Destroy The Godmodder: Renewal (Hole In The Ground)

I suddenly pick up an anomaly in my clone. It appears that he isn't actually my clone, but is actually a {REDACTED} that could be extremely dangerous if not killed before it activates. However, with him having a copy of my Juggernaut Armor, that will be very difficult.

Wait a minute, no. He just has my electrostaff. Still, he could stun me at any time.

I suddenly get an idea, and use a Knockback Shot to launch the {REDACTED} into the Godmodder. The Godmodder is confused by this, before proceeding to obliterate my clone. Also, the clone drops the electrostaff, which I pick up.

Scan: The Terror Preschoolers, because we need to find a counter to them fast.

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.
 
I join as AG!
ALCHEMIES
1. Horn AND chaos energies = ? 1/?
2. dagger AND red herring = ? 1/?
CHARGES
1/20. The Apparition
1/20. The Vital Vitriol.
I point a spotlight at the Massive Wall that is so bright, the wall melts. Somehow.
 
12/20 perrrrrrrceptual form
1/? something or the other
+1 talist +1 mirror
I walk over to the technocratic spearhead forces and bite them. all of them. one at a time.
I then drop a really big drawing on them, crushing them with all the paper and ink.
I-I
pebbletopia doppe!
 
[AG]
20/20 HP
Lúin equiped
In the library side quest
Charge Bank: 10

(+1 from EternalStruggle)
18/20 A handful of good bears
19/20 Energy Device

+1 @EternalStruggle
+1 @DCCCV

[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.
(Piono you mentioned I could return to the battlefield once I feel satisfied with the books I gathered, that makes me wonder could I read a chapter of a book while doing other actions?)

The Knight flips to the next page of "The Nature of Split Personalities."

[Orders] (You didn't have Bouvreuil act in the last side quest update so presumably I'll have to wait to the EOTB for both these actions?)
Bouvreuil- Checks whatever book return system the library has for leftover books.
 
Update 43: The Plaza pt 3
Announcement: The Forge is officially nonfunctional. Not enough people want to use it for it to be worth the hassle.
Check
I scan the Soldier

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.

Charges
Special Forces (17/20)
Teleport Spam (4/20)
+1 @EternalStruggle
+1 @variant

Entity Orders
Technocratic Relief Forces: Heal whatever AG needs healing most!
Soldier: Ready to pound some maggots into mush, the rocket jumping champion of the world. Has no special abilities, but his attacks pack a bit of a punch.

You wipe out JOE's bodyguard and then deal 5 damage to JOE.

Really? Terror preschoolers?

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.
You obliterate the last two tanks, and then your clone poofs out of existence because I fixed the error.

"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."

17/20 Research (2 from Variant)
9/10 Development

+2 @I just write.
and it burns, burns burns.
The ring of fire, the ring of fire.
The ring of fire, the ring of fire.

mecha destroyed.

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.

Charges:
War Wars Episode 3: Revenge of the Krork: 6/20.
Wrath of the Gods: 5/20.

+1 @I just write
+1 @The Blue Knight

Entity Order:
Daemonette heals Zarya again.
You smash up another of the mechs, and deal 5000 damage to the massive wall as bonus damage.

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.
The wall hangs its metaphorical head in shame and tries to move, losing 13000 health to the shaking before it realizes that its a wall, and cannot move of its own volition.

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."
You summon Mr Fiveteen, who has his HP simplified to 5 player-style HP because.
You then heal yourself up to full using charged abilities.

Oooh, spooks.
The Godmodder contemplates this...
Thing is... even I'm not really certain I want to keep preschoolers on the battlefield for people to figure out how to kill. I think I'll just let them wander off after this.

Got +2 total

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.
As a note, attacking pepsiman when he's out of pepsi cans will reduce his timer, by 1 per two pepsicans that would be lost.

You summon pepsiman and the tic tac toeverlord, the latter of which dies basically immediately. 5 pepsi cans given to the pepsiman.

[PG]

I send a savage horde of armed and dangerous haters after Lucio, as all popular people will have people that hate them.

11/20 +2 from JOE
11/20 +1 from Talist +1 from JOE
+1 JOE +1 Talist
True dat... true dat...
14000 damage to Lucio.

/Null-ish

Well, that was anti-climatic. EternalStruggle just beat the Tic Tac Toeverlord at super tic Tac Toe, fair and square. So, it explodes.

On the plus side, nobody will now ever beat my record for shortest lived entity ever. It literally only survived one post.
RIP the Tic Tac Toeverlord.

/Null. . . Huh. This soon?
#Oops

Oh come on, I wanted to beat it with my own better AI!
/null
#GammaPlus

5/?? Something Missing: illogic

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

+2 @JOEbob

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.
The wall dies a bit on the inside, and takes 20000 damage as its organs liquify.
...
Since when do walls have organs?

15/20 The Wall
3/7 Staff of Curing

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

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.
You deal 6000 damage to the Heavy.

It's okay man, just glad you're still around.

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


Entity Orders
Technocratic Assault Forces: Attack JOEbob!
1 damage to Mr Fiveteen, and 4 damage to JOE.

As your technocratic assault forces you notice the abstract concept of the Curse of Repetition looks rather teetery. Looks like you might need to stop summoning basically the same thing so many times.

[PG]

I send Lucio through a field filled with oil. . . they slip a lot, not even their skates help.

12/20
12/20
+1 JOE +1 Talist
He'll slip and slide on this oil field AHAHAHA
12000 damage to Lucio.

[AG]
20/20 HP
Lúin equiped
In the library side quest
Charge Bank: 10

(+1 from EternalStruggle)
17/20 A handful of good bears
17/20 Energy Device

+2 @EternalStruggle

[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.
Looking at your later post made me realize I missed Bouvreuil's action during the sidequest dop.
So as for the architecture:
The architecture is very bizzarre, it seems to borrow from a number of different time periods... of different worlds even. Even stranger, it's almost as if the building's frame is one solid piece of stone, instead of being carved.

I hack one of the mechas, making it attack a random enemy that's on its side.

cool artifact thing: 4/10
Mecha hacked.

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.

Charges:
War Wars Episode 3: Revenge of the Krork: 7/20.
Wrath of the Gods: 8/20.

+1 @I just write
+1 @The Blue Knight
20000 damage to the Wall.

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.)

+1 @I just write and @Crusher48

3/20 The Same Mistakes
1/15 Unnamed
The sword is just as stuck as ever. You're going to have to do something clever to get it out.

I'm assuming the you're using the adamantite you found in the construction of this mech. If such is the case, you should be able to buff either its attack power or its regen. If not, I'm going to nerf the health a bit.
Either way, Adamantite Mech summoned!

6/?? Something Missing: illogic

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

+2 @JOEbob


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.

the end
The TOG II finds no tanks upon which to unleash its explosive power, and decides to just sit around on the battlefield and shoot things.
TOG II summoned!

6/20 Deal with the Enchantress
Something something, I forget what this was: 4/20
+2 @DCCCV

Emerald forces the TicTacToverlord to commit sudoku, another time based game played on a 9 x 9 board
#RestInPepperonis

I suddenly pick up an anomaly in my clone. It appears that he isn't actually my clone, but is actually a {REDACTED} that could be extremely dangerous if not killed before it activates. However, with him having a copy of my Juggernaut Armor, that will be very difficult.

Wait a minute, no. He just has my electrostaff. Still, he could stun me at any time.

I suddenly get an idea, and use a Knockback Shot to launch the {REDACTED} into the Godmodder. The Godmodder is confused by this, before proceeding to obliterate my clone. Also, the clone drops the electrostaff, which I pick up.

Scan: The Terror Preschoolers, because we need to find a counter to them fast.

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.
You reclaim your electrostaff. Not that you needed to.

Terror Anklebiters: Preschoolers. Only even more terrifying, and several stories tall to boot. Why Titus thought this was a good idea is anyone's guess, but here it is. Like all preschoolers, they pay almost no attention to their surroundings, and as such shrug off all damage that people attempt to deal to them.
Ooh shiny!: Causes them to get distracted by something off the battlefield and wander off, leaving.

I join as AG!
ALCHEMIES
1. Horn AND chaos energies = ? 1/?
2. dagger AND red herring = ? 1/?
CHARGES
1/20. The Apparition
1/20. The Vital Vitriol.
I point a spotlight at the Massive Wall that is so bright, the wall melts. Somehow.
*sigh*I DID leave the forge up in the rules didn't I?
I'm going to have to take that down. New announcement everybody, the Forge is officially defunct, sorry plague.

We'll melt a wall and make the mexicans pay for it.
Or something like that.
11000 damage to the Massive Wall.

12/20 perrrrrrrceptual form
1/? something or the other
+1 talist +1 mirror
I walk over to the technocratic spearhead forces and bite them. all of them. one at a time.
I then drop a really big drawing on them, crushing them with all the paper and ink.
I-I
pebbletopia doppe!
Well, it's official, I can no longer keep an eye on pebbletopia. The rest of you will just have to clue me in if JOEbob suddenly goes rogue and rigs the game. saferouter now blocks photobucket for some stupid reason.

You drop 15000 damage on the technocratic Spearhead forces.

[AG]
20/20 HP
Lúin equiped
In the library side quest
Charge Bank: 10

(+1 from EternalStruggle)
18/20 A handful of good bears
19/20 Energy Device

+1 @EternalStruggle
+1 @DCCCV

[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.
(Piono you mentioned I could return to the battlefield once I feel satisfied with the books I gathered, that makes me wonder could I read a chapter of a book while doing other actions?)

The Knight flips to the next page of "The Nature of Split Personalities."

[Orders] (You didn't have Bouvreuil act in the last side quest update so presumably I'll have to wait to the EOTB for both these actions?)
Bouvreuil- Checks whatever book return system the library has for leftover books.
Yes, you can actually. Reading is an Extra action. You can only do it once per post, but other than that it doesn't stop you from acting.

Chapter Two ~ Ubiquity
ub-i-qui-ty - noun
a synonym for omnipresence, the property of being present everywhere.
In this chapter, we will begin discussion of split personalities proper. I am terribly sorry for the delay on this topic. Like an excellent host should, I had to get my introductions and facades out of the way first beforehand.
Ubiquity, as seen above, is the state of being everywhere at once. I have chose this for the name of this chapter because it fits the nature of splits very well, from what I and many others in this field have seen. The point being is that a split seems to be everywhere at once inside its body. It consumes the host in and out, and eventually, it will be the death of them. This is a process we will detail in further chapters, so for now, let us talk about the formation of these splits and some of their properties.
As I'm sure you have gathered by now, no one can have one split. If something is split in two, it is split in two. This means there must always be at least two splits in a body. Or, more well said, two splits in a mind. That is where the personality of a being lies, after all.
In addition to the property of being nearly everywhere at once inside a host's mind, splits, in most cases, know much more than the minds they inhabit. This is a direct cause of their ubiquity; they do not only have to exist in a mind. As long as they have direct contact with their hosts, splits can leave and observe the outside world intangibly. Additionally, it seems some splits simply form with this knowledge.
Perhaps even they are not sure of how they have collected it.
Perhaps they do not want to know.
Oh, sorry. Just getting a glass of water. One must drink once in a while.
So, we have a split's ubiquity and knowledge. There is additionally, their great power. When a body is at least bipolar, their power seems to increase literally by two. This is theorized by many to be because instead of one's power being halved amongst the splits, it is multiplied. This would explain many recorded events of bipolars' acts of anger or benevolence far exceeding even the most magically adept.
Now that we have splits' properties out of the way, we can begin on the topic of their formation.
The creation of a split is a long and arduous one in most cases. It seems a split's creation is brought about by a traumatic event most of the time. Either it is direct physical trauma, in some cases directly to the mind, or emotional trauma. Either way, in both cases, the mind may, in exceptionally rare cases, retaliate by simply splitting in half, creating two distinct personalities that both control the body, and eventually war for it.
In other cases, one may attempt to create a split on purpose. Keep in mind this is very dangerous and almost never works. However, note I am not responsible for any ideas you get while reading this book, so do whatever makes you happy.
In any case, once a split is created, it can lie in the mind dormant for weeks, months, and even years. However, it seems, most dormant splits occur in a specific timeframe; around 4.13 months to 10.25 months. This period, is known as the Cessum Temporis, meaning "emergence period" in an Earth language.
However, the actual event in which a split first appears in a body is known as the Arrival. In this time, one will usually feel horrendous pain as their mind splits in two. Some may not even survive the process.
But those who do are never the same.



#AWorldHalfFull​

The Terror Anklebiters start off their first turn by dealing 0 damage to Zarya due to her shield when they stomp over to Donovan, who they wind up messing around with like a toy for several minutes before losing interest and wandering away. 20000 damage to Donovan and he is rendered Sticky! They then tromp over to the Beacon of Protection and deal 20000 damage to it as well. Pepsi Man electric slides his way up 4 entities, dealing 8000 to... well, not the Terrible Idea as there's too many peeps in the way. The Technocratic Assault Forces take 8000 damage. The Massive Wall sits there. Because it's a wall. Even if it does have organs. They're pipe organs by the way, I made it for a concert a few months ago. Oh, that makes a little more sense.

The Heavy opens fire on the same three that the Terror Anklebiters rampaged on, dealing 5000 damage to Donovanand the Beacon of Protection, and breaking Zarya's shield. The Soldier takes a shot at the beacon of protection. The rocket slams into its base, and the beacon topple over with a mighty crash. Beacon of Protection destroyed! The Mechas surge forward and attack the Technocratic Spearhead forces, dealing 10000 damage to them, except for the one hacked mech that stomps over to the heavy and socks him in the face for 2000 damage.

The TOG II has not been ordered, but decides that it'll attack the next best thing to the tanks that were already dead, the mechas, and blows two of them to pieces with its mighty cannon.

The Daemonette rushes over to Zarya, who is doing better than she was last round, but still not great. 22000 healing later and she's doing significantly better. Zarya blasts the Heavy with her mighty particle cannon, dealing 20000 damage thanks to charge boost. Donovan uses Rapid Basic Attack on the Terror Anklebiters, dealing 0 damage, but making him immune to them next round... and sticking him to them. Donovan is now stuck to the Terror anklebiters, any damage or healing aimed at either of them will be split between the two.

The Golem Core collects 6 more pieces, and the Godmodder begins eyeing it warily. Especially when it slams its massive arm into one of the mecha, taking it down in one shot. Lucio heals up the Daemonette, Zarya, the Technocratic Spearhead forces and the Terrible idea for 2000 health apiece. Donovan is also targeted, but due to being stuck to the terror anklebiters, he only receives 1000 healing. Then he smashes the heavy in the face, dealing 10000 damage. The Technocratic Relief Forces restore 17000 health to Lucio.

The Terrible Idea convinces the Mechas to do some arm wrestling with one another, and they do. Which ends with one of the mecha's arms being ripped off and the mecha itself being rendered unuseable. The Technocratic Assault Forces deal 6 damage to JOEbob past his bodyguard. The Adamantite Mech walks up to the Heavy, and steps on him. However, because adamantite, (or at least this version of it) is so light, this doesn't work, so it just uses a sword extension and runs him through instead. Heavy killed.

The Godmodder takes one look at the AG forces and knows exactly which snowball needs to be melted before it gets any bigger. He leaps forward with his hammer, and slams it right into the golem core's core. Sending segments flying out in every direction... with no damage ot the core itself. The body has been completely divested of segments, but the core remains completely undamaged. Well GORILLA. I'm going to have to murder this thing.

Bouvreuil checks the "returned" section but finds nothing but a few scraps of paper. Looks like this area was cleaned out too.

Everything ticks up and down. The autocrafter craps itself.

Itinerary:
Take down the wall!
Survive the Terror Anklebiters!


Distance: 100%

Main Battlefield:

Entity Advantage: N/A

The Godmodder [PG]: Hp: 90/100. Shielded. Fluorite Duet [A] Aetheric Particle Collider [A] Swordchucks Round 2 [A]
Pepsi Machine [PG - Talist]: Hp: ∞/∞
Swarm of Terror Anklebiters [PG][Elite]: Hp: N/A. Ooh Shiny!: 2/5. Stuck to Donovan
Massive Wall [PG]: Hp: 396,000/500,000.
Soldier [PG]: Hp: 40,000/90,000.
Mechas x2 [PG]: Hp: 13,000/15,000.
Mr. Fiveteen [PG - JOEbob]: Hp: 4/5. Self D-structy: 1/3.
JOEbob [PG - player]: Hp: 12/20. 2 regen. Hamsas of Hamsaness [A]. Overstayed My Welcome: 2/5.
TOG II [N - TOG]: Hp: 92,000/100,000
TOG [N - Player]: Hp: 20/20. 1 AC. Predator Armor [A] 4/5 uses.
Daemonette [AG - eternalstruggle]: Hp: 52,000/66,000. 25% dodge. Plot Armor.
Zarya [AG - crusher48]: Hp: 50,000/80,000. 45,000 Charge. Graviton Surge: 5/7. Burning: 3 rounds.
Donovan [AG - enerald_,mann]: Hp: 127,000/225,000. Rapid Basic Attack: 1/3. Caltrops: 5/5. Deal With The Enchantress: 5/10. Stuck to the Terror Anklebiters. immune to the Terror Anklebiters 1 round
Golem Core [AG - Crusher48]: Hp: 42,000/50,000. Head: 3 segments: Body: 0 segments. Leg x2: 6 segments. Arm: 4 segments 1 research point.
Technocratic Spearhead Forces [AG - I Just Write]: Hp: 84,000/160,000. 20000 regen.
Lucio [AG - crusher48]: Hp: 24,000/50,000. Amp It Up: 3/3. Sound Barrier: 4/5. 30% dodge. 5000 regen.
Technocratic Relief Forces [AG - I Just Write]: Hp: 98,000/160,000. 20000 regen
The Terrible Idea [AG - variant]: Hp: 41,000/55,000
Pepsiman [PG - Talist]: Hp: ∞/∞. Time Left: 90. Pepsi Cans: 5
Technocratic Assault Forces [AG - I Just Write]: Hp: 34,000/80,000. 10000 regen
Adamantite Mech [AG - variant]: Hp: 54,000/60,000. 2000 regen. Missile Massacre 1/3. Heavy Charge Beam 1/5.
Crusher48 [AG - Player]: Hp: 20/20. Auto-crafter [A] Durability: 5/20. Juggernaut armor [A] 6/8 HP. 4/4 Shields. Electrostaff [A] durability: 10/10.
DCCCV [AG - Player]: Hp: 20/20. Oilstone [A] durability: 9/10.

The Fortress (sidequest):
Variant [AG - Player]

The Bunker (sidequest):
Personal Defense Drone [PG - Talist]: Hp: 120,000/120,000.
2 guns. [A]
disassembled white gun
Thina [PG - Player]

The Library (sidequest):
Bouvreuil [AG - The Blue Knight]: Hp: 40,000/40,000.
The Blue Knight [AG - Player]: Hp: 20/20. Lúin [A] Durability: 5/5

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

[AG]
Hezetor. 3 posts
Gutza1. 3 posts
Chimera: 3 posts
Eternal Struggle:
DCCCV:
I just write: 1 round cooldown
redstonetam15
Twinbuilder: 3 posts
Enerald_Mann
Randomname: 3 posts
CrownlessKing: 1 post
ArcticArchiver: 3 posts
helldivercommand: 3 posts
variant:
KuraHyena: 2 posts
Moniker
Tam Lin: 3 posts
rougesteelprojec: 3 posts
crusher48: 2 round cooldown
lytea: 1 post
The Blue Knight
Jaquecrissont
plague126: 2 posts

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

[PG]
JOEbob:
MrMirrorMan
Talist
 
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13/20 perrrrrrrceptual form
2/? something or the other
+1 talist +1 mirror
I heal myself with the power of 31 bandaids, 4 growth crystals, one fire gem, 5 rainbow knifes, 9 dragons, and two week-past-the-expiration-date bottles of poisonous mayonnaise.
"True, having the... other... descendants find a way to kill them would be bad and not nice." "but consider this (I thought about this for a while before asking) : players can cure status effects and/or remove buffs with their actions." "So they could still be removed from the field, just in a somewhat unconventional way.eh, nevermind"
you see, its past its expiration date, so instead of dealing damage the poisoned mayonnaise heals. explaining the joke definitely didn't make it worse, yep, right.
fiveteen bodyguards me, unless someones going to attack the TOG II, in which case I do TOG a favor and have fiveteen bodyguard it.
 
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The Daemonette stalks over to PEPSIMAN, and stabs him in the gut with her claw. Naturally this does no actual damage, but it does allow her to cut out the 5 cans of Pepsi he's holding before they can be used to do who knows what terrible things against the AGs. She then stalks away from the strongest of all PGs, mightier than even the Godmodder himself, and sits on a piece of rubble. She had clutched the cans to her chest and now let them clatter on the ground, sighing as she did so. Why was this wall so difficult to deal with? She continued to ruminate on the Massive Wall, the bulwark between them and the Pillar. Not perhaps the greatest and most meaningful thing to ruminate on, but she had willingly relapsed into thinking about anything other than what was truly relevant for the time being.

She quietly drank the Pepsi as she sat, and thanks to its inherent power due to being drawn from a highly potent Entity, it was able to heal her wounds. Mostly, however, she drank it because it tasted nice enough. And doing things because they felt good, performing actions to promote the concept of pleasure, was still her fundamental mission, technically speaking. Of course, as a being made of Warpstuff she didn't exactly have to worry about either her figure or her teeth from drinking unhealthily, so that didn't hurt.
Charges:
War Wars Episode 3: Revenge of the Krork: 8/20.
Wrath of the Gods: 10/20.

+1 @I just write
+1 @The Blue Knight

Entity Order:
Heal Technocratic Assault Forces, if dead Zarya, if dead the Terrible Idea.
 
7/?? Something Missing: illogic

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

+2 @JOEbob


WHAT IS IT WITH RANDOM SUMMONINGS OF TOG II*S AND MY CONSEQUENT OWNERSHIP OF THEM?! IS IT SOME KIND OF CURSE? A BLESSING?
Looking at TOG II's damage output, I pretty much instantly decide it's a blessing. I wonder if it has the range-based stats of TOG II*...
Ah well, I order it to shoot some random PG entity.
Meanwhile, I heal him up so that he's nice and healthy.
And yes, he's a he.
And his name is Hannibal.
 
I note that the Terror Anklebiters have 5-year-old mindsets, and I also note that there's a Pepsi machine on top of the massive wall. From my studies on 21st century Earth pop culture, young children like sugary beverages like Pepsi.

I decide to show some Pepsi adds to the Terror Anklebiters, then draw their attention to the Pepsi machine. Because the Anklebiters want sugary drinks, they proceed to try to get to the Pepsi machine on top of the wall. This involves a bunch of zany schemes that don't actually accomplish much, but do keep them busy and not ripping us to pieces for a while.

Also, because the anklebiters started crying after they couldn't climb the wall with a fat beefy knight stuck to them, I pour Universal Solvent on donovan to unstick him from the Terror Anklebiters so that they can go back to trying to get to the Pepsi machine.


Entity Orders:
Zarya puts a bubble on Lucio, because there's a hostile descendent attacking him every single round. Note that due to the large size of the bubbles, the target's dodge does not apply against the bubble (but Lucio gets his dodge back once the bubble is broken).
Lucio amps up healing to get more of the team back in action faster.
The Golem Core, in anticipation of an incoming attack, builds up 2x6 legs, 1 head, and then pulls the rest into its body in hopes of resisting the next attack from the Godmodder.

Lucio and Zarya then team up to fight the PGs, with the wall as a low-priority target (if there is no other vulnerable PG to target, they will siege the wall).

13/20 Chronal Accelerator (+1 plague)
6/20 I don't know yet
+2 @plague126
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.
 
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"Not a multiverse, mind you."
-Vacuous Archive, Foreword

I use the Stoneskin Hide on the Terror Anklebiters.

20/20 Research (2 from Emerald)
11/15 Development (1 from the Blue Knight)
+2 to @Enerald_Mann
 
[PG]

I throw a magnetic explosive at the Golem, scattering it's parts.

14/20 +1 from JOE
14/20 +1 from JOE
+1 JOE +1 Talist
 
General Action: Up Close and Personal

As JOEbob once again eats a railgun shell to the face, this once again whipping straight through Mr Fiveteen without losing significant damage potential, he finds himself getting knocked back into the ground behind a small ridge. As the descended begins to recover, they begin to feel a rumbling of the ground. Cresting the ridge, one of the numerous Infantry Cyborgs attached to the Spearhead Forces crests the ridge, and begins to open fire. This is not all though, as the rumbling intensifies, and suddenly an utterly massive armored vehicle crests the ridge, casting JOEbob into shadow.


The descended can only look on in horror as the tank arcs over him and begins to descend. JOE tries quickly to roll out of the way, only to end up directly under the vehicle's treads, a sickening crunch emanating from the impact point. Inside the command track directly on top of the target of his ire, General Mack is laughing maniacally as they work the manual controls, running that tread back and forth to grind JOEbob even further into the dirt.

Soon, General Mack retreats to normal engagement range, and as JOEbob once again wrenches themselves to their feet, they eat a laser to the butt courtesy of the rest of the Spearhead Forces.

Charges
Base of Operations (6/20)
Professionals Study... (7/20)
+1 @EternalStruggle
+1 @The Blue Knight

Entity Orders
Technocratic Relief Forces: Act immediately before the Assault Forces, and HEAL THEM!
Technocratic Assault Forces: Attack JOEbob!
 
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Swift as a striking snake, the Daemon had gotten up from her rest and dashed in to attack the Soldier. Not in and of himself a formidable obstacle, he was nevertheless doing some significant damage, and would continue to do so if not suitably dealt with.

A quick attack, the careful placement of a knife she now always held in reserve through one way or another, the careful placement of it in several more stabs, a retreating blur and a damaged opponent that didn't know how to react, or indeed quite who to react to. Simple, but undeniably a fairly effective maneuver. At least if the bleeding is any indication.
Charges:
War Wars Episode 3: Revenge of the Krork: 9/20.
Wrath of the Gods: 13/20.

+1 @I just write
+1 @The Blue Knight
 
General Action: Git that critter!

Once more JOEbob found himself the victim of the Technocracy's military. Mr. Fiveteen, having blocked his allotted attack this turn, did nothing as the heavy munitions crashed into JOEbob, turning the region of ground where he had been standing into a large crater. This time, the Descended stays more or less in place, being bombarded deeper into the hole, rather than blown into the air.

JOE climbs up to the rim of the crater to see what's happening, only to get kicked in the face by an Infantry Cyborg, sending him tumbling back down to the inside of the crater as dozens of tanks pull up around the edge of the hole. Pointing their guns down into the explosion-formed dip in the ground, the vehicles opened fire, pummeling their surrounded victim with their immense amounts of firepower, even as one enterprising cyborg hefted a flamethrower they'd "found" immediately after the Pyro's demise and used it to contribute to the carnage.

This pummeling continued for some time, until eventually one of the railgun shells hit a natural gas pocket directly below its intended victime, releasing immense natural pressure that had built up underground, even as the explosives in the shell ignited the gas into a roaring flame. This blasted JOEbob into the air, where he was promptly set upon by lasers and anti-air missiles, even as they crashed back to earth in just the right place to land on top of the Giant Wall.

This is when the sniper with the Discontinuitous Tachyon Pulse Rifle acted, shooting JOEbob with a beam of tachyons that arrived behind him and blasted him off the wall, which obviously lead to them falling, landing on their head.

Charges
Base Of Operations (8/20)
Professionals study... (8/20)
+1 @EternalStruggle
+1 @The Blue Knight
 
14/20 perrrrrrrceptual form
9/9 something or the other +1 plague + 2 TOG +1 mirror +1 mirror +1 talist USING!
summons a off-brand somewhat-Juggernaut-armor-style artifact, with the shields on the fritz. the artifact regens one HP per turn and has 10 normal hp.
new: 3/? +2 TOG
+1 talist +1 mirror
I explain to the technocracy army that they should not, and cannot, have actually harmed me with their actions. you see, the technocracy has its politics, as IJW has previously stated. those likely involve some religious section, since those are an important part of real-world politics.
they are attacking me because I am holding a hamsa.
hamsa's are religious, signs of protection that are acknowledged by Jews, Christians and Muslims. they are shaped like a hand, usually open, with an eye in the middle, and their name stands for five.
attacking one holding a symbol of protection, obviously, should not work.
but that is not all hamsas stand for.
they also represent blessings, power, and strength, respectively.
thus, my rendering of hamsas in my hamsa of hamsaness is faithful to their actual standing; it blesses me with regemeration, and provides a boost to power and strength if I remain faithful long enough.
furthermore, since I am holding this hamsa and, indeed, receiving clear benefits from it (In the form of regeneration), I must be chosen by god, or he, at very least ,does not think badly of me.

for these reasons, and probably several more, the technocracy's religious sector would object to this assault, and it (the assault) must be imagined.
should the assault be real, the religious sect of the technocracy probably will provide me with aid, healing me and providing general positive effects.
if the religious sect is unaware of the transgressions of the current technocratic general, then I am simply healed by a combination of descendancy and god's clear liking of me

The above is a heal to myself, unless it is possible to block the entirety of IJW's attack with it in which case it is a counter, largely because that fits better thematically for the action.
 
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[PG]

I take a screwdriver, a blowtorch, a sander, a drill, a forge, a welder, and a hammer to start disassembling the Adamantite Mech, removing the screws and welding that hold it together, bending it's armor plates, sanding them to give them sharp and jagged edges, putting holes into them, and melting them down, making miniature replicas that I then throw at them.

16/20 +1 from JOE
16/20 +1 from JOE
+1 JOE +1 Talist
 
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[AG]
20/20 HP
Lúin equiped
In the library side quest
Charge Bank: 10

(+2 from EternalStruggle, +2 from I just write)
20/20 A handful of good bears- Expending...
20/20 Energy Device (Title of this is obsolete)- Expending...
3/?? Flex charge (Probably going to be used to pressure the guardian)
0/20 Reinforcements

+2 @plague126 (Welcome to the game!)

Following turning the page and reading the next chapter in the book the Knight looks upwards. "Ah it would appear they're ready." Shutting the book the Knight extends his hand outwards rapidly opening several rifts throughout the library.

20 Charge Expended

Initially from the rifts several bipedal bears all holding various heavy weapons such as war hammers and great swords while wearing chain mail over their fur covered bodies. The bodies of the bears seem well adapted to their bipedal movement and their hands are more human like allowing them to properly hold their weapons.

20 Charge Expended

Following the bears was a group of unarmed humans in various light traveling clothes. Many of the humans were in the later years of their lives and they all carried baggage with them. Finally finally some more bears exited the portals carrying several large boxes. Most of the new arrivals immediately get to work unpacking their baggage except for a single spectacle wearing human and a particularly large bear who both approach the Knight.

The Knight addresses older human first. "Paddington, what a fortuitous reunion! Am correct to presume Her Royal Highness assigned you to lead the Library investigation team?" The spectacled man politely replies whilst bowing. "You are correct mi'lord however I hardly feel qualified to lead a team of multidimensional linguistics experts and archaeologists such as this." "You'll do fine old friend, with any luck we should be able to recover some information of interest from all these destroyed books." The Knight turns his attention to the towering bear-man, "You are a representative from the Ursine faction of the Tolboth Great Forest Coalition correct?" The bear snarls "Correct human, as per the Coalition's agreement with your people we're here to beat some sense into that damn Godmodder." "Very well then, what is your name brave warrior?" The bear snorts, "Morgul" "Very well Morgul, for now allow your men to relax, we will set off soon to meet the Godmodder." The Knight then looks toward the gathered warriors and researchers all of whom are wearing necklaces with crude blue gemstones attached. "Remember do not remove the necklaces you received before entering the portal here, those necklaces serve as an anchor to your home dimension, while they can not help you directly should you receive a life threatening wound they will activate sending you directly back to a preset location in your home dimension which with luck will save your life. Remember however that this dimension is still extremely dangerous and you could still easily lose your life before the anchor can activate, therefore proceed with caution."

(The necklaces are just flavor and can easily be subverted by other Descended if they desire.)
[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
(WIP Description)
Horde type entity

Number- 20
Health per- 5,000
Attack power per- 1,500
Is in The Library side quest.
[Special Ability]
Surround (passive)- Requires at least 5 Bears still alive to activate, the warriors surround the target of their attack causing their target's next basic attack to only be able to target the Ursine warriors, the surrounded target's ability to heal or target a special ability is not effected.
[AG- Controlled by The Blue Knight]
20 charge
(WIP Description)

(So I can't really do stats for these guys because I'm not sure how you'll want them to work Piono. Basically my desire for them is to create a new type of action where I can ask for specific info from the Library books this team restores and then you would provide me with a little tidbit of information on the topic if it would have been in the library. This ability would likely start only giving fragmented and inaccurate info relating to the topic at first but would become more accurate as turns go by as the researchers restores more books and become more familiar with the Library itself. Personally I think the power wouldn't have that much effect on the game and therefore I was hoping to spend 20 charge and maybe just permanently obtain this as a power rather than having an entity created for it that would likely have no effect on the battlefield. Let me know your decision on the topic and if you want to talk to me further on the topic let me know in OOC.)

(Note I'm probably gonna leave the Library soon with all my entities to rejoin the main game.)
[Orders]
Bouvreuil- Checks The Library one last time to see if any remaining pristine condition books are left.
Ursine Warriors- Patrol the library and prepare to set out. (Really do nothing because they're in the side quest.)

(8:32 AM forgot to finish Ursine Warriors stats, fixed. Am still working on the rest of the post's description. 11:29 finished post.)
 
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Got +7 total

Charge: 7/20
Charge: 6/20

I think it's hilarious that the great Tic Tac Toeverlord just instantly died. I have improved my AI, so I suppose I could summon it again. Also, the divine heavens open up, radiating the name of the divine messiah, the one who will bring healing to the land, Pepsiman. This gift of divine power comes in the form of Pepsi Cans, of course.

+1 to MrMirrorMan, +1 to Joebob

Side Quest Action:
Slowly edging forward with the defense drone behind her, Thina peeks around the wall to look into the generator room.

[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.


Entity Orders - Pepsiman slide tackles Lucio. Or The Terrible Idea if he's dead.
 
Vibrating my being at the same frequency as the material used to build the wall, I attempt to phase through it, or at least destabilize it.

20/20 Research
12/15 Development

+2 @The Blue Knight
 
I add the obligatory asterisk to the end of Hannibal's name, making him a proper TOG II*, completing him (and, more specifically, his health bar.)

8/?? Something Missing: illogic

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

+2 @JOEbob
 
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[AG]
20/20 HP
Lúin equiped
In the library side quest
Charge Bank: 10

(+2 from DCCCV)
6/?? Flex charge (Probably going to be used to pressure the guardian)
1/20 Reinforcements

+1 @DCCCV
+1 @I just write

[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
(WIP Description)
Horde type entity

Number- 20
Health per- 5,000
Attack power per- 1,500
Is in The Library side quest.
[Special Ability]
Surround (passive)- Requires at least 5 Bears still alive to activate, the warriors surround the target of their attack causing their target's next basic attack to only be able to target the Ursine warriors, the surrounded target's ability to heal or target a special ability is not effected.
[AG- Controlled by The Blue Knight]
20 charge
(WIP Description)

(So I can't really do stats for these guys because I'm not sure how you'll want them to work Piono. Basically my desire for them is to create a new type of action where I can ask for specific info from the Library books this team restores and then you would provide me with a little tidbit of information on the topic if it would have been in the library. This ability would likely start only giving fragmented and inaccurate info relating to the topic at first but would become more accurate as turns go by as the researchers restores more books and become more familiar with the Library itself. Personally I think the power wouldn't have that much effect on the game and therefore I was hoping to spend 20 charge and maybe just permanently obtain this as a power rather than having an entity created for it that would likely have no effect on the battlefield. Let me know your decision on the topic and if you want to talk to me further on the topic let me know in OOC.)

After reading yet another chapter of "The Nature of Split Personalities" The Knight and William pack up in advance of the Entities and head back to the main battlefield.

(I forgot I already ordered my entities they'll have to leave for the battlefield next turn.)
 
Alright, I apologize, but I'm dead tired and accidentally wasted an hour of my time on something else, on top of just feeling horrendously awful.
There will be no update today, although a sidequest update should still happen tomorrow.
/GMnull
 
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