you a definition:
schiz-o-phre-ni-a - noun
"a long-term mental disorder of a type involving a breakdown in the relation between thought, emotion, and behavior, leading to faulty perception, inappropriate actions and feelings, withdrawal from reality and personal relationships into fantasy and delusion, and a sense of mental fragmentation."
I'll give you a few minutes to see if you can figure out why I have presented this definition to you here and in the title of this chapter. In the meantime, I'll drink a glass of water.
Alright, surely you're done by now. And don't worry, I know that all readers of this book will be done by this point. Remember the "knowing everything about anything" bit I told you a few paragraphs ago? So, due to complex examination, you have figured out that schizophrenia is, in Layman's terms, a disorder in which one develops, among other things, split personalities.
And that is why I have chosen it for this book. The subject of split personalities is delicate and involves the mind, the soul, and challenges many things life has come to accept as fact. As such, this book will not be for everyone.
But you've read this far, haven't you? If you are willing to read on into this subject and follow me down the rabbit hole, so to speak, all you have to do is turn the page.
I will see you at the other side.
-Scratch
10/20 perrrrrrrceptual form
4/5 entity advantage is a weird thing. +1 mirror +1 talist
+1 mirror +1 talis
I close my eyes. somewhere else in this world, mist congeals, and speaks. an offer is made to one, and to another; aid when they need it.
simultaneously,an orb of energy forms on the site of HATRED's demise. slowly, it molds itself arms, then legs, and a singular eye. it floats around, looking for an undamaged room. eventually, it finds one that is mostly intact. it pulls some lightly charred stationary from a drawer in the desk, and conjures about 10 more sheets.
there is a white pen on the desk, with black ink. the minions arm stretches, and grabs it. it touches pen to stationary, and begins to write up plans, strange and mechanical.
after the offer is accepted or rejected, the mist disperses, and re-congeals in the mostly-intact room. if the offer is rejected, it conjures an additional 3 sheets. if accepted, it holds up one finger, then vanishes.
I scan a random entity or artifact created by JOEBob or Talist this round, then open fire on the enemy tanks.
Entity Orders: Lucio uses healing aura on 5 random damage AG units, and shoots at the tanks. Zarya barriers the Golem Core, then shoots at the tanks. The Golem Core, after gaining 2x6 legs, 2 head, and 5 body, will attempt to form an arm.
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.
hamsa of hamsaness
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- 5 round charge. destroy the artifact. if the owner want to, consume a 20-charge from the owner and evolves them.
Zarya barriers the Golem Core.
#ScavengedWeaponry
The Massive Wall sits there and does nothing aside from get in the way. The Heavy revs up his minigun once more and opens fire on Zarya, dealing 18000 damage. The Pyro follows up on this with 13000 damage plus extending her burn time by 2 rounds. The Soldier launches a rocket right at the Beacon of Protection's weak point, dealing 20000 damage. The tanks open fire on Donovan, who takes 8000 damage. The Mechas charge forward and attack the technocratic spearhead forces, dealing 19000 damage. JOE's bodyguard just stands there and quivers in fear at the massive barrage of attacks being flung about fast and furiously.
The Daemonette makes use of her time by healing Zarya up from the brink of death, restoring 22000 health. Zarya takes a shot at the tanks, and blows one of them to pieces. The Beacon of Protection continues doing its protecty thing. Donovan stabs the Heavy, dealing 8000 damage to him. The Golem core collects 6 segments, and gains 1 research point, and the GM decides to go ahead and autobalance the golem on further review by adding in the "increased cost for each head amount". In order to run three limbs you now need 3 segments in the head, 6 to run 4 limbs, and so on. I felt like that was needed before the golem was summoned, and now seeing it in action I feel more than justified. Anyways, the Golem Core successfully rearranges itself to make an arm. I take pity on crusher and reallocate an extra segment from the arm to the head so that the golem can do its action next round properly.
Lucio heals both the technocratic forces, Zarya, the Beacon of Protection and Donovan for 2000 health apiece, then wipes out another tank. The Technocratic relief forces make use of their might to, rather than fighting, some loving, and show their care and attention to Zarya, restoring 15000 health to her. The Terrible Idea was not given any orders, and so decides to just go smash a tank.
Bouvreuil flits about, looking for unscorched books, and finds a small booklet that's front cover is intact, although it looks like large chunks of it have been vandalized. But maybe you can glean something from the "Treatise on The Theoretical Plot Forces"
Then the stomping of feet gets louder and louder until a swarm of... No that can't be right. A swarm of terror preschoolers? Um.... Seriously? You made terrors out of preschoolers? Hey I was drunk and... No. You know what? I don't have to justify myself to you guys. You already hate my guts, one bad decision's not going to change your opinions of me all that much! Swarm of Terror Anklebiters summoned!
Everything ticks up and down. The Pyro burns to death (OH THE IRONY) The Autocrafter breaks a little bit on the inside. The Happy Murder Party expires.
How To Play:
Alright, this final segment before Guardian 2 is relatively straightforward. The Terror Anklebiters have a certain number of rounds left before they get distracted and wander off, like preschoolers, even massive 20 foot tall terrifying preschoolers, are wont to do. Unfortunately, because preschoolers don't pay attention to anything for very long, they just shrug off your damage because their too busy being distracted by various things around the battlefield, so no, you can't kill the preschoolers. You monster. You will move onto the Guardian fight when two conditions have been met. The Terror Anklebiters are gone. And the Massive Wall is gone. And that's all there is to it.
Itinerary:
Take down the wall!
Survive the Terror Anklebiters!
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. 1 round left
General Action: Down In Flames
Staring at the now vulnerable Descended known simply as JOE, General Mack called out to his forces "Take him out. Blast his bodyguard first."
Over comms, one of the snipers attached to the Technocratic Spearhead Forces sent a mental thumbs up, before lining up a shot with his Nonlinear Tachyon Pulse rifle. The gun fired, as suddenly the Bodyguard was impaled from butt to brain by the Tachyon Beam which had been teleported below him.
Following the disposal of the Bodyguard, the entire Technocratic army turned its guns on JOEbob. Railgun shells, missiles, and laser pulses impacted him, the raw explosive power burning off the skin and muscle on his front side even as it charred and shattered his newly exposed skeleton. Even worse, the combined concussive and kinetic force knocked JOEbob into the air, where he was a sitting duck for every marksman and anti-air weapon the Technocracy had fielded.
Once more, JOEbob found himself being riddled with lasers and missiles, though this time at least he was spared the heavy anti-tank railguns. The Technocratic Spearhead forces continued to bombard JOEbob with high-explosive ordnance, deliberately detonating the munitions below him to keep him in the air longer, juggling his barely living carcass from one explosion to another.
Whatever. I notice that I have a clone of myself on the field. Now, my protocol for dealing with myself is a bit odd, but I'm now glad for that Foundation course on "what to do if you meet yourself".
Okay then, me, let's train up our co-operation by fighting these tanks. You distract them, I'll get behind them and put shots through their weaker rear armor.
No, you distract them! I'll land the kill.
No, you do it!
No, you!
Okay, let's settle this with Rock, Paper, Scissors.
*10 ties later*
Ummm, now what?
Flip a coin?
No, all the gold is on board the ship in orbit, which we can't get to right now.
You know what? Our Multicannons are strong enough that we can punch through a tank's front armor. Let's do that.
So me and myself end up shooting at and killing several tanks through their strongest armor, all because there's no way to decide which clone goes first.
11/20 Chronal Accelerator (whoops I derped my charge again)
5/20 I don't know yet (ditto)
+2 @Moniker
Note: Tactical Data only covers key entities on the board for both sides, as well as my entities (because its my data, and I sometimes forget what my entities can do). 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.
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.
"It's a collection of thousands of worlds, floating about in a vast emptiness." -Vacuous Archive, Foreword
The mechas fall into a burnin' ring of fire
They went down, down, down
And the flames went higher
And it burns, burns, burns
The ring of fire, the ring of fire.
I turn to Emerald. "Oh, the 'eternal Messenger' says hi."
The Daemonette looked at her next target, one of the mechs. She sneaked over to it as it was maneuvering, and leaped atop it. Using her carapaced talon-arm, she cut open the top hatch and leaped down, throwing a form of her confusion dust onto the surprised pilot along with any other crew, knocking them out temporarily. She quickly dragged them out and threw him over the sides, leaving them lying mostly unharmed in the middle of the battlefield. She then went back and managed to get the robot charging, ramming it into the small hole she'd made earlier.
At this point, she crawled forward to the ammunition storage, and also found a spare grenade. Putting it next to one of the shells, she pulled the pin and ran away, dashing out of the vehicle and making it to a mostly safe distance before the armored vehicle violently exploded, shells cooking off and completely ruining the mech as well as doing more damage to the Massive Wall, cracks in it causing more of it to fall apart on top of the mecha, completely wrecking both. Although of course the Wall was still mostly intact, even if a small part of it was now damaged.
5/20 Deal with the Enchantress
Something something, I forget what this was: 3/20
Emerald turns to DCCCV curiously "Hmm? Don't think I know anyone by that na-oh. Right, him." He grins "Alright. Wondered where he went" After that, he turns to the wall, and tells it to go move to Mexico.
Donovan uses Rapid Basic Attack on the Terror Anklebiters, basically to give him temporary invulnerability to them.
11/20 perrrrrrrceptual form
5/5 entity advantage is a weird thing.
new: 8/8 I evil, but backwards! +1 mirror +1 talist +2 TOG +1 mirror +2 TOG
+2 mirror; talists charges are full.
Sadly, entity advantage isn't applicable right now. as such, this charge's initial purpose is useless.
instead, I summon Mr fiveteen, the 10-style bodyblocker.
15/15 HP 0 atk 1/3 sefl-D-structy
can bodyguard
can only take 3 damage per attack- HP is otherwise entity-like.
can only bodyblock one attack per round.
[functionally, has 5 10-style HP.]
sefl-D-Structy kills Mr Fiveteen
he bodyguards me immediately.
then i get a bunch of +'s and use I evil but backwards, and proceed to kick a dog, and eat a live baby, and stroke a cat, and be evil. then I grab a pseudo-inversion sigil, and throw myself into a crafting table with it. after waiting 7 years for someone to actually finish the crafting for me, since I can't do it myself while in the table, someone finishes the crafting. now, instead of having the property "is evil", I have the property "is live". this property corrects my wounds and makes me more alive. also, some anti-grammer-people (that is, people who hate the group colloquially known as grammar nazis) see me using is live when thats grammatically wrong, and rush to protect me, giving me a bunch of other extremely minor, grammatically wrong buffs like "does life good" and "is heal life lot".
as for my action, if I took damage already, I put a bandaid on it. bandaids make everything better. and no, its not an SCP bandaid like the ones with fiberglass and stuff.
I realise my wounds are bigger then that! Oe noes!
I must put more bandaids on it! moar!
2(hundred and)3 bandaids and half an hour later, I can no longer move my right arm or leg, but they are fully bandaided! I'm helthy agians!
if I'm not hurt, another orb of cyan gathers in the same place as the first, grows limbs once more, takes half of the sheets, and begins to write up its own blueprints.
I also tell the godmodder "I don't hate your guts, and besides. the terror anklebites seem to have turned out quite well; they are physically incapable of dying. all you have to do now is apply some varient of hacked, and they can stick around forever! alternatively, keep all shiny things far, far away. both would work."
Okay. Here we go. Two new world breaking entities.
Epsilon: 20/20 - SPENT
Zeta: 20/20 - SPENT
Charge: 2/20
Charge: 2/20
First, I summon the greatest adventurer the multiverse has ever known. Our lord, and savior. The hero we neither deserve nor need. It is...
PEPSIMAN!
HP: Infinity/Infinity
Time Remaining: 100
Pepsi Cans: 0
Pepsi Machine:
HP: Infinity/Infinity.
Passive - Face of Divinity: Due to the divine power coursing through his veins, Pepsiman is totally immune to attacks made against him by lesser beings, such as yourselves. Though, attacking him can steal his Pepsi Cans. (count each can as being worth 2,000 HP)
Passive - The True Heir: Whenever you say Pepsiman's name, you must announce it loudly in a voice like a heavenly choir. If you don't, Pepsiman gains 300,000 HP immediately.
Passive - Strength from Followers: Any player can hand Pepsiman a delicious cold refreshing can of Pepsi as a free action, maximum of once per post. They can win the favor and grace of Pepsiman with such offerings. Pepsiman also gains 2 Pepsi Cans per turn.
Passive - Time Constraints: Pepsiman's time on this mortal coil is limited. Once Pepsiman runs out of time, he will go elsewhere to save those in need (and somehow bring his Pepsi Machine with him). At the end of every turn, Pepsiman loses 10 time remaining.
How this all works: When first spawned, Pepsiman is at the very bottom of the EOTB entity list (despite being a PG), and the Pepsi Machine is at the very top (but below the godmodder). The Pepsi Machine cannot be damaged, but whenever it is attacked, it can be moved either up or down two slots on the list. Once Pepsiman reaches or passes the Pepsi Machine, Pepsiman has completed a stage, which means he gains 30 Pepsi Cans and 30 time remaining. Then the Pepsi Machine teleports down to the opposite end of the entity list and Pepsiman starts running back. If an entity counter attacks or bodyguards against Pepsiman, Pepsiman becomes stunned for the next turn.
Action - Slide Charge
Move either up or down the entity list by 4 slots. Deal 8,000 damage to one enemy that Pepsiman moved past.
Action - Herald of Sugar
Costs 10 Pepsi Cans. Move either up or down the entity list by 5 slots. Restore 4,000 HP to all allies Pepsiman passes through. Can spend additional Pepsi Cans to heal a target hit by this at a rate of 1,000 HP per Pepsi Can.
Action - Divine Smite
Costs 10 Pepsi Cans. Move either up or down the entity list by 5 slots. Deal 5,000 damage to all enemies Pepsiman passes through. Can spend additional Pepsi Cans to deal additional damage at a rate of 1,000 damage per Pepsi Can. Max of 20 additional cans spent.
--------------
So that's one entity. But I have another one, a massive behemoth of mechanical might! With... a bunch of tic tac toe boards on its chest. Or, if you're British, it has a bunch of nots and crosses boards on its chest.
The Tic Tac Toeverlord HP: 200,000/200,000
Action: Scratch
Deal 12,000 damage to an entity and mark it. If three entities in a row in the entity list are all marked, deal 10,000 additional damage to all of them and remove the mark. The mark goes away when the Tic Tac Toeverlord is destroyed.
Passive: Machine Might
If you can beat this AI at super Tic Tac Toe, it is instantly destroyed. The rules for this contest are below.
* First, to challenge the AI, message me on Discord sometime that I'm online and available. Yes, this is an AI I programmed in Java.
* Because this AI doesn't have save states, you must complete the entire game in one sitting, or else it will be considered a loss. Expect it to take 15-20 minutes.
* You can have the first move. Not like it will help you.
* Hopefully the program won't crash. Though, if it does, I'll try to... uh... I'll try to restore the game and then deal some damage to this entity.
Now, onto the actual rules of Super Tic Tac Toe.
* The game is played on a 3x3 board of 3x3 boards, so a total of 9x9. Each of the smaller boards is the same as a normal tic tac toe board.
* The winner is the first player who can get 3 in a row in any one smaller board.
* Whenever one player makes a move, their opponent must play in the board corresponding to the first player's position. So if player 1 takes the top right position of any board, player 2 must make a move in the top right board.
* The boards are numbered 1-9, with the top left board being 1, the top middle board being 2, the top right board being 3, and so on. The spaces inside the board are also numbered the same way. So, if you want to move into the bottom middle space of the top right board, that would be the move 38. Go to board 3, and fill in space 8.
+1 to MrMirrorMan, +1 to Joebob
Side Quest Action:
Thina glances down to investigate the door off its hinges. About how thick is it? Does it have wires or stuff connecting it? Does it even have hinges?
Also, Mikoto is very displeased with Doc Scratch. Schizophrenia is not the same thing as dissociative identity disorder.
[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.
PEPSIMAN!
HP: Infinity/Infinity
Time Remaining: 120
Pepsi Cans: 0
Pepsi Machine:
HP: Infinity/Infinity.
Passive - Face of Divinity: Due to the divine power coursing through his veins, Pepsiman is totally immune to attacks made against him by lesser beings, such as yourselves. Though, attacking him can steal his Pepsi Cans. (count each can as being worth 2,000 HP)
Passive - The True Heir: Whenever you say Pepsiman's name, you must announce it loudly in a voice like a heavenly choir. If you don't, Pepsiman gains 300,000 HP immediately.
Passive - Strength from Followers: Any player can hand Pepsiman a delicious cold refreshing can of Pepsi as a free action, maximum of once per post. They can win the favor and grace of Pepsiman with such offerings. Pepsiman also gains 2 Pepsi Cans per turn.
Passive - Time Constraints: Pepsiman's time on this mortal coil is limited. Once Pepsiman runs out of time, he will go elsewhere to save those in need (and somehow bring his Pepsi Machine with him). At the end of every turn, Pepsiman loses 10 time remaining.
How this all works: When first spawned, Pepsiman is at the very bottom of the EOTB entity list (despite being a PG), and the Pepsi Machine is at the very top (but below the godmodder). The Pepsi Machine cannot be damaged, but whenever it is attacked, it can be moved either up or down two slots on the list. Once Pepsiman reaches or passes the Pepsi Machine, Pepsiman has completed a stage, which means he gains 30 Pepsi Cans and 20 time remaining. Then the Pepsi Machine teleports down to the opposite end of the entity list and Pepsiman starts running back. If an entity counter attacks or bodyguards against Pepsiman, Pepsiman becomes stunned for the next turn.
Action - Slide Charge
Move either up or down the entity list by 4 slots. Deal 8,000 damage to one enemy that Pepsiman moved past.
Action - Herald of Sugar
Costs 10 Pepsi Cans. Move either up or down the entity list by 5 slots. Restore 4,000 HP to all allies Pepsiman passes through. Can spend additional Pepsi Cans to heal a target hit by this at a rate of 1,000 HP per Pepsi Can.
Action - Divine Smite
Costs 10 Pepsi Cans. Move either up or down the entity list by 5 slots. Deal 5,000 damage to all enemies Pepsiman passes through. Can spend additional Pepsi Cans to deal additional damage at a rate of 1,000 damage per Pepsi Can. Max of 20 additional cans spent.
The Tic Tac Toeverlord HP: 200,000/200,000
Action: Scratch
Deal 12,000 damage to an entity and mark it. If three entities in a row in the entity list are all marked, deal 10,000 additional damage to all of them and remove the mark. The mark goes away when the Tic Tac Toeverlord is destroyed.
Passive: Machine Might
If you can beat this AI at super Tic Tac Toe, it is instantly destroyed. The rules for this contest are below.
* First, to challenge the AI, message me on Discord sometime that I'm online and available. Yes, this is an AI I programmed in Java.
* Because this AI doesn't have save states, you must complete the entire game in one sitting, or else it will be considered a loss. Expect it to take 15-20 minutes.
* You can have the first move. Not like it will help you.
* Hopefully the program won't crash. Though, if it does, I'll try to... uh... I'll try to restore the game and then deal some damage to this entity.
* When you lose, you can try again after the end of next turn.
Now, onto the actual rules of Super Tic Tac Toe.
* The game is played on a 3x3 board of 3x3 boards, so a total of 9x9. Each of the smaller boards is the same as a normal tic tac toe board.
* The winner is the first player who can get 3 in a row in any one smaller board.
* Whenever one player makes a move, their opponent must play in the board corresponding to the first player's position. So if player 1 takes the top right position of any board, player 2 must make a move in the top right board.
* The boards are numbered 1-9, with the top left board being 1, the top middle board being 2, the top right board being 3, and so on. The spaces inside the board are also numbered the same way. So, if you want to move into the bottom middle space of the top right board, that would be the move 38. Go to board 3, and fill in space 8.
because I didn't post last page, I missed the dop. I'm sad, so I'm going to spread my sadness.
Hey Wall! You're alive! I'm alive! You're not dead! I'm not dead! You're not human! I'm not human! We're practically the same! We are the same! I am you and you are me! My emotions are yours! Your Thoughts are mine! We share our pain! I missed the meaning of life! You did not get the meaning of life! There is no meaning of life for me! There is no life for you! You are depressed! I am dead! AAAAAAAAAAHHHHHHHHHHHHHH[at about here, the screeching becomes incomprehensible]!!!!!!!!!!!!!!!!
Shortly after that minor breakdown, I brush myself off and walk away from the poor dead Wall, still alive.
Guess I was wrong about that first part then, eh?
If the wall wasn't dead before, it certainly was after a failed one-liner like that.
Hey there. Sorry I haven't been playing. School as of recent as been shoving homework down my throat, but since it's the weekend I remembered this existed.
Redstone attacks the Bodyguard. If that's dead, he attacks the Heavy.
General Action: Continuing Doom
(NOTE: This attack is set to BODYGUARD PIERCE)
Staring at JOEbob's new bodyguard, General Mack simply shakes his head and calls out "Load solid slug, and FIRE!"
The new bodyguard successfully intercepts the incoming hypervelocity railgun shells, only for the inert chunks of Iridium/Tungsten alloy to whip straight through them without significantly slowing down. 20 milliseconds later, each of the massive 250mm railgun slugs impacts JOEbob, impaling them to the ground. This keeps them conveniently stuck in place when the missiles arc directly over them and begin descending, prompting Mr. Fiveteen to jump on top of his summoner.
This achieves nothing; the HEAT warhead in each missile is designed to punch through heavy tank armor, and Mr. Fiveteen presents negligible resistance as the missiles blast a jet of metal plasma right through him, frying JOEbob in the process as well. Even then, this wasn't over, as the sniper who'd eliminated the previous bodyguard headshotted JOE with a Tachyon Pulse teleported into his spinal column.
The railguns fired once more, penetrating right through Mr. Fiveteen and into JOEbob as the onslaught continued. Heavy munitions continued pounding the both of them, with their payloads being specifically chosen to rip straight through whatever protection Mr. Fiveteen was providing.
Charges
Special Forces (20/20)(FIRING!)
Base of Operations (5/20)
Professionals Study... (3/20){new!}
Special Forces: Technocratic Assault Forces
Base of Operations (5/20)
Towards the rear lines, another wormhole opened, as even more Technocratic military might surged onto the battlefield. Compared to the first two forces, the third group was far more heavily armed and skilled than either, though this meant that they were significantly smaller. Still, the high-grade skills hardwired into their brain coupled with the smaller size of the unit enabled them to easily sneak around and attack from unexpected angles, bypassing whatever puny protection a Bodyguard could hope to provide.
Technocratic Assault 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 10,000 HP, capped at twice initial strength.
-This Entity has attack power equal to its current HP.
-This Entity bypasses Bodyguarding
[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- 39,000/150,000
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 wasn't expecting the books to be actual books I thought they would just be a paragraph description of the content of the books so that's why I tried to read through them completely. Anyway Piono don't feel the need to force yourself to write a massive chapter from the books each turn, if you ever don't feel up to it a description of the contents of a chapter is good enough for me. In other news it seems I'm coming across several references to old DTG games in these books. I might need to find some summaries of the older games to understand this stuff but Doc Scratch was a major figure DTG 2 and the Psi Godmodding War was the name for some prequel game or something right?)
The Knight turns to the next page of The Nature of Split Personalities.
[Orders]
Bouvreuil- Examines the architecture of the Library for clues of what type of people made it.
The Daemonette sighs as she looks at the still exceedingly intact wall. The wall is indeed extraordinarily intact. Not quite the most intact something has ever been, but close enough.
She moves around the battlefield, searching for salvage. She finds some recent equipment, namely the Pyro's flamethrower. Its occupant burned to death, but miraculously it hadn't cooked off yet. Assuming that it would be boosted by the Godmodder, she hauled it over to the (very slowly) growing hole in the wall she was making and stabbed open the fuel container, before backing away very far and noticing that next to the Power Sword she had grabbed earlier lay a Plasma Pistol. An excellent find!
She picked up the weapon, holding it as steadily as she could. Her first shot missed, causing her to curse as the wall took almost no damage. She was a skilled fighter, true, but not exactly a trained marksman. Plus aiming with one hand was fairly difficult. She took aim and fired again, and this time was close enough to target. The fuel container erupted, exploding with far more than just heat and light. Just as had been hoped, the highly damaging fuel the Pyro used was very volatile, seeing as it was used in a flamethrower this wasn't a big surprise, and when exposed to heat on the level of plasma detonated in a titanic explosion.
The wall was still mostly intact, of course, but she was getting there. Just very slowly.
Okay. Here we go. Two new world breaking entities.
Epsilon: 20/20 - SPENT
Zeta: 20/20 - SPENT
Charge: 2/20
Charge: 2/20
First, I summon the greatest adventurer the multiverse has ever known. Our lord, and savior. The hero we neither deserve nor need. It is...
PEPSIMAN!
HP: Infinity/Infinity
Time Remaining: 100
Pepsi Cans: 0
Pepsi Machine:
HP: Infinity/Infinity.
Passive - Face of Divinity: Due to the divine power coursing through his veins, Pepsiman is totally immune to attacks made against him by lesser beings, such as yourselves. Though, attacking him can steal his Pepsi Cans. (count each can as being worth 2,000 HP)
Passive - The True Heir: Whenever you say Pepsiman's name, you must announce it loudly in a voice like a heavenly choir. If you don't, Pepsiman gains 300,000 HP immediately.
Passive - Strength from Followers: Any player can hand Pepsiman a delicious cold refreshing can of Pepsi as a free action, maximum of once per post. They can win the favor and grace of Pepsiman with such offerings. Pepsiman also gains 2 Pepsi Cans per turn.
Passive - Time Constraints: Pepsiman's time on this mortal coil is limited. Once Pepsiman runs out of time, he will go elsewhere to save those in need (and somehow bring his Pepsi Machine with him). At the end of every turn, Pepsiman loses 10 time remaining.
How this all works: When first spawned, Pepsiman is at the very bottom of the EOTB entity list (despite being a PG), and the Pepsi Machine is at the very top (but below the godmodder). The Pepsi Machine cannot be damaged, but whenever it is attacked, it can be moved either up or down two slots on the list. Once Pepsiman reaches or passes the Pepsi Machine, Pepsiman has completed a stage, which means he gains 30 Pepsi Cans and 30 time remaining. Then the Pepsi Machine teleports down to the opposite end of the entity list and Pepsiman starts running back. If an entity counter attacks or bodyguards against Pepsiman, Pepsiman becomes stunned for the next turn.
Action - Slide Charge
Move either up or down the entity list by 4 slots. Deal 8,000 damage to one enemy that Pepsiman moved past.
Action - Herald of Sugar
Costs 10 Pepsi Cans. Move either up or down the entity list by 5 slots. Restore 4,000 HP to all allies Pepsiman passes through. Can spend additional Pepsi Cans to heal a target hit by this at a rate of 1,000 HP per Pepsi Can.
Action - Divine Smite
Costs 10 Pepsi Cans. Move either up or down the entity list by 5 slots. Deal 5,000 damage to all enemies Pepsiman passes through. Can spend additional Pepsi Cans to deal additional damage at a rate of 1,000 damage per Pepsi Can. Max of 20 additional cans spent.
--------------
So that's one entity. But I have another one, a massive behemoth of mechanical might! With... a bunch of tic tac toe boards on its chest. Or, if you're British, it has a bunch of nots and crosses boards on its chest.
The Tic Tac Toeverlord HP: 200,000/200,000
Action: Scratch
Deal 12,000 damage to an entity and mark it. If three entities in a row in the entity list are all marked, deal 10,000 additional damage to all of them and remove the mark. The mark goes away when the Tic Tac Toeverlord is destroyed.
Passive: Machine Might
If you can beat this AI at super Tic Tac Toe, it is instantly destroyed. The rules for this contest are below.
* First, to challenge the AI, message me on Discord sometime that I'm online and available. Yes, this is an AI I programmed in Java.
* Because this AI doesn't have save states, you must complete the entire game in one sitting, or else it will be considered a loss. Expect it to take 15-20 minutes.
* You can have the first move. Not like it will help you.
* Hopefully the program won't crash. Though, if it does, I'll try to... uh... I'll try to restore the game and then deal some damage to this entity.
Now, onto the actual rules of Super Tic Tac Toe.
* The game is played on a 3x3 board of 3x3 boards, so a total of 9x9. Each of the smaller boards is the same as a normal tic tac toe board.
* The winner is the first player who can get 3 in a row in any one smaller board.
* Whenever one player makes a move, their opponent must play in the board corresponding to the first player's position. So if player 1 takes the top right position of any board, player 2 must make a move in the top right board.
* The boards are numbered 1-9, with the top left board being 1, the top middle board being 2, the top right board being 3, and so on. The spaces inside the board are also numbered the same way. So, if you want to move into the bottom middle space of the top right board, that would be the move 38. Go to board 3, and fill in space 8.
+1 to MrMirrorMan, +1 to Joebob
Side Quest Action:
Thina glances down to investigate the door off its hinges. About how thick is it? Does it have wires or stuff connecting it? Does it even have hinges?
Also, Mikoto is very displeased with Doc Scratch. Schizophrenia is not the same thing as dissociative identity disorder.
Entity Orders - I give Pepsiman some Pepsi and then he does a slide tackle, hitting The Terrible Idea.
The Tic Tac Toeverlord scratches Donovan.
The door does not have hinges, it was one of those big heavy sliding blast doors. It is quite thick, maybe even a full inch or two. There are no wires connected to it, but the whole thing is scrunched up with a hole punched in the middle
[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- 39,000/150,000
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 wasn't expecting the books to be actual books I thought they would just be a paragraph description of the content of the books so that's why I tried to read through them completely. Anyway Piono don't feel the need to force yourself to write a massive chapter from the books each turn, if you ever don't feel up to it a description of the contents of a chapter is good enough for me. In other news it seems I'm coming across several references to old DTG games in these books. I might need to find some summaries of the older games to understand this stuff but Doc Scratch was a major figure DTG 2 and the Psi Godmodding War was the name for some prequel game or something right?)
The Knight turns to the next page of The Nature of Split Personalities.
[Orders]
Bouvreuil- Examines the architecture of the Library for clues of what type of people made it.
You don't need to know anything about the previous games to understand what's going on. You might miss a few hidden references, but major stuff will all be introduced and discussed here. I'll admit I done goofed on the Scratch thing here a bit, but all you need to know about him is he's an omniscient [BUTT]hole with a cueball for a head, and a penchant for writing in white text even when the background renders that illegible.
The Psi Godmodding War is just something that's being alluded to, and will be explained at later date. Aka. Psi Godmodder War is currently SPOILERS.
Additional note, once you think you're done collecting books, you may head back to the main battlefield with your reading material and continue reading it there.
Chapter I ~ Nomenclature
Hello once again, reader. If you are reading this, this means you have either decided to take me up on my offer to explore the subject of split personalities, or it means you have sequence broken and are reading ahead. If you fall under the latter category, I advise you turn back and read the previous chapter. Trust me.
If you fall under the former category, which hopefully you have, then you are ready to begin your quest for knowledge. However, before we can truly begin, I must provide you a definition first. Trust me, this will be necessary, and will most certainly happen numerous times after this.
no-men-cla-ture - noun
the devising or choosing of names for things, especially in a science or other discipline.
I'm going to skip the pause that would be associated with you figuring out how this relates to the subject with hand and get on with it, due to brevity. The reason I have chosen a word that relates to the names of things is because the topic of split personalities has a lot of odd words that people who are not versed in the field will not understand.
As such, this chapter will define those words, which will undoubtedly appear later on in this book. And in case you are wondering, which I know you are, yes, I did just preface a chapter of definitions with a definition.
Carry on.
split - Shorthand for "split personality."
the Split - Shorthand for "predomination."
the Arrival - The act of a split's creation.
the Build - The act of a split's development.
the Shatter - The act of two splits warring for control of a body.
predomination - The act of split gaining complete control of a body.
apotheosis - The powers a split receives upon predomination.
bipolarity - Having two splits.
tripolarity - Having three splits.
quadripolarity - Having four splits.
quintipolarity - Having five splits.
totality - A rare occurrence in which all splits act as one being.
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: 40,000/40,000.
The Blue Knight [AG - Player]: Hp: 20/20. Lúin [A] Durability: 5/5
Well, now that I've seen the sword, I attempt to pull it from its place on the wall.
Then, the Terrible Idea moves against the Mechas, causing some of them to try mecha arm-wrestling.
15/15 From the Ground Up
As the battle goes on, something approaches the battlefield, the clank-clank-clank of its footsteps shaking the ground beneath it. Soon, a large mech, with armor apparently reinforced by adamantite, emerges, and begins attacking its PG counterparts.
HP: 70000/70000 ATK: 15000
Self-Repair Module [Passive]: Regen 2000 HP per turn, except when a charged ability requires the energy needed to power the module.
Missile Massacre [Active]: Deal 7500 damage to 3 targets. Requires 3 turns to charge.
Heavy Charge Beam [Active]: One-target heavy attack. Requires 5 turns to charge.
(And yes, I think I understand how entity charge abilities work now.)
Hey Tanks! Are you TOGs? Are you TOG IIs? Is there an asterisk at the end of your name? Are you blue? No? THEN I'M BETTER THEN YOU!
The tanks proceed to be crushed by a large, blue British tank... with a psi-amp on it. /Shrug. Anywho, the tank then explodes and all the tanks die.